EE1 Equipment Emporium r33

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Copyright © 2010-2023 Joe Ludlum, R.

Kevin Smoot, and Alan Vetter


All Rights Reserved. See next page for license information.
www.basicfantasy.org
Basic Fantasy Equipment Emporium
1st Edition, Release 33
Copyright © 2010-2023 Joe Ludlum, R. Kevin Smoot, and Alan Vetter – All Rights Reserved
All textual materials in this document, as well as all maps, floorplans, diagrams, charts, and forms included herein,
are distributed under the terms of the Creative Commons Attribution-ShareAlike 4.0 International License.
Most other artwork presented is property of the original artist and is used with permission. Note
that you may not publish or otherwise distribute this work as is without permission of the original
artists; you must remove all non-licensed artwork before doing so.
The full license text can be viewed at:
https://creativecommons.org/licenses/by-sa/4.0/
Contributors: Chris Gonnerman, Rachel Ghoul, Tom Hoyt, Shayne Power, Jeff Johnson, JakeCWolf, Metroknight,
Matt Sluis, and Alan Vetter
Cover Art: John Fredericks
Artwork: John Ciarfuglia, Borgar Olsen, Bruce Ripple, Martín Serena, Zaozabob,
Francisco Chavez, Hadrien Riel-Salvatore, Jeremy Putnam, Greg Allen,
and Gabe Fua
Proofing: Stephen Dobson, James Lemon, Omote, Pinewood, Martin Serena,
Hadrien Riel-Salvatore, Jim Michnowicz, Joel Davis, Todd Lyons,
Timothy P. Fox, Daniel Collins, and Knottyprof
TABLE OF CONTENTS
INTRODUCTION...........................................................1 Footwear..................................................................27
Setting, Materials, and Quality.....................................1 STORAGE & CONTAINERS.......................................28
WEAPONS.....................................................................2 ANIMALS.....................................................................30
Weapon Size and Creature Size...................................2 Mounts and Transport...............................................30
Weapon Options.........................................................2 Game, Farm, and Livestock......................................30
Melee Weapons..........................................................3 Guards and Hunting.................................................30
Ranged Weapons........................................................4 Pets and Other Animals.............................................30
Missile Weapon Ranges...............................................4 Details & Descriptions...............................................31
Weapon Descriptions..................................................5 Guards and Hunting.................................................31
Other Weapons...........................................................6 Game, Farm, and Livestock......................................31
Missile Weapons..........................................................7 Pets and Other Animals.............................................32
ARMOR & SHIELDS.....................................................9 Animal Gear.............................................................33
Materials and Setting...................................................9 Animal Gear Descriptions..........................................33
Creature Size..............................................................9 Tack and Harness.....................................................34
Armor Options............................................................9 Tack and Harness Descriptions..................................34
Armor and Thieves.....................................................9 SERVICES....................................................................35
Armor.........................................................................9 Service Explanations.................................................35
Shields........................................................................9 At the Tavern............................................................36
Armor Descriptions...................................................10
Shield Descriptions....................................................11 STOCK AND TRADE GOODS....................................37
Barding.....................................................................11 Cooking and Provisioning.........................................37
Barding Descriptions.................................................11 Drinks by the Barrel..................................................37
Barding Options........................................................11 Cloth and Skins........................................................37
Other Mounts and Animals........................................11 Plates & Silverware...................................................37
Household Items.......................................................38
GENERAL EQUIPMENT.............................................12 Metals, per lb............................................................38
Equipment Lists........................................................12 Artwork....................................................................38
Explanation of Equipment.........................................13 Descriptions:.............................................................38
Cooking....................................................................13 Furniture:..................................................................39
Rations.....................................................................13 Plates & Silverware:..................................................39
Class.........................................................................13 Artwork....................................................................39
Dungeon Exploration................................................13
Health......................................................................14 VEHICLES....................................................................40
Outdoors..................................................................14 Land Transportation..................................................40
Personal Equipment..................................................15 Water Transportation.................................................40
Tools.........................................................................16 Vehicle Gear.............................................................41
Specialty Tools & Kits................................................16 Notes Regarding Vehicles..........................................41
Item Descriptions......................................................17 Notes Regarding Vehicle Gear...................................42
Fighters' Fittings........................................................17 SIEGE ENGINES.........................................................43
Clerics' Ceremonials..................................................18 GAME MASTER'S INFORMATION............................44
Thieves' Tools...........................................................18 Optional Rules for Arms and Equipment....................44
Wizards' Wares..........................................................18 Unusual Materials and High Quality Items.................44
Professional Tools.....................................................19 Special Weapon Features..........................................44
Games and Entertainment.........................................19 Entangling Weapons..................................................44
Jewelry and Decorative Items....................................20 Using Two-Hand / Hand-and-a-half Weapons............45
Equipment Packs......................................................21 Improvised Weapons.................................................45
Bags and Pouches.....................................................22 Piece Mail Armor (from Armor and Shields)..............45
CLOTHING...................................................................23 EQUIPMENT............................................................45
Outfits.......................................................................23 Specialty Tools & Quality Tools.................................45
Explanation for Outfits:.............................................23 Animal Quality..........................................................46
Individual Items.........................................................24 TREASURE..............................................................46
Personal Effects.........................................................25 Coins........................................................................46
Hats and Headcoverings...........................................25 REVISED MAGIC ITEM TABLES................................47
Outerwear................................................................26 Magic Item Generation..............................................47
Body........................................................................26 Magic Weapons.........................................................47
Gloves......................................................................27 Magic Armor.............................................................47
EQUIPMENT EMPORIUM INTRODUCTION

INTRODUCTION
This book serves as a single source for expanded tables are of the standard of technology in your campaign
equipment, adventuring gear, and other items for use with setting in terms of materials and construction. For settings
the Basic Fantasy Role-Playing Game, but the items listed well outside the standard, adjustments may be needed.
herein should also be compatible with most OSR or "retro-
A game set in an ancient Egyptian or mythic Greek setting,
clone" game systems. If you don't have a copy of the
for example, would find most arms and armor to be made
Basic Fantasy RPG but would like one, please visit the
from bronze, with iron and steel being rare and highly
website and download a copy... like this book, it's free in
prized. Similarly, Magic-Users would keep their known
PDF format.
spells on a large scroll or set of scrolls rather than a bound
As with all Basic Fantasy supplements, the contents of this tome.
book are suggestions; Game Masters are encouraged to
Prices are for new, good quality items with minimal
pick and choose what they want to use, omitting those
decoration or customization. Quality weapons will have a
things which do not "fit" in the individual GM's world.
more polished look, personalized style, a more custom and
Setting, Materials, and Quality comfortable fit, or incorporate detailed handiwork
(tooling/etching/embossing), or rare materials. Prices will
Most of the equipment provided here assumes that the be at least double the list price – but the items will be
campaign is set in a Medieval Fantasy setting, with iron noticeably superior. High Quality items are those of
and steel being the standard for arms and armor. If your exceptional make, such as the armor of a king, a knight's
campaign is set in a different cultural base or era (Classical, standard with blending colors or large amounts of gold
Feudal Japan, Renaissance, Dying Earth), different leaf, or the unusual and exacting details needed for
standards and materials may be more prevalent. To keep creating magical items. High Quality items will be at least
things simple, assume that the items on the following ten times the list price, and will be notable in their
presence – or in some cases absence – from a character.

1
WEAPONS EQUIPMENT EMPORIUM

WEAPONS
Each weapon type listed represents a general category of Weapon Options
weapons sharing some general physical properties and
functions. Examples are given from different settings to Quality: Quality weapons tend to show superior make,
give a sense of what would fit here. If there is a specific better quality materials, added tooling or etching, specialty
type of weapon you want your character to have, look for materials, or decoration. Other than cost and perhaps
the closest match; the GM is the final arbiter. social impact, these have no bearing on the weapon's
effectiveness.
A quick study of various historical arms will show that
significant variations can exist between two examples of a Silver and Silvering: Beyond the examples provided
weapon type in material, make, dimension, and mass. below, many weapons can be edged, coated, or made
The statistics given represent a rough average for a from silver. Unless listed, costs should be generally 10x
weapon of that type. If more variation in statistics is the base cost for a given weapon, or around 3 gp to add
desired, consider raising/lowering the listed prices and bands, studs, or caps of silver to wooden weapons. In
weights by 10% (with a lighter weapon being more many cases, weapons are only edged or coated with silver,
expensive). as a pure silver blade tends to bend or blunt more readily
than iron. Silver sling bullets contain a lead core for
weight; a bullet of pure silver would do the same damage
Weapon Size and Creature Size as a sling stone. Mace and hammer heads can be made
People vary in size – in a fantasy setting, this is even more entirely of silver (at about 30x cost) with little impact on
so. Man-sized races and monsters, including Humans, their effectiveness.
Elves, hobgoblins, and orcs must wield Large weapons Spiked pommel/basket (one-handed weapons only):
with both hands, but may use Small or Medium weapons Adds 3 gp to weapon cost. The weapon has a basket
in one hand. Smaller creatures, including halflings, guard with several large spikes set into it. This weapon
kobolds, gnomes, and goblins may not use Large weapons can be used as a spiked gauntlet in close quarters (such as
at all, and must use Medium weapons with both hands. while wrestling), but cannot deliver a subduing ‘pommel
By extension, larger humanoids, such as ogres or giants, strike.’
could conceivably wield some Large weapons one-
handed.
Dwarves are a special case, being roughly man-sized,
albeit shorter, limiting some options. This is fully detailed
in the Basic Fantasy RPG Core Rules. Other creature
types of unusual builds may have similar limitations.
Note: some weapons must be used with both hands by
design (such as bows and crossbows) but the maximum
size limits still apply: Dwarves and Halflings are simply too
short of stature to effectively wield a longbow, for
example.

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EQUIPMENT EMPORIUM WEAPONS

Melee Weapons
Weapon Price Size Weight Dmg. Weapon Price Size Weight Dmg.
Axes Chain and Flail
Hand Axe 4 gp S 5 1d6 Chain†† 9 gp M/L 3 1d4
Battle Axe 7 gp M 7 1d8 Flail 8 gp M 6 1d8
Great Axe 14 gp L 15 1d10 Great Flail 12 gp L 15 1d10
Pickaxe (Military Pick) 6 gp S 4 1d6 Whip 3 gp M 2 1d3
Mattock (Footman's Pick) 8 gp M 6 1d8 Other Weapons
Daggers Club/Cudgel/Walking Staff 2 sp M 1 1d4
Dagger 2 gp S 1 1d4 Silver Walking Stick/Staff† 4 gp M 1 1d4
Defending Dagger 7 gp S 2 1d4 Greatclub 3 gp L 8 1d8
Silver† Dagger 25 gp S 1 1d4 Sap / Blackjack** 1 gp S 1 1d4
Swords Hook 6 sp S 1 1d4
Shortsword / Cutlass 6 gp S 3 1d6 Sickle 2 gp S 2 1d6
Longsword / Scimitar 10 gp M 4 1d8 Scythe 7 gp L 10 1d8
Two-Handed Sword 18 gp L 10 1d10 Improvised Weapons
Hammers and Maces Random Object – S 1 to 4 1d3
Warhammer 4 gp S 6 1d6 – M 5 to 8 1d4
Light Mace 5 gp S 5 1d6 Spade 2 gp M 4 1d6
Mace 6 gp M 10 1d8 Crowbar 2 gp M 5 1d6
Morningstar 7 gp M 7 1d8 Pitchfork 1 gp M 3 1d6
Maul / Great Mace 10 gp L 16 1d10 Frying Pan 8 sp S 4 1d4
Spears and Polearms Torch (fire damage) – S * 1d3
Spear 5 gp M 5 Brawling
Thrown (one handed) 1d6 Punch** – – – 1d3
Melee (one handed) 1d6 Kick** – – – 1d4
Melee (two handed) 1d8 Gauntlet / pommel** – – – 1d3
Fork / Trident (E) 6 gp M 5 Cestus / spiked gauntlet 1 gp S 2 1d3
Thrown (one handed) 1d6 * These items weigh little individually. Ten of these items
weigh one pound.
Melee (one handed) 1d6
** This weapon only does subduing damage – see Basic
Melee (two handed) 1d8 Fantasy RPG Core Rules.
Boar Spear 6 gp M 5 (E) Entangling: This weapon may be used to snare or hold
Thrown (one handed) 1d6 opponents.
† Silver tip or blade, for use against lycanthropes.
Melee (one handed) 1d6 †† Minimum weight and price.
Melee (two handed) 1d8
Lance 10 gp L 10 1d8
Quarterstaff 2 gp L 4 1d6
Pole Arm 9 gp L 15 1d10

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WEAPONS EQUIPMENT EMPORIUM

Ranged Weapons
Missile Weapon Ranges
Weapon Price Size Weight Dmg.
Weapon Short (+1) Medium (0) Long (-2)
Bows
Longbow 70 140 210
Shortbow 25 gp M 2
Shortbow 50 100 150
Shortbow Arrow 1 sp * 1d6
Heavy Crossbow 80 160 240
Silver† Shortbow Arrow 2 gp * 1d6
Light Crossbow 60 120 180
Longbow 60 gp L 3
Hand Crossbow 30 60 90
Longbow Arrow 2 sp * 1d8
Bola 20 40 60
Silver† Longbow Arrow 4 gp * 1d8
Blowgun 10 20 30
Light Crossbow 30 gp M 7
Dagger 10 20 30
Light Quarrel 2 sp * 1d6
Dart 10 20 30
Silver† Light Quarrel 5 gp * 1d6
Throwing Blade 10 20 30
Heavy Crossbow 50 gp L 14
Warhammer 10 20 30
Heavy Quarrel 4 sp * 1d8
Hand Axe 10 20 30
Silver† Heavy Quarrel 10 gp * 1d8
Oil or Holy Water 10 30 50
Hand Crossbow 150 gp S 3
Sling 30 60 90
Hand Quarrel 2 sp * 1d3
Boar Spear 10 20 30
Silver† Hand Quarrel 5 gp * 1d3
Fork 10 20 30
Bullet Crossbow 30 gp M 7
Spear 10 20 30
Slings & Hurled Weapons
Trident 10 20 30
Sling 1 gp S *
Javelin 20 40 60
Bullet 1 sp * 1d4
Net 10 15 20
Stone n/a * 1d3
Random Object - 10 20
Silver† Bullet 1 gp * 1d4
Bola (E) 2 gp S 2 1d3 Missile weapon ranges are given in feet. In the wilderness,
Dart / Throwing Blade 1 gp S * to ½ 1d3 substitute yards for feet. If the target is at the Short range
figure or closer, the attacker gets a +1 attack bonus. If the
Javelin 1 gp M 2 1d4 target is further away than the Medium range figure, but
Blowgun 2 gp M 2 not beyond the Long range figure, the attacker receives a
Dart 1 sp * 1d3 -2 attack penalty.
Net (E) 20 gp M 5 -
Random Object (thrown) - S-M 1 to 5 1d3
* These items weigh little individually. Ten of these items
weigh one pound.
** This weapon only does subduing damage – see Basic
Fantasy RPG Core Rules.
(E) Entangling: This weapon may be used to snare or hold
opponents.
† Silver tip or blade, for use against lycanthropes.

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EQUIPMENT EMPORIUM WEAPONS

Weapon Descriptions
Axes are a group of tools and weapons designed to deliver thrusting. This includes the aforementioned cutlass,
heavy, chopping blows. Hand Axes are small, light axes, hangars, and machetes, as well as short reverse-curve
generally with good balance for throwing. Examples blades such as the kukri and kopis.
include hatchets, tomahawks, and franciscas. Battle Axes
Long Swords represent a wide range of straight bladed
and Great Axes differ in scale, but share many of the same
swords, primarily designed for one-handed use. These
features. The style of the axe head (crescent, bearded,
weapons will typically be between 3 and 4 feet in length
double-bit, etc.) will be a matter of setting and preference.
and designed for both slashing and thrusting. Examples
Pick Axes and Military Picks are similar weapons, but trade
include the broadsword, pata, spatha, and jian. The
the heavy blade for a sharpened spike. It is not unusual to
Scimitar group includes single-edged, curved swords,
find both pick and blade on the same weapon.
designed primarily for slashing – though specific types may
Daggers represent a variety of short blades (typically be straight or balanced enough to be an effective thrusting
under 12 inches in length). While most daggers will have weapon. This group includes sabers, falchions, daos, and
sharpened edges, these weapons are most often used as katanas.
thrusting weapons. Daggers are assumed to be balanced
The Two-Handed Sword is simply any sword requiring two
for throwing, unless otherwise specified by the GM.
hands to use – due to weight and balance. These will
Daggers include the dirk, seax, poniard, stiletto (a spike-
typically have an elongated handle or hilt, and blades 3½
like dagger), tanto, punch daggers, and smaller types of
feet or longer. Most European-style fantasy two-handers
katar. Defending Daggers follow the same basic design,
tend to be large, straight double-edged blades, including
but incorporate additional features to help catch or defend
claymores, zweihanders, flamberges, and other
against other blades such as an extended or upturned
"greatswords." This also includes curve-bladed single-
crossguard, basket hilt, bell guard, or forks or tines. When
edged swords such as kriegsmessers, nodachis, great
used defensively (including as an off-hand weapon, see
scimitars, and dadaos.
Combat Options), this weapon is treated as a Buckler
against swords and daggers only. Defending daggers will
rarely be balanced for throwing. The main-gauche and
"bladed" sai are two examples.

Swords cover a variety of hilt blade weapons, designed for


cutting or thrusting strikes. The different types of swords
are based on size, shape, and use. Note that at each size,
there are two versions; one straight-bladed, one curved.
Short Swords are straight thrusting weapons, much like a
dagger, but with a longer blade (typically around 2 feet). Hammers and Maces are weapons that use weight and
Some examples may in fact be oversized daggers, force to deliver damage. In game terms, the differences
including cinquedeas, gladiuses, xiphoses, and katars. The are primarily one of style, although hammers may be
Cutlass group represents short blades – curved or straight balanced for throwing, much like a hand axe. Maces may
single-edged – designed for hacking or slashing rather than come with smooth, studded, or flanged heads. The Light
Mace is a smaller, lighter mace, better suited for mounted
combat (or Halflings). The Maul and Great Mace are
larger, two-handed versions of the hammer and mace,
respectively. A vicious variation of the mace is the
Morningstar, which mounts spikes or blades on the head.
Whether or not a morningstar may be used by Clerics in a
setting is up to the GM.

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WEAPONS EQUIPMENT EMPORIUM

Spears and Polearms cover a variety of hafted or pole- Paralysis or be Stunned for 1d4 rounds. A protected head
handled weapons, most based on the simple Spear. The greatly reduces this outcome. If the target is wearing a
Quarterstaff is included here as it functions as a headless helmet (as part of their armor), they receive a saving throw
spear (or if you prefer, a spear is a quarterstaff with a bonus equal to their armor's AC bonus over no armor
pointy bit on one end). Forks and Tridents use a double (11). For example, a padded cap from a suit of leather
or triple-pronged head. This head makes it possible to armor gives a +2 bonus, while a Fighter wearing a plate
catch or hold opponents at a distance. To entangle an mail helmet gets a +6 bonus. Beings with particularly thick
opponent is a called attack with a -2 to attack roll and skulls may also garner a save bonus, per GM discretion.
damage counted as subduing. A Boar Spear adds a
Hooks cover a variety of hook-shaped weapons or
crossbar partway back from the head, not unlike the
implements, from short-handled meat hooks to gaff hooks
crossguard of a sword or dagger. This is meant to prevent
and shepherd's crooks (the latter being Medium-sized). A
an impaled opponent (such as a boar) from running up
hook can have a sharpened point, or simply be used as an
the spear and striking the wielder. The Lance is a larger,
odd-shaped bludgeon.
sturdier spear, and not suited for throwing. A properly
balanced lance may be used one-handed while mounted. Sickles and Scythes cover a variety of inward-curved
cutting weapons, derived from grain harvesting tools. The
Pole arms are long pole weapons, usually 6 to 8 feet long
examples here are specifically forged & balanced for use
with a weapon head placed on top. Pole arms sometimes
as a weapon. The actual farm implements are treated as
combine different attack forms including blade/axe, spear,
improvised weapons including the falx, kama, and kusari
pick/spike, bludgeon, or hook. Some examples and
gama.
combinations include the Glaive, Voulge, Bardiche, and
Bisento (blade), Halberd (axe & spear), Guisarme (blade Improvised Weapons are simply those weapons not
and hook), Partisan (Spear), Ranseur (Spear – akin to actually designed for fighting like a random bottle or chair
boar spear), Bill (Blade and Hook), Bec de Corbin grabbed in a brawl, a pair of scissors used in self-defense,
(bludgeon and spike), and Fork (Spike and "hook"). a peasant's hastily grabbed farm tool, and the ever-popular
frying pan. These weapons are usually not as sturdy or
Chain Weapons incorporate a length of chain or other
well-balanced as actual weapons. Improvised weapons
flexible material to allow the weapon to swing, using
suffer a -2 to strike in melee, and poor range and accuracy
momentum to deliver more damage. The Chain is the
when thrown.
simplest form – a length of chain, swung as a weapon.
Flails extend this by adding a weighted striking head of If the GM allows, it is possible to acquire versions of some
some kind, from long heads mounted on a short cord or Quality items specifically made to be used as weapons.
hinge, to a variety of ball and chain weapons this includes However, many may fall under an existing weapon type.
weapons like nunchaku. Most flails are usable by Clerics,
The Spiked Gauntlets and Cestus are armored 'gloves'
though spiked flails (similar to a morningstar) may be
with added weight, ridges, studs, etc. to give a punch a
prohibited. The Whip operates on similar principle, with
little extra impact. These simply shift punches into normal
an even greater emphasis on speed – to the point that it
(non-subduing) damage. A character cannot deliver
acts more as a slashing weapon. Whips do poorly against
subduing damage while wearing these. If the GM allows, a
hard armors or thick hides, and will not do damage to
boot version of this weapon (Boot spikes) can be
targets with an armor or natural AC of 14 or higher.

Other Weapons
Clubs, Cudgels, and Walking Sticks represent a variety of
simple bludgeoning weapons and objects. This includes
the basic club, gentleman's cane, hiking stick, shillelagh,
knobkerry, or wizard's staff. Because of their design and
lesser weight, these weapons are less effective than a mace
or hammer of similar proportion. A walking stick, staff, or
cane may be purchased with a silver head or handle. The
Greatclub is a heavy, two-handed club, possibly with
reinforcing bands or wraps.
The Sap or blackjack is a leather pouch weighted with
sand or lead shot. This weapon is intended to inflict
subduing damage only. When used in a sneak attack (as
by Thieves), the blackjack has a chance of knocking its
victim unconscious with a blow to the head – save vs.

6
EQUIPMENT EMPORIUM WEAPONS

purchased for the same effect on kick attacks. Note that


these weapons somewhat limit fine hand work (such as
practicing Thief skills), and the boots are a bit noisier,
making silent movement difficult.

Missile Weapons
Bows are slender lengths (staves) of wood or other
materials, bent and fastened at the ends with a shorter
length of animal tendon or other strong fiber. The tension
of the bent staff is what provides the power to launch
arrows great distances. Careful selection of materials and
changing the length of the stave can increase the power
and range of these weapons. Short bows have staves
around 5 foot unstrung, though shorter staves of more
flexible materials may be favored by smaller characters. hand, but at -3 attack roll. The Bullet Crossbow is a
Long bows are typically around 6 feet unstrung, though version of the light crossbow designed to fire small pellets
longer staves are not unheard of. (sling bullets) rather than bolts. At the GM's discretion,
some Clerics may be permitted to use a crossbow with
Crossbows are essentially short, heavy bows (laths) of pellets.
wood or metal set across a stock or tiller. Much of the
popularity of the crossbow comes from its ease in use – The Heavy Crossbow is a more powerful weapon, usually
and much shorter training time for men-at-arms – requiring composite or steel laths. Because of the high
compared to bows. The mechanical lock & pulling draw strength, heavy crossbows can fire 1 per 3 rounds (2
mechanisms means higher tensions can be drawn and held rounds for drawing and setting the bolt). Heavy
without tiring the archer. This allows for ready fire, and crossbows are often mechanically drawn, though some
with greater ranges than a regular bow, at the expense of a may use a braced draw (holding the bow with a stirrup,
slower rate of fire. and using the arms and legs to draw the string back).

Light Crossbows are hand- or lever-drawn, and have a Hand Crossbows are something of a novelty – rare, fairly
rate of fire of 1 per 2 rounds (one round to draw and set, delicate, and difficult to craft. They are easy to draw and
ready to fire the next). Man-sized creatures (including set (firing once per round), but have short range and less
Dwarves) may attempt to fire a light crossbow with one penetration (damage) compared to the heavier models.

7
WEAPONS EQUIPMENT EMPORIUM

Their small size and ease of use makes these popular for
assassination using poisoned bolts. As the name suggests,
these can be wielded with one hand. The short bolts
require a special-sized bolt case.
Slings represent a variety of simple tools that arc or
launch a small projectile at high speed. The cup on a
length of cord is most common, but also includes short
levers and elastic-powered devices. Depending on the
exact design, most slings can be "fired" one-handed, but
take two hands to load. Sling Bullets are shaped, typically
metal (lead, bronze), and roughly marble-sized. Stones
are often chosen for shape and weight (and fairly easily
found while traveling, particularly around rivers). A sling
may be used to hurl small, roundish objects (gems, eggs,
tiny jars), but with diminished range and accuracy.
Blowguns are long, hollow tubes of metal or wood, which
use the wielders' own lung power to fire small darts (or
potentially other projectiles). These weapons are typically
around 4 feet in length, but lengths of up to 7 feet are not
unheard of.
Traditionally a hunting weapon, a blowgun will
occasionally find use in combat, and are particularly
popular among assassins.
Hurled Weapons are weapons meant to be thrown or
hurled. While several melee weapons noted above may
be hurled, the following weapons are made primarily to be
thrown. Some hurled weapons may be usable in melee,
but with a -2 to strike.
Throwing blades are light, edged or pointed throwing Rules for more details. The target can be freed (or free
weapons. This includes throwing knives, chakrams, and itself if possible) with a full round of action, or in place of
large shurikens. Darts are short, weighted missiles, similar moving or attacking if it can find a way to cut or break the
in size and design to a blowgun dart or hand crossbow cord. Quadrupeds receive a +2 on their save.
bolt.
Nets are only used to snare opponents. A net for combat
Javelins are lightweight cousins of the spear with better use is typically about 10 feet in diameter, with a series of
range but inflicting less damage. These include the Roman weights around the edges to help spread the net in flight,
pilum. and hold down the edges to better trap targets. On a
successful hit, the target must save vs. Death Ray or be
A Bola is made from 2-3 weights attached by lengths of caught. It will take 1d4+1 rounds to get free, or 1 round if
cord or leather. It is a hunting weapon designed primarily they can be cut free. Strong creatures may attempt to tear
to snare targets. If an entangle attack is made, the target the net apart. This is similar to a Strength check against a
must save vs. Paralysis to avoid being tripped, and locked door to tear free. A net can normally only catch a
immediately losing movement and their DEX AC bonus single man-sized target when thrown. Larger nets tend to
until they can be freed. Note that for flying creatures, a be difficult to manage in combat, but make excellent traps.
'trip' means that one or more wings have been pinned. Nets can be used in melee, but only to attempt to tangle a
The flying target will start to fall until it can free itself or weapon. It must be thrown to capture a target.
crashes; see Falling Damage in the Basic Fantasy Core

8
EQUIPMENT EMPORIUM ARMOR & SHIELDS

ARMOR & SHIELDS


Materials and Setting Armor Options
The following armor types are assuming a level of Quality armors will have a more personal style, a more
technology at or above the Medieval Fantasy setting. A custom and comfortable fit, or incorporate some detailed
variety of armor-making techniques have been developed, handiwork (tooling/etching/embossing) or rare materials.
incorporating iron and steel. Settings with different Field Plate and Full Plate are always considered Quality
standards or materials may not have all of the options make, due to their custom fitting and detail. Shields
available. A Bronze-era campaign is unlikely to see any bearing more than the most basic of devices (heraldic
sort of chain armor. Bronze plate mail will utilize leather or designs) are considered Quality shields in regards to
other simple mails instead, or simply does without. As pricing.
with weapons, assume that these statistics reflect the
standard for your setting. Armor and Thieves
Creature Size Studded Leather armor counts as leather armor for the
purposes of Thief skills. Ring mail, Brigandine and higher
Armor for smaller than man-sized characters, such as armors will count as metallic for Thief skills. The weights
Halflings, requires less material, and is one-quarter the of these armors still count against the weight carried by a
weight of armor for a man-sized suit. Likewise, armor for character.
larger than man-sized characters (ogres, half-ogres, and
bugbears) will cost and weigh twice as much. Much larger Armor
creatures, such as giants, will have increasing cost and
weight, up to ten times the base. Armor Type Cost Weight AC
No Armor 0 gp 0 11
Padded or Quilted 15 gp 10 12
Hide 10 gp 30 13
Leather 20 gp 15 13
Studded Leather 30 gp 25 14
Ring Mail 25 gp 30 14
Brigandine 80 gp 30 15
Chain Mail 60 gp 40 15
Scale Mail 80 gp 55 16
Splint Mail 100 gp 45 16
Banded Mail 200 gp 35 16
Plate Mail 300 gp 50 17
Field Plate Mail 500 gp 70 18
Full Plate Mail 1,500 gp 80 19

Shields
AC Bonus
Shield Type Cost Weight Melee/Missile
Buckler 5 gp 2 +1/0
Medium Shield 7 gp 5 +1/+1
Tower Shield 15 gp 12 +1/+3

9
ARMOR & SHIELDS EQUIPMENT EMPORIUM

Armor Descriptions Scale Mail Armor is made of metal scales directly woven
to an undergarment that offers flexibility and moderate
Padded Armor is created from layers of cloth placed on protection. A related armor type is Lamellar, where the
top of each other. It is often ceremonial rather than individual scales or plates are connected together, rather
functional, but does offer minimal amounts of protection. than to a cloth or leather backing.
The layers of cloth are great for winter months because
they provide solid insulation, but will get very sweaty and Splint Mail Armor is a form of chain mail where small
dirty unless properly laundered often. Several types of strips of thick metal are interwoven amongst the rings of
metal armors include a layer of padded armor or ‘arming the mail. These small embedded plates offer excellent
jacket’. coverage and better protection than regular chain mail at
the price of additional weight and less flexibility. This also
Hide Armor is much like leather in its working and covers other types of ‘enhanced’ chainmail, such as a
protection. Often hide armor can be found in remote lamellar cuirass, or Mail and Plate armors without a full
areas or barbaric lands; it is the most common type used breastplate.
by orcs and many other humanoids. The process of
creating hide armor involves curing the beast's hide and Banded Mail Armor is a type of laminar armor, with
sewing it to clothing. It is often hot and itchy, but offers overlapping strips or bands of metal. The Roman lorica
protection similar to regular leather armor. segmentata is an example of the form. The armor will also
include vambraces, greaves, and/or armored sleeves. This
Leather Armor consists of pieces of hardened and/or type of armor typically does not include an integrated
layered leather. There are a variety of methods for backing or chain coat (or a very light one), and is
creating this armor, most of which involve boiling, shaping, significantly lighter than other armors in the same category.
then stiffening the armor. The leather pieces are sewn to a Some versions may easily collapse for storage. The
cloth undergarment for maximum flexibility. number of connecting parts, and the fittings needed to
Studded Leather Armor is similar to regular leather properly fit and secure this armor, may make banded
armor, but instead of hardening the leather, metal studs armors more difficult to maintain.
and/or small plates are riveted to it. The studs coupled Plate Mail Armor is another common form of metal
with the leather material provide added protection from armor. Large plates of hard metal are fashioned to cover
attacks at the slight cost of mobility. the torso, arms and legs and attached at the joints to an
Ring Mail Armor consists of rings of steel directly sewn to underlying suit of chain mail; a padded undergarment (see
an undergarment. The rings themselves offer great Padded Armor, above) is worn underneath. If plate mail is
flexibility and decent protection. The underlying garment worn without the undergarment, the Armor Class provided
is usually soft and supple leather which can withstand mild is 16 at a weight of 40 pounds.
punishment. Field Plate Armor consists of solid pieces of plate armor,
Brigandine armor consists of a cloth or leather garment, fastened together with a variety of complicated sliding
lined with small oblong steel plates set inside or between parts, hinges, and straps. Small pieces of chain mail are
layers, and riveted to the fabric. Designs may include used to cover hard-to-protect joints, such as behind the
sleeves or be worn with vambraces. The rivets or nails knees and under the arms. Field plate armor provides
attaching the plates to the fabric are visible on the outside greater protection than regular plate mail with a relatively
and often decorated. Brigandine is typically worn over a small increase in weight, but must be custom fitted to the
padded undergarment; if worn without this undergarment, wearer; this generally means that a character purchasing
brigandine provides an Armor Class of 14 at a weight of this sort of armor must wait at least a full week between
20 pounds. This type of armor would also include armors placing the order and receiving the finished suit. Field
with small plates attached to the outside of a quilted or plate armor is worn over a padded undergarment, and if
padded garment. worn without the undergarment, the Armor Class provided
is 17 at a weight of 60 pounds.
Chain Mail Armor consists of rings of metal that are
interwoven, rather than being stitched to a leather Full Plate Armor is generally identical to field plate armor,
garment. Chain mail is worn over a padded but is of superior design and manufacture; only an expert
undergarment; if worn without the padded undergarment, armorer can fashion it. The plates cover the wearer more
chain mail armor provides an Armor Class of 14 at a fully, and chain mail is generally not used at all. Also, the
weight of 30 pounds. Chain mail is very flexible and plates themselves are designed to deflect weapon strikes
durable. It is one of the most popular and affordable away from any otherwise-vulnerable joint in the armor.
armors available to player characters. Chain mail may be Those who wear Full plate suffer a -1 penalty to attack
made either in the form of a suit (i.e. tunic and trousers) or rolls due to limited mobility while wearing the armor. Full
in the form of a hauberk, which consists of a tunic with a plate cannot be put on alone and takes at least 1 turn to
skirt or kilt to protect the legs. get into with assistance.

10
EQUIPMENT EMPORIUM ARMOR & SHIELDS

Shield Descriptions Barding Options


A Buckler is a small shield worn on the forearm or held by Quality Barding will generally be of finer make, more
a single handle to block incoming attacks. It is usually decorative, or more comfortable to the wearer (in this
about a foot in diameter. The wearer of a buckler receives case, the mount). Barding made to perfectly complement
+1 to their Armor Class when in melee combat, but gains the rider's armor would be a Quality design.
no protection against missile fire. The worn buckler may
be used by those wielding two weapons, as described in Other Mounts and Animals
the Combat Options supplement; if this is done, the
character may either attack with the off-hand weapon or Barding can be made for other creatures besides horses.
gain the benefit of the shield. Pricing is described below:

A Medium Shield is usually about 3 feet in diameter and Mount Cost modifier Weight modifier
is often round, though shields may come in a variety of Small mount x 1/2 x 1/2
shapes. These shields may be all metal or wood with Dog Armor x 1/4 x 1/10
leather and metal cladding. A medium shield is worn by
looping one's arm through a strap and then grabbing a Larger Mounts x2 x2
handle of some sort on the backside of the shield. A Flying mount x5 x1
medium shield will give the wearer +1 AC from both Exotic mount x 2+ By animal size
melee and missile attacks; this is the "standard" shield as
described in the Basic Fantasy RPG Core Rules. Small mounts are those required by Dwarves and
Halflings. This includes ponies, riding dogs, and war rams.
A Tower Shield is a very large shield that is almost the
This is also suitable for other dogs (guard dogs, for
height of the wearer; such a shield is generally rectangular,
example) over 100 lb.
but oval, elliptical, and curved shapes are not uncommon.
Because of the bulky and cumbersome nature of such a Dog armor is specifically for smaller animals including
large shield, it only offers protection similar to a medium hunting cats and the smaller of guard or hunting dogs.
shield while in melee (+1) yet gives superior protection Most animals of this size will not tolerate armor heavier
against missile fire (+3) due to its size. than mail, regardless of weight.
Large Mounts is for creatures significantly larger than a
Barding draft horse, such as an elephant. For the truly titanic,
Barding is the term for the armor used to protect a mount. apply this modifier multiple times.
The armor covers the head, neck, and body of the animal. Flying Mount costs are applied on top of the base size
The prices and weights below are for decent quality cost. This is in part because of the relative rarity of flying
barding for a horse or warhorse. mounts, as well as the more complex designs needed to
Barding Price Weight AC Bonus allow for movement (wings), aerodynamic considerations,
better fittings, and possibly under-armor. Regardless of
Light Barding 120 gp 50 +2 weight allowance, mounts cannot fly in armor heavier than
Mail Barding 400 gp 80 +4 light barding or magical mail barding.
Plate Barding 1,200 gp 100 +6 Exotic Mounts are those not typical to a culture or game
setting. Generally this is for exotic creatures, but may
Barding Descriptions apply to 'normal' mounts outside of their usual setting
Light Barding consists of padding and/or leather, with (armor for a camel or elephant; new barding for a war ram
reinforced leather or metal plates for added protection in outside of Dwarven lands, etc.).
key areas. Generally the effect is similar to studded
leather.
Mail Barding is a coat of chain or scale armor with cured
leather or metal guards for head, chest, and other strategic
locations. In many ways, the effect is similar to splint or
banded mail.
Plate Barding utilizes various plate pieces or segmented
metal coat with chain mail support in other areas. The
overall look is somewhere between plate mail and field
plate.

11
GENERAL EQUIPMENT EQUIPMENT EMPORIUM

GENERAL EQUIPMENT
Equipment Lists
Item Price Wt Item Price Wt
Cooking Magnet, small 1 sp *
Cooking Supplies (per week) 3 gp 7 Magnifying glass 100 gp *
Fire grate 3 gp 5 Mirror, small metal 7 gp *
Fishhook 1 sp ** Mirror, small silver 25 gp *
Iron Pan (Frying) 8 sp 2 Nails, Iron (20) 2 sp 1
Iron Pot 5 sp 3 Nails, silver (20) 2 gp 1
Rations Needle, magnetized 1 gp **
Dry, one week 10 gp 14 Oil (per flask) 1 gp 1
Elven Waybread, one week 35 gp 7 Fine Paper or Vellum, per sheet 4 gp **
Standard (perishable), one day 6 sp 4 Paper or Parchment, per sheet 1 gp **
Tea pot 3 sp 2 Rope, Hemp (per 50 ft) 1 gp 5
Tripod, cooking 3 gp 10 Rope, Silk (per 50 ft) 10 gp 2
Class Items Signal whistle 1 gp **
Holy Symbol 25 gp * String / Twine, 100 ft 2 sp 1
Holy Symbol, Ornate 50 gp 1 String / Twine, Silk, 100 ft 6 sp 1/2
Holy Water, per vial 10 gp * Vial, glass 1 gp *
Quiver or Bolt case (20) 1 gp 1 Wax, beeswax 3 sp 1
Thieves' picks and tools 25 gp 1 Wooden Stake 2 cp 2
Whetstone 1 gp 1 Health
Dungeon Exploration Bandages 1 sp **
Bed Roll 6 gp 5 Crutches 1 gp 4
Candles, 12 1 gp * Oil (per flask), scented / rubbing 5 gp 2
Chalk, colored, small bag of pieces 4 gp * Perfume (per vial) 5 gp 1/2
Chalk, small bag of pieces 2 gp * Razor 1 gp *
Charcoal sticks 1 gp * Soap (per lb) 5 sp 1
Coal Keeper 2 gp 1 Soap, perfumed (per lb) 5 gp 1
Cord/ Strap, per 3 ft 1 sp 1 Outdoor
Flask, Silver 20 gp 1 Air Bladder 15 gp 3
Flask, Steel 2 gp 1 Caltrops 1 gp 2
Grappling Hook 2 gp 4 Crampons 4 gp *
Hammock 5 gp 5 Hunter's Horn 5 gp 2
Iron Spikes, 12 1 gp 1 Piton, climbing 2 sp **
Jar or Bottle, Ceramic 4 sp 1 Skates 10 gp 2
Jar or Bottle, Glass 12 sp 1 Snow skis 15 gp 7
Ladder, Rope, 25ft 3 gp 10 Tent, Large (ten men) 25 gp 20
Lantern, Bullseye 14 gp 3 Tent, Pavilion 100 gp 40
Lantern, Hooded 8 gp 2 Tent, Small (one man) 5 gp 10
Lens, small 8 gp * Trap, small animal 4 gp 1
Lock, Excellent 200 gp 2 Trap, medium animal 7 gp 2
Lock, Good 100 gp 1 Trap, large animal 14 gp 5
Lock, Poor 20 gp 1/2 Travois 5 gp 15

12
EQUIPMENT EMPORIUM GENERAL EQUIPMENT

Item Price Wt Explanation of Equipment


Personal Equipment
Journal (blank) 20 gp 1 Cooking
Map or scroll case 1 gp 1/2 Cooking Supplies are odds and ends needed for cooking
Mess Kit 8 gp 2 on the road, including some basic sundries, common
seasonings, smoking wood, and so on.
Sealing Wax 3 sp *
Signet ring or personal seal 5 gp ** Rations
Smoking Pipe 1 gp *
Standard Rations include cured meats, seasonal fruits
Smoking pouch 1 gp * and vegetables, and fresh breads or biscuits, often
Tinder Box, Flint & Steel 3 gp 1 wrapped in cloth. These are tastier than dry rations, but
Torches, 6 1 gp 1 will generally only keep for a few days in all but the coldest
Wineskin/Waterskin 1 gp 2 or driest climates (up to 1 week).
Wineskin/Waterskin, gallon 3 gp 7 Dry Rations may consist of dry bread, hard cheese, dried
Winter blanket 1 gp 3 fruit, nuts, beans, jerky, or any other food which will not
"go bad" in less than about a month (if not longer). Dry
Writing ink (per vial) 8 gp 1/2
rations are generally sold in quantities sufficient for one
Tools character for a week, and are packaged in waxed or oiled
Bell, small 1 gp * cloth to protect them.
Bellows 10 gp 3 Elven Waybread is famously described to fill a man's
Block and tackle 5 gp 2 stomach for a day with just one bite. While not quite this
Bucket (up to 5 gal) 5 sp 2 (15) sustaining, this dry but not-bad-tasting tack biscuit is very
nourishing. A single small cake will provide one day's
Canvas (per sq yard) 4 sp 5
sustenance.
Chain (per ft), Heavy 4 gp 10
Chain (per ft), Light 3 gp 5 Class
Chisel 2 gp 2 Holy Water is explained in the Encounter section of the
Crowbar (3 ft) 2 gp 10 Basic Fantasy RPG Core Rules.
Fishing net, 10 ft sq 4 gp 1
A Quiver is an open container used to hold arrows. A
Grease Pot 5 gp 5 Bolt Case is a similar sort of container for crossbow bolts.
Hammer or Mallet 3 gp 2 In either case, the standard capacity is 20 missiles. The
Hand Drill 10 gp 3 length of a quiver or bolt case must match the length of
the ammunition for it to be useful; therefore, there are
Hourglass (Hour) 25 gp 3
longbow and shortbow quivers and light and heavy
Ladder, 10 ft 1 gp 20 crossbow bolt cases. The price is the same regardless of
Marbles, Bag 8 sp 1 the type.
Needle, sewing 5 sp ** A Whetstone is used to sharpen and maintain edged
Paint, per gallon 1-2 gp 4 weapons such as swords, daggers, and axes.
Paint, small pot 2 sp 1
Pick Axe, Mining 4 gp 7 Dungeon Exploration
Pliers 1 gp 1 A Candle will shed light over a 5 foot radius, with dim light
Pole, 10 ft Collapsing 50 gp 15 extending a further 5 feet. A normal candle will burn
about 3 turns per inch of height.
Pole, 10 ft wooden 1 gp 10
Scissors 5 sp 1 Chalk is useful for "blazing a trail" through a dungeon or
* These items weigh little individually. Ten of these items ruin to ensure that the adventurers can find their way back
weigh one pound. out again.
** These items have no appreciable weight and should not be Charcoal consists of pieces of carbonized wood, which
considered for encumbrance unless hundreds are carried. can be used like chalk (making black markings), or may be
added to tinder.

13
GENERAL EQUIPMENT EQUIPMENT EMPORIUM

A Coal Keeper is a small, lined ceramic pot designed to A Mirror is useful in a dungeon environment for many
hold and keep a small coal or ember lit for several hours. reasons. For instance, it is the only way to look at a
While this will resist moisture and wind, immersion will medusa without being turned to stone. Mirrors are also
extinguish the coal immediately useful for looking around corners, and can be used
outdoors to send signals using reflected sunlight.
A Cord/Strap is a short length of thin rope, leather, or a
short belt for tying something to an arm, leg, or other Paper of decent quality, refined papyrus, cotton, cloth, or
accessories. This can secure a scabbard to an arm or leg, wood pulp, or parchment – depending on the setting &
or attach a pouch to a baldric, or the strap of a backpack. availability. High quality paper and vellum is not
necessarily more durable, but will take ink better, and is
Flasks are metal containers with stoppers that hold
required for magic writing (both books and scrolls).
between 8 and 12 oz of liquid.
Hemp Rope is ½ inch in diameter and has a breaking
Iron Spikes are useful for spiking doors closed (or spiking
strength of 1,600 pounds. A safe working load for a rope
them open) and may be used as crude pitons in
is normally one-quarter of the breaking strength. One or
appropriate situations.
more knots in a rope cut the breaking strength in half.
Jars include lids or stoppers and have a volume of 8-16 oz This does not affect the safe working load because knots
(double or halve price for larger/smaller volumes). They are figured into the listed one-quarter ratio.
are good for wet or dry materials, but prone to breakage.
Silk Rope is about 3/8 inch in diameter and has a
breaking strength of 1,600 pounds, although it weighs
considerably less than hemp rope. The notes regarding
rope strength given for hemp rope, above, apply here also.
String / Twine holds up to 30 lb.
Wax, beeswax is a softer wax, useful for making
impressions, hasty patches, stuffing in ears, etc.

Health
Bandages are clean, rolled linens, which when used are
enough to prevent blood loss for one character's wounds
from one combat encounter.

Outdoors
An Air Bladder is a leather pouch with a tube fitting into
A Rope Ladder is a regularly knotted rope, or two lengths the user's mouth. It will hold an extra breath of air,
of rope, strung with rungs, with a single line at top for a allowing a swimmer to extend their range. The user must
hook. It typically has an 850 lb capacity. overcome the buoyancy the air bladder provides to be
A Lantern will provide light covering a 30 foot radius; dim able to stay under water.
light will extend about 20 feet further. A lantern will Along with helping breathe underwater, the air bladder
consume a flask of oil in 18+1d6 turns. may also be used to help a character float. This allows a
A Hooded Lantern has a shutter mechanism to close off moderately-encumbered character to float; a heavily-
the light and prevent it from being seen. encumbered character will have to drop enough weight to
be moderately-encumbered in order to float. An
A Lantern (Bulls-eye) is similar to a hooded lantern, only unencumbered character will need to make a swim check
it is closed on all but one lensed side. This lamp projects every other round instead of every round.
light up to 30 feet, and 30 feet at its widest, and includes a
shutter. Caltrops are metal spikes that look like large jacks, shaped
so that there is always one sharp point facing up. One bag
A Lens enlarges the image of an object; a Magnifying can be scattered over an area of 5 square feet. If a
Glass consists of a large lens held in a frame with a creature moves through or spends a round fighting in an
handle. The bare lens is smaller and is limited to 2-3x area scattered with caltrops, there is a 2 in 6 chance it will
magnification. A magnifying glass is of higher quality with step on one. Heavy boots reduce the chances of stepping
a minimum of 5x magnification. Both can be used to on a caltrop to 1 in 6. Stepping on a caltrop deals 1 point
attempt to start fires using strong sunlight. of damage and reduces the creature's movement rate by
half for 24 hours, or until it receives some form of healing.

14
EQUIPMENT EMPORIUM GENERAL EQUIPMENT

If the creature is attempting to move or charge through the A Smoking Pipe & Pouch are considered Halfling
caltrops and it steps on one, the pain forces it to stop, essentials, and are even carried by most Halfling
unless the creature is mindless or cannot feel pain. adventurers. The pipe is hand sized or a little longer, and
consists of a short tube with a bowl at the end which is
Crampons are spikes for boots which improve the
filled with tobacco. When lit, the smell is much more
wearer's chances at climbing and maintaining balance on
aromatic than other smoking implements which may be
ice.
part of its appeal. A pipe and several days of tobacco can
A Hunter's Horn is a signal horn, often made from brass be stored in the pouch.
or the actual horn of an animal.
Sealing wax is a kind of shellac or paraffin wax that is
A Piton is a spike for climbing; designed to wedge into softened when heated, but dries solid to seal containers
rock or ice cracks. (bottles), or written messages, letters, and even scrolls.
A Trap generally refers to a leg-hold trap for fur-bearing A Tinderbox is generally purchased with a flint and steel.
animals of various sizes. The jaws of the large-sized traps The flint, which is a hardened piece of hard rock, is struck
have teeth to help hold the large animals they are designed vigorously against a C-shaped piece of high-carbon steel.
for. When used, a trap is staked to the ground with a When done correctly, hot sparks will fly from the flint and
rope or chain. These traps are typically hidden and will steel into the tinder, hopefully starting a fire. The best
surprise on a 1-2 on 1d6. They are set by pressing down tinder is a dried piece of prepared tinder fungus, carried in
on the spring and then setting the trigger. There is a 1 in the tinderbox to keep it dry. Char cloth, hemp rope, or
20 chance the trap will trip while the trapper is setting it, even very dry grass can substitute for the tinder fungus if
for a non-Thief. A natural roll of 1 means the trap misfired prepared tinder fungus is not available. The time required
and the trapper has pinched their finger, hand or arm to start a fire should be determined by the GM according
depending on the size of the trap. to the prevailing conditions, but under ideal conditions,
starting a fire with a flint, steel, and tinder takes about a
Traps Price Size Wt Damage turn.
Small 4 gp S 5 1d4
A Torch is normally fashioned out of a short wooden stick
Medium 7 gp M 7 1d8 with tightly wrapped rags at one end that have been
Large 14 gp L 15 1d12 soaked in animal fat or paraffin to allow it to burn for
extended periods of time. When lit, the burning wick sheds
A Travois is a sort of litter designed to be pulled by a light over a 30 foot radius, with dim light extending about
person or animal. Anything loaded on the travois 20 feet further, and burns for 1d4+4 turns. Of course, a
(including people) only counts 1/3 of its weight against torch is also useful for setting flammable materials (such as
carrying capacity. Anyone hauling a travois moves as if cobwebs or oil) alight.
heavily encumbered, regardless of how much weight is
actually being pulled. A Wineskin/Waterskin is a container for drinking water or
wine; though generally water is taken into a dungeon or
Personal Equipment wilderness environment. The standard waterskin holds
one quart of liquid, which is the minimum amount
A Journal is a leather bound paper book 6 by 9 inches in required by a normal character in a single day. If
size and 50 pages long. It is good for making notes, adventuring in the desert or other hot, dry areas, a
sketches, or small maps. The paper is not spellbook
quality.
A Map or Scroll Case is a tubular oiled leather case used
to carry maps, scrolls, or other paper items. The case will
have a water-resistant (but not waterproof) cap which
slides over the end and a loop to allow the case to be hung
from a belt or bandolier. A standard scroll case can hold
up to 10 sheets of paper, or a single scroll of up to seven
spells.
A Mess Kit includes the essential utensils for eating while
camping. Most often these consist of a trencher
(something between a bowl and a plate), spoon, knife,
fork if appropriate, and a small wood, tin, or brass cup.

15
GENERAL EQUIPMENT EQUIPMENT EMPORIUM

character may need as much as ten times this amount. is designed for breaking up stones and soil or prying things
Note that the given 2 pound weight is for a full skin, and open. It is also used for prospecting or ice climbing. It
an empty skin has negligible weight. deals 1d3 points of damage if used as a weapon.
Writing ink is made of charcoal, various pigments, resins, Collapsing Pole is a handy invention consisting of ten 1-
and waxes, and is stored in a small ceramic jar or tin foot wood sections, and two metal end caps. Each piece is
sufficient for 50 pages of normal writing. threaded so that the pieces can be combined to make a
pole of any needed length. Collapsing poles from the
Tools same maker may be combined for longer reach.

A Bellows is a fire tending tool that is about a foot long


with a leather air bag between two wooden handles.
Specialty Tools & Kits
When the handles are squeezed together, air will blow out The following lists cover the tools necessary for jobs other
the nozzle of the air bag, increasing the heat of a fire as than adventuring. Mostly this is focused on providing a
well as clearing dust or ash. complete tool set; some individual items are noted for
A Block and tackle is a system of two or more pulleys additional detail (or replacement).
with a rope threaded between them to reduce the weight Item Price Weight
of loads that are being lifted. The effective weight is
Fighters' Fittings
reduced by ¼ with one pulley (lifting at load up 50 feet
with 100 feet of rope), ½ with two pulleys (with 200 feet of Armor patch kit 5 gp 3
rope), and by ⅔ with three pulleys (with 400 feet of rope). Arrowhead 5 cp *
A Crowbar a bar of iron that curves at one end in a kind Arrowhead, silver 15 sp *
of hook shape. The end itself is flattened with a narrow Bowstrings (10) 1 gp *
split on the tip to help pull nails out of a board. The other Quiver, Fullback / Archer's pack 4 gp 1
end is flattened without a split to help pry one piece of
Quiver, Secured (corkfoot) 25 gp 1
wood from another or force open a jammed or locked
door, or heavy objects such as a stone coffin lid. In game Sword Oil 1 gp ½
terms, add one to the die roll range when forcing a door Clerics' Ceremonials
with this tool. For example, a character with 16 Strength Altar case, Wood 15 gp 5
would open doors on 1-3 on 1d6; with a crowbar, the
Altar Symbol, Elaborate 250 gp 15
range becomes 1-4 on 1d6.
Altar Symbol, Metal 50 gp 4
Grease is a thick, slippery lubricant made from made from
Altar Symbol, Simple 5 sp 1
animal fat, or oil from the ground. It is sold in a tin or jar,
and is useful for cooking or lubrication. Not all forms are Aspergillum 20 gp 6
flammable or edible. Censer, brass 1 gp 3
A Pick Axe is a "T" shaped tool with a wooden handle, Censer, gold 5 gp 9
and a combination metal hammer and pick at the end. It Holy Symbol Flask 50 gp 1
Incense, per stick 1 gp *
Prayer Beads 2 gp *
Prayer Book (Simple) 25 gp 1
Prayer Book (Tome/Ornate) min 250 gp 5+
Travel Altar 40 gp 15
Thieves Tools
Climbing harness 15 gp 2
Climbing Tools 20 gp 4
Dead Hammer 10 gp 3
Disguise Kit 20 gp 5
Folding / Extending rods 25 gp 3
Glass cutter 5 gp *
Lampblack, pot 50 gp 1
Thieves' picks and tools 25 gp 1

16
EQUIPMENT EMPORIUM GENERAL EQUIPMENT

Item Price Weight Item Price Weight


Wizards' Wares Deck of Cards (Game, Tarot) 5 to 50 gp *
Book, blank, per 25 pages 12 gp ¼ Dice / Knucklebones 1 sp – 5 gp **
Ink pot, hard ceramic 2 gp ½ Dice / Knucklebones, loaded +10 gp
Quill 1 sp ** Juggling balls or pins – set of 3 4 gp 3
Quill knife (for sharpening quills) 1 gp * Marked Cards +15 gp
Spellbook, reference 50 gp 2 Toys, common 2 cp - 2 gp 1
Spellbook, traveling 25 gp 1 Toys, complex min 20 gp 3
Tome, blank, per 25 pages 25 gp ¼ Toys, fancy 1 to 25 gp 1
Writing ink (assorted color set) 20 gp 1 Musical Instruments
Writing ink (per vial) 8 gp * Large Wind & Brass 35 to 80 gp 3 to 8
Professional Tools Percussion 1 to 50 gp * to 15
Artisan tools (Basic set) 5 gp 5 Small Wind 5 -to30 gp 1 to 2
Artisan tools (Complete) 50 gp 5 Standing Instruments min 20 gp 25+
Craft Tools (Basic Set) 15 gp 15 String / Harp 20 to 75 gp 2 to 12
Craft Tools (Complete) 70 gp 50 * These items weigh little individually. Ten of these items
weigh one pound.
Map-maker / Scrivener's Kit 35 gp 5
** These items have no appreciable weight and should not be
(professional)
considered for encumbrance unless hundreds are carried.
Simple Scribe kit (10 paper, ink, 15 gp 1
quill & tools, writing board) Item Descriptions
Natural Philosophy & Alchemy
Alchemist's glass works, each 5 sp to * to 2 Fighters' Fittings
piece 10 gp
Armor patch kit consists of steel wire, pliers, leather cord,
Alchemist's lab 500 gp 40 and other materials needed for making temporary repairs
Belladonna, 1 sprig 4 sp * or to hold damaged armor together. In a pinch, they could
Herbalist's kit 10 gp 3 be used to repair other equipment.
Mandrake, root 25 sp * Arrowheads are spares for repairing or making new
Nightshade, sprig 15 sp * arrows. Bowstrings are needed for fixing or building bows.
Wolfsbane, per sprig 10 sp * Fullback Quiver is a large quiver worn across the entire
Chemicals / Drugs/ Herbs – per vial or sample – back, with a capacity for 50 arrows plus room for a bow.
Several small pouches are attached for tools and supplies
Acid, flask 10 gp 1
(extra strings, arrowheads, etc.). A back quiver cannot be
Balance and Weights, Large 150 gp 25 worn with a backpack.
measures (to 10lb)
Common substances 1 sp * Secured or 'Corkfoot' Quiver is specifically designed to
hold arrows or bolts in place, preventing accidental
Exotic ingredients min 50 gp * spillage. A piece of cork or tightly-packed straw at the
Lens, Concave/Convex 5 gp * base are common methods, but quivers with specially-cut
Magnets, per 1 inch sq 5 sp 1 or "grabbing" slots are not unheard of.
Prism 10 gp * Sword Oil is a polish and preservative for metal arms and
Rare reagents 25 gp * armor. While not as flammable as lamp oil, it makes a
Reference Books, per 25 pages 5 to 100 gp ¼ decent lubricant.
Ruler, silk (30 ft) 80 gp 1
Slate, 1 ft sq 10 gp 2
Slate, 4×6 ft 30 gp 16
Uncommon components 2 gp *
Games & Toys
Chess set 5 gp 3

17
GENERAL EQUIPMENT EQUIPMENT EMPORIUM

Clerics' Ceremonials head). This does not keep what is being hit from making
noise – a glass window will still make noise when it
Note: A given faith might not use all (or even any) of the
shatters, and an enemy will likely scream!
following. Check with the GM as to what items are used.
A Disguise kit is a simple kit for altering one's appearance
Altar cases are large cases used to store the tools of
which includes makeup, hair dye, and a few wigs and/or
worship. When opened it provides a simple altar for
fake beards. Clothing and prosthetics (fake noses and the
ceremony and worship. A small number of ceremonial
like) are not included.
objects may also be stored inside the case.
Folding/extending rods come in 4 inch rod segments, and
An Altar symbol is a large, often ornate holy symbol that
extend up to 3 feet in length when connected to each
serves as a focal point of worship. This does not affect any
other. These may either be hinged, or separate pieces
clerical abilities focused on holy symbols (e.g. Turning
akin to a collapsing pole. They may support up to 10 lb.
Undead), but it is big enough to be seen in all parts of a
ceremonial chamber in a shrine or temple. A Glass cutter is a small device with a diamond-encrusted
wheel used to score (not actually cut) glass, which will then
An Aspergillum is a device for sprinkling holy water –
break following the scored line. These are used to break
either from an internal reservoir, or drawn from a bucket.
window panes, protective cases such as for jewelry, and so
The holy water (and bucket) are not included.
on.
A Censer is a vented pot that can be filled with burning
Lampblack is a sooty, greasy concoction which can coat
charcoal and incense. It is often swung from a length of
almost anything in a layer of dull black. Note that combat
chain during religious ceremonies.
will quickly remove this coating from weapons. A single
Incense is usually sold as hardened wooden sticks coated pot will be sufficient for the face, arms, and one small
with fragrant gums, resins, wood powders, herbs, and weapon.
spices. It is often burned for its smoke and aroma during
religious ceremonies as an offering to the dead or to gods. Wizards' Wares
Prayer Books are standard texts containing prayers, A Spellbook is an essential feature of any Magic-User's kit.
scriptures, and myths of a given religion. They are used This is where their spells and formulae are stored, and is
for personal use and group ceremonial use. They may used to prepare for spellcasting.
also come in the form of texts on scrolls.
A Reference spellbook is a larger hard-bound tome,
A Travel Altar includes a portable altar and all the basic typically 12½ x 10 inches in size with 256 pages. One
ceremonial tools for a given faith in a sturdy wooden altar reference book can hold up to 256 levels of spells. A
case. It is a useful tool for itinerant priests. smaller, more portable option is the leather-bound
Traveling spellbook. This book is typically about 10 x 6½
Thieves' Tools inches in size with 128 pages. It can store up to 128 levels
of spells. Either will fit into a backpack or satchel. In
Thieves' Picks and Tools are required for the use of Thief
abilities such as opening locks and removing traps. These
abilities may not be usable without appropriate tools, or
may be used at a penalty at the option of the GM.
Climbing harness is a solid-fitting set of belts and straps,
with additional straps to be hooked or staked into
structures. When secured, this can hold the Thief (and up
to 40 lb total) in place, allowing the Thief to use his hands
freely. Any Dexterity AC bonus is lost when secured.
Climbing tools are specialized climbing gear (high grip
gloves, palm spikes, crampons, etc.) to assist in wall
climbing. Note that it is difficult if not impossible to wield
weapons or move silently with these equipped.
A Dead Hammer is a hammer or mallet with a head
made of treated wood, plant resins, or other materials.
The head of this hammer makes very little sound when
striking things (such as a stake, a nail, or an enemy's

18
EQUIPMENT EMPORIUM GENERAL EQUIPMENT

general, a Magic-Users' starting book is assumed to be a Games and Entertainment


Traveling book, but a player may start with a Reference Cards are carefully cut and hand-crafted, and most are
book if the GM allows it. The initial spellbook of a Magic- made from heavy stock, vellum, waxed fabric, or thin
User is given as a gift from their instructors. veneers of wood or ivory. The quality and condition of the
Note: If bound books are not the standard in your cards will reflect the status of its owner or user. Note that
campaign, the cost, weight, and spell capacity can be used cards include both playing decks (for games) and Tarot or
for other media, such as large scrolls. other divination decks.
Books & Tomes are priced as blank books, but can be A Chess set covers similarly-pieced board games, such as
pre-scribed or printed books (not magical) with variable Backgammon, Go, Mancala, Shogi, Senet, Xianqi, or
price depending on content. Books can be leather or similar games unique to your fantasy world. Quality sets
hard-bound (leather-wrapped wood), and pages may be made from exotic materials are much higher in cost.
as small as 5 x 7 inches, but usually closer to 10 x 6 Dice are often cut from ivory or wood, but other
inches. A book will generally use half a sheet of paper per substances such as metal, or cut crystal are not unknown.
book page. Tomes are larger, heavier volumes, and They may contain the usual numbers or have symbols
always hard-bound, and sometimes even metal-bound. unique to your fantasy setting. It will cost double to closely
Typically these will have 12 x 10 inch pages or larger. A match a specific set of dice (to substitute a loaded set, for
tome will use a full sheet of paper per page of tome. example). Swapping dice requires a successful pick
pockets roll.
Professional Tools
Musical Instruments cover a wide range of music-making
An Alchemy lab provides the basic tools needed for devices including: Large Wind instruments (reed
creating potions and some magic item creation. Special instruments like a bassoon, bass clarinets, or bagpipes);
ingredients are sold separately. Exact details of the Brass instruments from bugles to large horns (trombones
contents of such a laboratory are beyond the scope of this or tubas); Percussion instruments such as "portable"
book. drums, chimes, clappers, and others; Small Wind
Artisan & Craft tools are the various tools and instruments (flute, whistle, recorder, oboe, and clarinet);
implements needed to practice a profession. The Standing instruments that are anything too large to readily
distinction is a matter of scale: Artisan tools are those used carry (large harp, drums, gong, or large keyboard
for lighter or finer work (painters, barbers, or carvers), instruments such as harpsichord or organ); and Strings
while Craft tools are those involved in larger constructions (fiddle, shawm, lute, guitar, small harp, zither, and
(blacksmiths, coopers, or stonemasons). Basic sets dulcimer).
provide everything needed for day-to-day work as a travel
kit. Complete sets have all of the tools a professional
would be expected to have, including uncommonly-used
specialty tools, and as a set is generally impractical to
move. This does not cover costs for workshops.
The Scribe Kit and Scrivener Kit are examples of basic
and complete sets: A Simple Scribe kit has 10 sheets of
paper, ink, quill & tools, and a writing board. A
Scrivener's Kit is setup for detail work, and good for
writing proclamations and official documents It includes
several sheets of higher-quality paper and parchment,
various inks (colored or magical), sealing wax, and a
folding desk. Of similar content is the Map-Maker's kit,
which includes additional geometric tools for accurately
depicting land and the coast. Note that this is for detailed,
permanent maps, and is far beyond the needs of a simple
dungeon map.
Note: The equivalent of a Scrivener kit is the minimum
needed for transcribing spells (excluding inks). Better
work is done with Illumination tools (quills and
pens/brushes, multiple ink colors, and other associated
tools. Treat it as a complete set of artisan's tools).

19
GENERAL EQUIPMENT EQUIPMENT EMPORIUM

Jewelry and Decorative Items A Brush/Comb is used to groom hair, and often has a
back made of wood, while more expensive versions could
Jewelry & Decorative Items Price Weight have silver or gold backs and would need to reflect the
Buckle (for belt) - decorative 10 gp ½ cost of material and engraving or gems.
Barrette/ Hair Comb 5 gp * A Circlet is a small crown with small gems and filigree,
Bracelet, Gold 25 gp * and the material used will usually denote the station of the
royal. These are sometimes worn while a royal is in public
Bracelet, Silver 10 gp * or anywhere besides a state function.
Brooch, Decorative 25 gp *
An Earring may be worn in one or both ears. The price
Brooch, Plain 10 gp * includes the cost of any gems included in the setting.
Brush / Comb 1 gp ½ A Fan is a small hand fan with a painted design. It is not
Circlet, brass 2 gp ½ durable enough to be used as a weapon unless it is
Circlet, gold 15 gp ½ fashioned out of bladed metal for a considerable additional
cost (1d2 damage in melee, and 1d3 damage when
Circlet, silver 5 gp ½ thrown).
Earring, fancy/jeweled 30 gp *
A Handkerchief is a square of silk usually held in the cuff
Earring, simple 2 gp * of a sleeve and doused with perfume or cologne. These
Fan, paper 2 sp * are used by royals when in public so the royal nose is not
offended by the unwashed masses.
Fan, silk 1 gp *
Handkerchief, silk 2 sp * A Locket is a special pendant worn on a necklace with a
hinged closure and a simple latch to keep it closed. When
Locket 25 gp * opened there will generally be a drawing or two of a loved
Pendant 45 gp * one inside.
Pin 6 gp * A Pendant is a piece of jewelry worn on a necklace which
Ring (Compartment) 7 gp * is generally made of the same material as the necklace but
with an engraving or gem setting. The cost only covers the
Ring (simple) 1 gp * materials, engraving, and setting of gems. The gems cost
Ring, Signet 5 gp * will be extra.
Torc 50 gp * A Pin is similar to a brooch but without the functionality of
Monocle 4 gp ** holding a cloak or cape on.
Spectacles 8 gp ** A Ring is worn on a finger or in
Price is the base price given for an item; does not include rare cases a toe. Any gems set
precious gems or additional decorations. Weight of * means into the ring will cost extra, and
up to 10 per pound; ** means weight is insignificant. a simple ring will usually be of
gold or silver with little or no
A Decorative Buckle is a fancier version of a buckle that engraving. A compartment ring
includes engraving and sometime gems (which add to the is often used by spies or
cost substantially). assassins to conceal a poison or
A Barrette/Hair Comb is a small three- or four-tooth drug. A noble will have a signet ring (sometimes called a
comb with longer tines that have a decorated back. The crest ring) which can be used to make an impression on a
tines are run through a person's hair and left in place with circle of melted wax that seals a message, meant to
the decorative piece on top. It can be decorated with indicate authenticity.
small metal or wood carvings, flowers, or small gems. A Torc is a ring of metal that is worn like a necklace.
A Bracelet is a decorative piece of jewelry worn around These types of necklaces often denote rulers of tribes
the wrist that can be set with gems for an additional cost. instead of a crown.
A Brooch is a piece of jewelry worn on a person's chest, A Monocle is a glass lens that has a leather thong or chain
and can also be used to clasp a cloak or cape at the throat. attached to a shirt. It is used to magnify or correct vision
The decorative price includes the cost of engraving or in one eye. Two lenses in a wire frame that fits on the face
filigree; it doesn't include the cost of any gems. The plain are Spectacles.
price is just for the cost of materials.

20
EQUIPMENT EMPORIUM GENERAL EQUIPMENT

Equipment Packs
The pre-calculated packs below can help get a new party ready quickly. The listings include general packs of equipment
as well as specific packs for each class.
Bag Option 1: (7 gp) Fighter Pack – Camp and battle basics (21 gp)
Backpack (normal or Halfling), Weapon Belt, Large Pouch Bandages (5), Oil, cooking pot, 1 week rations, 3 large
Capacity: 45 lb (35 lb for Halflings) sacks, tinderbox, torches (6), waterskin, whetstone
Weight: 2.2 lb Weight 22.8 lb
Bag Option 2: (11 gp, 8 sp) Magic-User Pack – Scholar & Spellcaster (37gp)
Oilskin Satchel, Baldric, Weapon Belt, Large Pouch, Belt writing ink and quill, parchment (5), scroll case(2),
Pouch(2) spellbook*, hand mirror, 1 week rations, Torches (6),
Capacity: 24 lb Tinderbox, glass vial
Weight: 3.4 lb Weight 18.7 lb
* - The spell book is free for beginning Magic-Users;
Adventurer Pack 1 – Adventuring Basics (20 gp)
weight figure assumes a travel spellbook (½ lb)
Chalk, small bag of pieces; Grappling hook; Hemp Rope
(2×50 ft); Lantern, hooded; Oil (3 flasks); Tent, Small (one Thief Pack (tools of the trade): (58 gp)
man) Candles (12), crowbar, grappling hook, mallet, iron spikes
Weight: 29 lb (12), 1 wk rations, large sack, small lens, Thieves' tools,
tinderbox, waterskin, whetstone
Adventurer Pack 2 – Ready for anything (10 gp)
Weight 31.2 lb
Glass bottle; Iron Spikes, 12; Pole, 10 ft wooden; Map or
scroll case; Mirror, small metal Dungeon Mapper (17 gp)
Weight: 12 lb 10 sheets paper, ink, quill & quill knife, writing board, bag
of chalk pieces
Cleric pack – Protect and spread the faith (60 gp)
Weight 1.2 lb
Bandages (10), Holy symbol, holy water (1), parchment
(2), ink and quill, 1 week rations, tinderbox, waterskin Camp Cook (24 gp)
Weight: 18.3 lb Iron pan, iron pot, Fire grate, mess kit, common spices,
dried meat (2lb), standard rations (5 days), teapot
Weight 23 lb

21
GENERAL EQUIPMENT EQUIPMENT EMPORIUM

Bags and Pouches


Weight Volume Held Weight Held
Container Price (pounds) (cu ft) (pounds)
Beltpouch 1 gp * 1/4 2
Large Pouch or Purse 2 gp * 1/2 5
Backpack, Adventurer's 4 gp * 3 40
Backpack, Halfling 4 gp * 1 1/2 30
Backpack, Knapsack 3 gp * 2 25
Backpack, Wicker 7 cp * 2 15
Pack Vest 10 gp 1 2 15
Satchel / Haversack 12 sp * 1 10
Satchel, Oilskin (water resistant) 6 gp * 1 15
Bag, Cloth 8 cp * 1/4 5
Bag, Cloth, tiny 2 cp * * -
Sack, Large 1 gp * 4 40
Sack, Large Leather 2 gp * 4 60
Sack, Small 5 sp * 2 20
Sack, Small Leather 1 gp * 2 30
Saddle Bags, Large 4 gp 7 1 10
Saddle Bags, Small 3 gp 5 1/2 5

Pouches are small bags or pockets attached to a belt, their mount. The size is in relation to the size of the
tucked in a pocket, or hung from a cord. riding animal.
Backpacks are assumed to be of heavy canvas or A Satchel or Haversack is a cloth or canvas shoulder-
leather. A Knapsack is a small cloth backpack, basically slung bag, designed to rest on the hip or slung behind.
a sack with shoulder straps. A Wicker backpack is Generally a satchel is easier to access than a backpack,
essentially an inexpensive and not very sturdy basket but displaces most hip weapons (anything larger than a
with shoulder straps. dagger or handaxe). It is not uncommon to attach a
Haversack to a Baldric, giving it a sturdier and more
A Packvest is a leather vest set with multiple pouches useful strap. These bags are large enough to hold a fair-
and pockets on the front, sides, and inside, and a thin sized book (such as a spellbook), making them popular
pouch set into the back. While it does not have the among Magic-Users. These bags may be built with
capacity of a full backpack, it is less cumbersome, fitting internal compartments. The Oilskin Satchel is made
closer to the body and putting various tools and items from waterproofed leather, providing better protection
within easy reach. to its contents.
Sacks are made from burlap (a rough hemp fiber
material), cotton, or leather, and are basically a tube-
shaped. Burlap is used mostly for large grains and small
vegetables like corn (maize), beans, peppers, and hard-
rind fruits like apples, oranges, and other citrus. Cotton
material is used for small grains like rice, oats, or barley
and for dry powdery material like flour and sugar.
Leather will provide a waterproof protection for dry
powdery material and anything else stored in a sack.
Saddle bags are leather bags designed to fit over the
back of a riding saddle and provide some storage on a
ridden animal. The bags are tied to the saddle to
prevent them from falling off. A person can throw them
over their shoulder to make sure any valuables that are
in the saddlebags are not stolen while the rider is off

22
EQUIPMENT EMPORIUM CLOTHING

CLOTHING
Outfits trousers, a kilt or skirt), a belt or braces (suspenders),
footwear (high boots), mittens, a woolen cap, and a scarf.
Rather than pick and choose every item of clothing, and This outfit provides protection against exposure to cold
discover after the fact that you forgot to buy pants, weather, and may provide a saving throw bonus against
clothing can be purchased as an outfit. These are in many cold effects (per GM discretion).
ways similar to the equipment packs and kits outlined
previously. Note that prices are for ‘good’ quality Scholar's Robes are the standard dress for a scholar, but
garments and higher-quality materials or heavily- also popular among Magic-Users. A common robe, with a
personalized versions will cost at least twice as much. belt, a cap, shoes, and a cloak complete the ensemble.
Note that clothing for small-sized characters will weigh ¼ as Pockets and/or folds in the robe provide places to stash
much, to a minimum of 1 lb for outfits or 1/10 lb for small tools and implements for magic.
individual items. Similarly, large-sized clothing will cost An Entertainer's Outfit is colorful ostentatious clothing,
and weigh double. designed to grab the attention of an audience. The
OUTFIT specific style and cut depends on customs and the type of
performance (musician, dancer, acrobat, jester, etc,), but
Item Price Weight
the practical cut of the clothes allows for ease of
Common Outfit 4 gp 1 movement, allowing performances, or if necessary, the
Artisan / Craftsman Clothes 5 gp 2 ability to flee offended patrons! The sleeves will have
Clerical Vestments 10 gp 2 pockets large enough to hold a bird, coins, or small balls to
allow slight-of-hand tricks. Most will include a cap of some
Cold Weather Outfit 6 gp 3
manner.
Scholar's Robes 5 gp 1
An Adventurer's Outfit is designed for someone who
Entertainer's Costume 10 gp 1
needs to be prepared for anything. It includes high boots,
Adventurer's Outfit 8 gp 3 breeches or a skirt (often of leather), a belt, a shirt (often
Travel Clothes 6 gp 3 with a vest or jacket), gloves, and an adventurer's cloak.
Peasant Outfit 1 gp 1 The clothes will have plenty of pockets. The outfit also
includes any extra items you might need, such as a scarf or
Courtier Costume min 25 gp 2
a wide-brimmed hat.
Noble's Finery min 50 gp 5
Royal Regalia min 100 gp 10
Travel Clothes outfit consist of low boots, a skirt or
breeches, a belt, a shirt or chemise (usually with a vest or
Explanation for Outfits: jacket), a traveling cloak, and a hood, which may be
separate.
A Common Outfit is basic clothing for a given region or
setting. A typical example would be a top (a tunic, or A Peasant Outfit are the clothes of the commoner, as
shirt), a vest, leg wear (leggings, trousers, a kilt or skirt), a befits the setting. Clothes of a typical setting would include
belt or braces (suspenders), and footwear (low boots or a shirt and breeches, or skirt, or a dress. Footwear will be
shoes). Cloaks and specialty gear are not included. either barefoot, or foot wraps.

Artisan / Craftsman Clothes are clothes suited to the A Courtier's Costume are tailored, extravagant clothes in
daily work of a skilled laborer including a top (a tunic, or the current style fashionable in the noble courts. This does
shirt), a vest, leg wear (leggings, trousers, a kilt or skirt), a not include jewelry and accessories appropriate to the class
belt or braces (suspenders), and footwear (low boots or and setting of the court (50 gp worth, minimum).
shoes), and possibly a cap or kerchief. A canvas apron, Noble's Finery are opulent, high quality clothing,
and gloves, as appropriate for the craft, are included. designed specifically to be expensive and show it.
Clerical Vestments are the ceremonial robes and Adorned with precious metals, and gems, silk and velvet
accessories associated with religious ceremony. These are are favorite materials. To truly be complete, the would-be
not well-suited to adventuring., and do not include a holy noble also needs a signet ring or emblem and jewelry and
symbol or any other expected religious paraphernalia. A other accessories (worth at least 100 gp).
High Priest's vestments may be more akin to a Noble's or Royal Regalia is sumptuous clothing as far above a
Royal Outfit, depending on the practices of the faith. Noble's Finery as the Noble's is above a Common outfit.
A Cold Weather Outfit includes a heavy coat (usually Also needed are jewelry, accessories, and symbols of office
wool), a top (a tunic, or shirt), a vest, leg wear (leggings, such as a scepter and crown (worth at least 200 gp).

23
CLOTHING EQUIPMENT EMPORIUM

Individual Items Outerwear Price Weight


Jacket 1 gp 1
Personal Effects Price Weight
‍ Jacket, Leather 2 gp 1
Baldric, Belt Sash‍ 8 sp 1
Surcoat 6 sp *
Belt‍ 6 sp *
Tabards 2 gp *
Belt Hook or Ring‍ 1 sp 1
Toga 1 gp 1
Belt, Money Belt‍ 4 gp 1
Apron, Canvas 1 gp 1
Belt, Weapon Belt‍ 1 gp 2
Apron, Leather 2 gp 2
Bracers 6 sp ½
Bustle 3 gp 1 Shirts, Trousers, and Hosiery Price Weight
‍ Corset 1 gp 1 Blouse, Linen 1 sp *
‍ Corset, Leather 5 gp 2 Breeches 7 sp *
Girdle 1 gp 1 Doublet 1 gp 1
Gorget 3 gp 2 Gown or Dress, common 12 sp 1
Sash 2 sp * Hose 5 sp *
Sash, Silk 10 gp * Hose Supporter/Garter 5 sp **
Scabbard Suspenders‍ 7 sp ½ Jerkin, Leather 2 gp 1
Scabbard, Medium‍ 3 sp 1 Jerkin, Wool or Linen 1 gp *
Scabbard, Small‍ 1 sp * Leggings 9 sp *
Suspenders / Braces 4 sp * Leggings, Leather 2 gp *
Loincloth 2 cp **
Hats & Headcoverings Price Weight
Robe, Common 9 sp 2
Cap 1 sp *
Robe, Embroidered 10 gp 3
‍ Cap, Woolen 2 sp *
Robe, Lounging 2 gp 2
Hat, Cloth 5 sp 1
Tunic 8 sp *
Hat, Fur 1 gp 2
Shirt or Chemise 8 sp *
Hat, Straw 2 cp 1
‍ Shirt or Chemise, Silk 15 gp *
Headband 7 cp *
Skirt or Kilt 7 sp *
Headband, Tooled 2 sp *
‍ Skirt or Kilt, Leather 2 gp *
Hood or Cowl, Wool or Linen 2 sp 1
‍ Trousers or Trews 8 sp *
Scarf 5 sp 1
‍ Trousers or Trews, Leather 2 gp *
Turban 3 sp 2
Vest, Cloth w/Pockets 8 sp *
Veil, Silk 1 gp *
Vest, Fur / Leather 2 gp *
Wig 1 gp 1

Outerwear Price Weight Footwear Price Weight


Cape, Full 7 sp 1 Boots, High or Swash-topped 2 gp 2

Cape, Half 4 sp ½ Boots, Low 1 gp 1

Cloak, Adventurers 2 gp 1 Boots, Riding 3 gp 2

‍ Cloak, Fur 4 gp 2 Foot wraps 3 cp *

‍ Cloak, Fur trimmed 10 gp 1 Sandals 5 cp *


Shoes 8 sp ½
‍ Cloak, Leather 4 gp 2
Cloak, Plain 5 sp 1 Shoes, Moccasins 2 gp *

Cloak, Traveling 8 sp 1 Slippers 15 sp *


‍ Coat, Long 8 sp 1 Snowshoes 20 gp 2

‍ Coat, Leather 2 gp 1
‍ Coat, Fur 8 gp 2

24
EQUIPMENT EMPORIUM CLOTHING

Gloves Price Weight


Gloves 7 sp **
Gloves, Fur Lined 4 gp *
Mittens 3 sp **
* These items weigh little individually. Ten of these items
weigh one pound.
** These items have no appreciable weight and should not be
considered for encumbrance unless hundreds are carried.
Personal Effects
A Baldric or Belt Sash is a belt worn across the torso
with attachment for a scabbard. Typically this rests the
weapon at the hip, but a scabbard could easily be attached
to the back of the baldric for an over-the-shoulder draw.
Small pouches or weapon scabbards may be attached to a
baldric strap. This includes Bandoleers.
A Belt is a strip of leather worn around the waist to help
hold up a person's trousers or pants. A scabbard could
also be hung from it.
A Money belt is a broad leather belt including one or two
slim, hidden pouches for hiding coins or other small goods
It has a maximum capacity of about 50 coins.
A Weapon belt is a large, heavy belt designed to distribute
the weight of a weapon across the hips, while holding it in A Girdle is a strip of cloth that is wrapped and tied around
position for easy retrieval. a person's midsection and provides some relief to back
pain from riding in a saddle over long distances.
A Hook or Ring is a weapon attachment for a belt or
strap, to hold an axe, hammer, or mace. It is effectively a A Gorget is a band of cloth worn around the neck without
scabbard for a hafted weapon. the knot showing.

Bracers are strips of leather that wrap around the lower A Sash is a cloth or silk version of a belt that is usually
arm between the elbow and wrist, providing protection to used to hold a robe, surcoat, or toga tightly to the body.
archers from the bowstring striking the inside of the lower A Scabbard covers the blade of a knife or sword, and
arm while firing a bow. may be readily attached to a belt or harness to safely carry
A Bustle is similar to a skirt and actually fits under a skirt the weapon.
to give it a fuller shape. Suspenders/Braces are strips of cloth that connect to
A Corset is a support garment commonly worn to hold trousers or pants and go over the shoulders to hold the
and train the torso into a desired shape. It is usually either trousers/pants up.
boned cloth or leather.
Hats and Headcoverings
A Cap is a soft fabric headcover with no real shape,
usually without a brim. Woolen Caps are the traditional
beanie cap.
A Hat is a shaped head covering with a brim.
A Headband is a leather band to keep the wearer's hair
out of their eyes.
A Headband, Tooled is a finely tooled and decorated
version of the headband.
A Hood is a detachable piece of clothing to wear with a
cape that covers the wearers head. A Cowl is a hood with
a very short cape piece that covers the shoulders.

25
CLOTHING EQUIPMENT EMPORIUM

A Scarf is a square of cloth that is folded on the diagonal


and then tied under the wearer's chin.
A Turban is a length of cloth that is wrapped around the
wearer's head, usually in arid or desert settings. During
dust storms, a portion of the turban can be brought down
over the wearer's eyes and mouth to prevent sand from
getting in the wearer's face.
A Veil is a short piece of cloth that is hung over the
wearer's face for religious ceremonies or to cover a
disfigurement. A Thief may want to wear one as part of a
disguise.
A Wig is a close-fitting cloth with either human or animal
hair that is styled, and many times worn by members of
government or law. A Thief may try to style one as part of
a disguise.

Outerwear
A Cape is a section of cloth that extends from the neck to
the waist (half) or to the floor (full), and is attached at the
neck by a brooch or clasp. A hood can be attached to An Apron is a loose piece of material that has a loop that
cover the wearer's head during inclement weather or to goes over the wearer's head with two long strings at the
hide one's appearance. sides that are either tied in the back or are wrapped
around the waist and tied at the front. Canvas is used for
A Cloak is similar to a cape, but includes a hood to cover
covering where the user isn't exposed to heat very often.
the wearer's head. Adventurer's Cloaks are full-length
Tavern keeps, cooks, butchers, potters, and artists are the
with a long hood that can be used to stash valuables. Fur most common users. Leather is used where there is a
Cloaks are full length hooded cloaks made of tanned furs. chance of something that could go through a canvas apron
Fur Trimmed Cloaks are plain cloaks, with strips of fur for such professions as smithies (any), coopers (barrel
trimming the edges. They are also usually more decorated makers), armorers, weapon makers, and masons.
and colorful. Leather Cloaks are full length hooded
cloaks made of leather instead of wool. Traveling Cloaks
Body
are half-length and have a slit to allow the cloak to be
draped over either side of a rider's horse. A Plain Cloak A Blouse is a loose-fitting shirt buttoned down the front.
can be either short or full-length, and has a closer-fitting This is the upper clothing worn by many commoners and
hood. craftspeople.
A Coat, Long is a long sleeved coat that falls to about the Breeches are short pants ending just below the knee.
mid-shins, and is made of wool, felt, serge or canvas. A Doublet is a long-sleeved jacket that is fitted down to
Leather Coats are the same cut, but made of soft leather. the waist.
Fur Coats are full length coats, well tanned with the fur on
the outside. A Hose is a tight-fitting footed legging that comes up to the
crotch.
A Jacket is a long-sleeved covering for a shirt. It can
either be pulled over the head or buttoned. Hose Supporters comes in two types; a garter that fits
around the leg, and a garter belt that fits around the body
A Surcoat is a section of cloth with a hole cut out that fits and has several thongs hanging down that attach to the
over the wearer's head. It is generally worn by knights as a top of the hose.
cover over armor and may have the knight's heraldry
embroidered upon it, though an embroidered version will A Jerkin is a sleeveless jacket that may be worn over a
cost twice as much. doublet.
A Tabard is similar to a Surcoat, but is meant for royal Leggings are tight cloth or leather pants that use a heavier
courts with even fancier embroidery that is related to the material than hose.
king's heraldry.
A Loincloth is usually made from leather or animal skins
A Toga is a lightweight length of material that is wrapped and just covers the wearer's private parts. It is mostly used
around the body and is draped over one shoulder. by barbarians, ogres, and trolls.

26
EQUIPMENT EMPORIUM CLOTHING

Footwear
Boots are a kind of shoe with a top that covers the ankle
or higher. High or Swash-topped boots go up to the
wearer's knee, but the upper portion is loose. Swash-
topped boots have a section that is folded over from the
top. Low boots come up just over the wearer's ankles.
Riding boots are knee-high with a tight-fitting upper
portion. Since boots have a harder sole that the leather is
attached to, they make a lot of noise on tile floors. A Thief
trying to Move Silently while wearing them has a 10%
penalty.
Foot wraps are long pieces of cloth that are wrapped
around the feet to prevent cuts or scrapes while walking in
the cold or over rough ground, and are usually worn by
peasants. Thieves could use these with a bonus of 10%
when Moving Silently.
Sandals are hard-soled footwear with leather straps to
fasten them.
A Robe is a garment that extends to the floor, and is Shoes are footwear that doesn't go above the user's
usually worn by royalty, Magic-Users, and Clerics. The ankles. They have a hard sole and can be noisy on tiled
Common version is not adorned and is used for daily floors. Moccasins have a soft sole which allow a Thief a
wear An Embroidered robe is for formal occasions. The better chance of Moving Silently.
Lounging version isn't made for heavy use, and is usually
Slippers are like moccasins without a back portion, but
of a light material.
there is a chance that they could fall off while walking or
A Tunic is a loose garment draped over the shoulders and running.
going at least to the wearer's knees if not the floor.
Snowshoes are a loop of wood with a mesh of leather
A Shirt or Chemise is a loose-fitting garment similar to a thongs across it. It is tied onto a pair of shoes to allow the
blouse that is pulled over the head. wearer to walk on top of snow, but at 1/3 of their
movement rate.
A Skirt or Kilt is a form of garment that covers the
wearers mid-section and extends at least to the knees.
Skirts are usually floor length. Kilts are a kind of skirt
specifically worn by men. The pattern of the plaid on a kilt
is an indication of the tribe that a man is from.
Trousers or Trews are garments with two legs and
covering the waist. Trousers are looser-fitting than
leggings. Trews are tighter fitting than trousers but still
looser than leggings and are typically plaid like kilts. The
plaid pattern is again an indication of the tribe to which the
wearer belongs.
Vests are sleeveless garments worn over a shirt.

Gloves
Gloves are hand coverings with each finger separated.
Use a -2 modifier to Dexterity if a character is wearing
gloves and tries to do an action requiring a DEX roll.
Mittens are hand coverings where the fingers are all
together. Use a -4 modifier to Dexterity if a character is
wearing mittens and attempts an action involving that
ability score.

27
STORAGE & CONTAINERS EQUIPMENT EMPORIUM

STORAGE & CONTAINERS


Weight Held
Dry Storage Price Weight (pounds) Volume Held (cu ft) (pounds) Hardness/HP
Containers
Basket, large 3 sp 1 3 40
Basket, small 5 cp * 1 25
Chest
Small 2 gp 25 2 100 2/2
Small Strongbox 25 gp 35 2 200 6/4
Medium 5 gp 50 4 250 2/4
Large 10 gp 75 6 500 3/5
Hidden Compartment +40 gp - - - -
Traveling Chest +100 gp -10 - - 3/4
Crates
Small 2 sp 3 1 20
Medium 5 sp 10 8 120
Large 8 sp 40 64 640
Extra Large 1 gp 75 125 1,250
Casket
Small (Child, Halfling) 4 gp 50 150
Large (Human, Elf, Dwarf) 8 gp 60 300

Note: Hardness and HP are explained in the Basic Fantasy RPG Core Rules under the Attacking a Vehicle
subheading.
Liquid Max. Weight
Weight Volume Held Weight Held Held
Liquid Storage Price (pounds) (cu ft)(gal) (pounds) (pounds)
Barrels
Hand Keg 2 sp 1 0.25 2 16 30
Firkin / Quarterbarrel 4 sp 2 1 8 48 80
Kilder/ Cask 8 sp 4 2 15 120 200
Barrel 1 gp 15 4 30 240 300
Hogshead 2 gp 20 6.5 60 400 500
Butt 3 gp 40 13 100 800 1,000
Tun 5 gp 100 33 250 2,000 2,500

28
EQUIPMENT EMPORIUM STORAGE & CONTAINERS

Storage Item Descriptions


Dry Storage
1 cubic foot = 1,728 cubic inches (or 8,640 coins). 1
gallon = 231 cubic inches (1,155 coins)
Baskets are made with strips of green bark, willow
branches, or reeds woven together to form a container.
Once the material is dried out it will hold its shape.
Because there are some large gaps in these types of
containers, they are not meant for holding grains, but will
hold larger fruit and provide some air flow to prevent the
fruits from becoming too wet or spoiling sooner.
Chests are reinforced wooden boxes with lids and sides
that are made tight to prevent anything from getting out or
into the box.. The price is for a basic box, with higher-
quality items having such things as integrated locks, water-
resistant linings, and so on. One popular feature is a
hidden compartment, a concealed space in a chest
usually no more than an inch or so deep. This can be a
hidden gap along one side, a false bottom, or a secret
drawer on the outside of the chest. A successful roll to
search for secret doors will reveal the compartment if the
correct area is being searched (a false bottom will only be Caskets are specially-designed boxes that hold the body
found by examining the inside of the chest, for example). of a humanoid. They are used for the disposal of bodies
The price listed for a hidden compartment is in addition to after death if the local religion uses burial as a death rite.
the cost of the chest. The price listed is for a plain pinewood box. There can be
added cost for fancier caskets that include engraving,
A Traveling Chest is one designed for ease of movement.
fancier or exotic woods or metal sides. Use Quality
Special materials and design allows it to be lighter than
adjustments for pricing.
normal, and wheels and a lead are added, effectively
turning it into a small wagon. It is 10 lb less than the Liquid Storage
weight of a similar-sized crate. The price listed is in
addition to the initial cost of the size of the chest. There Barrels are the standard for storing various liquids. A
will be an added cost for the lock that closes a chest in barrel is generally made by having tight fitting slats tied
addition to the base cost. together with a band of steel or iron. Aging barrels for
alcoholic beverages will be charred by fire on the inside to
Crates are wooden boxes that use thin slats nailed to help with the aging process. Barrels for beer, wine, or any
corner pieces. The slats are generally one to three inches other liquid will not be charred. This list gives a common
wide and have a space of ¾ to 1½ inches between slats on range of barrel sizes used for liquids and brewing. Liquid
the sides. There is generally no lid or if there is, the slats weight is the weight of a full load of liquids (water- or
will use the same spacing as the sides. These are generally alcohol-based). Max weight is the most that the barrel can
used for fruits and vegetables or for small animals, like hold if heavier things (i.e. coins) are stored inside. More
chickens or smaller. weight than this may cause a rupture.

29
ANIMALS EQUIPMENT EMPORIUM

ANIMALS
On the tables below, source is where animal statistics may be found, as follows: BF: Basic Fantasy RPG Core Rules; FG:
Basic Fantasy RPG Field Guide. A † after the name indicates an exotic animal, as explained on page 31.

Mounts and Transport Guards and Hunting


Item Price Source Animal Price Source
Camel† 75 gp BF Bear 1,000 gp BF
Donkey, mule, or ass 40 gp BF Cat, Hunting (Cheetah, 1,500 gp BF
Elephant, Labor† 200 gp BF Jaguar, Mountain Lion)†
Elephant, War† 500 gp Cat, Great (Lion, Tiger)† 3,000 gp BF
Horse, Draft 120 gp BF Dog, Guard 25 gp BF
Horse, War 200 gp BF Dog, Hunting 17 gp BF
Horse, Riding 75 gp BF Dog, War 50 gp BF
Pony* 40 gp BF Eagle (trained) 1,500 gp
Pony, War* 80 gp BF Hawk/ Falcon (trained) 1,000 gp BF
War Ram*† 200 gp FG Monkey (Sentry)† 1,500 gp FG
Riding Dog* 80 gp BF Ape (Guard)† 3,000 gp FG
Flying Mounts† Owl 3 gp BF
Griffon 5,000 gp BF Wolf 2,500 gp BF
Hippogriff 2,000-3,000 gp BF
Pegasus Min 5,000 gp BF Pets and Other Animals
Roc, Normal* min 5,000 gp BF Animal Price Source
Roc, Large min 10,000 gp BF Cat, Domestic 1 sp
Cat, Small wild 25 gp
Game, Farm, and Livestock
Crocodilian† 500 to 1,000 gp BF
Animal Price Source Dog, Pet 5 to 20gp BF
Bees (100, w/ queen) 10 gp Ferret 5 sp
Boar 10 gp BF Ferret, trained 5 gp
Bull 20 gp BF Fish (small) 5 sp
Calf 5 gp BF Fish (medium) 1 gp
Chicken 2 cp Fowl, exotic (Peafowl, Emu, etc.)† 500 gp
Cow 10 gp BF Lizard / small reptile 1 to 5 gp
Deer, Doe 5 gp BF Owl 3 gp BF
Deer, Stag 9 gp BF Parrot / Cockatiel† 100 gp
Game Fowl (pheasant, partridge, 5 sp Pigeon, homing 100 gp
quail, etc.)
Rodent (Common) 1 cp BF
Goat 1 gp
Rodent (Giant) 1 gp BF
Goose 5 cp
Snake, Pit Viper (poisonous) 5 sp BF
Ox 15 gp
Snake, Constrictor † 50 gp BF
Pig 3 gp
Snake, Small (nonpoisonous) 7 cp
Rabbit 3 cp
Songbird 10 sp
Ram 4 gp FG
Turtle 10 sp
Sheep 2 gp
Swan 5 sp

30
EQUIPMENT EMPORIUM ANIMALS

Details & Descriptions Game, Farm, and Livestock


Exotic animals are rare or foreign varieties of creatures, Bees live in a honeybee colony with a starting size of 100
which are valued at least 10 times what they would be in bees. To survive and flourish a colony must be well settled
areas where they are common. Note that some creatures near a good source of nectar (i.e. many flowering plants).
considered exotic in the "default" setting may not be so in
Cattle are large domesticated mammals with cloven
other settings. Adjust prices accordingly.
hooves and horned heads. Cattle are raised mostly for
their meat (beef), leather, and milk.
Guards and Hunting
Chicken
Cats used for adventuring are generally Hunting Cats,
which are large cats that are trained to track down and kill Armor Class: 11
prey animals, and then bring the prey back to the animal Hit Dice: 1d2 HP
master. The cost includes the animal and training. No. of Attacks: 1 beak
Jaguars and Cheetahs are the only cats of this type that Damage: 1d2
are listed in the Basic Fantasy RPG Core Rules or the
Movement: 10' Fly 15' (10')
Basic Fantasy Field Guide.
No. Appearing: Domestic special; Wild 1d4x10
Great Cats are very dangerous to train due to their large Save As: Normal Man
size and wild disposition. They are more for show and can
Morale: 3
be released as guards to attack and kill anyone that comes
into an area that is to be patrolled. The Leopard Treasure Type: None
(Panther) is a variety of great cat known for its spots. XP: 10
Cougar or Puma are other names for the mountain lion,
Chickens are birds raised for meat and eggs. Chickens
mostly used to describe the North American varieties
can fly but not more than 6ft high, and then only to find a
(Basic Fantasy RPG Core Rules).
low branch or bar to use as a perch. If disturbed it will run
Dogs are normally used for hunting, guarding, or to away from its attacker and squawk to alert the other
attack. Hunting dogs are small to large dogs trained to chickens nearby. If cornered, a chicken can peck but only
hunt and kill game or vermin, or to retrieve game that is as an irritation to make the attacker let go of the bird.
killed by a hunter. Common examples of hunting dogs Chickens will not attack on purpose.
include any retrievers or terriers. Guard dogs are trained A typical farm with chickens will have 2d10 adults. Young
to attack, but not necessarily kill an intruder to the area the develop quickly and will usually only be seen in the spring
dog is set to watch. Their bites are very much like and early summer.
subduing damage. Guard dogs include german shepherds
and dalmatians. War dogs are trained to kill, and some Deer are listed as part of the Antelope entry in the Basic
will be given leather barding designed and sized to the Fantasy RPG Core Rules. Stag are male and doe are
dog. War dogs include rottweilers and doberman female. A stag has a pair of antlers on its head, and stand
pinschers. as tall as cattle, but are much thinner across with almost
dainty legs. Deer are hunted for its meat (venison) and
Eagles are large birds trained to hunt small prey or fish for
leather, which is soft to the touch and durable. Deer have
their master. The large size and wild disposition of these
very good hearing and will run away. If cornered a stag
animals accounts for the higher cost of a trained eagle.
will try to attack with its antlers, while a doe will butt with
Falcons are small raptors trained for use when hunting its head to knock over the aggressor and then run away.
small prey. Deer will not intentionally enter combat.
Owls are nocturnal birds of prey with large eyes and the Game Fowl use the same stats as a chicken. Pheasants
ability to fly without making a sound. are about the size of a chicken and will fly about 100 feet
when startled from their hiding place. Partridges and
Quails are about half the size of a chicken. None of these
birds enter combat, but will run at the first opening.
Goats are a domesticated form of wild ram. Use the stats
for wild ram without the climbing ability as found in the
Basic Fantasy Field Guide.

31
ANIMALS EQUIPMENT EMPORIUM

Goose Sheep (Ram) are domestic sheep that use the same stats
as wild rams from the Basic Fantasy RPG Field Guide
Armor Class: 12 but without the climbing ability. Sheep are raised for their
Hit Dice: 1 hair (wool) which is shaved off at least once a year to
No. of Attacks: 1 beak make a fleece weighing about 7 to 10 lb. The fleece is
Damage: 1d2 processed and then spun into yarn and used to make
Movement: 10' Fly 150' (10') clothing and other items. Sheep meat (mutton) is also a
staple food. Ram are male sheep that have horns while
No. Appearing: Farm 2d6x5, Wild 1d% x 10
female sheep, ewe, don't usually have horns for defense.
Save As: Normal Man
Morale: 6 Swans are large birds, much like geese with even longer
necks. Swan will not vocalize as much as geese do. They
Treasure Type: None
will attack like a goose if the nest is attacked. Use the stats
XP: 25 for goose listed above with exception of the number of
Geese are large aquatic birds with a long neck and animals (Estate 2; Farm 1d6; Wild 1d12). The large flight
webbed feet. A goose will honk to signal to other geese feathers of swans are used for higher-quality quills.
where they are during flight. Domesticated geese have Royalty will keep swans as decorative animals to swim on
their wings clipped to prevent them from flying off during reflecting pools and not so much for their meat or feathers
migration seasons. A goose's flight feathers are used as unless the animal dies naturally.
standard quills. Geese are often bad-tempered. If
approached, make a morale check. If the check is passed, Pets and Other Animals
the goose will rise up to its maximum height, spread it
Cats (House and Wild)
wings and make a hissing noise to try to scare the intruder
off. If that doesn't work the goose will bite to deter the Armor Class: 15
intruder. Roll another morale check each time a goose is Hit Dice: 1d2 HP
hit in combat.
No. of Attacks: 1 bite/1 scratch
Oxen are castrated male cattle used as draft animals. Damage: 1d2/1d2
A Pig (Hog) is a domesticated Boar. Use the stats for the Movement: 40'
boar in the Basic Fantasy RPG Core Rules with the No. Appearing: Farm 1d6, Wild 1d12
following changes: damage 1d4; number appearing 2d6; Save As: Fighter: 1
Morale 5; XP 72. Pigs are raised for their meat (pork) and Morale: 6
leather. Treasure Type: None
Rabbit (Hare) XP: 10
Armor Class: 14 These are normal cats found in houses and on farms, kept
Hit Dice: 1d2 HP mostly to hunt mice and other vermin that may try to eat
No. of Attacks: 1 kick grains or stored foods. Wild cats will hunt animals up to
Damage: 1d2 the size of a rabbit. A cat can leap straight up about 4 feet
to be able to get to a higher point, where they can watch
Movement: 50'
the area around them and then pounce on its prey. Most
No. Appearing: Farm 1d12, Wild 2d12 cats like to also climb trees if outdoors. Cats will not
Save As: Normal Man willingly enter combat with anything larger than a rabbit. If
Morale: 3 attacked a cat will try to scratch or bite and will then run
Treasure Type: None once it can.
XP: 10 Crocodilian descriptions are in the Basic Fantasy RPG
Core Rules.
Rabbits are small, long-eared mammals that eat grass.
Their colors include tan to gray with white on their breast For a Dog, Pet, use the Dog entry in the Basic Fantasy
and a small white tail. They do not enter combat willingly RPG Core Rules.
and will try to run when possible. If caught alive a rabbit
Ferret (aka Weasel or Mink) are described in the Basic
will try to kick free. Hares are large rabbits usually found
in prairie areas. Rabbit are hunted for meat and fur Fantasy RPG Core Rules. A pet ferret can be trained to
leather, used as a liner for gloves or winter clothes since it hunt small vermin. A professionally-trained ferret can
is soft and able to hold body heat. crawl into a small hole in a house to look for bright or
shiny objects to take back to its master. A ferret can fit into
the same size hole as a mouse.

32
EQUIPMENT EMPORIUM ANIMALS

Fish include ornamental/pet fish, from a guppy (small) to a Animal Gear


carp (medium). These animals will need to be kept in a
pond or tank. Quality on these animals would reflect the Item Price Weight
rarity of their species or markings. Statistics are not given, Cage, Small animal 5 gp 5
as few ordinary creatures in this category represent any Cage, Large animal 15 gp 10
kind of threat. Large Animal Feed, 1 day 1 sp 5
Large Exotic Fowl (Emu, Ostrich) are very large Medium Animal Feed, 1 day 5 cp 2
flightless birds, raised for meat (and for ostriches, Leash, Small-Medium animal 1 gp ½
sometimes for their feathers).
Leash, Large animal 2 gp 1
Lizard, Small rarely represent any kind of threat to a Muzzle, Dog, leather 2 gp *
human or humanoid. They are sometimes kept as pets,
but have little value otherwise.
Animal Gear Descriptions
A Parrot (or Cockatiel) is a decorative bird about the size
of a falcon, known for its ability to learn to mimic speech. Cages vary in price depending on the type of animal
being caged and the material used for the cage. There are
Homing Pigeons are birds are bred and trained to return also cages ranging from small to large that affect price.
to a specific location, regardless of where they are Small mammals like mice or rats, ferrets, and snakes can
released. They are used for communication by means of be put into wire mesh or wicker cages. Song birds will
tying a note to the pigeon's leg. have a more open cage with the bars narrow enough to
Rat statistics are found in the Basic Fantasy RPG Core not let the bird through but it can be seen and heard. Fish
Rules. Use the statistics for the normal rat to represent can be put into glass cages or small bowls. Larger animals
squirrels, moles, and shrews as well. like great cats or large birds will have cages with heavier
construction and will be sized to fit on a wagon frame to
Snake, Adders use the pit viper statistics in the Basic allow the cage to be moved.
Fantasy RPG Core Rules. Adders don't have the heat
sensors of a pit viper nor the rattle of a rattlesnake. Animal Feed Type depends on the type of animal being
fed, but price assumes the animal is herbivorous. Price is
Snake, Constrictor use the python statistics in the Basic tripled for obligate carnivores such as big cats.
Fantasy RPG Core Rules.
A Leash has two parts: a collar made of leather or cloth
Snake, Nonpoisonous use the pit viper statistics in the that goes around the animal's neck, and the lead (a leather
Basic Fantasy RPG Core Rules, omitting the poison and or cloth strap) that the animal master holds onto to control
changing the morale score to 5. the animal. It is usually used on dogs and great cats, but
Note: Snake prices assume animals indigenous to the house cats and small cats don't lead well. The collar for a
area. Exotic snakes will be significantly more expensive. war dog will have spikes to prevent a rival dog from biting
Constrictors are already priced as an exotic animal, as the war dog's neck.
they are difficult to capture and/or breed even in areas A Muzzle is used to cover the mouth of a dog to prevent
where they are common. biting. It is usually used on war dogs when not in battle,
Songbirds are small birds the size of a robin or smaller. and the muzzle is removed before the war dog is let go
Songbirds are kept as decorations and for their during battle.
vocalizations, which are different from species to species.
Songbirds do not pose a threat, thus no statistics are given.
Turtles (Tortoises) are reptiles with a hard shell into which
the animal can pull its head and legs if threatened. They
are described in the Basic Fantasy RPG Core Rules.

33
ANIMALS EQUIPMENT EMPORIUM

Tack and Harness A Feed bag attaches to a bridle or halter and goes over
the muzzle of the horse or ram. It is filled with oats to
Item Price Weight allow the animal to eat without having to take the tack off.
Bit and bridle 15 sp 3 This also saves on oats since less is wasted while the
Cart harness 2 gp 10 animal eats. Riding dogs will not eat out of a feed bag.
Halter 5 cp * Hobbles are shackles for a riding animal to stop them from
Feed Bag 5 gp 5 wondering off during the night or while adventurers are in
a dungeon.
Hobbles, 1 set 2 gp 5
Horse Blanket / Hood 2 gp 6 Horse blanket/hood: A Horse blanket is a large blanket
used to cover a horse when it is cold, The hooded version
Horseshoes & shoeing 1 gp 10
(Horse hood) has a hood that covers the ears and jowls
Howdah 85 gp 120 (but not the eyes) of the horse to prevent it from being
Saddle blanket 3 sp 4 spooked.
Saddle, Pack 5 gp 15 Horseshoes and shoeing are important for the health of
Saddle, Riding 10 gp 35 horses, and horses should have their shoes changed every
Saddle, Aerial 50 gp 30 4 to 6 weeks. A farrier (person that shoes horses) makes
Saddle, War Horse 20 gp 40 sure the hoof is cleaned, trimmed, and that there are no
health problems. In many small communities, the farrier is
Team harness, per pair 5 gp 15 also the blacksmith and will run the livery stable too.
Trappings, Horse 10 gp 25
Howdah is the large box-like saddle that is used on
Yoke, Horse 5 gp 15 elephants and other very large animals for riding.
Yoke, Ox 3 gp 20
A Saddle blanket is a piece of cloth put over the back of a
riding animal before the saddle is put on to absorb sweat
Tack and Harness Descriptions and to prevent the saddle from rubbing sores into the back
A Bit is the device which the reins are tied to that is put of the riding animal.
into a horse's mouth. It is also held on the horse's head Saddles come in several types: Pack saddles have
with leather straps called the Bridle. War rams can use a connections to hold boxes or panniers that are filled with
modified bit and bridle too. Riding dogs will not take a bit merchant goods or extra supplies for a long journey.
in the mouth but a bridle is normally used. Riding saddles are designed to fit the animal being ridden
A Cart Harness is the leather straps used to tie a single and has a seat to allow a person to comfortably ride.
horse to a cart. Aerial saddles are made specifically for animals that fly
and have extra straps to tie the rider into the saddle to
A Halter: is similar to a bridle but is used to lead an prevent falling off during aerial maneuvers. War Horse
animal. The halter doesn't have a bit. saddles are made for heavier duty and have extra
attachment points to allow more weapons to be attached
and ready for the rider.
Team harnesses are the straps used for a pair of horses to
be attached to a wagon or carriage.
Trapping is a fancier horse blanket usually used during
tournaments or races. The colors and designs determine
who owns the horse.
A Horse Yoke is usually made of leather and forms a circle
that goes over the horse's head and fits around its neck.
The yoke is then attached to a harness which allows the
horse to more efficiently pull a heavy load (e.g. a wagon)
or farm implement (e.g. a plow).
An Ox Yoke is made of wood for a team of oxen. The top
piece is a heavy beam that is shaped to go over the back
of the oxen's neck. There is a hoop of wood that goes
around the ox's neck underneath. The beam is connected
to the tongue of a wagon or plow that the oxen then pull.

34
EQUIPMENT EMPORIUM SERVICES

SERVICES
Food and Lodging Price associated with an inn or rooming house. The owners of
City rooms (per month), Common 20 gp the horses are responsible for feeding their animals, and
the inn will charge to replenish the grain and hay eaten by
City rooms (per month), Poor 6 sp the horses.
Grain and stabling for horse (daily) 5 sp
Inn lodging includes a room and a day's meals. A private
Inn lodging (per day/week), Private Room 2 gp/ 8 gp room includes having the room cleaned on a daily basis
Inn lodging (per day/week), Common 5 sp/ 3 gp and good-quality meals, and not having to share the room
Inn lodging (per day/week), Poor 5 cp/ 2 sp or bed with anyone else. Common lodgings include
sharing a room with another person, with common meals
Separate latrine for rooms (per month) 2 gp
provided. The rooms are cleaned about 3 times a week.
Meals (per day), Poor 1 sp Poor lodgings will include lackluster meals and having to
Meals (per day), Common 3 sp share the room and the bed with 3 others. The room is
Meals (per day), Good 5 sp cleaned about once a week.
A Latrine would have to be shared by characters with
Services Price other PCs and/or NPCs staying in a room of common or
Bath 3 cp poor accommodations. Having a separate room or shed
Clerk (per letter) 2 sp for a latrine available for more expensive lodgings.
Guide, in city (per day) 2 sp Meals listed in the table are an approximate cost for a
Lantern or torchbearer (per night) 1 sp day's prepared food.
Hireling, trained, per day 3 sp A Bath includes tub and hot water. Soaps, oils, or other
‘amenities’ are extra.
Hireling, untrained, per day 1 sp
Hireling, Specialists & Mercenaries See Core Rules A Clerk is a person trained to read and write Common
and one or more languages for close races or nations.
Messenger, in city (per message) 1 sp
They can copy, write, or translate letters.
Messenger, overland, per mile 2 cp
A Guide is a person who knows all the hot- and low-spots
Minstrel (per performance) 3 gp of the city and most of the dealings that are going on
Mourner (per funeral) 2 sp between different criminal organizations.

Travel and Transport Price A Lantern or Torchbearer is similar to a guide but will
hold the lantern or torch so a character can see where they
Road or gate toll 1 cp are going.
Ship's passage, per mile 1 sp
Hirelings are either untrained or trained. Untrained
Teamster w/wagon, per mile 1 sp Hirelings are those working jobs requiring no or limited
Coach cab (per mile) 3 cp skill: laborers, porters, common cooks and servants. A
high-quality servant, akin to a valet or butler, would fall
under Trained Hireling. Note that the wages given are
Service Explanations minimum figures; more might be asked or offered
City rooms are just rooms for sleeping and staying in, depending on circumstances.
similar to a hotel. Common amenities include having the A Messenger (usually associated with a Clerk) will deliver
room cleaned at least 3 times a week. In larger city a letter or other document that can easily be transported in
settings, rooms may have to be shared with 4 other PCs a saddle bag.
and/or NPCs. Poor amenities mean the rooms are
cleaned once a week if even then, and there is always a A Minstrel is often hired by nobles or wealthy merchants
good chance that there will be bedbugs or other creepy to entertain dinner guests. A minstrel's performance will
crawlies in the beds. The beds must also be shared with 8 usually last an hour. During the performance the minstrel
to 12 other PCs and/or NPCs. will sing several popular songs and may tell a few jokes.

Grain and stabling for a horse is usually done at a Livery A Mourner is a person paid to attend a funeral, and may
or Stable. A livery is an independent storefront that offers also be a pallbearer if there are not enough people at the
housing for horses, including farrier service and tack. The funeral (add another 1 sp in this case).
farrier will feed and care for the horses as part of the
housing service. A stable is a barn for housing horses

35
SERVICES EQUIPMENT EMPORIUM

Road or gate toll is a per-person toll. Wagons will cost Pitcher


extra. This toll is usually paid upon entry into a city or Drinks Drink (Gallon) Bottle
town. Spirits shot
A Coach cab includes the cost of transporting passengers Spirits, rotgut 3 cp - 6 sp
overland and light cargo rates. For travel within most Spirits, common 1 sp - 2 gp
cities, 1 cp per person will get you a coach ride to your
Spirits, quality 1 gp - 20 gp
destination.
Spirits, exceptional min 5 gp - min 100 gp
At the Tavern Alcoholic drinks are not necessarily consumed to get drunk
in the medieval worlds as usually portrayed. Water
Food Price
sources were not always as clean and pure as one might
Meal, Poor 5 cp wish, so beverages containing alcohol were much safer to
Meal, Common 1 sp consume.
Meal, Merchant's (Good quality) 2 sp Beers and Ales are brewed or fermented from grains that
Meal, Rich 1 gp use yeast to make the alcohol content. These are
generally not as potent as spirits and are usually produced
Meal, Banquet (per person) 10 gp
at monasteries.
Meal, Poor includes dark or rough bread, butter or hard Small Beer is a low-alcohol beer. This lightly-fermented
cheese, porridge, broth soups or simple stew, and "Chef's brew is almost a liquid snack, and keeps clean better than
specials". water. Suitable for adventuring, though it may turn ‘dank’ if
left in a wineskin for too long.
Meal, Common includes good bread & cheese, hearty
stew, roast fowl or small game, cured meats, fruits and Cider is generally made from non-citrus fermented fruit
vegetables in season. juices like apples, pears, peaches, and many different
berries. Citruses like oranges, limes, and lemons have
Meal, Merchant's (Good) includes roast meats, cheeses, acids that kill the yeast used to ferment the juice.
light breads, fruits and vegetables, soups, and more
Wine is made from fermented grape juices (or sometimes
‘prepared’ dishes. Preserved fruits are offered as well.
other berries or fruits). The type of grapes determine the
Meal, Rich offers a few courses of different foods like color and flavor of the wine. Monasteries often produce
those listed in the Merchant listing above, of exceptional the best wines.
quality. Mead is made with honey diluted with water or apple
Meal, Banquet includes multiple courses and a variety of juice, and fermented with wine yeast. It is a potent drink
offerings. The price includes personnel for service, but popular in northern climates.
does not cover entertainment. Spirits are fermented alcohols that are boiled again to
remove the water and increase the alcohol content. The
Pitcher type of spirit is dependent on the grain, grape, fruit, or
Drinks Drink (Gallon) Bottle berry used as a base. These are generally made by a local
Draft pint farmer. Quality depends on the experience of the person
Small Beer / Applejack 5 cp 4 sp - making the spirit and the quality of the crop.
Beer, common 5 cp 4 sp - Spirits are generally mixed or ‘cut’ with water to make the
Beer, quality 2 sp 16 sp - bottle last longer. Rotgut is a poorly-fermented drink
mixed with more water than alcohol. Common spirits are
Ale / Cider, common 1 sp 8 sp - half water and half alcohol and have an acceptable taste.
Ale / Cider, quality 4 sp 3 gp - Quality spirits are cut with 25% water and have a very
Ale / Cider, exceptional 1 gp 8 gp - good taste. Exceptional spirits are not cut and usually
Wine glass are not mixed with any other liquids.
Wine, common 2 sp 16 sp 1 gp Common drinks are the cheapest, and are a passable-
quality offering.
Wine, quality 1 gp 10 gp 5 gp
Wine, exceptional min 6 gp - min 30 gp Quality drinks are among the best local brews or vintages.
These will be pleasing to more refined tastes
Mead pint
Exceptional drinks are the best available, including rare
Mead, common 1 sp - 5 sp
brews, good vintages, or imports such as Elvish Wines and
Mead, quality 4 sp - 2 gp Dwarven Spirits. The prices given are minimum.

36
EQUIPMENT EMPORIUM STOCK AND TRADE GOODS

STOCK AND TRADE GOODS


Cooking and Provisioning Item Barrel (30 g.) Tun (250 g.)
Spirits, rotgut 12 gp –
Item Price Weight
Spirits, common 40 gp 200 gp
Pickled fish, 5 gal barrel 3 gp 30
Spirits, quality 400 gp 2,000 gp
Pickled vegetables, quart 1 gp 1
Spirits, exceptional (min) 2,000 gp 10,000 gp
Sugar 1 gp 1
Fruit, dried 2 sp 1 Cloth and Skins
Nuts 1 gp 1
Item Price Weight
Fresh fruits, per lb
Cloth (per 10 sq yards), Common 7 gp 10
Common 1 gp 1
Cloth (per 10 sq yards), Fine 50 gp 10
Rare/imported 10 gp 1
Cloth (per 10 sq yards), Rich 100 gp 10
Candied fruit/herbs, oz 5 sp to 5 gp *
Skins/Furs (Common), Pelt 1 gp 3
Cured meats (salted, smoked, 4 gp 1
dried, etc) Skins/Furs (Rare), Pelt 5 gp 3
Carcass, Game Animal 1 gp/ HD varies Skins/Furs (Exotic), Pelt 50 gp 3
Herbs / Spices, common 5 sp 1 Bulk leather (1 sq ft) 5 sp ½
Herbs / Spices, uncommon 1 gp 1 Fine Leather (per sq ft) 5 gp ½
Herbs / Spices, Rare 2 gp 1 Plates & Silverware
Herbs / Spices, Exotic 15 gp 1
Item Price Weight
Garlic, 1 bulb 5 cp *
Place Settings
Salt (1lb) 1 gp 1
Wooden cup and trencher 6 cp ½
Grain (raw) 1 cp 1
Common (stoneware or ceramic) 6 sp 3
Meal (rough) 2 cp 1
Tavern/Merchant (pewter or stoneware) 3 gp 5
Flour (fine) 3 cp 1
Fine setting (porcelain or silver) 20 gp 8
Wood (lumber), 1 cord (128 50 gp 5,000
cubic feet) Individual Items
Firewood (per day) 1 cp 20 Plates & Bowls
Tobacco, per pouch 5 sp 1 Wood 3 cp *
Tobacco, high quality 10 sp 1 Ceramic 8 cp ½
Halfling pipeweed 2 gp 1 Pewter / Stoneware 2 sp 2
Porcelain 5 sp 1
Drinks by the Barrel Silver 2 gp ½
Item Barrel (30 g.) Tun (250 g.) Tableware (forks, knives, spoons)
Small Beer / Applejack 4 gp – Brass 4 cp *
Beer, common 4 gp 20 gp Silver 8 sp *
Beer, quality 16 gp 80 gp Mug/Tankard, Brass 1 sp 1
Ale / Cider, common 8 gp 40 gp Mug/Tankard, Pewter 6 sp 3
Ale / Cider, quality 30 gp 150 gp Tankard, Stoneware 15 sp 2
Ale / Cider, exceptional (min) 80 gp 400 gp Wine Glass, Common (metal) 9 cp 1
Wine, common 8 gp 40 gp Wine Glass, Crystal 1 gp 1
Wine, quality 80 gp 400 gp Serving vessel (bowls, pitchers, platters)
Wine, exceptional (min) 450 gp 2,400 gp Common 4 sp 1
Mead, common 8 gp 40 gp Tavern 1 gp 2
Mead, quality 30 gp 150 gp Fine 5 gp 2

37
STOCK AND TRADE GOODS EQUIPMENT EMPORIUM

Household Items Metals, per lb


Item Price Weight Item Price Weight
Small Furniture Brass 1 sp 1
– Simple 5 sp Bronze 7 cp 1
– Complex 2 gp Copper 9 cp 1
Medium Furniture Electrum 9 ep 1
– Simple 2 gp Gold 9 gp 1
– Complex 8 gp Iron 1 sp 1
Large Furniture Lead 4 cp 1
– Simple 8 gp Mithral 40 gp 1
– Complex 15 gp Platinum 9 pp 1
Blanket, Flannel 2 gp 5 Silver 9 sp 1
Blanket, Wool 3 gp 3 Steel 3 sp 1
Candlestick, carved wood 4 sp ½ Tin 2 sp 1
Candlestick, brass 6 sp ½ Zinc 8 sp 1
Candlestick, iron 2 gp 1
Artwork
Candlestick, silver 5 gp 1
Candlestick, silver candelabra 12 gp 10 Item Price Weight
Carpets & Rugs, sq yard 4 sp 2 Bust, life-sized 100 gp 25
Cauldron (30 gal) 20 gp 75 Bust, tiny 15 gp 5
Chandelier, Candle 7 gp 35 Carvings, common wood/stone 5 sp to 100 gp -
Chandelier, Oil Lamp 10 gp 50 Carvings, exotic wood/stone min 20 gp -
Chandelier, Crystal min 50 gp +5 Etching 75 gp 5
Cushion/Padding, Armchair or 1 gp 4 Figurine, pewter or wood 2 to 30 sp ½
Bench Figurine, silver or stone 2 to 30 gp 1
Cushion/Padding, Chair or Stool 3 sp 1 Historical artifacts (antiquities) 10 to 500 gp -
Cushion/Padding, Mattress 12 gp 20 Metalware 5 to 50 sp -
Cushion/Pillow 2 sp 2 Native/Folk Art 1 to 100 gp -
Lamp, ceramic oil 1 sp 1 Painting min 10 gp 2+
Lamp, brass, oil or candle 1 gp 2 Pottery 2 to 8 sp 1-30
Lamp, silver, oil or candle 15 gp 3 Statue, Wood or Clay 10 to 200 gp 50+
Loom 6 gp 35 Statue, Stone or Marble 50 to 1,000 gp 250+
Mirror, sq ft 12 gp 1 Tapestries 10 to 200 gp 20+
Spinning Wheel 6 gp 5
Descriptions:
Sundial 25 gp 15
Water Clock 1,000 gp 200 A bushel of fresh fruits or vegetables is roughly ½ cubic feet
in volume and weighs between 32 lb and 50 lb, depending
on its contents.
Fruits includes apples, oranges, and pears as well as
berries and vined fruits.
Herbs & Spices specifically refer to those used as
aromatics and in seasoning. For medicinal herbs, refer to
the alchemist's samples.
Cloth is sold in three kinds. Common cloth includes linen,
sackcloth, or broadcloth. Fine cloth includes felt, fine
cottons and linens, and wool. Rich cloth includes silks,
satins, velvet, or highly-detailed Fine cloth.

38
EQUIPMENT EMPORIUM STOCK AND TRADE GOODS

Pelt values are based on a "medium-sized" skin which is Plates & Silverware:
roughly enough for trimming an outfit, or to make a single-
piece vest. Smaller animals (mink or mole) may take Wooden cups and trenchers are the most basic.
several skins to make a 'pelt', while a larger animal (elk, Common setting will be made of wood or ceramic, with
owlbears) could supply two or more "pelts" with its hide. wood or brass cups. It includes a bowl, a plate, a cup, and
Drink barrels are listed at stock price, not serving (tavern) silverware.
price. Tavern/merchant are finer-looking, with stoneware or more
durable pewter. It includes a large plate, a trencher/soup
Furniture: bowl, a smaller plate, 2 spoons, 2 forks, and a tankard
(not all of these are set out with your tavern meal, mind
Simple items are static items with simple construction, you).
while complex items involve doors, hinges, drawers, etc.
Fine Setting are plates fit for a baron or better with plates
Small furniture includes stools, step stools, simple chairs, and glassware sufficient for a multi-course meal. If
flat benches, corner tables, and book stands. purchasing, sets of 8 or more are the standard. Better
Medium furniture includes armchairs, backed benches, quality sets increase the detail of painting or design.
single beds, desks, bookcase, and round tables.
Large furniture includes full or larger beds, library tables,
Artwork
dining tables, and wardrobes. The prices of Artwork represent the minimums for decent
Carpets & Rugs are priced for local standard, with simple quality pieces. Highly decorated, well-made or ‘enhanced’
or no design work and trim. Quality carpets will have (gilded and/or bejeweled) pieces can run considerably
fancier trim, materials, designs, and other features. higher. Note that the value of a piece is not always
noticeable. A roughly-carved figurine may only look like
Cushions/Padding are essential to make furniture or it's worth a few cp, but a more knowledgeable eye might
seating more comfortable. Padding is attached directly to recognize the rare material (deep agate); the specific artist
furniture, and is assumed to be made of cloth. Cost is (the renowned Dwarven sculptor Arkenfell); or the history
double for a leather or silk covering. Cushions are listed behind it (an example of his earlier work; part of a chess
with straw filling (standard). Cost is double price for set made for the King of Iron Mountain; or whether the
feather filling. rest is still held by the royal family) making it far more
valuable in the right hands.
Lamps cover oil lamps or standing candleholders with an
optional lampshade. Carvings include decorative pieces, small figurines, and
some functional items of both wood and stone. Common
A Loom is wooden device used to weave several lengths
materials are those local and readily available (but no less
of thread with crossthreads to make textiles such as cloth,
decorative) such as oak, cedar, granite, or sandstone.
carpets, or tapestries.
Exotic materials are those rarer to the setting, and may
A Spinning wheel is a wooden device with a large wheel include ebony, Elven ironwood, jade, gold, or marble.
which is spun manually to spin wool into thread. Cursed
Historical Artifacts and Antiquities are odds-and-ends,
spindles and straw-to-gold features are very rare and much
tools, and knickknacks from past civilizations. These are
more expensive.
never magical, but there may be more to the carved or
A Sundial is an upright arm mounted on a disc, usually painted symbols than decoration.
made of bronze, which tells the time based on the shadow
Native/Folk Art includes wood carvings, pottery,
of the sun on the upright arm. The sundial is sold mounted
beadwork, textiles, and other small items of "traditional"
on a stone stand, and is intended to be placed in an
cultures that are different from the PC's cultural tradition.
outdoor setting such as a garden. Add 10 gp for a higher
quality stand of marble. Statues are small to large-sized carved or cast figures or
art pieces. They may be made of wood, stone, or various
A Water Clock is a large and complicated device that uses
kinds of metals. Wooden statues also includes figureheads
the flow of water to keep remarkably accurate time. They
for boats/ships. The material used, the size of the statue,
are large, heavy, and require a constant water supply.
and the reputation of the sculptor will affect the price of a
They must be kept stationary to keep time accurately.
given statue.

39
VEHICLES EQUIPMENT EMPORIUM

VEHICLES
Land Transportation
Vehicle Length x width* Weight Cargo Movement Hardness / HP Price (gp)
Chariot, Racing 16' x 8' 175 250 lb 160'(15') 10 / 12 500
Chariot, War 15' x 8' 500 1000 lb 120' (10') 15 / 20 600
Chariot, Common 15' x 6' 300 750 lb 120' (10') 10 / 10 400
Coach 30' x 8' 1,000 2,000 lb 40' (15') 6 / 12 1,500
Wagon 35' x 8' 2,000 4,000 lb 20' (15') 6 / 16 500
Sedan chair / Rickshaw 8' x 3' 75 400 lb 10' (5') 4/8 100
Dog Cart / Sled 6' x 3' 30 300 lb 20' (10') 6/8 40
Sleigh 15' x 6' 150 500 lb 20' (10') 10 / 10 300
Sledge 15' x 8' 300 1,000 lb 10' (20') 12 / 16 400
Carriage, Common 30' x 6' 500 500 lb 40' (15') 6 / 12 150
Cart 15' x 4' 500 500 lb 40' (20') 8 / 10 50
Travois, Horse 16' x 3' 50 400 lb 40' (10') 4/8 20
Travois, Dog 12' x 2' 15 70 lb 40' (10') 4/6 10
*Includes hitched horses or mules.
Water Transportation
Vehicle Length x Width Cargo Crew Movement Miles/Day Hardness/HP Price (gp)
Canoe 15' x 4' ½ ton 1 40' (5') 30 4/4 50
Caravel 55' x 15' 75 tons 10 20' (20') 42 8 / 75 10,000
Carrack 60' x 20' 135 tons 20 30' (30') 48 10 / 120 20,000
Galley, Small 100' x 15' 210 tons 90 20' / 15' (20') 36 / 24 8 / 75 15,000
Galley, Large 120' x 20' 375 tons 160 30' / 20' (25') 42 / 24 10 / 120 30,000
Raft/Barge Per 10' x 10' 1 ton 2 40' (10') 18 6 / 12 100
Riverboat 50' x 20' 50 tons 10 20' (20') 30 8 / 30 3,500
Rowboat 15' x 6' 1 ton 1 30' (10') 24 6/8 60
Sailboat 40' x 8' 5 tons 1 40' (15') 36 7 / 20 2,000
Small keelboat 20' x 5' 1 ton 1 40' (20') 24 6 / 12 100
Knarr 60' x 15' 30 tons 12 40' (15') 36 8/60 3,000
Longship, Karfi/Skei 80' x 10' 50 tons 30 30' (25') 42 / 24 8 / 75 10,000
Longship, Drakkar 110' x 15' 10 tons 70 30' (25') 42 / 24 9 / 110 25,000
Coaster 65' x 20' 100 tons 25 20' (10') 24 10/100 5,000
Cog 80' x 25' 150 tons 30 40' (20') 24 12/125 20,000
Galleon 130' x 30' 500 tons 130 30' (30') 30 10 / 150 65,000

40
EQUIPMENT EMPORIUM VEHICLES

Vehicle Gear A Sleigh is an open-topped coach body on a set of iron or


steel runners. A sleigh can be pulled by a horse or
Item Price Weight reindeer (use the antelope entry from the Basic Fantasy
Paddle 1 gp 5 RPG Core Rules).
Oar, Common 2 gp 10 A Sledge is a short-sided wagon box on large timber
Oar, Galley 10 gp 50 runners pulled by a team of draft horses or oxen.
Sail/100sq. ft 20 gp 30 A Carriage is a private coach with room for one or two
Wagon or cart wheel 5 gp 7 passengers with a driver on the bench up front and a
Anchor, Iron, Boat 40 gp 10 footman (guard) riding on the boot.
Anchor, Iron, Ship 200 gp 50 A Cart is a small two-wheeled vehicle pulled by a horse,
and it has enough room for two people and their traveling
Notes Regarding Vehicles gear.
Please see the Basic Fantasy RPG Core Rules for Travois is a pair of long poles tied to the back of a horse or
explanations of crew, cargo, movement, hardness, and HP. dog, and on rare occasions humans, that are dragged on
Chariot is a two-wheeled vehicle pulled by horses that is the ground after them. There is a rope or canvas across
available in three different models. Racing chariots are the poles and goods are piled onto it. The poles can be
pulled by four horses that are run abreast. The body is tent poles if the party has a tent. Anything loaded on the
made for just the driver. War chariots are pulled by two travois (including people) only counts as 1/3 of its weight
war horses. The body is made for two people including a against carrying capacity. Anyone hauling a travois moves
as if heavily encumbered, regardless of how much weight
driver and an archer or spear man. The Common chariot
is actually being pulled.
is pulled by a single war horse. The body is designed for
one person. The common chariot is usually used to bring Water-borne vehicles are propelled by either sail or rowing
a champion warrior out to the battle field, so they aren't or a combination of both. Rowed vehicles don't need to
tired from running. tack the way a sailing vessel does, so it can ignore the
sailing rules found in the Basic Fantasy RPG Core Rules
A Coach is a long distance vehicle pulled by four to six
horses hitched in pairs. A coach will be able to sit six in the Adventure section.
people inside and has a bench on the front for a driver A Canoe is a small boat that is rowed with an oar or
and a guard to sit if traveling through wilderness or paddle. There isn't room for lodging on a canoe, so
dangerous areas. There is a place for storage of one or passengers will need to pull to shore to setup camp for the
two chests per passenger, either on the top of the coach or night. It is used on calmer rivers and lakes, and is not built
on the boot located at the back of the vehicle. for use on the open ocean.
A Wagon is a large vehicle used to transport goods from A Caravel is a highly-maneuverable sailing ship with two
farms into towns or transport all a family's possessions or three masts. Though superficially similar to the larger
across a frontier. A wagon is pulled by a team (pair) of carrack, caravels are capable of sailing up rivers, a task for
horses or oxen. The sides of a wagon are 4 to 6 feet high. which the larger ship is ill-suited.
A Sedan chair is carried by 4 bearers, who can be A Carrack is a large ocean-going sailing ship with three or
anything from slaves to bodyguards, and is only large four masts.
enough for a single person to sit. The sedan chair has
sides and a top, and the sides have windows cut out and Galleys are equipped with both sails and oars. The second
will have cloth curtains. A Rickshaw is a two-wheeled cart listed movement rate for galleys is the rowing speed. A
that is pulled by a single person, and has enough room for small galley will have around 20 rows of oars, with each
two people to sit side-by-side. oar pulled by two men (for a total of 80 rowers), while a
large galley will have around 35 rows of oars (for a total of
A Dog cart is a small two-wheeled cart that is pulled by a 140 rowers). Galleys are generally much more
large dog. There is enough room in the seat for one adult maneuverable than sailing ships such as the carrack or
or two children or Halflings. A Dog sled is a large sled caravel, and may be outfitted with rams. Large galleys can
pulled by 6 dogs attached in teams of two. The sled has sail on open seas but need to anchor near a shore in
room for one or two people. However, if two people are stormy conditions. The boat's pilot will use a sail on the
sitting, there will not be enough room to carry supplies for open seas and will only use the rowers for combat or
feeding the animals or humans. When the day is done, if anchoring near a shore.
the dogs are not cared for first, the dogs may balk at being
hooked up the next day. A Raft is a set of logs bound together for a one way trip,
usually downriver. A Barge is a shallow, flat-bottomed

41
VEHICLES EQUIPMENT EMPORIUM

The Longship, commonly used by northern raiders, is


similar to the large galley. However, where more civilized
nations have specialist rowers, sailors, and marines, the
crew of a longship is more generalized with every crewman
usually being qualified for all of these tasks. Longships are
generally flat-bottomed, allowing them to easily sail down
rivers as well as across seas. A Karfi or Skeia is a
warship powered by about thirty rowers. While a
Drakkar is a large warship used for raiding powered by up
to sixty rowers. but does not have much cargo capacity.
A Coaster is a small merchant ship used to transport
goods along the coast of an ocean or sea. It has a single
mast and small sail. It is not designed for river travel. A
coaster can anchor on a beach, but may need to wait for
high tide to float off again.
A Cog is a single-mast ship used on open seas and oceans
to transport cargo over very long distances. The mast is
taller and the sail larger than those used on a coaster. A
cog needs to anchor at a port, and it can have small siege
engines on its deck for protection.
vessel that is built to go up or down a river or across a
lake. Both crafts use poling and current as its means of A Galleon is a two or three-mast merchant ship with
propulsion. Poling is using a long pole to poke into the multiple levels for crew and passenger cabins. These can
river bed and pull or push on the pole to help move the be armed with siege engines for protection, and have a
craft. The pole can also be used as a brace to prevent the compliment of troops if the merchant is carrying expensive
craft from bumping into a snag or submerged rock. A items. A galleon is built for ocean travel, and will only
barge is dragged up river using ropes and a teamster anchor at ports that are built to handle the deep draft of
leading a team of horses or oxen on shore pulling against these boats.
the current. There is not enough room on the vessels for
overnight accommodations and so it will need to be Notes Regarding Vehicle Gear
brought to shore and a camp made for the nights.
A Paddle is a short oar used to propel and steer a small
Riverboats are built similar to a barge with a small cabin vessel such as a canoe.
for the crew and a merchant that is transporting goods.
The crew will tow the riverboat upstream using ropes and Oars come in two styles: one for small vessels like row
the crew walking on the shore similar to a barge. Going boats and a larger version used on galleys and longships.
downriver, the crew uses the poling technique. A riverboat A row boat will have two oars, and the rower will grasp
will normally pull ashore for the night, and the pilot and both oars and maneuver the boat by putting the blades of
merchant will sleep in the cabin. The crew will have a the oars in the water and pulling. Turns can be made by
watch and sleep on the deck, but they can sleep inside using one oar or the other to put a drag on the inside
during inclement weather. corner of the turn. Galleys and long boats use an oar that
is much longer and is operated by two people per oar.
A Rowboat uses two oars for propulsion. It is not meant The timing of the rowing is kept with the use of a
for open oceans and must be pulled ashore for the night. drummer. Galleys are often rowed by slaves or indentured
Sailboats are usually for recreational sailing on lakes, seas, servants. A longship is rowed by warriors with a rhythm
and coastal waters. There is room for the pilot to stay on- kept again with the use of a drum. A sail will be used on
board during the night. But, since there isn't another open water to save the strength of the rowers.
crewman or navigator, the ship will anchor for the night There are two basic versions of Sail: square and triangular.
and will not do night sailing. On tall mast ships like galleons and cogs, there can be up
Keelboats are small versions of riverboats and will have a to three sails from the yards (horizontal beam) attached to
team of horses or mules on shore that will pull the boat up the mast. The largest sails are hung from the lowest yard
river. They can also be moved by poling. and decrease in size going up the mast. The yard is hung
at a slant for triangular sails. Triangular sails are also hung
A Knarr is a small cargo version of a longship without any from the foremast (front mast) to the bow (front) of the
manned warriors. With its shallow draft, it is able to go ship.
further upriver than caravels.

42
EQUIPMENT EMPORIUM SIEGE ENGINES

SIEGE ENGINES
These are weapons used to attack strongholds or weapon. Missile-throwing engines have attack penalties,
sometimes ships. Their cost may be up to twice as high in detailed below. Note that siege engines are not generally
a remote location. A siege engine that throws missiles (a usable against individuals or monsters; the GM may make
ballista, onager, or trebuchet) must have a trained artillerist exceptions for very large monsters like giants or dragons.
to fire it; this is person making the attack rolls for the

Item Price Rate of Fire Attack Penalty Damage Short (+1) Medium (+0) Long (-2)
Ballista 100 gp 1/4 -3 2d8 50 ft 100 ft 150 ft
Bolts 5 sp
Battering Ram 200 gp 1/3 +0 2d8 n/a n/a n/a
Onager 300 gp 1/6 -6 2d12 100 ft 200 ft 300 ft
Screw 200 gp 1 n/a 1d8* n/a n/a n/a
Siege Tower 600 gp n/a n/a n/a n/a n/a n/a
Sow 100 gp n/a n/a n/a n/a n/a n/a
Trebuchet 400 gp 1/10 -8 3d10 n/a 300 ft 400 ft

A Siege tower is a tall structure used in the siege of a fortified walled structure. The tower will not directly attack a wall,
but will be tall enough to allow the attackers to get to the top of the wall. The tower will be built on wheels and pushed
against a wall. Once in place, it will drop the front doors, and allow the attackers to run across to the top of the wall. The
attackers will use stairs or ladders inside the tower to climb to the top. The Hardness and HP for a tower is 10/300.

43
GAME MASTER'S INFORMATION EQUIPMENT EMPORIUM

GAME MASTER'S INFORMATION


Optional Rules for Arms and material costs, as well as labor, from working with
Equipment unfamiliar methods and materials (a blacksmith does not
often work with silver, and a silversmith is not used to
The main purpose of this supplement is to provide players making weapons).
with a wider range of items for purchase, and ways for a
GM to separate them from their hard-earned gold. In The final product will be similar to the basic weapon, but
keeping with the spirit of the Basic Fantasy Role-Playing you may want to modify the weapon stats based on the
Game, we have tried to keep the rules fairly simple, materials involved. Other effects or traits of the material
leaving it to the GM as how to handle the options may come into play as well.
presented. Example 1: In one GM's setting, fey creatures (true faerie)
While a few items suggest specific uses, there may be are a major part of the world, and the party knows to
instances where the enterprising GM wants to expand up expect conflict with them. One of the traits of the fey is a
on current options. The following are some options you weakness to cold iron (their magic cannot affect it, and
may wish to consider, but remember, no rule presented they are vulnerable to it). Cold iron weapons are pure
herein is required or "official." The Game Master iron, which is poured and hammered rather than reheated
always has final say over what rules apply in their and forged. As the weapons are not steel, they would be
game. somewhat softer and more prone to rust. The GM decides
that cold iron blades will run double the cost (as most
weapon smiths are not set up for making swords this way),
Unusual Materials and High Quality Items and they will weigh 10% more from reinforcement to
While the given stats are assumed to be the standard for maintain shape. They also decide that these weapons take
the setting, a GM may want to introduce items of higher or greater care (a role-playing issue) and are especially tasty
lower technology standards (bronze weapons in a steel to rust monsters and ironbanes.
campaign, or super-alloys in an iron age setting), or Example 2: An adventuring party confronts a demon,
incorporate fantastic materials (mithril, orichalcum, dragon revealed in prophecy to be impervious to any weapons
silk, etc.). If the GM chooses, they may assign bonuses or forged by man. The party Thief decides to get around this
penalties to equipment of unusual make. This can take by having a set of glass daggers made (glass is poured or
the form of attack bonuses, reduced weight, vulnerability blown, not forged). Because of the unusual requirements,
to breakage, or other circumstantial benefits. These are these cost 20x normal, and are incredibly fragile. Dealing
non-magical benefits of the make or material. more than four points of damage is likely to break them.
Similarly, items of exceptionally fine craftsmanship (a true They are also blown hollow, and filled with holy water.
masterpiece of craftwork, one might say) may impart Meeting up with the rest of the party, he finds the Fighter
special bonuses for related tasks or actions. Specific managed to acquire a Dwarf-made axe (1.5x cost, as
benefits befitting High Quality work are noted below. Dwarves are uncommon in that area), and the Elf brings
her freshly-made arrows, with fire-hardened wooden tips
Special Weapon Features (no difference on cost, but -1 damage compared to steel
heads).
Quality and High Quality Weapon bonuses: Weapons of
exceptional make or made of better materials may be
given saving throw bonuses against damage at the GM's Entangling Weapons
discretion. Additionally, a GM may allow bonuses to High Certain weapons have the potential to trap, bind, or
Quality weapons – in the form of balance (+1 to-hit) or otherwise hold an opponent. When using one of these
keen-edged (+1 damage). These bonuses would be non- weapons, the wielder may choose to strike for damage, or
magical, and would not stack with bonuses from strike to entangle. Treat entangle attacks as a modified
enchantments. wrestling attempt or allow the weapons damage to be
Unusual Methods and Materials: In addition to silver, counted as subduing damage (See the Basic Fantasy
other creatures in a setting may possess other unique RPG Core Rules). In the case of entangle attacks, after a
vulnerabilities. As can be expected, if a creature is successful "hit," the target makes an immediate save vs.
susceptible to damage from something, enterprising Death Ray to avoid being caught. Specific effects or
adventurers will want it made into weapons. Alternatively, usable maneuvers will depend on the type of weapon.
they may want special-use weapons to take advantage of Note that most entangling weapons cannot be effectively
other effects or meet unusual requirements. Weapons used while wrestling.
made of unusual materials will typically have greater

44
EQUIPMENT EMPORIUM GAME MASTER'S INFORMATION

Chain weapons, hooks, and certain pole-arms are well- Piece Mail Armor (from Armor and Shields)
designed for this sort of use. Exactly what can be
In some instances, a GM may wish to allow characters to
achieved in terms of maneuvers depends on the weapon.
piece together the various parts of plate armor to create a
Whips and chains 3 feet or longer can be used to attempt customized appearance or for some other purpose. This is
an entangle. If the target fails their save vs. Death Ray, known as Piece Mail Armor. For every two pieces of
one of its limbs has been caught with the weapon. The plate armor, other than the breastplate, a character may
target cannot move away from the attacker, and may lose add +1 to their AC, up to a total bonus of +3. The
the use of a weapon, shield arm, or movement until it can character cannot gain more than +3 AC.
break the grapple. Targets caught in this manner suffer a
Note: A "piece" of plate mail encompasses both the right
-2 to AC.
and left hand side of the respective part. A single
Hook weapons can be used to try and grab or hold an vambrace is not considered a "piece" until a second
opponent (treat as a standard wrestling attempt), instead vambrace accompanies it. A breastplate may only be
of doing damage. A hook can only be used to hold or worn over padded armor and offers a +2 bonus to AC.
move an opponent or snag a shield or weapon arm. A
For example, Thorus the Dwarven Fighter currently wears
related weapon, forks, can be used in a similar fashion,
chain mail. He finds a suit of Dwarven plate mail while
except that where a hook will prevent someone from
exploring an abandoned mine, but one of the gauntlets
getting away, a fork will prevent them from getting closer.
and the breastplate is missing. He straps on the greaves,
Other weapons could be used in similar ways such as tassets, pauldrons, vambraces, and faulds. Five full pieces
pinning someone's cloak to a wall, or using the shaft of a have been strapped on, thus raising the Dwarf's overall
spear or hook of a scythe to trip someone. This is an Armor Class to 17. This also increases the overall weight
unconventional use akin to inflicting subduing damage. As of his armor by 32 lb to a total of 72 lb, which is heavier
such, these attacks are made at a -4 penalty. Note that a than plate due to overlapping the plate mail pieces with
Thief attempting this as a sneak attack should still receive the chain mail pieces.
their attack bonus.
Wizard Armor: (see Magic-User Options): Certain
settings may allow wizards to wear specially-constructed
Using Two-Hand / Hand-and-a-half Weapons
armor. This can come in the form of armor designed for
There are some long swords that have a longer hilt to greater freedom of motion, the use of special materials that
allow the user to use one or two hands. When used two- do not interfere with magical energy, or whatever the GM
handed, the wielder cannot also use a shield. A bonus of decides fits the setting. If this is allowed, the special-made
+1 is added to damage done by a successful attack, due to wizard armor will cost at least twice the standard price.
the greater force the character is able to put into the strike. If further balance is needed, wizards may be limited in the
This technique only works when a weapon has been made armors allowed (only leather or only "magically-neutral"
to be used in this way, i.e. with the required longer hilt. metals), or the build of the armor is such that it does not
provide the same protection (-1 AC compared to standard
Improvised Weapons versions).

The weapons section includes several examples of


EQUIPMENT
"common" improvised weapons. The general idea is that
the improvised tools of mayhem are not built for combat
as they tend to be inappropriately balanced and do not Specialty Tools & Quality Tools
hold up well. Several of the optional tools and items noted under Thief's
A general guideline used in laying out these statistics is that Gear are specialty items with suggested uses that could
improvised weapons deal damage one die lower than for a help in certain endeavors (lampblack improving hiding,
comparable weapon. For example, a pitchfork wielded by etc.). Depending on how these tools are used, they could
an angry peasant would do 1d6 rather than 1d8, and a provide specific bonuses to tasks under certain situations.
pair of scissors makes a 1d3 dagger. Some improvised Similar bonuses could be given to using some of the above
tools are almost identical to their weapon counterpart equipment for certain tasks (e.g. using a censer may
(sledge hammers and hatchets, for example). In these increase the duration or effectiveness of a Cleric's
cases, allow the regular damage, but enforce a to-hit protection magics, or rustproofing oil might allow a one-
penalty. time saving throw against a rust monster's power).
The GM may choose to allow characters using "Complete"
tool sets a similar bonus for performing those tasks.
Similar bonuses could be ascribed to Quality equipment (a

45
GAME MASTER'S INFORMATION EQUIPMENT EMPORIUM

Quality magnifying lens has a stronger, clearer focus; a Superior Quality: HD rolled by d4+4 instead of d8, x4
High Quality harp has a much nicer sound, improving the cost (or more)
quality of a performance).
The quality designations could be used to tweak other
If bonuses are given, they should only apply to specific stats depending on the animal. For instance, draft horses,
uses of these items and should be no greater than mules, or oxen, might have an enhanced carrying capacity.
+2/+10%. Speed animals (riding horses, race animals, etc.) might get
extra movement rates. Guard/fighting animals might get
Animal Quality better HD for attacking purposes (or lower for Nag quality)
reflecting training or natural ability.
Animals used for riding or pulling vehicles are judged by
their age, apparent health, and sometimes spirit.
Untrained animals will be less valuable. If training
TREASURE
continues after the initial period, the better the quality of
the animal since it will be trained for more specialized Coins
qualities. The second and third training periods will be As given in the Basic Fantasy RPG Core Rules, coins
two and three times as long as the initial training. weigh 1/20 lb and fit ten to a cubic inch. This is a
The GM should decide how old an animal can be before it convenient abstraction, but not very realistic. For
dies of natural causes. Except for dragons and some other example, historically a Spanish gold doubloon weighed
intelligent monsters, an animal will age and grow weaker. about 0.015 pounds (i.e. about 66.7 to the pound) while
The age the GM uses can then be put into fourths; the first the American double eagle weighed around 0.06 pounds
quarter is the animal growing up. This is when most (about 16.67 to the pound). (Note also that the double
animal trainers would like to get their animals. The sooner eagle was 90% gold, 10% copper.) Medieval coins were
training starts the more time to improve the quality of the generally quite a bit smaller. The GM may always choose
animal. The second age is when the animal has grown to to set the size and weight of coinage as they see fit.
its full size. Animal trainers will take twice as long to train Note also that gold and platinum weigh roughly twice as
this age of animal if starting training. The third age the much for a given volume than copper and silver; if you
animal is at peak for what it would be used for and will be want to take this into account, then player characters
either wild if untrained or tamed if trained. Wild animals might carry as much as twice the number of the lower-
of this age can't be trained. The fourth age is the old age value coins.
of the animal and it will start to drop a level in quality.
The standard coin, as presented, would be 1 to 1 ½ inches
Nag or Inferior Quality: HD rolled by d6 instead of d8, in diameter and about 1/5 or 1/10 inch in thickness. This
-25% of standard cost is a fairly robust coin, on the larger side of historical coins.
Standard or Average: HD rolled by standard d8, standard For a lighter load you might allow 20, 50, or even 100
cost coins per pound. Something to keep in mind with this is
that the smaller and lighter the coins, the easier they are to
Above-Average Quality: HD rolled by d6+2 instead of d8, transport out of dungeons and lairs, and the harder it is to
x2 cost properly fill a room with coins should you so desire.

46
EQUIPMENT EMPORIUM MAGIC ITEMS

REVISED MAGIC ITEM TABLES


These tables replicate and replace the Magic Weapons and Magic Armor tables from the Basic Fantasy RPG Core
Rules, incorporating the expanded options provided in this book. If the GM decides not to use certain options, feel free
to re-roll, or create your own lists.

Magic Item Generation d% Weapon


Determine the sort of item found by rolling on the 83-86 Warhammer
following table: 87 Maul
88 Pole Arm
Any Weapon or Any Exc. Type of Item
Armor Weapons 89 Dart
01-25 01-70 Weapon 90 Javelin
26-35 70-00 01-12 Armor 91-93 Spear
36-55 13-40 Potion 94 Trident
56-85 41-79 Scroll 95-96 Boar Spear
86-90 80-86 Ring 97 Lance
91-95 87-93 Wand, Staff, or Rod 98 Scythe
96-00 94-00 Miscellaneous Magic 99 Sickle
100 Unusual Weapon or Item
Magic Weapons The Unusual Weapon or Item result can be used to create
d% Weapon magical versions of weapons not listed here (clubs or
crossbows, for example), or to create unusual, exotic, or
01-02 Great Axe silly weapons (such as the Frying Pan of Doom +3).
03-09 Battle Axe
10-11 Hand Axe Magic Armor
12 Footman's Pick
Generate the type and bonus of each item of magic armor
13-19 Shortbow on the tables below.
20-23 Longbow
d% Armor Type d% Armor Bonus
24-28 Shortbow Arrow
01-08 Leather Armor 01-47 +1
29-31 Longbow Arrow
09-13 Ring Mail 48-75 +2
32-35 Light Quarrel
14-34 Chain Mail 76-85 +3
36-37 Heavy Quarrel
35-38 Scale Mail 86-95 Roll Again + Special
38 Sling Bullet
39-40 Banded Mail 96-98 Cursed *
39-49 Dagger
41-50 Plate Mail 99-00 Cursed, AC 11 **
50 Flail
51-90 Medium Shield
51-55 Shortsword
91-00 Tower Shield***
56 Cutlass
* If Cursed armor is rolled, roll again and reverse the bonus
57-68 Longsword
(e.g., -1 instead of +1).
69-70 Scimitar ** This armor has AC 11 but appears to be +1 when tested.
71-74 Two-Handed Sword *** Maximum bonus for a tower shield is +2
75-79 Mace The Armor Types listed represent "ancient" armors most
80 Light Mace likely found in lost treasure hoards. GMs may freely
81 Great Mace substitute an equivalent armor where appropriate (studded
82 Morningstar
leather instead of ring mail, splint instead of banded, etc.).

47

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