So, normally when I post an blog I try to credit my sources -- but I can't find for the life of me remember where I got some of these extra equipment items. If you see something blatantly from another blog or zine, please tell me so I can credit them with a link and a thanks. Drop me a note at archadethered@gmail.com.
EQUIPMENT
Currency & Trade Goods
Before Aquerria fell, it had a kingdom wide
currency minted in various cities – while centuries have passed, these coins
are still in circulation, and have set currency standards by city-states,
towns, and guilds that mint their own coins.
Coinage |
Value |
Notes |
Aquerria |
|
|
Highcrown |
1
pp |
|
Paravel |
1 gp |
|
Half-Paravel |
1
ep |
|
Lancer |
1 sp |
|
Penny |
4
cp |
|
Bit-Penny |
1 cp |
|
City-State of Anzagort |
|
|
Gold Ingot |
25 gp |
Half-pound trade bar |
Silver Ingot |
25
sp |
Half-pound
trade bar |
Guilder |
1 gp |
|
Talent |
1
sp |
|
Gersh |
1 cp |
Iron coin |
Dwarves |
|
|
Threegate |
|
Adamantine coin |
Krona |
10
gp |
Gold coin |
Thurin |
1 sp |
|
Toller |
1
cp |
Brass coin |
Elshmir |
|
|
Obol |
1
gp |
Gold rings worn
or strung together |
Dremii |
1 sp |
Silver rings worn or strung together |
Chalai |
1
cp |
Bone rings worn
or strung together |
Elves |
|
|
Ilwheren |
1
gp |
Coinage
standard, not actually minted |
Kesh |
|
|
Siglos |
1
gp |
Gold coin
marked with one-eyed skull |
Old Kingdom |
|
|
Sovereign |
1
pp |
|
Crown |
5 gp |
|
Mark |
1
sp |
|
Pfenning |
1 cp |
|
Silver Strand Trading Co. |
|
|
??? |
|
|
Weapons
Damage |
Range |
Cost |
|
Adamantine battleaxe *** |
1d10 |
-- |
28 gp |
Bastard
Sword |
1d8
/ 1d10 * |
-- |
25
gp |
Battleaxe |
1d10
* |
-- |
7
gp |
Blackjack |
1d3/2d6 |
-- |
3 gp |
Blowgun |
1d31d5 |
20/40/60 |
6
gp |
Club |
1d4 |
-- |
3 gp |
Crossbow |
1d6
* |
80/160/240 |
30
gp |
Dagger |
1d4 / 1d10 |
10/20/30 ❷ |
3 gp |
Dart |
1d4 |
20/40/60
❷ |
5
sp |
Flail |
1d6 |
-- |
6 gp |
Garrote |
1/3d4 |
-- |
2
gp |
Handaxe |
1d6 |
10/20/30 ❷ |
4 gp |
Javelin |
1d6 |
30/60/90
❷ |
1
gp |
Lance # |
1d12 |
-- |
25 gp |
Longbow |
1d6
* |
70/140/210
❷ |
40
gp |
Longsword |
1d8 |
-- |
10 gp |
Mace |
1d6 |
-- |
5
gp |
Maul |
1d10 * |
-- |
8 gp |
Mithral
dagger ** |
1d4 |
10/20/30 |
6
gp |
Morningstar |
2d3 |
-- |
6 gp |
1d8 |
80/160/240 |
200 gp |
|
Polearm |
1d10 * |
-- |
7 gp |
Scimitar |
1d6 |
-- |
15
gp |
Shortbow |
1d6 * |
50/100/50 |
25 gp |
Shortsword |
1d6 |
-- |
7
gp |
Sling |
1d4 |
40/80/160 ❷ |
2 gp |
Spear |
1d8 |
10/20/30 |
3
gp |
Spiked
Shield |
1d4 |
-- |
20 gp |
Staff |
1d4 |
-- |
5 sp |
Two-Handed Sword |
1d10 * |
-- |
15 gp |
Warhammer |
1d8 |
-- |
5
gp |
Whip |
1d3 |
-- |
3 gp |
*
Two-handed weapon, characters using two-handed weapons roll 1d16 on initiative
❷
Strength modifier only applies to damage with close range.
** Mithral weapons have double cost, usable by elves
*** Adamantine weapons have x4 cost,
Fort save DC 15 to avoid damage or sundering (use wielder’s save modifier if
held)
# These weapons inflict double damage
on a mounted charge. A lance can only be
used when mounted
Ω Nightbow is an elven weapon crafted
from Nighttree wood, and requires a 14 Str to use.
Armor
AC |
Check |
Speed |
Fumble |
Cost |
|
Padded |
+1 |
-- |
-- |
D8 |
5
gp |
Helm* |
+0 |
-1 |
-- |
D6 |
10 gp |
Shield |
+1 |
-1 |
-- |
-- |
10
gp |
Leather |
+2 |
-1 |
-- |
D8 |
20 gp |
Hide |
+3 |
-3 |
-- |
D12 |
30
gp |
Ring
Mail |
+3 |
-3 |
-- |
D8 |
35 gp |
Studded
Leather |
+3 |
-2 |
-- |
D8 |
45
gp |
Great Helm ** |
+0 |
-2 |
-- |
D10 |
50 gp |
Well-Crafted
Leather *** |
+2 |
-- |
-- |
D6 |
60
gp |
Scale Mail |
+4 |
-4 |
-5’ |
D12 |
80 gp |
Greentower
Robes X |
+1 |
-- |
-- |
D4 |
100
gp |
Chainmail |
+5 |
-5 |
-5’ |
D12 |
150 gp |
Banded Mail |
+6 |
-6 |
-5’ |
D16 |
250
gp |
Mithral Chainmail **** |
+5 |
-4 |
-- |
D10 |
300
gp |
Half-Plate |
+7 |
-7 |
-10’ |
D16 |
550
gp |
Full Plate |
+8 |
-8 |
-10’ |
D16 |
1,200 gp |
+9 |
-8 |
-10’ |
D16 |
4,800 gp |
**
Great helms eliminate two dice of damage from critical hits to the head and
prevent critical hit effects with a DC 15 Fort save.
***
Well-crafted armor has triple cost, -1 to check penalty, -1d fumble die, and
negates -5’ of movement penalty.
*** Mithral armor has double cost, -1
to check penalty, -1d fumble die, and negates -10’ of movement penalty
X
Adamantine armor has x4 cost, +1 AC
X Greentower robes are made of a
specially treated cloth, and are remarkably resistant. However, pilgrim-adepts of Greentower take a
very dim view to outsiders wearing
garments of their Order.
More Equipment/Services |
Cost |
Notes |
Ale, pint |
1 sp |
|
Apron, cloth |
1 cp |
|
Apron, leather |
3 sp |
|
Arrows (20) |
5 gp |
|
Arrow, silver-tipped (1) |
5 gp |
|
Awl |
|
Also serves as dagger |
Backpack |
2 gp |
|
Barrel |
4 gp |
|
Beads, glass |
6 cp |
|
Beer, pint |
5 cp |
|
Beeswax,
½ lb |
4 cp |
|
Belt pouch, leather |
2 sp |
|
Blanket,
fur |
5 gp |
|
Blanket, wool |
5 sp |
|
Block
& tackle |
5 gp |
500 lb limit |
Book, parchment, 100 pages |
40 gp |
|
Boots, soft |
1 gp |
|
Bottle, clay (pint) |
5 cp |
|
Bottle,
glass (pint) |
3 sp |
|
Bow drill |
4 gp |
|
Brandy, glass |
1 gp |
|
Bread, loaf |
5 cp |
|
Candle |
1 cp |
|
Canoe, 2 man |
30 gp |
|
Cart,
4 man |
40 gp |
|
Chain, 10 ft |
30 gp |
|
Chalk,
1 piece |
1 cp |
|
Cheese, pound |
4 sp |
|
Chest |
2 gp |
|
Chariot, 2 man |
60 gp |
|
Chisel,
masonry ! |
2 gp |
Also serves as dagger |
Chisel, wood ! |
2 gp |
Also serves as dagger |
Clay, pound |
1 cp |
|
Cleaver |
1 gp |
Also serves as handaxe |
Cloak |
5 sp |
|
Cloak, fine |
25 sp |
|
Cooking
pot, small |
5 sp |
|
Cooking tripod |
3 gp |
|
Crowbar |
2 gp |
|
Crutches, pair |
4 sp |
|
Dice,
pair |
5 cp |
|
Doll, fabric |
3 sp |
|
Eggs, dozen |
1 sp |
|
File, iron |
1 gp |
|
Fish hook |
1 sp |
|
Fishing rod & tackle |
1 gp |
|
Flask,
leather |
3 cp |
|
Flint & Steel |
15 cp |
|
Flour, pound |
1 cp |
|
Food, good meal |
6-12 sp |
Bread, haunch, cheese, ale |
Food,
middling meal |
1-3 sp |
Bread, stew with meat, ale |
Food, poor meal |
3-5 cp |
Gruel, stale bread, watery ale |
Frying Pan |
8 sp |
Also serves as club |
Glass eye |
2 sp |
|
Gloves, leather |
8 gp |
|
Gloves, linen |
5 gp |
|
Gold, ounce |
10 gp |
|
Gown, silk |
10 gp |
|
Grappling
Hook |
1 gp |
|
Hacksaw |
2 gp |
|
Hammer,
small |
5 sp |
|
Hammock, canvas |
5 sp |
|
Hand
bell |
3 gp |
|
Herbs, pound |
5 sp |
|
Holy
symbol, pewter |
5 gp |
|
Holy symbol, silver |
25 gp |
|
Holy
symbol, wood |
5 sp |
|
Holy water, vial |
25 gp |
|
Honey,
jar |
3 sp |
|
Hourglass |
25 gp |
|
Hunting
horn |
5 gp |
|
Incense stick |
1 gp |
|
Ink,
vial, 1 oz |
5 sp |
|
Instrument, ukelele |
15 gp |
|
Iron
hook prosthetic ! |
1 gp |
Also serves as dagger |
Iron spike |
1 sp |
|
Jewelry, silver locket |
10 gp |
|
Knife |
1 gp |
Also serves as dagger |
Lantern |
10 gp |
|
Lantern, bullseye |
15 gp |
|
Lens,
magnifying |
5 gp |
Magnification x2 |
Linen, 1 yard |
5 cp |
|
Lodging,
fine inn room |
1-2 gp |
Well-appointed, private |
Lodging, flophouse |
2-4 cp |
Lice-ridden common room |
Lodging,
good inn room |
6-8 sp |
Comfortable, clean |
Lodging, rough inn room |
8-12 cp |
Dirty, door without lock |
Lodging,
spare inn room |
2-4 sp |
Clean |
Manacles & key |
5 gp |
|
Mirror,
hand sized |
10 gp |
|
Mithrial, ounce |
2 gp |
|
Mortar & pestle, marble |
2 gp |
|
Mortar & pestle, wooden |
4 cp |
|
Music
instrument, grindbox |
50 gp |
|
Music instrument, lute |
30 gp |
|
Music
instrument, lyre |
20 gp |
|
Music instruments, pan pipes |
1 gp |
|
Nails
(100) |
2 sp |
|
Net |
1 gp |
|
Oil,
flask |
2 sp |
|
Padlock & key |
3 gp |
|
Parchment,
sheet |
3 sp |
|
Peg leg |
6 cp |
|
Pelt, badger |
1 gp |
|
Pelt, deer |
2 gp |
|
Pick
! |
6 gp |
Also serves as club |
Plate, wooden |
2 cp |
|
Pole,
10 ft |
15 cp |
|
Pushcart |
8 gp |
|
Quarrels
(30) |
10 gp |
|
Quill |
2 cp |
|
Rations,
one day |
5 cp |
|
Razor |
8 sp |
Also serves as dagger |
Rope,
50 ft |
25 cp |
|
Rope ladder (1 yard) |
1 sp |
|
Sack,
large |
12 cp |
|
Sack, small |
8 cp |
|
Sack, waterproof |
5 sp |
|
Sailboat, 6 man |
100 gp |
|
Sailcloth
(1 yard) |
2 sp |
|
Salt, pound |
1 sp |
|
Scissors
! |
1 gp |
Also serves as dagger |
Scroll case, leather |
5 sp |
|
Sewing
needle |
5 cp |
|
Sewing thread, spool |
5 cp |
|
Shovel
! |
2 sp |
Also serves as staff |
Sickle ! |
2 gp |
Also serves as dagger |
Signal
whistle |
4 sp |
|
Silver, ounce |
1 gp |
|
Skiis
and poles |
4 gp |
|
Sledgehammer |
5 gp |
Also serves as warhammer |
Sleigh,
1 man |
12 gp |
|
Sling stones (30) |
1 gp |
|
Slingbag,
leather |
1 gp |
|
Smoking pipe |
2 cp+ |
|
Smoking
pipeweed |
1 gp |
Fine, 1 lb |
Smoking tobacco (1lb) |
5 cp |
|
Snowshoes |
4 gp |
|
Spices, pound |
1 gp |
|
Spyglass |
25 gp |
Magnification x4 |
Steel tongs |
4 sp |
|
Strap,
leather (1 yard) |
1 cp |
|
Surcoat, linen |
6 sp |
|
Tankard,
leather |
2 cp |
|
Tankard, pewter |
2 sp |
|
Tarot
deck |
8 gp |
|
Tent, canvas, 2 man |
4 gp |
|
Thieves’
Tools |
25 gp |
|
Tongs, steel |
2 gp |
|
Torch,
each |
1 cp |
|
Trowel |
5 sp |
Also serves as dagger |
Twine
(100 ft) |
1 sp |
|
Vial, clay |
2 cp |
|
Vial,
glass |
12 cp |
|
Vial, steel |
1 gp |
|
Waterskin |
5 sp |
|
Whetstone |
1 gp |
|
Wine, glass |
1 sp |
|
! Improvised weapon, if not trained
with it, use -1d for attack rolls.
Alchemy & Herbalism
Ointments, Styptics, Infusions, Salves, Unugents, Incense, Oils, Linaments, Powders, Salts
Substance |
Cost |
Materials |
Craft |
Notes |
Anris Root Draught |
50 gp |
25 gp |
DC 20, 1d6 days |
Heals an additional 1d4 hp
overnight. |
Elusian Leaf Tea |
50 gp |
25 gp |
DC 15, 1 hour |
Restores 1 point of Stamina damage |
Poison (adder) |
100 gp |
50 gp |
DC 20, 1d6 days |
Fort DC 22 Save on Wound,
1d3 STA (Temp)/2d4 STA (Perm), normal healing on successful save |
Poison (asp) |
50 gp |
25 gp |
DC 15, 1d4 days |
Fort DC 22 Save on Wound, 1d3 AGL (Temp)/1d6 STA (Temp) |
Poison (belladonna) |
5 gp |
5 gp |
(DC 10 to harvest) |
Fort DC 14 Save on Ingestion, 1d3 STA (Temp), 1d3 hp. |
Poison (black widow) |
50 gp |
25 gp |
DC 15, 1d3 days |
Fort DC 14 Save on Wound, 1 STR (Temp)/1d4 STR (Perm), normal
healing on successful save |
Poison (dirge cap) |
50 gp |
25 gp |
DC 14, 1d3 hours |
Fort DC 12 Save on Inhalation, 1d3 hp/round for 1d4
rounds from hemorrhaging |
Poison (giant wasp) |
100 gp |
50 gp |
DC 20, 1d6 days |
Fort DC 15 Save
on Wound, 1d6 hp/3d6 hp |
Rat-Leech Drool |
10 gp |
5 gp |
DC 15, 1d4 days |
Fort DC 12 Save on Wound, 1 hp/round for 2d6 rouds |
Razorleaf Oil |
5 sp |
2 sp |
DC 5, 1d3 hours |
Repels insects
(insects have -2d to attack anyone wearing this |
Spiced
Kava |
1 gp |
5 sp |
DC 10, 1 hour |
Grants +1 to Will saves for 4 hours. |
Tenleaf Poultice |
10 gp |
1 gp |
DC 12, 1 hour |
Heals 1 hp in
an hour, only once per injured person |
Animals & Gear |
Cost |
Notes |
Barding, Leather |
120 gp |
|
Barding, chain |
400 gp |
|
Bit & Bridle |
15 sp |
|
Cart (one horse) |
50 gp |
|
Chicken |
3 cp |
|
Cow |
10 gp |
|
Dog, herding |
4 gp |
|
Falcon |
18 gp |
|
Goat |
1 gp |
|
Horse, regular |
75 gp |
|
Horse, warhorse |
200 gp |
|
Ox |
15 gp |
|
Pig or sow |
3 gp |
|
Pony |
15 gp |
|
Saddle |
10 gp |
|
Saddle Bags |
3 gp |
|
Sheep |
2 gp |
|
Stabling, per day |
5 sp |
|
Wagon (two horses) |
150 gp |
|
Hirelings
Most heroes aren’t looking to just hire just any rutabaga farmer with a sharpened stick, they want blacksmiths, mercenaries, guards and alchemists.
If you are looking for an unskilled hireling, with no special qualities or background, to serve as porters or menial labour, 1 in 100 people in a town are available for hire, with no special checks. If you are looking for fleshing out your hireling, roll 3d6 for each of their statistics, and roll for a background as per the DCC rulebook, and start them with 1d4 hp and 1d12 cp. No birth augury or special equipment should be rolled like you would give a 0-level player character. These hirelings expect 1 cp per day (1 sp per day if they are placed in dangerous situations).
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