DCC Expanded Equipment List

The equipment list in the DCC Core Rulebook is ... minimal.  Now most times, the Judge can just make up items, and that's what I've done for the most part.  But I've gathered inspiration from other sources -- the AD&D Players' Handbook, Harnmaster, other DCC blog articles, and decisions on the fly.  This is an organic list that grows as my players keep pushing boundaries ...

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

Weapon

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

3 gp

Dart

1d4

20/40/60

5 sp

Flail

1d6

--

6 gp

Garrote

1/3d4

--

2 gp

Handaxe

1d6

10/20/30

4 gp

Javelin

1d6

30/60/90

1 gp

Lance #

1d12

--

25 gp

Longbow

1d6 *

70/140/210

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

Nightbow Ω

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

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

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 

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

Adamantine Full Plate X

+9

-8

-10’

D16

4,800 gp

* Helms eliminate one die of damage from critical hits to the head and prevent critical hit effects with a DC 20 Fort save.

** 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

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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