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Money and Equipment

I
N A WORLD WHERE SURVIVAL ALWAYS HANGS
in the balance, gear can be crucial. As you make your Monetary Systems
way across the Athasian wilds, your items help to Wealth appears in many forms in the world of Athas. Coins,
keep thirst, starvation, sand, salt, and the blazing sun gemstones, trade goods, art objects, animals, and property
at bay. You need a good weapon and effective armor can reflect your character's financial well-being. Societies on
to fight off predators. A hardy mount can shorten Athas exchange goods and services in three ways: coins,
your trip or, if you're desperate, serve as extra barter, and service. Nomads usually trade in common goods,
provisions. And your traveling gear will make sure you won't bartering for what they need. Free citizens, members of the
get lost, get eaten, or fall prey to the multitude of raiders that nobility and merchants prefer coinage, though deals in
roam the deserts. services are not uncommon. Many an adventurer has
To understand commerce and the availability of equipment provided mercenary work at a merchant house's trading
on Athas, one must understand that Athas is a metal-poor caravan, only to be offered food, water, and some shade to
world. Nearly bereft of metals, all items - including armor and rest during the long trip.
weapons - are made from substitute materials, such as bone,
obsidian, or wood. The scarcity of metal has forced the Coinage
people to rely on barter and different materials, such as
ceramic, to use as currency. It has also hampered industrial Transactions where goods or services are purchased with
and economic development as well; farms, mills, and money is quite common on Athas, despite the lack of metal;
workshops rarely have quality tools to produce everyday after all, Athas is metal-poor, not metal-depleted. Coins are
products. This chapter details the mundane and exotic readily accepted means of payment and, considering the
merchandise that adventurers commonly find useful in the increased value of coins, are less bulky to carry than other
face of the threats that the world of Athas presents. forms of payment.
Virtually all Athasian city-states issue coins minted in
tribute to their sorcerer-kings. Also, some independent dwarf
Starting Equipment communities and some wealthy merchant families mint their
When you create your character, you receive equipment own coins when the precious metals are available to them.
based on a combination of your class and background. If you Though the currencies vary (a gold coin minted in Tyr might
use the Athasian Social Ranking variant, you start with a be a bit heavier than square gold coins bearing the Ryharian
number of ceramic pieces based on your social rank and family crest), they all fall under the standard exchange rates
spend them on items from the lists in this chapter. See the given in the Player's Handbook.
Initial Character Funds table to determine how much wealth The standard unit of measurement is not the gold piece,
you have to spend. however, but the ceramic piece (cp). Ceramic coins can be
You decide how your character came by this starting manufactured from the most common clay available, then
equipment. It might have been an inheritance, or goods that glazed in specific colors and kilned to discourage forgery. The
the character purchased during his or her upbringing. You molded shape of ceramic pieces allows them to be broken
might have been equipped with a weapon and armor as part into 10 separate pie-shaped bits. Ceramic pieces and bits
of your mercenary service, or scavenged from your raiding make up for most of trades; silver (sp) and gold pieces (gp)
tribe's latest loot. You might even have stolen your gear. A are reserved for exceptional items, such as weapons and
weapon could be the key to your freedom, your only means of armor, and the transactions that nobles and wealthy
defense while out in the deserts, or your signature item when merchants deal with.
fighting in the arenas. With one ceramic piece, a character can buy a set of
common clothes complete with shoes, five waterskins, or two
Initial Character Funds days of accommodation in a modest inn. A skilled (but not
Social Rank Funds exceptional) artisan can earn two ceramic pieces a day. A bit
Merchant House 3d4 x 10 cp can buy a night's rest in a poor inn, a loaf of bread, or the
entrance to one of the city-states. An unskilled laborer can
Noble 5d4 x 30 cp earn two bits a day.
Nomad 5d4 cp
Standard Exchange Rate
Free Citizen 2d4 x 10 cp Coin bit cp sp gp
Slave ─ Bit (bit) 1 1/10 1/100 1/1000
Ceramic (cp) 10 1 1/10 1/100
Silver (sp) 100 10 1 1/10
Gold (gp) 1000 100 10 1

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Barter
Barter is the exchange of goods for other goods - no coins Variant: Haggling
change hands. By its very nature, barter is an age-old In the course of a transaction, you might want to
ceremony of negotiation. Characters who often venture out in haggle prices for a given item; maybe your
the deserts encounter tribes and nomads who usually deal in character is tight on ceramic or you find the elven
this type of trade - a herdsman or a hunter would rather own merchant's prices a bit too high. Apart from role-
a few waterskins than a handful of coins. Thri-kreen always playing it, you can also determine the outcome of
resort to bartering, since they have little use of coins. haggling through the roll of a die.
When your character enters a barter, you compare the Whenever you try to negotiate a better price,
costs of the items to be exchanged and then match the propose a percentage and make a Charisma
quantities until they are approximately even. For example, (Persuasion) check with a DC calculated as follows:
Kyuln's tribe wishes to exchange its crop of rice for barrels of 10 + NPC Charisma modifier + 1 per 10%
water. On Athas, rice is worth 1 bit per pound, and each reduction or increase in price proposed
barrel of water is worth 2 cp (20 bits). Kyuln's tribe would
have to trade 20 pounds worth of rice to the merchant in On a successful check, you may reduce or increase
exchange for one barrel of water. the price of the item by an amount equal to the
percentage you proposed. You may haggle only
once per transaction.
Service
The services a character renders - from those of unskilled
laborers to those of prized engineers - all have an asking
price. A character may receive payment for his or her services Spellcasting Services
in other services, goods or coins, depending upon the The above table refer to ordinary services. People who are
situation. able to cast spells don't fall into the same category. It might
Adventurers can pay nonplayer characters to assist them or be possible to find someone willing to cast a spell in
act on their behalf in a variety of circumstances. Most such exchance for coin or favors, but it is rarely easy and no
hirelings have fairly ordinary skills, while others are masters established pay rates exist.
of a craft or art, and a few are experts with specialized Templars in the cities offer spellcasting services to those
adventuring skills. who abide by their rules; hiring one to cast a relatively
Skilled hirelings include anyone hired to perform a service common spell of 1st or 2nd level, such as cure wounds or
that involves a tool or skill proficiency: a craftsman, a guide, a lesser restoration might cost 10 to 50 ceramic pieces (plus
performer, a driver and so on. The pay shown is a minimum: the cost of any expensive material). Higher-level spells require
some expert hirelings can demand higher wages. Untrained finding someone able and willing to cast it, and very rarely
hirelings are hired for menial work that requires no templars offer such spellcasting services. Once found, the
particular skill and can include laborers, porters, maids, and spellcaster might ask for a service instead of payment - the
similar workers. Slaves comprise the majority of untrained kind of service that takes the adventurers on a perilous quest.
hirelings; their owners actually receive the listed pay.
Militia are usually mercenaries hired within the walls of a Selling Treasure
city-state. They are lightly-armed and most often have to deal
with peddlers, beggars, and thieves. Professional Opportunities abound to find treasure, equipment, weapons,
mercenaries are reserved for trips between cities or as armor, and more in your adventures. Normally, you can sell
caravan guards. They are better-armed and have received your treasures and trinkets when you return to a city or other
better training in combat and survival in the desert wastes. settlement, provided that you can find buyers, and merchants
Like skilled hirelings, the pay shown is a minimum. interested in your loot.
Arms, Armor, and Other Equipment. As a general rule,
Common Wages undamaged weapons, armor, and other equipment fetch half
Service Pay their cost when sold in a market. Weapons and armor used
Hireling, skilled 2 cp per day by people and monsters are rarely in good enough condition
to sell.
Hireling, untrained 2 bits per day Gems, Jewelry, and Art Objects. These items retain their
Mercenary, militia 2 bits per day full value in the marketplace, and you can either trade them
Mercenary, professional 2 cp per day
in for coin or use them as currency for other transactions. For
exceptionally valuable treasures, the DM might require you to
Messenger in the city 1 bit per message find a buyer, per the rules for selling a magic item.
Messenger (telepathic) 3 bits Trade Goods. Outside the city-states, many people conduct
transactions through barter. Like gems and art objects, trade
Overland travel 3 bits per mile goods - bars of iron, bags of rice, livestock and so on - retain
Road or gate toll 1 bit their full value in the market and can be used as currency.

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Inix shell. This armor consists of fitted inix shell pieces
Armor and Shields worn over supple leather. Although it leaves the legs and
All forms of armor listed in the Player's Handbook are arms relatively unprotected, this armor provides good
available to Athasian characters, though the high price of protection for the wearer's vital organs while leaving the
metal and the extreme heat make metal or bulky armor less wearer relatively unencumbered.
than desireable on Athas. A suit of plate armor costs 1,500 gp Chitin. Chitin armor consists of shaped chitin plates that
on Athas, the equivalent of 150,000 gp on other D&D cover most of the wearer's body. It does not include leg
campaign worlds. Simply put, a sorcerer-king can either protection beyond simple greaves that are attached with
purchase several suits of plate armor or build a substantial leather straps.
addition to his city walls.
Fortunately, however, armorsmiths of Athas have learned to Heavy Armor
construct all types of armor using more readily available Of all the armor categories, heavy armor offers the best
materials. All forms of armor retain the same Armor Class as protection. These suits of armor cover the entire body and
in the Player's Handbook, with the following notation. are designed to stop a wide range of attacks. They also tend
Bulky. If the Armor table shows "Yes" in the Bulky column, to be too bulky to handle well while out in the wastes. Even
the wearer is considered to have at least one level of proficient warriors find them too cumbersome to carry
exhaustion during the day, due to the armor's bulk around during the scorching hours of the Athasian day; that
overheating the wearer. only makes them quite rare.
Shields. A shield is mostly constructed with layers of Bone. This armor is simply hardened leather with thick
leather stretched over a wood or bone frame and hardened. bones sewn onto it. The bones help reinforce the armor
Effective shields can also be constructed of chitinous against blows from blades. While it looks massive and
materials scavenged from dead insectoids. Though made of imposing, it's the most inferior of the heavy armors.
alternate materials, shields on Athas confer the same bonus; So-ut mail. The scales of a so-ut are attached to a layer of
wielding one increases your Armor Class by 2. You can quilted fabric worn underneath to prevent chafing and to
benefit from only one shield at a time. cushion the impact of blows. While technically the armor is
considered a scale mail, unlike its medium counterparts, the
Light Armor scales are extremely hard and provide a much superior
Made from supple and thin materials, light armor favors agile protection.
adventurers since it offers some protection without Mastyrial. The chitinous shell of the mastyrial is valued for
sacrificing mobility. It is also the most common type of armor, its protective qualities and it's frequently used as material in
being quite affordable and not bulky at all to hindrance its shields and armor. By supplementing it with a backing of
wearer in the scorching heat of Athas. leather that is worn over cloth padding, a sort of superior
Padded. Padded armor consists of quilted layers of cloth armor can be crafted, equivalent to splint mail.
and batting. Many Athasian warriors don padded armor Braxat plate. Braxat shell make excellent armor plates
woven from giant hair. that are shaped and interlocked to cover the entire body. A
Carru Leather. Perhaps the most common type of armor suit of braxat plate includes thick layers of padding
used on Athas, leather armor is usually made of carru leather, underneath the armor. Buckles and straps distribute the
stiffened in oil. weight over the body.
Studded leather. Made from tough but flexible leather,
studded leather is reinforced with close-set rivets or spikes
made of bone or chitin.
Medium Armor
Medium armor offers more protection than light armor, but it
also impairs movement more. Mekillot hide and inix scale are
favored by the heaviest of armored warriors, while traveling
under the scorching sun of Athas. Anything higher than those
becomes bulky and too restrictive to be effective.
Mekillot Hide. This crude-looking armor is usually
constructed from mekillot or braxat hide.
Inix scale shirt. Made of overlapping inix scales, a scale
shirt is worn between layers of clothing or leather. This
armor offers modest protection to the wearer's upper body
and the scales are thin enough to be muffled by outer layers.
Erdlu scale. This armor consists of a heavy coat and
leggings of carru leather covered with overlapping erdlu
scales, much like the scales of the mount itself.

DARK SUN | EQUIPMENT 3


Armor
Armor Cost Armor Class (AC) Strength Stealth Bulky Weight
Light Armor
  Padded 5 cp 11 + Dex — Disadvantage — 8 lb.
  Carru leather 10 cp 11 + Dex — — — 10 lb.
  Studded leather 45 cp 12 + Dex — — — 13 lb.
Medium Armor
  Mekillot hide 10 cp 12 + Dex (max. 2) — — — 12 lb.
  Inix scale shirt 50 cp 13 + Dex (max. 2) — — — 20 lb.
  Erdlu scale 50 cp 14 + Dex (max. 2) — Disadvantage Yes 25 lb.
  Inix shell 400 cp 14 + Dex (max. 2) — — Yes 40 lb.
  Chitin 750 cp 15 + Dex (max. 2) — Disadvantage Yes 45 lb.
Heavy Armor
  Bone 30 cp 14 — Disadvantage Yes 40 lb.
  So-ut mail 75 cp 16 Str 13 Disadvantage Yes 55 lb.
  Mastyrial 200 cp 17 Str 15 Disadvantage Yes 60 lb.
  Braxat plate 1500 cp 18 Str 15 Disadvantage Yes 65 lb.
Shield
  Shield 10 cp +2 — — — 6 lb.

Weapons
The weapons found in the brutal lands of Athas are made of Weapon Breakage
obsidian, bone, and wood; rarely are there weapons of metal. Nonmetal weapons tend to be break more easily
With regard to their costs and characteristics, they are than their metal counterparts, due to their inferior
material. The following rule simulates their relative
treated the same as their metal equivalents. An obsidian fragility, making combat more unpredictable and
longsword hits like a metal longsword, and a bone carrikal is exciting.
actually a different battleaxe. Nonmetal weapons are prone to Fumbling Breakage. When you roll a natural 1 on
breaking, however, and an adventurer should think twice a melee attack roll using a nonmetal weapon, roll a
before venturing out without a few replacements. d10. On a roll of 1 or 2, the weapon breaks.
The Simple and Martial Weapons tables show the most Reckless Breakage. When you score a critical hit
common weapons found in the world of Athas, their price on a melee attack roll using a nonmetal weapon,
and weight, the damage they deal when they hit, and any roll a d10. On a roll of 1, the weapon breaks.
special properties they possess. Of special note are the A broken item is considered at best an
weapon costs, which reflect an item made of a metal improvised weapon and deals 1d4 damage (your
substitute. Due to their rarity, weapons constructed from DM assigns a damage type appropriate to the
metal are priced at their listed cost in gold pieces. A metal object). If your character has proficiency in
shortsword, for example, would cost 10 gp, or 1000 cp. improvised weapons, you can add your proficiency
bonus when attacking with a broken weapon.
Weapon Properties
A number of Athasian weapons have special properties
related to their use, as shown in the Weapons table.
Double. Wielding a double weapon is like fighting with two
weapons. You can use a bonus action to make a second
attack, using the weapon's other end.
Special. Some weapons possess unique properties. Refer
to their description for more information.

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Simple Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
  Bard's friend 2 cp 1d4 slashing 1 lb. light, special
  Club 1 bit 1d4 bludgeoning 2 lb. light
  Dagger 2 cp 1d4 piercing 1 lb. finess, light, thrown (20/60)
  Datchi club 2 bits 1d8 bludgeoning 10 lb. two-handed
  Handaxe 5 cp 1d6 slashing 2 lb. light, thrown (20/60)
  Javelin 5 bits 1d6 piercing 2 lb. thrown (30/120)
  Light hammer 2 cp 1d4 bludgeoning 2 lb. light, thrown (20/60)
  Mace 5 cp 1d6 bludgeoning 4 lb. ─
  Quarterstaff 2 bits 1d6 bludgeoning 4 lb. versatile (1d8)
  Sickle 1 cp 1d6 piercing 2 lb. light
  Spear 1 cp 1d6 piercing 3 lb. thrown (20/60), versatile (1d8)
  Talid 1 cp 1d4 bludgeoning 1 lb. ─
  Widow's knife 1 cp 1d4 slashing 1 lb. light, thrown (10/30)
  Wrist razor 5 cp 1d6 slashing 2 lb. finesse, light
Simple Ranged Weapons
  Crossbow, light 25 cp 1d8 piercing 5 lb. ammunition (80/320), loading, two-handed
  Dart (pack of four) 2 bits 1d4 piercing 1/4 lb. finesse, thrown (20/60)
  Dejada 10 cp 1d6 bludgeoning 2 lb. ammunition (20/60)
  Shortbow 25 cp 1d6 piercing 3 lb. ammunition (80/320), two-handed
  Sling 1 bit 1d4 bludgeoning ─ ammunition (30/120)

Athasian Simple Weapons Wrist razor. Wrist razors consist of a trio of blades that
protrude from a heavy arm band. The blades project out over
This section lists all the simple weapons unique to Athas. the back of the hand, and are extremely sharp.
Bard's friend. Popularized by the bards of Balic, this
weapon sports several blades and prongs, strapped or
mounted to a wooden grip which has either finger holes or
leather straps for gripping. When used as an off-hand
weapon, you may increase your Armor Class by 1.
Datchi club. A 4-foot-long head made of either dried insect
hive or dried roots is attached to a 3-foot-long wood or bone
handle. Teeth, claws or razors of any type are embedded into
the head, which is then swung, inflicting horrible wounds.
Dejada. A long, scooped basket is worn on the arm and
used to propel projectiles (pelota) at a very high rate of speed.
Pelota are spherical objects approximately 2 inches in
diameter, made of ceramic, stone or brambleweed.
Talid. Also known as gladiator's gauntlet, talid is made of
stiff leather with plating of any kind on the hand cover and all
along the forearm. Spikes protrude from the knuckles and
along the back of the hand. Talid replaces your unarmed
strikes and can never be broken.
Widow's knife. Named for a similar-looking harvesting
tool used in the verdant belts, this weapon has a wide blade
on one end of the handle, while a thumb latch releases a pair
of prongs on the other end.

DARK SUN | EQUIPMENT 5


Martial Weapons
Name Cost Damage Weight Properties
Martial Melee Weapons
  Alhulak 10 cp 1d8 bludgeoning 2 lb. ─
  Cahulaks 15 cp 1d6 bludgeoning 3 lb. double, thrown (20/60)
  Carrikal 10 cp 1d8 slashing 4 lb. versatile (1d10)
  Crusher 5 cp 1d4 bludgeoning 4 lb. reach, special
  Dragon's paw 15 cp 1d6 piercing 3 lb. double, two-handed
  Forearm axe 10 cp 1d6 slashing 2 lb. finesse, light
  Gouge 10 cp 1d8 piercing 4 lb. two-handed
  Greataxe 30 cp 1d12 slashing 7 lb. heavy, two-handed
  Greatsword 50 cp 2d6 slashing 6 lb. heavy, two-handed
  Gythka 15 cp 1d8 piercing 3 lb. double, two-handed
  Impaler 5 cp 1d8 piercing 3 lb. ─
  Longsword 15 cp 1d8 slashing 3 lb. versatile (1d10)
  Lotulis 10 cp 1d10 piercing 4 lb. two-handed
  Maul 10 cp 2d6 bludgeoning 10 lb. heavy, two-handed
  Morningstar 15 cp 1d8 piercing 4 lb. ─
  Puchik 5 cp 1d4 slashing 1 lb. finesse, light, special
  Quabone 20 cp 1d8 bludgeoning 2 lb. finesse
  Scimitar 25 cp 1d6 slashing 3 lb. finesse, light
  Shortsword 10 cp 1d6 piercing 2 lb. finesse, light
  Singing stick 5 cp 1d6 bludgeoning 1 lb. finesse, light
  Spear, double-bladed 15 cp 1d8 piercing 4 lb. double, two-handed
  Tortoise blade 20 cp 1d6 piercing 2 lb. light, special
  Trident 5 cp 1d6 piercing 4 lb. thrown (20/60), versatile (1d8)
  Trikal 15 cp 1d10 slashing 6 lb. two-handed
  Warhammer 15 cp 1d8 bludgeoning 2 lb. versatile (1d10)
  Weighted pike 5 cp 1d10 piercing 18 lb. heavy, reach, two-handed
  Whip 2 cp 1d4 slashing 3 lb. finesse, reach
Martial Ranged Weapons
  Blowgun 10 cp 1 piercing 1 lb. ammunition (25/100), loading
  Chatkcha 10 cp 1d6 piercing 1 lb. thrown (20/60)
  Crossbow, heavy 50 cp 1d10 piercing 18 lb. ammunition (100/400), heavy, loading, two-handed
  Longbow 50 cp 1d8 piercing 2 lb. ammunition (150/600), heavy, two-handed
  Net 1 cp ─ 3 lb. special, thrown (5/15)

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Athasian Martial Weapons Weighted pike. Combining the effectiveness of a pike with
the impact damage of a mace, a user can alternate between
This section lists all the martial weapons unique to Athas. piercing and bludgeoning damage, depending on which side
Alhulak. This weapon acts as an unusual flail. A four- of the weapon is facing the enemy.
bladed, hafted grappling hook is attached to a handle through
a short length of rope.
Cahulaks. A pair of four bladed, hafted grappling hooks
held together with a length of rope, cahulaks can be either
used in each hand as melee weapon or be thrown in its
entirety.
Carrikal. The sharpened hinges of a large jawbone are
lashed to a handle, creating an axe with two heads.
Chatkcha. A thri-kreen invention, this throwing wedge
returns to its thrower if it misses its target.
Crusher. This weapon consists of a long pole with a spiked
end. It takes 1 minute to plant its one end into the ground.
Afterwards, the user can spend an action to whip it back and
forth to strike one opponent within its reach. If left
unattended, the crusher can attack independently for 1 round,
before becoming inactive.
Dragon's paw. Popular among the arena masters of Tyr
and Urik, this weapon has two blades, at each end of a long
shaft. A centrally located curved bar or basket protects the
wielder's hand and features a protruding blade that juts
perpendicularly to the shaft.
Forearm axe. Worn on the forearm like a buckler, this
weapon cosists of a large, double-bladed axe on either end of
a bracer with a spike protruding from the upper sheath.
Gouge. The shoulder-strapped gouge was developed by the
army of Nibenay for use by its infantry. A wide blade is
mounted on a long shaft. A smaller handle protrudes from a
forward position on the main shaft, while the rear of the shaft
has a wide grip used to drive the weapon home.
Gythka. Each end of this thri-kreen staff has a small,
crescent-shaped blade with a centered stabbing tine.
Impaler. This weapon, developed for arena combat, has a
single long shaft with a pair of long pointed blades, splitting
to each side and forming a deadly war pick.
Lotulis. Crescent blades with barbed spikes near the
points and mounted at either end of a long shaft make this a
particularly nasty melee weapon.
Puchik. The grip of this weapon is perpendicular to its
wide blade, that resembles a dagger. Attacks made to disarm
or grapple an opponent gain advantage to the roll.
Quabone. Often used in arena combat, this weapon is
constructed from four identical shanks, lashed together to
form a radially symmetrical, sword-length rod.
Singing stick. These short sticks are extremely light, and
carved so that the ends are wider than the middle. This
unusual shape is what gives the sticks its name, for they
whistle and moan as they are whirled through the air.
Spear, double-bladed. As the name implies, this weapon is
a spear with a blade on each of its ends.
Tortoise blade. A blade is mounted on the underside of a
protective shell, and the entire ensemble is worn on the
forearm as a shield. While wearing it, you increase your
Armor Class by 1, but you can benefit from only one tortoise
blade at any time.
Trikal. This polearm projects three blades symmetrically
lengthwise from its haft. It is equivalent to a halberd.

DARK SUN | EQUIPMENT 7


Adventuring Gear
This section describes items that have special rules or Equipment Packs
require further explanation. Most people avoid cumbersome equipment packs,
Fire kit. Though flint is readily available, steel is rare on due to the scorching weather and the predators
Athas. The standard fire-starting kit therefore uses bow and that roam the barren wastes of Athas. Still, some
items are vital for one's travels to such inhospitable
sticks rather than flint and steel. Using it to light any fire lands. The contents of a few packs are listed here,
takes 1 minute. suited to one's profession.
Holy element. This item is not for sale. A ceramic flask Dune Trader's pack (8 cp). Includes a backpack, an
contains a pure and blessed version of an element: a palm- abacus, a blanket, a lamp, a flask of oil, a pouch, a
sized rock or loose earth; an amount of fire equal to a torch; a sack, a merchant's tunic, 2 ceramic vials, and two
pint of water; a puff of breeze. For all game purposes, the holy waterskins.
element is treated as a holy water, as detailed in Player's Noble's pack (37 cp). Includes a chest, 2 cases
Handbook. for maps and scrolls, a set of fine clothes, a vial of
Only elemental clerics can create such holy elements, by ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of
performing a special ritual while close to their element. The parchment, a vial of perfume, sealing wax, and
ritual takes 1 hour to perform, and requires the caster to soap.
expend a 1st-level spell slot. An elemental cleric can only use Nomad's pack (4 cp). Includes a blanket, a set of
this ritual once per day. desert clothes, a fire kit, a small knife, a signal
Lock. Due to rarity of metal on Athas, locks are found only whistle, a two-person tent, and two waterskins.
Thief's pack (8 cp). Includes a backpack, 10 feet
in the wealthiest parts of the cities, or in ancient ruins. A of thread, a bell, 5 candles, a bag of caltrops, a fire
character proficient in thieves' tools can pick such a lock with kit, a bone grappling hook, 2 flasks of oil, and a
a successful DC 15 Dexterity check. waterskin. The pack also has 50 feet of hempen
Rope, giant hair. Rope from woven giant hair is resiliant rope strapped to the side of it.
enough to withstand 6 points of damage before it can be cut, Traveler's pack (10 cp). Includes a backpack, a
and bursts with a successful DC 20 Strength check. bedroll, a set of desert clothes, a fire kit, 5 days of
Tent, pavilion. Often used by nomads and travelers, this ration, 5 torches, and four waterskins.
canvas shelter is spacious enough to accommodate
furnishing and up to five persons.
Waterskin. In most Athasian cities, water is drawn from a
collective cistern maintained by the sorcerer-king and his
templars, then distributed in barrels or waterskins. It is not at
all uncommon for the price of water to increase dramatically
during particularly dry periods or when the templars are
trying to extort more money from consumers.

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<div class='classTable wide', style='column-count:2'> #####
Adventuring Gear | Item | Cost | Weight | |:-----|:-----|-------:| |
Abacus | 2 cp | 2 lb. | | Acid (vial) | 25 cp | 1 lb. | |
Ammunition | | | |   Arrows (20) | 1 cp | 1 lb. | |   Blowgun
needles (50) | 1 cp | 1 lb. | |   Crossbow bolts (20) | 1 cp | 1.5
lb.| |   Pelota (20) | 4 bits | 1.5 lb. | |   Sling bullets (20) | 2 bits
| 1.5 lb.| | Antitoxin (vial) | 5 sp | ─ | | Backpack | 2 cp | 5 lb. | |
Barrel | 2 cp | 70 lb. | | Basket | 4 bits | 2 lb. | | Bedroll | 1 cp |
7 lb. | | Bell | 1 cp | ─ | | Blanket | 5 bits | 3 lb. | | Block and
tackle | 5 cp | 5 lb. | | Bottle, glass | 1 sp | 2 lb. | | Brooch,
plain | 1 sp | ─ | | Bucket | 5 bits | 2 lb. | | Caltrops (bag of 20)
| 1 cp | 2 lb. | | Candle | 1 bit | ─ | | Case, crossbow bolt | 1 cp
| 1 lb. | | Case, map or scroll | 1 cp | 1 lb. | | Chain (1 foot) | 3
gp | 1 lb. | | Chalk (1 piece) | 1 bit | ─ | | Chest | 5 cp | 25 lb. |
| Climber's kit | 25 cp | 12 lb. | | Clothes | | | |   Common | 5
bits | 3 lb. | |   Desert | 2 cp | 4 lb. | |   Fine | 2 sp | 6 lb. | |
  Rich | 6 sp | 4 lb. | |   Slave | 1 bit | 1 lb. | | Component
pouch | 25 cp | 2 lb. | | Fire kit | 5 bits | 1 lb. | | Flask or
tankard | 2 bits | 1 lb. | | Grappling hook, bone | 2 cp | 4 lb. | |
Healer's kit | 1 sp | 3 lb. |
| Item | Cost | Weight | |:-----|:-----|-------:| | Holy element (flask) |
─ | 1 lb. | | Hourglass | 25 cp | 1 lb. | | Ink (1 ounce bottle) | 1
cp | ─ | | Jug or pitcher | 2 bits | 4 lb. | | Ladder (10-foot) | 1
bit | 25 lb. | | Lamp | 5 bits | 1 lb. | | Lantern, bullseye | 10 gp
| 2 lb. | | Lantern, hooded | 5 gp | 2 lb. | | Lock | 10 gp | 1 lb. |
| Magnifying glass | 1 gp | ─ | | Manacles, leather | 2 cp | 6 lb.
| | Mirror, steel | 10 gp | 1/2 lb. | | Mirror, obsidian | 3 sp | 1/2
lb. | | Oil (flask) | 1 cp | 1 lb. | | Papyrus (one sheet) | 8 bits | ─
| | Parchment (one sheet) | 1 cp | ─ | | Perfume (vial) | 5 cp |
─ | | Pole (10-foot) | 5 bits | 7 lb. | | Pot, iron | 5 sp | 10 lb. | |
Pouch | 5 bits | 1 lb. | | Quiver | 1 cp | 1 lb. | | Rations (1 day) |
5 bits | 2 lb. | | Robes | 1 cp | 4 lb. | | Rope, giant hair (50 feet)
| 1 gp | 2 lb. | | Rope, hempen (50 feet) | 1 cp | 10 lb. | | Sack |
1 bit | 1/2 lb. | | Scale, merchant's | 1 gp | 3 lb. | | Sealing wax
| 1 cp | ─ | | Signal whistle | 8 bits | ─ | | Signet ring | 5 gp | ─
| | Soap | 5 bits | ─ | | Spyglass | 10 gp | 1 lb. | | Tent, two-
person | 2 cp | 20 lb. | | Tent, pavilion | 5 sp | 50 lb. | | Torch |
1 cp | 1 lb. | | Tunic | 8 bits | 3 lb. | | Vial, ceramic | 1 cp | ─ | |
Waterskin | 2 bits | 5 lb. (full) |
9
Mounts and Other Animals Wagon. A wagon is the simplest form of transportation.
Item Cost Speed Carrying Capacity Crodlus or kanks can be used as beasts of burden for the
Crodlu, riding 15 sp 50 ft. 360 lb.
normal versions. An open wagon is a little more than a
wooden box on four wooden wheels while an enclosed
Crodlu, war 20 sp 60 ft. 360 lb. ensures its riders are unaffected by weather. Some
Erdlu 10 cp 40 ft. ─ merchants and nomads convert enclosed wagons into living
quarters.
Inix 12 sp 40 ft. 2,000 lb. An armored caravan wagon requires two mekillots to pull.
Kank, trained 10 sp 40 ft. 400 lb. The exact design of any particular armored caravan wagon
Kank, herd 5 sp 40 ft. ─
can change from trip to trip but in general, the enclosures can
carry a cargo of 15,000 pounds of goods, up to 50 fully armed
Mekillot 40 sp 30 ft. 8,000 lb. warriors, 25 slaves in transit, and a handful of merchants,
nobles, or other travelers. The defense balconies in an
Tack, Harness, and Drawn Vehicles armored caravan wagon provide half cover against any
Item Cost Weight attacks from outside.
Barding
Anyone riding an enclosed or armored caravan wagon is
considered to be at rest and shaded.
  Inix 40 sp 320 lb.
Trade Goods
  Kank 25 sp 100 lb.
Cost Goods
  Mekillot 60 gp 1,300lb.
1 bit 1 lb. of salt or rice
Bit and bridle 2 cp 1 lb.
2 bits 1 lb. of butter or raisins
Chariot 250 cp 100 lb.
5 bits 1 gal. of beer or one soap
Howdah, normal 10 sp 150 lb.
1 cp 1 lb. of common spice or 1 sq. yd. of canvas
Howdah, war 50 sp 600 lb.
2 cp 1 lb. of rare spice or cotton
Kank feed (per day) 5 bits 10 lb.
3 cp 1 lb. of coal or nuts
Saddle, pack 5 cp 15 lb.
5 cp 1 sq. yd. of fine cloth or leather
Saddle, riding 10 cp 25 lb.
1 sp 1 sq. yd. of rich cloth or 1 lb. of glass
Saddlebags 4 cp 8 lb.
2 sp 1 lb. of copper or one farmer slave
Wagon
3 sp one laborer slave or domestic servant
  armored caravan 10 gp 5,000 lb.
5 sp 1 sq. yd. of silk or one artist slave
  enclosed 5 sp 500 lb.
1 gp 1 lb. of iron or one soldier slave
  open 3 sp 400 lb.
3 gp one live carru or one gladiator slave
Barding. A mount's defense can be reinforced by covering 5 gp 1 lb. of bronze or silver
it with barding. Consisting of leather pads, bone, and chitin
plates, a barding increases a mount's Armor Class by 2.
Chariot. A chariot is a lightly armored vehicle constructed
of wood, chitin and hardened leather, designed for riding and
combat. Two people can ride a chariot, one being the rider,
the other attacking. A creature riding a chariot has half cover
against attacks from the front or the sides. Only kanks can be
used to pull a chariot.
Howdah. A howdah is a frame with seats designed to be
mounted on the back of an inix or mekillot. A normal howdah
is made of a light wooden frame while a war howdah is
constructed of much sturdier materials and offering half
cover against any attacks from outside.
An inix howdah can hold up to four people. A mekillot
howdah can be constructed in a more elaborate affair; it often
contains two levels and can accommodate up to sixteen
people. Anyone riding in a howdah is considered to be at rest
and shaded.

DARK SUN | EQUIPMENT 11


Nomadic. You live outside cities. Unaccustomed to
Expenses civilization, or being destitute, you choose self-sufficiency,
When not exploring ruins of ancient civilizations, braving the staying out in the wastelands. You can sustain yourself by
inhospitable wastelands, or fighting off raiders and predators, hunting, foraging, and repairing your own gear.
adventurers on Athas, like in every other D&D world, face This lifestyle doesn't require you to spend any coin, but it
more mundane realities. Basic necessities such as shelter, comes at a cost. For each day you spend away from
sustenance, and clothing cost money, although some civilization, you have to succeed on a DC 10 Wisdom
lifestyles cost more than others. (Survival) check, or suffer one level of exhaustion.
Poor. A poor lifestyle links you with the lowest class in
Lifestyle Expenses civilization. Simple food and lodging, self-made clothing, and
unpredictable conditions result in a sufficient, though
Lifestyle expenses provide you with a simple way to account probably unpleasant, experience. Your accommodation might
for the cost of living in the world of Athas. They cover your be a one-room hut in the slums or a bed in the common room
accommodations, food and drink, and all your other above a watering hole. Violence, crime, and disease are a
necessities, provided they are available - the harsh conditions common occurence for you. People at this lifestyle tend to
on Athas can lead to some unpredictable situations. belong to the militia, unskilled laborers, peddlers, thieves,
Furthermore, expenses cover the cost of maintaining your and other disreputable types.
equipment so you can be ready when adventure next calls. Modest. A modest lifestyle keeps you out of the slums and
Between adventures, you can choose a particular quality of ensures that you can maintain your equipment. Your living
life and pay the cost of maintaining that lifestyle, as shown on conditions are significantly better than those in the slums,
the Lifestyle Expenses table. Living a particular lifestyle but you still have to contend with the occasional thug or
affects the way other individuals and groups react to you. corrupted guard. You probably live in the old parts of a city, or
When you lead a wealthy or aristocratic lifestyle, for instance, rent a clean, if simple room at a small inn, and your clothing
it might be easier for you to influence the nobles and is unadorned, but sturdy and well-maintained. Ordinary
templars of the city than if you live in poverty. Your social people living modest lifestyles include mercenaries, skilled
rank may also interfere with your choices of lifestyle. A noble craftsmen, small shopkeeps, low-ranking templars, and most
wouldn't accept expenses worse than wealthy, and a hermit free citizens.
would frown upon spending more than modest. Comfortable. Choosing a comfortable lifestyle means that
you can afford nicer clothing and can easily maintain your
equipment. You make a good living as a merchant house
Lifestyle and NPCs agent or have collected some valuable treasure to spend on
luxuries. You live in a small cottage in a merchant
Your lifestyle choice can have consequences.
Maintaining a wealthy lifestyle might help you
neighborhood or in a private room in a merchant inn. You
make contacts with the nobility and the templars,
associate with merchants, highly skilled artisans, and mid-
though you run the risk of attracting thieves. ranking templars.
Likewise, living frugally might help you avoid Wealthy. You live a life of plenty and comfort. You interact
criminals, but you are unlikely to make powerful with the nobility, the family members of a merchant house,
connections. and the most powerful templars. Choosing a wealthy lifestyle
If you wish to involve yourself with a certain while not belonging to the above classes might incur the
individual or group, you might need to use a wrath of the rich, or bring the inquiring templars at your
specific lifestyle. After spending at least five days doorstep. This type of lifestyle is reserved for a certain social
living in the specified quality of life, you can roll a class on Athas; very few can afford such a life of luxury, and
Charisma check, with a DC set by your DM. On a those who do have to contend with the highest levels of deceit
successful check, you gain audience with this and treachery. The wealthier you are, the greater the chance
particular person or get affiliated with the specific that you will be drawn into political intrigue as a pawn or
group you strive for. participant.
Your lodgings are exquisite, perhaps a small estate in the
richest part of the city, or a spacious keep in the
administrative area. You retain the most skilled and
Lifestyle Expenses
fashionable tailor, have servants attend to your every need,
and travel on a sedan chair and in the company of the most
Lifestyle Price/Day skilled mercenaries. You attend social gatherings of the rich
Nomadic ─ and powerful, and spend evenings in the company of other
Poor 2 bits nobles or high-ranking templars.
Modest 1 cp
Comfortable 2 cp
Wealthy 1 sp minimum

DARK SUN | EQUIPMENT


12
Consumables and Lodging
The needs for food and drink, and a good night's rest are
listed in the Consumables and Lodging table. When you pay
for lifestyle expenses, you don't have to keep track of these
needs, since they're already included in the quality of life you
have picked.
Consumables and Lodging
Item Cost
Ale, gallon 2 bits
Banquet (per person) 10 cp
Bath
  Clean water 4 sp
  Used water 4 bits
Beer, gallon 1 bit
Bread, loaf 1 bit
Cheese, hunk 4 bits
Honey 5 bits
Inn lodging (per day)
  Common 5 bits
  Fine 1 cp
  Poor 1 bit
Meals (per day)
  Common 3 bits
  Fine 5 bits
  Poor 1 bit
Meat, chunk 3 bits
Separate latrine (per month) 2 cp
Soup 1 bit
Wine
  Common (pitcher) 2 bits
  Good (bottle) 1 sp

DARK SUN | EQUIPMENT 13

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