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EQUIPMENT 8, Friday, September 20 807 PM Messkir C60) IRON RATIONS WATERSKIN INVENTORY SIZES & EQUIPMENT QUALITY Large = G) Slots Mi ) Slots ‘Small = () Slot Tiny = 1/3) Sot Coins/Gems =200 (1) Slot QUALITY: & number associated with an items ability to withstand degradation ‘= For weapons, when you roll to hit, ithe number on the die is equal or lessthan the weapon's quality it takes @ notch ‘© Then, when you roll for damage, ifthe number on the die is under the current number of notches, it becomes damaged, and drops one level on the dice chain, breaking ft drops below .d8 ‘© For armor, when you roll defense, f the number on the die is equal or less than the armor’s quality it takes @ notch; each notch reducesits Armor Class by -1 NOTCHES: a notch is an abstract measure of weapon, armor and equipment degradation ‘+ Each notch on a weapon means its more likely to lose damage by dropping down the dice chain; dropping below ‘104 means the weapon has broken ‘+ Each notch on armor reduces its AC by -1; Armor reduced to zero has broken and become completely ineffective ‘© Each notch on equipment reduces its effectiveness until it utimately breaks REPAIRS: Fixing equipment is possible during rest or downtime PC's with the right toolkit may repair damaged ‘weapons or notches with a successful Tinker check Martial P's with the right toolkit may automatically repair any \weapon or armor with which they are proficient. Attempting repairs without the right toolkit is done at disadvantage. Fully broken items may only be repaired at asettlement by a craftsman. The cost ofthese repairs is 10% of standard cost PER notch. Dwarves may repair any single notch (per day) with basic tools due to a natural knack for crafting, WEAPONS, ober 23,2019 7:35PM Name Wt —_Cost(sp) Type/Damage Size Traits ee © Club 8/1 s ‘Melee, Light Dagger 10 30m 1/1 Metee, Thrown, Finesse, Light + Warcub 50 asp C/1d5 WM Mele, Versatile (248) + Handace 3040p R/185 Melee, Thrown, Light Javelin 30 1p S/ié Ss -Metee, Thrown Ligh Hammer 30 Sop Citas Metee, Thrown, Light *Mace 50 S0sp C/1d6 M ‘Melee + Quartersatt 7520p 8/108 == Mele, Reach, Slow, 2-Handed *Sickle as 20sp S/1d4 s ‘Melee, Light, Variable (1) Es 3005p S/16 «Melee, Brace, Thrown, Reach, Versatile (a8) ‘*Torch 20 isp B/1d4 s ‘Melee, Light, Variable (Fire) '* Burning Oil 5 20sp -/1d2 T Thrown, Splash ‘Hoty Water 5 1005 -/1 T Town, Splash © Unarmed Strike - - ~ fda T ‘Special * Rock: - fda T ‘Melee, Thrown Swett '* Light Crossbow 300sp P/1dt M ‘Missile, Ammo, Load, 2-Handed + Hunting Crossbow 15 =p R/iH Ss Mise, Ammo, Loa, Light * Throwing knife 5 sp s/t S Thrown, Fines, Light + Shortbow 30 2503p P/1d = «Misi, Amo, 2-Handed Sling 10 20sp -R/1d4 T ‘Missile, Ammo “= Battleaxe 7osp R/ 168 M ‘Melee, Versatile (1410) Flail 50 70sp C/108 M ‘Melee, Special “Polearm 150 70sp Special /1dl0 L ‘Melee, Reach, Heavy, Slow, 2-Handed, Variable (choose 2, R/C/B) = Greate 150 150sp R/1dl2 kL ‘Melee, Heavy, Slow 2-Honded = Greatsword 150 150sp S/1dl0 kL ‘Melee, Heavy, Slow, 2-Honded Lance 120 50spP/ 105 L ‘Melee, Heavy, Charge, Special “*Longsword 60 100spS/148 M ‘Melee, Versatile (1410) = Maul 150 150sp C/2d6 L ‘Melee, Heavy, Slow, 2-Handed '* Morningstar 50 70sp RC/1d8 ‘Melee ‘Rapier 60 100sp P/108 M ‘Melee, Finesse “Scimitar 50 70spS/1d5 M ‘Melee, Finesse, Light, Special ‘*Shortsword 50 70sp S/11d6 M ‘Melee, Finesse, Light, Variable (I) ‘Trident 40 1005p R/105 M ‘Melee, Thrown, Versatile (108) “= War Pick 50 70sp C/108 M ‘Melee, Variable (6), Versatile (1410) + Warhammer 60 | S0sp | c/108 Melee, Versatile (1012) 30 10059 -/- Melee, Trown, Special pettatn = Blowgun 20) 70s P/2 Mase, Ammo Load, Special Sienna Set ‘+ Longbow 50 400sp P/1d8 Missile, Ammo, Heavy, 2-Handed Flail: This wpn gains +1 to attack rolls used to disarm as part of a Gambit. Lance: This wpn gains anotch on succesful attacks and a +2 on attackrrolls used to unhorse an enemy as part of a Gambit Whip: This won may engage in Braw/ options at Near ranges and deals zero damage to armored enemies Limited to disarms and holds, replaces Kick Away with Get Over Here. Get Over Here moves an enemy from Near to Close Net: This won inflicts the Restrained condition on a succesful attack; disentangling yourself takes 1< full rund actions Blowgun: The ammo of this wpn may discretely deliver poison. Heavy Crossbow: This wpn requires atool and a full round action to reload. The Piercing dmg type applies to both d damage dice Unarmed Strike: This may only be performed at brawl range. Scimitar: This wpn isfast and smooth in combat adding +1 to initiative rolls WEAPON TYPES (Dmg) Rending: Even numbered damage rolls (on the dice) versus Light armor (or less) is doubled. ‘Attack rolls gain #1 to hit versus Medium armor (or better, even numbered damage rolls inflict 1 notch versus Heavy armor Slashing: tf you win intistive, roll twice for dmg and use the best result; +1 to initiative rolls versus melee Bludgeoning: Attak rolls gain+1 to dmg when inflicting subdual dmg; +1 to hit versus Ligh armor (oF less) Piercing: Ifyou rll max dmg rll+1d4 aig, if you roll maxon a8, roll 6 dmg, Continue up the dice chain until you don't roll max Infighting: Each turn (yours or your enemies) that you win Brawling rll, inflict max damage regardless ofthe brawling option chosen. WEAPON TRAITS + Heavy: smal creatures (hafings) cannot make attack rolls wth heary weapons A heavy weapon's size and bulk make it to0 unvvely, Large creatures can wield this weapon 1-handed. + Brace: This wpn may be set to receive a charge inflicting a critical strike on a succesful hit + Charge: This weapon deals critical strike on a succesful attack from horseback during a charge + Light: tight weapon is small and easy to handle, making i ideal for use when fighting with two weapons. + Load: A succesful Athletics check may reload this wpn as aSwift action A failure means you spend the fullturn reloading it + Finesse: when making an attack with afinesse weapon, you use your choice of your STR or DEX modifier forthe attack rolls, but not damage rolls (always use STR). + Reach: this weapon may be used to attack creatures at Near range + Slow: This weapon attacks in the Miscellaneous phase of combat. + Splash: A creature subjected toa splash attack sufers +148 dmg (of type, fre for example. If a4 is rolled, then the victim must save versus Breath Wpn or else suffer another +148 damage. If this roll resutsin a4, then the vitim becomes completely engulfed, suffering.1d8 dmg atthe beginning of every round. The means to extinglush depends on the type This may damage worn items, + Thrown: You can throw the weapon to make aranged attack ifthe weapon isa melee weapon, you use the same ability modifier for that attack roll that you would use for amelee attack with the weapon + Two-Handed: This weapon requires both hands to wield no shield + Versatile: This weapon can be used with one or two hands A damage value in parentheses appears withthe property-thisis the ddamage when the weapon is used with two hands to make amelee attack * Variable: This weapon may switch between damage types once per turn. Thenew damage type is listed in parentheses + Ammo: You can use a weapon that has the ammo property to make a ranged attack only if you have ammunition to fire from the ‘weapon. Ammo comesin5 abstract quantities: Lots (Ldl0)- Many (148) A few (Ld5) - A couple (Ld4) - One Each time you use the weapon in battle, you expend ammunition. At the end of the battle, rolldl0, aresult of 1 meansyou drop down to the next abstract value (Ld8). After the next battle, roll1d8, aresult of | means it would drop again. This continues until there is only 1 piece of ammo left + Special A weapon with the special property has unusual rules governing its use, explained in the weapon's description WEAPON TAGS Mastercraft: This item costs double and has Quality 1; also, it never drops below 1d4 dmg from notches and therefore can never break. Exceptional: This weapon costs 1.5x normal and has Quality 2; also, it drops to 1d2 dmg before breaking. ‘Common: This wpn has Quality 3. Inferior: This wpn is haif price and has Quality 5. Spellforged: This wpn is magical and rarely sold, But would be exorbitantl priced It can not be notched via normal means Runic: This wpn has a siot that can accept a runestone_ SPECIAL MATERIALS * Starmetal: An uitra-hard metal found in meteorites and extraordinary mineral veins In addition to being used to craft armor, the meta is also used for weapons Some creatures, such ascertain types of constructs, are resistant or immune to weapons not made from the stuf. fecan only be notched by other starmetal tems Weapons made of strmetal automaticaly inflict notches on other item materials. The starmetal version of amelee weapon or often pieces of ammunition costs ~5d100gp more than the normal * Ironwood: Harvested from the mightiest trees ever known, the material has a dull, grayish pitted surface It takes onthe benefits of both wood and metal and only suffers downsides that affect both. For example, objects are non-flammable, immune to rust and can float Adds -2dl00gp to the price ofan object due tothe arduous process required to carve it * Cold-Forged Iron: cold iron, the secret of this iron alloy is known only to afew religious sects andis considered sacred. The cutting edge takes on an obvious blush svery sheen. Weapons ignore resistances to ALL weapon damage typesversus fiends undead and fey of all kinds It deals half damage versus creatures that would otherwise be immune The cold- forged iron version of amelee weapon or ten pieces of ammunition costs +400 gp more than the normal versions ¢ Mithril: wiitis a gleaming, rare form of sve, lighter and stronger than steel found in the deepest mines It improves Quality by and extends the range of mise weapons to Far. Melee weapons gain the Finesse property unless they are Heavy, in which event they lose that property, Finally, sil counts as siver with respect to creatures It weighs haf as much and adds *5100ep to the price ofan object * Silvered: siveris a precious metal usally too sotto be used inthe forging of weepons However, some monsters that have immunity or resistance to non-magical weapons are susceptible to siver weapons, 50 cautious adventurers invest extra cointo plate their weapons with sver. A sivered weapon or ten pieces of ammunition cost +1.d100gp more than the normal versions This cost represents not only the price of the siver, bt thetime and expertise needed to add sver tothe weapon without making ile effective * Carbon Steel: Newly discovered and secret alloy metal that is significantly improved over the standard iron. It resists damage, improving Quality by1 and holds akeen edge ftignores Resistance to nonmagical Slashing damage. t adds “3al00gp to the price of an object ARMOR Armor Tame tons 57 Sin | ont | Rk Tas a + Quilted Leather Jerkin +1/- 100 2005p 0 Enhancing (5/A) + Leather Mail +2/- 200 2005p 0 Resistant (i) + Padded Silk Tunic +2] 100 3005p 1 Enhancing (5) + Ringmail Jerkin #3 /- 200 3005p 1 Impeding (5) ‘*lronwood Breastplate/Greaves +4/- 300 5005p 3 Impeding (5/A) a += Chainmail Tunic $3/- 200 400sp 0 Impeding (5) Studded Leather Mail $3/- 200 3005p 0 Impeding (A) + Iron Breastplate/Greaves +4/- 300 400sp 1 Impeding (5) ++ Mithril Mail Tunic +5/- 200 7505p 2 Impeding (5/4), Speltforged + Iron Half Plate +6/- 400 5005p 1 impeding (5/A) Steel Half Plate +7] 400 8505p 2 Impeding (5/A) a Scale Mail +5/- ‘500sp 0 Impeding (5/4), Vulnerable (Fire) = Chain Mail +6/13 300 6005p 0 Impeding (5/A/At) + Ironwood Banded Mail +7 /14 400 7005p 2 Impeding (5/A/At), Speliforged Iron Plate 7/15 500 6005p ‘1 Impeding (5/A/At) Steel Plate +8/16 500 9505p 2 Impeding (5/A/At) + Mithril Plate +9/13 300 1150sp_ 3 Impeding (5/A/At), Speliforged +*Starmetal Plate +10/16 500 1250sp —«3—sImpeding (S/At) ee ‘+ Medium Shield 42] M 100sp 0 Impeding AAI, Blocking + Large Shield 42/12 L 1505p 0 Impeding (A/At), Cover Spallsin Armar:Spelicasting while wearing armar incurs Disadvantage tothe Spell Check fthe caster is nat praficient inthe type af armor warn. In alton, 2 penaty of (1 per bonus) applies as well This can be mitigated some by the Sp armor propery (28 below). ARMOR/SHIELD TRAITS + Impeding: vou suter disadvantage on ability checks that involve the ited ski (5 = steath/ A + Freehand: the shield ie small and secured only by a wrist guard. You do not have to loose or stow your shield te use your shield hand for something else. you make an attack with a weapon using beth hands while wearing this shield ortake an action that involves both hands on your turn, you do not benefit fram the shield's Armor Class until the start of your next turn + Parrying: As aSwift action, this property confers its AC bonusto a single attack made against you You must decide whether or not to use ‘the bonus before a hit of missis revealed. + Cover: Asan action take cover behind your shield, until the start of your next turn, you gain 3/4 cover. + Blocking: As aSwift action, this trait confersits AC bonus to saving throws against spells or harmful effects that target only You + Enhancing: You may add +1 pip to sil checks that involve the listed skill + Resistant: You gain resistance to the listed damage type + Vulnerable: You are vulnerable to the listed damage type + Layer: You may wear two items simultaneously as long as one has the (under) tag and the other has the (over) tag WEAPON TAGS Mastercraft: this armor costs double and has Quaity 1 Exceptional: This armor costs 15x normal and has Qualty 2 Inferior: This armors hat price and has Quaty 5 Spellforged: this armor is magical and rarely sod, but would be exorbitanty priced It can not be natched via normal means thas a reduced penaky for casting spells armar. The penaly i half the egular penalty rounded down, CONSUMABLES Friday, October25,2019 1036 AM Antitoxin T Cooking Spices sop T d6 Iron Spikes (or nails) 1osp T 0 Fishing Tackle 1osp s 0 Lamp oil 20sp T a Standard ink 1005p T 0 Iron Rations 1505p s az Standard Rations 50sp s d6 Holy Water BOsp T a Mallet & Stakes 30sp s d6 Parchment BOsp s 0 Perfume 50sp T ds Lockpicks 1005p T a Tinderbox 30sp s az Torches 1osp s 0 Waterskin 1osp s ds Candles Asp T d6 Chalk Asp T d6 Soap Asp T d6 Rope 1osp s 0 Twine 1osp T d6 Wolfsbane 1005p T a Spell Components Pouch s Disguise Kit Bop s d6 Forgery Supplies 1505p s d6 Herbalism Supplies 50sp s 0 ‘Thieves! Tools BOsp s 0 Healers’ kit 50sp s 0 Poisoners' Kit 5005p s 0 Alchemists’ Supplies 5005p M 0 Cooks’ Utensils 1osp M az Climbers Kit BOsp M 0 Weapon Repair Kit 1005p s a0 ‘Armor Repair Kit 1005p s 0 Basic Tools, Bsp s 0 Various Others (ask DM) Standard Arrows 50sp M Standard Crossbow Bolts 1005p s 0 Sling Stones Free T 0 Blowgun Darts 1osp T 0 ‘Throwing Knives 1osp T a Ball Bearings 1osp s d6 Caltrops 1osp s d6 Marbles 1osp s a "VENTURING GEAR Thursday, December3,2020 1:18 PM Item Cost Item Cost Backpack 5 ‘Magnifying glass Barrel 1 Manacles 15 Bedroll 2 Marbles (bag of 20) Bell (miniature) 1 Mining pick 3 Belt pouch 1 Mirror (hand-sized, steel) 5 Block and tackle 5 Musical instrument (string) 20 Box (iron, large) 30 ‘Musical instrument (wind) 5 Box (iron, small) 10 Oil (1 flask) 2 Caltrops (bag of 20) 1 Paper/parchment (2sheets) 1 Candles (10) 1 Pole (10° long, wooden) 1 Chain (10°) 30 Quill 1 Chalk (10 sticks) 1 Rations (iron, 7 days) 15 Chest (wooden, large) 5 Rations (standard, 7 days) 5 Chest (wooden, small) 1 Rope (50') 1 Chisel 2 Sack (large) 2 Cooking pots 3 Sack (small) 1 Crowbar 10 Saw 1 Firewood (bundle) 1 Scroll case 1 Fishing rod and tackle 4 Sledgehammer 5 Garlic 5 Spade or shovel 2 Grappling hook 25 Stakes (3) and mallet 3 Hammer (small) 2 Tent 20 Holy symbol (gold) 100 ‘Thieves tools 25 Holy symbol (silver) 25 ‘Tinderbox (flint & steel) 3 Holy symbol (wooden) 1 ‘Torches (6) 1 Holy water (vial) 25 ‘Twine (100 ball) 1 Ink (vial) 1 Vial (glass) 1 Iron spikes (12) 1 Waterskin 1 Ladder (wooden, 10°) 5 Whistle 1 Lantern 10 Wine (2 pints) 1 Lantern, bullseye 20 Wolfsbane (1 bunch) 10 Lock 20 ‘The list of adventuring gear presented in (Old-School Essentials is pretty minimal. It includes the basic items that beginning adventuring parties will need, but lacks Equipment Descriptions Backpack: Has two straps and can be ‘worn on the back, keeping the hands free. Holds up to 400 coins Barrel: A wooden barrel that holds 40 gallons (320 pints) of liquid. Bedroll: A heavy wooden blanket with a small pillow. Bell: A 1” brass bell Belt pouch: A leather pouch that holds up to 50 coins. Block and tackle: Used for hauling or lifting heavy objects. Reduces the effec- tive weight by 1/4, Requires 4 times as much rope. Box, iron: A solid iron casket. A large box can hold up to 800 coins; a small box can hold up to 250 coins. the variety of tools and oddments that more experienced parties may seek out. ‘This article presents a greatly expanded list of adventuring gear. Caltrops: Small metal spikes sufficient to cover a5” square area. Creatures moving through the area have a 2-in-6 chance of treading on a spike. Victims suffer 2 50% reduction of movement rate until they are healed. Candle: A candle casts a dim light in a 5° radius and burns for 1 hour. c 10" length of heavy, iron chain. Chalk: Useful for making markings on stone. Chest, wooden: A large chest can hold up to 1,000 coins; a small chest can hold up to 300 coins. Chisel: Used with a hammer for chipping away stone. Cooking pots: Pots and pans for camp- fire cooking 27 ‘Crowbar: 2-3" long and made of solid iron. Can be used for forcing doors and other objects open. Firewood: A bundle of dry wood. Burns for 8 hours. Fishing rod and tackle: A rod, line, hook, and bait box. Grappling hook: Made of solid iron, with 3 ord prongs. Useful for anchoring ropes. Hammer: Can be used for construction ‘or as a mallet with iron or wooden spikes. Holy symbol: Some divine spell casters are required to own a holy symbol, often worn as a necklace. The quality of a holy symbol may optionally alter its effective ness when used by a character attempting to turn the undead. A gold holy symbol ‘grants a +1 bonus to the 2d6 roll for the affected Hit Dice of undead monsters. A wooden holy symbol incurs a -1 penal ty to the 2d6 roll which determines the success of the turning attempt. Holy water: Water from a holy spring. Itis used in some religious rituals and inflicts damage on undead monsters (see Weapon Combat Stats in Old-School Essentials). Holy water does not retain its power if stored in any other container than the special vials it is blessed in. Ink: A vial of black ink. Coloured ink costs double. Sufficient for about 50 pages of writing Iron spikes: May be used for wedging doors open or shut, as an anchor to attach a rope to, and many other purposes. Ladder: Simple wooden construction. Very encumbering. Lantern: Can be closed to hide the light. Burns one oil flask every four hours (24 turns). Casts light in a 30° radius. Lantern, bullseye: Can be closed to hide the light. Burns one oil flask every four hours (24 turns). Casts light in a narrow beam, 100” long and 20” wide at the end. Lock: A basic iron lock with a key. 28 ‘Magnifying glass: Used for studying fine details. Manacles: Iron manacles with a chain, Used for binding hands or feet. Marbles: A bag of colourful glass beads. Mining pick: For breaking rock. Mirror: Useful for looking around cor- ners or for reflecting a gaze attack. Musical instrument: A stringed instru ment (e.g. a lute or mandolin) or a wind instrument (eg. a flute or pipe). Ihe listed price is for an instrument of basic quality. Higher quality instruments can cost up to ten times as much. Oil flask: A flask of ol fuels a lantern for four hours (24 turns). In addition to fuel- ling lanterns, oil can be used as a weapon: » Throwing: An oil flask may be lit on fire and thrown (see Weapon Combat Stats in Old-School Essentials). > Pools: Oil that is poured on the ground and lit covers a diameter of 3 feet and burns for I turn, inflicting damage ‘on any character or monster moving. through the pool. » Immunity: Burning oil does not harm ‘monsters that have a natural flame attack Paper or parchment: Approximately V-square sheets. Pole, 10°: A 2” thick wooden pole useful for poking and prodding suspicious items in a dungeon. Quill: A large feather sharpened into a writing point. Rations, iron: Dried and preserved food to be carried on long voyages when se- curing fresh food may be uncertain R food. Rope: Can hold the weight of approxi mately three human-sized beings. Sack: A large sack can hold up to 600 coins; a small sack up to 200 coins. ns, standard: Fresh, unpreserved Saw: A hand saw for cutting wood Scroll case: An oiled leather tube with a cap. Not completely watertight. Sledgehammer: A big heavy hammer for breaking rock. Spade or shovel: For excavating earth Stakes and mallet: A wooden mallet and three 18” long stakes. Valuable when confronting vampires ‘Tent: Large enough for 2 adult humans. ‘Thieves’ tools: This kit contains all of the tools needed to pick locks. Tinder box: Used to light fires, including torches. Using a tinder box takes one round. There is a 2-in-6 chance of success per round. Torch: A torch burns for 1 hour (6 turns), clearly illuminating a 30’ radius. Torches may also be used in combat (see Weapon Combat Stats in Old-School Essentials). ‘Twine: A wound ball of thin cord or string. Can support up to 30 pounds of weight Vial: A glass vial that can hold up to half a pint of liquid, Waterskin: A container, made of hide, that holds 2 pints (1 quart) of fluid Whistle: Useful for signalling or faking bird calls. Wolfsbane: ‘This herb can be used to repel lycanthropes. The creature must be hit with the herb in melee combat.

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