Professional Documents
Culture Documents
SPICE CASE
Common 5 sp --- --- Map 1 gp 0.5 lbs. 1¹
Uncommon 1 gp --- --- Scroll 1 gp 0.5 lbs. 1¹
Rare 2 gp --- --- CASKET 2 gp 15.0 lbs. 4 6
Exotic 15 gp --- --- CHAIN (20 feet) 30 gp 4.0 lbs. 12 ---
SOUP (per bowl) 2 cp 0.5 lbs. --- CHALK, per piece 1 cp 0.5 lbs. 1 ---
SUGAR, Bag (per lb.) 30 gp 1.0 lbs. 1 CHAPBOOK
TAVERN MEAL, Complete Standard (50 pages per..) 10 gp 1.0 lbs. 1 ---
Common, Light 1 sp --- --- Illuminated (50 pages per..) 100 gp 1.0 lbs. 1 ---
Good, Heavy 3 sp --- --- CHARCOAL, Bag 5 cp 1.0 lbs. † ---
Extravagant 1 gp --- --- CHEST, empty
TEA LEAVES (per lb.) 1 sp 1.0 lbs. 1 Large 5 gp 40.0 lbs. 12 8
TOBACCO Small 2 gp 25.0 lbs. 4 6
Common (per lb.) 5 sp 1.0 lbs. 1 CHISEL 1 gp 0.5 lbs. 1 ---
Fine (per lb.) 1 gp 1.0 lbs. 1 COOKING TRIPOD 10 gp 12.0 lbs. 4 ---
WATERSKIN, with water 1 gp 4.0 lbs. 3¹ COPPER CONE 5 sp 0.5 lbs. ½ ---
WINE COPPER WIRE 2 cp --- † ---
Common (per bottle) 2 sp 1.0 lbs. 1 CORD (50 feet) 5 gp 8.0 lbs. 2 ---
Fine (per bottle) 10 gp 1.0 lbs. 1 CLOTH (per 10 sq. yards)
Common 5 gp 10.0 lbs. 3 ---
1 The EV for these items is listed as if they were full. If they are empty, reduce the EV by Fine 50 gp 10.0 lbs. 3 ---
two, to a minimum of one.
Rich / Exotic 100 gp 10.0 lbs. 3 ---
CROWBAR 2 gp 5.0 lbs. 2 ---
GENERAL EQUIPMENT DECK OF CARDS 7 sp --- † ---
DIGGERY-DO 1 gp 0.25 lbs. --- ---
ITEM COST WEIGHT EV CAP. DRUM 9 gp 8.0 lbs. 5 ---
ACID, vial, 1 oz. 125 gp 0.1 lbs. † ---
DUST, Bag of --- 1.0 lbs. 1 ---
AWL 1 gp 0.5 lbs. 1 ---
FISHHOOK 1 sp --- --- ---
BACKPACK 2 gp 2.0 lbs. 2(w) 8
FISHING NET (10 sq. feet) 2 gp 5.0 lbs. 4 ---
BAGHDAD BATTERY 3000 gp 1.5 lbs. 1 ---
FIFE 2 gp 1.5 lbs. 1 ---
BAGPIPE 35 gp 8.0 lbs. 4 ---
FILE
BANDAGES (2 applications) 1 sp 0.5 lbs. † ---
Metal 1 gp 0.5 lbs. 1 ---
BALL OF CLAY, 4 oz. 3 cp 0.25 lbs. † ---
Standard 1 gp 0.5 lbs. 1 ---
BARREL
FISHING GEAR 5 sp 1.0 lbs. 2 ---
Large 4 gp 45.0 lbs. 9 9
FLASK 3 cp 0.1 lbs. 1¹ ---
Small 2 gp 30.0 lbs. 6 6
FLINT & STEEL 1 gp 0.5 lbs. † ---
BASKET
FLUTE 15 gp 0.5 lbs. 1 ---
Large 4 sp 1.0 lbs. 2 2
FOLDING STOOL 15 gp 4.0 lbs. 3 ---
Small 2 sp 0.5 lbs. 1 1
GONG 18 gp 3.0 lbs. 3 ---
BEDROLL 1 sp 5.0 lbs. 3 ---
GORD 3 sp 1.0 lbs. 1 ---
BELL (per piece) 1 sp 0.25 lbs. † ---
GRAPPLING HOOK 1 gp 4.0 lbs. 2 ---
BELT POUCH
GREASE, Crock (per lb.) 2 gp 1.0 lbs. 1 ---
Large ² 1 gp 1.0 lbs. 1(w) 2
HAMMER
Small ² 5 sp 0.5 lbs. † 1
Brass 10 gp 1.0 lbs. 1 ---
Spell Component ¹ 10 gp 0.5 lbs. 2(w) ---
Sledge 6 gp 8.0 lbs. 4 ---
BLANKET, Winter 5 sp 3.0 lbs. 2 ---
Tool, standard 1 gp 2.0 lbs. 2 ---
BOLT CASE (12 bolts) 8 sp 1.0 lbs. 1 ---
HAMMOCK 8 gp 8.0 lbs. 4 ---
BOTTLE 2 gp 0.5 lbs. 1 ---
HARP 35 gp 4.0 lbs. 4 ---
BONESAW 1 gp 1.0 lbs. ½ ---
HOLLOW STAFF 20 gp 1.5 lbs. 2 1
BROOM 5 cp 1.0 lbs. 3 ---
HOLY SYMBOL
BUCKET 5 sp 2.0 lbs. 2 3
Wooden 1 gp 0.5 lbs. 1 ---
CANDLE (5 sticks) 5 cp 0.1 lbs. 1 ---
Silver 25 gp 1.0 lbs. 1 ---
CANTEEN (½ gallon) 2 gp 2.0 lbs. 1¹ ½ Gal
HOLY WATER, per flask 30 gp 1.0 lbs. 1¹ ---
CANVAS (per sq. yard) 2 sp 1.0 lbs. 1 ---
HOOK 1 gp 0.5 lbs. 1 ---
CAMPING GRATE 5 gp 10.0 lbs. 4 ---
HORN 5 gp 3.0 lbs. 2 ---
EQUIPMENT
COMPILED EQUIPMENT LISTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr
ARMOR SHIELDS
ITEM COST AC WEIGHT EV ITEM COST AC WEIGHT EV
PADDED 5 gp +1 10.0 lbs 2 (w) BUCKLER (1) 2 gp +1 2.0 lbs. 2
LEATHER COAT 7 gp +1 10.0 lbs 2 (w) SHIELD
LEATHER 10 gp +2 15.0 lbs. 2 (w) Small Steel (1) 9 gp +1 5.0 lbs. 2
RING MAIL 30 gp +3 20.0 lbs. 3 (w) Small Wooden (1) 3 gp +1 3.0 lbs. 2
HIDE 20 gp +3 25.0 lbs. 4 (w) Medium Steel (2) 15 gp +1 10.0 lbs. 3
STUDDED LEATHER 25 gp +3 20.0 lbs. 3 (w) Medium Wooden (2) 5 gp +1 6.0 lbs. 3
LAMINAR, Half Leather Plate 55 gp +3 25.0 lbs. 2 (w) Large Steel (3) 20 gp +1 15.0 lbs. 4
MAIL SHIRT 100 gp +4 25.0 lbs. 3 (w) Large Wooden (3) 7 gp +1 10.0 lbs. 4
SCALE MAIL 50 gp +4 30.0 lbs. 4 (w) PAVIS (4) 55 gp +6 90.0 lbs. 12
CUIR BOUILLE, Hard Leather 45 gp +4 25.0 lbs. 4 (w)
BREASTPLATE, Bronze 95 gp +4 20.0 lbs. 3 (w) SHIELD NOTES:
BRIGADINE 85 gp +4 25.0 lbs. 4 (w) (1) The AC bonus of the bucker is only applicable against one opponent per round.
BREASTPLATE, Steel 300 gp +5 30.0 lbs. 3 (w) (1) The AC bonus of small shields is only applicable against a maximum of one
MAIL HAUBERK, Half Chain 150 gp +5 35.0 lbs. 4 (w) opponent per round.
COAT OF PLATES 100 gp +5 45.0 lbs. 4 (w) (2) The AC bonus of medium shields is only applicable against a maximum of two
BANDED MAIL 250 gp +6 40.0 lbs. 4 (w) opponents per round.
SPLINT MAIL 200 gp +6 45.0 lbs. 4 (w) (3) The AC bonus of large shields is only applicable against a maximum of three
FULL CHAIN SUIT 200 gp +6 45.0 lbs. 4 (w) opponents per round.
PLATE MAIL 600 gp +7 45.0 lbs. 4 (w) (4) Made to be rested on the ground and fired over, like a mobile wall. The AC
FULL PLATE 1000 gp +8 50.0 lbs. 4 (w) bonus is applied to all foes in the front of the pavis only.
HELMS
ENSEMBLE ARMORS ITEM COST AC WEIGHT EV
GREEK BRONZE, Light ¹ 120 gp +5 40.0 lbs. 4 (w) ARMET* 10 gp +6 7.0 lbs. 1 (w)
GREEK IRON, Heavy ² 230 gp +6 50.0 lbs. 4 (w) BACINET* 15 gp +4 7.0 lbs. 1 (w)
ROMAN SCALE, Light ³ 240 gp +6 30.0 lbs. 4 (w) BENIN* 8 gp +2 5.0 lbs. 1 (w)
ROMAN SEGMENTUM ⁴ 650 gp +7 45.0 lbs. 4 (w) CASQUETEL* 10 gp +2 8.0 lbs. 1 (w)
COIF*
UNIQUE ARMORS Chain Mail 15 gp +4 5.0 lbs. 1 (w)
POLISH HUSSAR † 1750 gp +8 50.0 lbs. 3 (w) Leather 4 gp +1 2.0 lbs. 1 (w)
HELM*
RACE CRAFTED ARMORS ‡ Great 20 gp +7 8.0 lbs. 2 (w)
ORC MAIL SHIRT 75 gp +3 30.0 lbs. 2 (w) Normal 10 gp +5 4.0 lbs. 1 (w)
ORC BREASTPLATE, Steel 250 gp +4 40.0 lbs. 1 (w) Norman 8 gp +3 7.0 lbs. 1 (w)
ELF MAIL SHIRT 1000 gp +5 10.0 lbs. 5 (w) Pot 5 gp +2 6.0 lbs. 1 (w)
DWARF MAIL SHIRT 500 gp +6 20.0 lbs. 4 (w) WAR HAT* 7 gp +2 6.0 lbs. 1 (w)
ELF BREASTPLATE, Steel 500 gp +6 10.0 lbs. 5 (w) * The AC adjustments for helmets apply to strikes against the head area only. They
ORC FULL CHAIN SUIT 100 gp +7 50.0 lbs. 3 (w) do not otherwise adjust the standard armor class.
ORC FULL PLATE 750 gp +7 60.0 lbs. 3 (w)
DWARF FULL CHAIN SUIT 500 gp +8 40.0 lbs. 5 (w) † Polish Hussar armor should be a very unique armor and is generally limited. Check
DWARF BREASTPLATE, Steel 1000 gp +8 20.0 lbs. 4 (w) with your CK to see if such armor is available in your campaign.
ELF FULL CHAIN SUIT 1000 gp +9 30.0 lbs. 6 (w)
ELF FULL PLATE 2000 gp +9 30.0 lbs. 9 (w) ‡ These race crafted armors are usually only available to members of the indicated
DWARF FULL PLATE 5000 gp +10 45.0 lbs. 7 (w) race. Check with your CK to see if such armor is available in your campaign.
¹ Greek bronze ensemble armor includes bronze leg greaves, bronze arm greaves, bronze breastplate, and a bronze normal helm. ² Greek iron ensemble armor includes iron leg
greaves, iron arm greaves, iron breastplate, and a iron normal helm. ³ Roman scale armor includes Roman scale body armor, copper leg greaves, copper arm greaves, and a copper
normal helm. ⁴ Roman segmentum armor includes Roman segmented body armor, iron leg greaves, iron arm greaves, and a iron normal helm.
►Some of the armors listed here include a specific helm at no additional cost. Scale mail includes a leather coif; full chain suit includes a chain mail coif; plate mail includes a normal
helm; full plate and polish hussar armor include a great helm. If the armor is not mentioned here, then it does not normally include a helm.
EQUIPMENT
COMPILED EQUIPMENT LISTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr
HALFLING - WEAPONS
WEAPON COST DMG RNG¹ WGT EV
1d6
STAFF SLING 21 2 gp 60 ft. 4 lbs. 4
(1d4)
THIN BLADE 22 30 gp 1d6 10 ft. 1 lbs. 1
WEAPON NOTATIONS indicates the opponent trips, falls to the ground, and is prone. An
opponent tripped in this way must use his action to unwrap their tangled
Many of the weapons listed above have unique properties, and special legs from the bola. Standing up from prone is usually a separate action.
rules associated with them. The chart below describes each notation This rare bow weapon is nearly 6 feet in height, and requires the wielder’s
and superscript from the weapons list above and indicates their effects. strength score to be 12 or higher to use effectively. If not, there is a -2
14 penalty to hit and the base range is reduced by 20 feet for each two
Items marked with a † have no appreciable EV of their own. If these points of strength score below 12. A small sized wielder cannot use this
† items are carried in bulk (10 or more) treat the EV as 1 per 10 items weapon at all.
carried. A heavy crossbow can be fired every other round as it takes an entire
* Weapons marked with a * must be used with two hands. action to reload due to its size and difficulty readying. If the
Weapons marked with a @ symbol are considered 10 feet or longer in crossbowman possesses the necessary clasp and handle they can
@ 15 increase the rate of fire for a heavy crossbow to once every round. This
length and may automatically win initiative in individual combat.
Melee weapons with an indicated range can also be used as a missile clasp and handle is generally an uncommon piece of equipment outside
1 of military camps and training grounds. Such a clasp and handle usually
(thrown) weapon.
These weapons receive a +2 to-hit against opponents wearing chain, costs 25 gold pieces and weighs 3 lbs. (1 EV).
2
scale, or plate armors. This is a melee hand weapon that has a maximum reach/range of 15 feet.
These weapons can be used as a melee weapon, or alternatively can be There are no penalties associated with the range of the target. The
used in a defensive nature to confer an additional +1 to the wielder’s 16 character’s dexterity modifier is used for any bonuses or penalties to hit.
armor class in place of making any melee attacks. The decision to use There is never a bonus or penalty to damage from the character’s
3 strength modifier.
this weapon defensively must be made at the beginning of each combat
round before initiative order is determined. Once the decision is made, it These weapons are the finest examples of elven craftsmanship that
cannot be changed until the following round. simply cannot be duplicated by other races. These composite, recurve
This weapon can be used in melee combat as normal, or alternatively can 17 weapons are always considered greater expertcraft and the bonuses for
be used to attempt to trap a man-sized (medium) or smaller opponent such craftsmanship are already calculated into the weapon’s statistics (no
within the grip of the weapon. In the latter case, the wielder must decide additional bonuses to hit or damage apply).
to use the weapon in this fashion before the to-hit roll is made. To do so, This dangerous propelled missile weapon resembles an early version of
the wielder must roll to strike an armor class of 15, plus the opponent’s an Earth-like musket. To use this weapon the wielder must be proficient
level or HD. A +2 to the opponent’s AC is added for every size level with it, have a supply of flash powder (a rare alchemical substance even
4 for gnomish peoples), a shot stone (ammunition), and a piece of slow
larger the opponent is than the wielder. A successful hit in this case
indicates the opponent is trapped within the teeth of the weapon and burning chord. Each time the arquebus is fired the flash powder, shot,
cannot move any distance in the round unless a dexterity check is made. and chord are consumed. This weapon can only be fired once every four
Every round the opponent is stuck within the grip of this weapon he rounds as reloading it takes three whole rounds to accomplish. When
suffers 1d4 points of damage (no bonus or penalty due to wielder’s fired, range penalties are doubled for medium (-4) and long (-12) ranges.
strength score is considered for this damage). Any attack roll of a natural 1 causes the weapon to backfire on the user
This weapon is designed to disarm opponents. If the wielder is proficient and cause them 1d6 points of damage. If a natural 20 is rolled to-hit an
in this weapon’s use he can attempt to disarm his opponent (as described 18 opponent the damage caused is +10 (1d10+10) with no other modifiers to
5 damage. Though dexterity modifiers to hit are added to the attack roll of
in the Combat Maneuvers section of the C&C Player’s Handbook) with a
+3 bonus to the disarming roll. this weapon, strength modifiers are never added or subtracted to damage
This weapon can be used as a melee weapon as normal, or it can be rolls. Flash powder costs about 10 GP per use of the weapon. The shot
used to aid with disarming or overbearing an opponent. The decision as stone is the size of a large pebble or small river stone and is specially
to how this weapon will be used must be decided before the to-hit roll is filed down to work with the arquebus. These shot stones cost about 1 SP
6 made during a combat round. In the case of disarming or overbearing an each. The slow burning chord also costs about 5 CP per shot. The
opponent, use the normal attack procedures (as described in the Combat arquebus can fire a poison stone or a thunder stone in place of a normal
Maneuvers section of the C&C Player’s Handbook) but add +3 to the roll shot stone. If these special stones hit their opponent, their effects apply
to do so. to the opponent +1d10 damage (1d10 + special effects). See below for
7 Deals double damage if wielded from the back of a charging mount. details on these special forms of ammunition.
8 Deals double damage if firmly set to receive an opponent’s charge. This stone can be thrown, and when it strikes its target or a hard surface
9 A bastard sword does 1d12 damage if wielded in both hands. (or is itself struck hard) it releases a clinging poisonous vapor (gas).
These weapons are large and unwieldy. -2 to initiative when wielding this Each creature within a 5-foot radius of where the stone struck must
10
weapon. succeed at a constitution saving throw with a CL of 3 or have trouble
11 This item is usually included with a set of medium or heavy plate armors. breathing for the next 1d10 rounds. Each round the targets that failed the
19
This item is usually considered a tool and not used for combat. If used saving throw suffers 1 point of physical damage from the coughing and
12 choking, their movement is reduced by half, and -2 to any attack rolls to
for combat purposes, these items will incur a penalty of -2 to hit.
This weapon is a thrown missile weapon that can be used as normal for strike. This weapon can only emit its poison vapor attack once, and then
ranged combat or it can be used to trip an opponent. If the wielder is turns into mundane stone. This stone can also be used as ammunition
proficient in this weapon they may make a special ranged thrown attack (shot stone) for the arquebus weapon.
at an opponent who is up to one size category larger than the wielder. This stone can be thrown, and when it strikes its target or a hard surface
13 (or is itself struck hard) creates a deafening bang that is treated as a
The AC of the opponent for this special attack is 15, plus the opponent’s
level or HD. A +2 to the opponent’s AC is added if the opponent is larger 20 ranged, thrown sonic attack. Each creature within a 10 foot radius of
than the wielder. An additional +2 to AC is added to the opponent for where the stone struck must succeed at a constitution save with a CL of 3
each pair of legs it has more than two. A successful hit in this case or be deafened for 1d3 hours. A deafened creature in addition to the
EQUIPMENT
COMPILED EQUIPMENT LISTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr
When a weapon does multiple dice of damage, say 2d4, or 3d6, the
additional damage added for rolling a natural 20 is multiplied by the
number of dice for the weapon damage. For a weapon that does 2d4,
the additional damage would be +2 (1+1). If a weapon does 3d4 the
additional damage would be +3 (1+1+1). If a weapon does 3d6 the
additional damage for rolling a natural 20 would be +6 (+2+2+2).