Item Weight Cost
Ale, pint 1 1 sp
Backpack 10 (empty) 2 gp
Barrel 30 (empty) 2 gp
Bedroll 5 2 sp
Bell - 1 gp
Belt - 5 sp
Blanket, woollen 2 5 cp
Block and tackle 5 5 gp
Boots, soft 3 1 gp
Boots, heavy 5 2 gp
Bottle (wine), glass 1 2 gp
Box (empty) 15 1 gp
Bracer, leather (archery) 1 8 sp
Caltrops 2 1 gp
Candle, beeswax - 1 cp
Canvas (per sq. yd) 1 1 sp
Cauldron and tripod 15 2 gp
Chain (per 10 ft) 10 30 gp
Chalk, piece - 1 cp
Chest (empty) 25 2 gp
Cloak 2 3 cp
Crowbar 5 2 gp
Dice, bone, pair - 5 sp
Dice, loaded, pair - 5 gp
Doublet, linen 1 3 gp
Firewood (per day) 20 1 cp
Fish hook - 1 sp
Fishing net (per 25 sq. ft) - 1 sp
Flask (leather) - 3 cp
Flint and steel - 1 gp
Gloves, kidskin, pair ½ 3 gp
Gown, woollen 1 5 cp
Gown, linen 1 3 gp
Item Weight Cost
Gown, silk 1 50+ gp
Grappling hook 4 1 gp
Hammer (tool, not war) 2 5 sp
Holy symbol, silver 1 25 gp
Holy symbol, pewter 1 5 gp
Holy symbol, wooden 1 6 sp
Horse, cart N/A 15 gp
Horse, nag N/A 8 gp
Horse, palfrey N/A 40+ gp
Horse, rouncey N/A 25 gp
Horse, war, heavy N/A 500+ gp
Horse, war, light N/A 200+ gp
Horse, war, medium N/A 350+ gp
Hose - 1 gp
Iron spikes, dozen 5 1 gp
Ladder (per 10 ft) 20 5 sp
Lamp (bronze) 1 1 sp
Lantern, bullseye 3 12 gp
Lantern, hooded 2 7 gp
Lock 1 20+ gp
Manacles 2 15 gp
Mirror (small steel) ½ 20 gp
Mirror (small silver) ½ 45 gp
Mule N/A 18 gp
Musical instrument 1+ 5+ gp
Needle and thread - 3 cp
Oil (lamp) (per pint) 1 1 sp
Ox N/A 15 gp
Parchment (per sheet) - 2 sp
Pin (cloak) - 4 sp
Piton ½ 1 sp
Pole (per 10 ft) 8 2 sp
Pony N/A 12 gp
Item Weight Cost
Pot, iron 10 5 sp
Pouch, belt, large 2 (empty) 4 sp
Pouch, belt, small 1 (empty) 2 sp
Quill (pen) - 1 sp
Quiver (holds 12 arrows) 1 (empty) 1 gp
Quiver (holds 24 arrows) 2 (empty) 25 sp
Quiver (holds 12 bolts) 1 (empty) 12 sp
Quiver (holds 24 bolts) 2 (empty) 3 gp
Rations, standard (per day) 2 2 gp
Rations, trail (per day) 1 6 gp
Reins, bit and bridle 5 2 gp
Robe, linen 1 3 gp
Robe, silk 1 60+ gp
Rope, hemp (per 50 ft) 10 1 gp
Rope, silk (per 50 ft) 5 10 gp
Sack, small ½ (empty) 9 cp
Sack, large 1 (empty) 15 cp
Saddle and stirrups 20 10 gp
Satchel 5 (empty) 1 gp
Scrollcase, bone ½ 4 gp
Scrollcase, leather ½ 1 gp
Item Weight Cost
Shoes, common 1 5 sp
Shoes, noble 1 30+ gp
Shovel 8 2 gp
Signal whistle - 8 sp
Skillet 5 1 gp
Soap (per lb) 1 5 sp
Spell book (blank) 5 25 gp
Tent 20 10 gp
Thieves’ Tools 1 30 gp
Torch 1 1 cp
Tunic, woollen 1 5 cp
Tunic, banqueting 1 10+ gp
Twine, linen (per 100 ft) ½ 8 cp
Vellum (per sheet) - 3 sp
Wagon, small N/A 100 gp
Wagon, large N/A 250 gp
Water, holy (per vial) ½ 25 gp
Waterskin (3 pint) 1 (empty) 1 gp
Whetstone ½ 2 cp
Wine, pint 1 5 sp
Master Weapon Table
Weapon type
Damage vs
S or M
Damage vs
L Encumbrance Cost
Arrows 1d6 1d6 4 (per dozen) 2 gp (per dozen)
Axe, battle 1d8 1d8 7 5 gp
Axe, hand 1d6 1d4 5 1 gp
Bolt, heavy crossbow 1d6+1 1d6+1 4 (per dozen) 4 gp (per dozen)
Bolt, light crossbow 1d4+1 1d4+1 2 (per dozen) 2 gp (per dozen)
Club 1d4 1d3 3 2 cp
Dagger 1d4 1d3 1 2 gp
Dart 1d3 1d2 ½ 2 sp
Flail, heavy 1d6+1 2d4 10 3 gp
Flail, light 1d4+1 1d4+1 4 6 gp
Halberd 1d10 2d6 18 9 gp
Hammer, war, heavy 1d6+1 1d6 10 7 gp
Hammer, war, light 1d4+1 1d4 5 1 gp
Javelin* 1d6 1d4 4 5 sp
Lance* 2d4+1 3d6 15 6 gp
Mace, heavy 1d6+1 1d6 10 10 gp
Mace, light 1d4+1 1d4+1 5 4 gp
Morning star 2d4 1d6+1 12 5 gp
Pick, heavy 1d6+1 2d4 10 8 gp
Pick, light 1d4+1 1d4 4 5 gp
Pole arm* 1d6+1 1d10 8 6 gp
Sling bullet 1d4+1 1d6+1 4 (per dozen) 1 gp (per dozen)
Sling stone 1d4 1d4 2 (per dozen) Free
Spear* 1d6 1d8 5 1 gp
Staff 1d6 1d6 5 Free
Sword, claymore/bastard 2d4 2d8 10 25 gp
Sword, broad 2d4 1d6+1 8 10 gp
Damage vs
S or M
Damage vs
L Encumbrance Cost
Sword, long 1d8 1d12 7 15 gp
Sword, scimitar 1d8 1d8 5 15 gp
Sword, short 1d6 1d8 3 8 gp
Sword, two-handed 1d10 3d6 25 30 gp
Trident* 1d6+1 3d4 5 4 gp
* Long-hafted, pointed weapons, such as the spear, lance (when used dismounted), pole arm, or trident, inflict double damage when
set to receive a charge and the foe actually charges. The lance inflicts double damage when used by a character riding a charging
heavy warhorse or similar animal; if the attacker is mounted on a normal riding or cavalry horse, the damage should be reduced.
Missile Weapon Table
Weapon Type
Damage vs
S or M
Damage vs
L
Rate of Fire
(in shots/round)
Range (-2 to hit/
increment) Encumbrance Cost
Axe, hand 1d6 1d4 1 10 ft 5 1 gp
Bow, long † 1d6 1d6 2 70 ft 12 60 gp
Bow, short † 1d6 1d6 2 50 ft 8 15 gp
Club 1d4 1d3 1 10 ft 3 2 cp
Composite bow,
long †
1d6 1d6 2 60 ft 13 100 gp
Composite bow,
short †
1d6 1d6 2 50 ft 9 75 gp
Crossbow, heavy* 1d6+1 1d6+1 ½ 60 ft 12 20 gp
Crossbow, light 1d4+1 1d4+1 1 60 ft 4 12 gp
Dagger 1d4 1d4 2 10 ft 1 2 gp
Dart 1d3 1d2 3 15 ft ½ 2 sp
Hammer 1d4+1 1d4 1 10 ft 5 1gp
Javelin 1d6 1d4 1 20 ft 2 5 sp
Sling 1d4+1 or 1d4 1d6+1 or 1d4 1 35 ft ½ 5 sp
Spear 1d6 1d8 1 15 ft 5 1 gp
* Heavy crossbows may not be used from horseback; only a footman can brace them correctly before firing.
† Some specially-made bows (sold at special cost if at all—GM’s discretion) permit the user to add his or her strength bonus to damage
inflicted with the weapon. Otherwise the strength damage bonus with missile weapons is restricted to hurled weapons (axes, hammers,
clubs, darts, javelins and spears).
ARMOUR
Armour Table 1
Armour Type Encumbrance* Max Move Rate Effect on AC (base AC 10) Cost
Banded 35 lbs 90 ft -6 90 gp
Mail hauberk or byrnie (chain) 30 lbs 90 ft -5 75 gp
Mail, elfin (chain) 15 lbs 120 ft -5 Not sold
Leather 15 lbs 120 ft -2 5 gp
Padded gambeson 10 lbs 90 ft -2 4 gp
Plate 45 lbs 60 ft -7 400 gp
Ring 35 lbs 90 ft -3 30 gp
Scale or lamellar 40 lbs 60 ft -4 45 gp
Shield, large 10 lbs N/A -1 15 gp
Shield, medium 8 lbs N/A -1 12 gp
Shield, small 5 lbs N/A -1 10 gp
Splint 40 lbs 60 ft -6 80 gp
Studded 20 lbs 90 ft -3 15 gp
* For non-magic armour. Magic armour is un-encumbering, and allows a maximum move rate 30 ft faster than normal (up to 120 ft).
Magic shields weigh as much as normal shields of the same type.
Armour Table 2
Type of Armour AC Rating
None 10
Shield only 9
Leather or padded armour 8
Studded leather or ring 7
Scale or lamellar 6
Mail hauberk or byrnie 5
Banded armour 4
Plate 3
The AC rating of a character employing a shield is improved
by 1, so a character wearing leather armour and
carrying a shield would be AC 7, while a character with
plate armour and shield would be AC 2. Magic armour
with a rating of +1 reduces AC by 1, +2 reduces by 2, and
so forth; the principle is that a positive rating for a magic
item shows that it is beneficial, but AC is rated on a descending
scale whereby the lower the figure, the better
the protection.
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