Weapons
WEAPONS | COST (sp) | DAMAGE | NOTES |
Melee Weapons | |||
Bastard Sword | 150 | 1d6/1d10 | 1/2H |
Battle Axe | 70 | 1d8 | |
Blackjack† | 10 | 1d2 | Blunt, KO, Stealth |
Club/Cudgel† | 20 | 1d4 | Blunt |
Dagger† | 30 | 1d4 | Throw 20′ |
Flail | 150 | 1d6/1d10 | 1/2H |
Garotte† | 10 | 1d3 | 2H, Choke, Stealth |
Great Axe | 175 | 1d12 | 2H |
Hand Axe† | 40 | 1d4 | Throw 40′ |
Javelin† | 10 | 1d4/1d6 | 1/2H, Throw 80′ |
Lance | 50 | 1d6 | Charge |
Mace | 40 | 1d6 | |
Maul | 175 | 1d12 | 2H |
Morningstar | 70 | 1d8 | |
Polearm | 80 | 1d8 | 2H, Brace, Reach |
Short Sword | 60 | 1d6 | |
Spear | 30 | 1d6/1d8 | 1/2H, Brace, Throw 60′ |
Staff | 15 | 1d4 | 2H, Spellcasting |
Sword | 100 | 1d8 | |
Two-Handed Sword | 200 | 1d12 | 2H |
War Axe | 50 | 1d6 | |
Warhammer | 40 | 1d6 | |
Whip | 10 | 1d2 | Reach, Ensnare |
Missile Weapons | |||
Blowgun | 20 | 1d2 | Range 30′ |
Crossbow | 150 | 1d6 | 2H, Fires bolts, Reload |
– Bolts | 20 | 1d6 | Range 120′ |
Dart | 3 | 1d3 | Throw 20′ |
Long Bow | 300 | (1d8) | 2H, Fires hvy. arrows |
Short Bow | 70 | (1d6) | 2H, Fires lt. arrows |
– Hvy. Arrow (x10) | 20 | 1d8 | Range 50′ |
– Lt. Arrow (x10) | 10 | 1d6 | Range 80′ |
Sling | 15 | (1d2/1d4) | Fires stones/bullets |
– Stones | X | 1d2 | Range 20′ |
– Bullets | 5 | 1d4 | Range 40′ |
Miscellaneous Weapons | |||
Bola | 10 | 1d2 | Ensnare |
Holy Water | 25 | 1d6* | Versus undead/unholy |
Net | 10 | X | Ensnare |
Shield | 50 | 1d3 | |
Torch (x5) | 1 | 1d4* | Burns, extinguish on 4 |
Unarmed | X | 1d2 |
Weapon Properties
- † (Dagger Symbol): May use DEX to attack and can be used by a thief to backstab.
- 1/2H: Can be used single handed for first damage noted, or two-handed for second.
- 2H: Requires two-hands to wield.
- Blunt: May be used by clerics.
- Charge: Inflicts double damage when used as part of or against a charge.
- Reach: Can be used to attack enemies up to 10′ away. Disadvantage to hit in tight quarters.
- Range: Can be fired with a ranged weapon. Penalty if shot beyond distance noted.
- Spellcasting: Can be held by mages while casting a spell.
- Throw: Can be lobbed at a distance. Penalty if thrown beyond distance noted. Can use STR, DEX, or PER when making a throw attack.
Armor
ARMOR | COST (sp) | AC | NOTES |
None | 11+DEX | MV 40′ | |
Padded | 75 | 12+DEX | MV 40′ |
Leather | 150 | 13+DEX | MV 40′ |
Furs | 75 | 13+DEX (Max +3) | MV 30′ |
Brigandine | 200 | 14+DEX (Max +3) | MV 30′ |
Studded Leather | 300 | 14+DEX | MV 40′ |
Scale Mail | 350 | 15+DEX (Max +3) | -2 BLK, MV 30′ |
Chainmail | 400 | 15+DEX (Max +4) | -1 BLK, MV 30′ |
Splint Mail | 500 | 16+DEX (Max +2) | -3 BLK, MV 20′ |
Banded Mail | 600 | 16+DEX (Max +3) | -2 BLK, MV 30′ |
Field Plate | 800 | 17+DEX (Max +2) | -3 BLK, MV 30′ |
Full Plate | 1000 | 18+DEX (Max +1) | -4 BLK, MV 20′ |
Shield | 50 | +1 | 1d3 damage |
Bulk Penalty (BP) applies to checks to swim, climb, sneak, hide, avoid fatigue, and cast wizard spells. Bulkiness of armor also affects maximum applicable DEX bonus and movement speed.
Demi-Human Limitations
- Dwarves cannot wield great axes, pole arms, two-handed swords, mauls, longbows, or heavy crossbows.
- Elves cannot wear armor made with metal, including studded leather, chainmail, ring mail, field plate, or full plate mail armor.
- Halflings cannot wield great axes, pole arms, two-handed swords, mauls, flails, longbows, or heavy crossbows. Can wield battle axes, longswords, and morningstars only with two-hands, dealing only 1d8 damage.
Adventuring Gear
ITEM | COST (sp) | NOTES |
Air bladder | 15 | Sealable gas bag |
Antitoxin | 60 | 3:6 chance to cure poison |
Backpack | 25 | Add +5 inventory slots |
Bandages | 3 | Administer 1/day, heal 1 hp |
Beartrap | 80 | 2d6 dmg, save vs ensnare |
Bedroll | 10 | Recover +1 hp camping |
Bell | 15 | Rings loudly |
Belladonna | 10 | 1:6 chance to cure disease |
Bellows | 20 | Pushes air with force |
Block and tackle | 40 | Strong pulley rig for lifting |
Book (blank) | 200 | For spellbooks, etc. |
Book (reading) | 500+ | Valuable lore |
Bottle/vial/flask | 3 | Holds small amount of liquid, etc. |
Brush, paint | 2 | Horsehair brush for painting |
Bucket, tin | 15 | Tin liquid container |
Bucket, wooden | 5 | Wooden liquid container |
Caltrops | 20 | Save or be slowed + 1 hp dmg |
Candle, adventuring | 2 | 10′ light, lasts 10 turns |
Cork | 1-12 | 1-12″ diamater stopper |
Cards, deck of | 30 | ~50 playing cards |
Censer | 40 | Burns incense, spreads fumes |
Chain, 20′ | 25 | Extremely strong tether |
Chalk, box of | 5 | Make removable markings |
Chest | 30 | Strong wooden box, lockable |
Chisel | 5 | Chip away at stone w/ hammer |
Cookpot | 5 | For cooking hot meals |
Crowbar | 15 | For prying open doors, etc. |
Dice, loaded | 30 | High tendency for certain result |
Dice, normal | 20 | Carved from bone |
Drill | 25 | Bore small holes in wood, etc. |
Fake jewelry | 50 | Convincing unless close inspect |
Fishing rod | 15 | Effective for fishing |
Garlic, black (batsbane) | 10 | Drives off vampiric entities |
Glue pot | 10 | Bucket of super sticky stuff |
Grappling hook | 25 | Aids in climbing structures, etc. |
Grease, dish | 5 | Very effective lubricant |
Hammer/mallet | 5 | Drives nails, spikes, stakes, etc. |
Holy symbol (wooden) | 10 | Used for cleric spellcasting |
Holy symbol (silvern) | 100 | Used for cleric spellcasting |
Holy symbol (golden) | 1000 | Used for cleric spellcasting |
Holy water | 25 | Blessed against undead/infernal |
Horn | 15 | Extremely loud |
Hourglass | 300 | Tracks the passage of time |
Incense | 5 | Fumes aid in turning undead |
Iron tongs | 10 | Pick up extremely hot things |
Ladder, wooden 10′ | 15 | For sturdy ascension, very bulky |
Lamp oil | 5 | Fuel for 15 turns |
Lantern | 25 | 30′ light, burns lamp oil |
Leather straps | 5 | Strong attachable fasteners |
Lens | 150 | Magnifying glass disc |
Manacles | 15 | Clasps for restraining hands, etc. |
Marbles, bag of | 10 | Extremely hard, smooth, round |
Metal file | 4 | Slowly eats away at metal |
Mirror, hand (silvern) | 100 | Handheld reflection device |
Mirror, hand (steel) | 50 | Handheld reflection device |
Musical instrument | 150+ | Plays a pleasant tune |
Nails, box of | 3 | Fastens wooden objects, etc. |
Net | 10 | Captures and ensnares |
Oil (flask) | 10 | Lantern fuel, thrown weapon |
Oilskin bag | 20 | Waterproof container |
Oilskin jacket | 50 | Waterproof coat |
Oilskin trousers | 40 | Waterproof overalls |
Padlock with key | 30 | Secures with a strong metal loop |
Paint, bucket | 15 | Thick color liquid coats surfaces |
Perfume/cologne | 50+ | Extremely pungent |
Pick, mining | 15 | Break through rock and ore |
Pole, 10′ | 3 | Long wooden shaft for probing |
Pot, clay | 2 | Ceramic pot |
Pouch | 2 | Small cloth container |
Prism | 200 | Distort illusions |
Quill and ink | 5 | Used for writing |
Quiver | 20 | Holds 15 arrows |
Rations, iron (7 days) | 15 | Preserved, dried food |
Rations, standard (7 days) | 5 | Fresh food, unpreserved |
Rope, 50′ | 5 | Strong hempen fibers |
Rope ladder, 50′ | 25 | Flexible portable steps |
Sack, big | 2 | Adds +3 inventory slots |
Sack, small | 1 | Adds +2 inventory slots |
Saw | 20 | Hand tool for wood |
Scroll (blank) | 40 | For crafting spell scrolls, etc. |
Scroll case | 60 | Waterproof scroll container |
Shovel | 8 | Used for digging/excavation |
Soap | 2 | Cleansing, slippery |
Spikes, iron (x5) | 1 | Hold doors shut, etc. |
Spiked boots | 30 | +1 climbing & kick damage |
Spyglass | 400 | See distant things |
Stakes, wooden (x3) | 1 | Used to kill vampires |
Tar pot | 10 | Extremely viscous, flammable |
Tent (4 person) | 80 | Protects against bad weather |
Tent (personal) | 15 | Protects against bad weather |
Thieves’ tools | 30 | Lock picks and prods |
Tinderbox (flint & steel) | 5 | Quickly make fire |
Torch (x5) | 1 | Burns for 6 turns, 30′ radius light |
Twine, 100′ | 2 | Thin string, somewhat tough |
Waterskin | 1 | Holds 1 day supply of water/liquid |
Wax | 5 | Malleable sealant |
Whistle | 15 | Extremely loud and shrill |
Winter blanket | 15 | Insulated to resist cold weather |
Wolfsbane | 10 | Drives off lycanthropes |
Air Bladder (15 SP) This durable, sealable bag is made from treated animal hide or rubberized fabric, designed to hold gases or light liquids without leakage. It can be inflated to act as a float, used to carry buoyant gases, or even as an improvised bellows.
Antitoxin (60 SP) A small, corked vial containing a potent, foul-smelling liquid. When consumed, it offers a 3-in-6 (50%) chance to cure any non-magical poison currently affecting the user. The effect is immediate upon consumption.
Backpack (25 SP) A sturdy canvas or leather bag with shoulder straps, designed for carrying essentials on the trail or in the dungeon. It comfortably adds +5 inventory slots to your carrying capacity.
Bandages (3 SP) A roll of clean linen strips, often treated with a mild antiseptic. Applying bandages takes a moment and can be done once per day to help a wounded character recover 1 Hit Point (HP), provided they are resting.
Beartrap (80 SP) A fearsome, spring-loaded steel device with jagged teeth, designed to snap shut on anything that steps on its pressure plate. It deals 2d6 damage and forces a Save vs. Ensnare (often a Dexterity Save) to avoid being immobilized until released.
Bedroll (10 SP) A simple roll of thick wool or padded canvas, providing a modicum of comfort and warmth when sleeping outdoors or in rough conditions. Sleeping in a bedroll while camping allows for +1 HP of recovery during natural healing.
Bell (15 SP) A small, metal bell with a clapper, designed to produce a surprisingly loud and clear ring when shaken or activated. Useful for signaling, warning, or simply making a racket.
Belladonna (10 SP) A small, carefully packaged bundle of dried belladonna leaves. When properly prepared and administered, it offers a 1-in-6 chance to cure any non-magical disease. Due to its toxic nature, improper use might carry risks.
Bellows (20 SP) A classic tool made of wood and leather, used to direct a forceful stream of air. Ideal for stoking fires, clearing dust from small crevices, or even creating a gust to trigger certain mechanisms.
Block and Tackle (40 SP) A simple but highly effective system of ropes and pulleys. When properly rigged, it significantly multiplies a character’s lifting power, allowing them to hoist incredibly heavy objects with less effort.
Book (Blank) (200 SP) A volume of high-quality parchment or paper, bound within durable leather covers. It contains hundreds of blank pages, making it ideal for scribing spellbooks, recording expedition notes, or drawing detailed maps.
Book (Reading) (500+ SP) A bound volume filled with ancient texts, obscure lore, philosophical treatises, or forgotten histories. While often heavy and cumbersome, such books can contain valuable knowledge, clues to treasure, or even hidden magical rituals. The price varies wildly based on rarity and content.
Bottle/Vial/Flask (3 SP) A small, stoppered container, typically made of glass, clay, or metal. Perfect for holding liquids like potions, poisons, holy water, or samples of strange substances. Each holds a small, single-use quantity.
Brush, Paint (2 SP) A simple, horsehair brush with a wooden handle. Essential for applying paints, marking surfaces, or even as a delicate tool for dusting off fragile artifacts.
Bucket, Tin (15 SP) A sturdy, watertight container made from pressed tin. Lighter and more durable than wood, it’s suitable for carrying water, excavated dirt, or small items.
Bucket, Wooden (5 SP) A basic, yet functional, watertight container crafted from wooden staves and metal bands. Heavier than its tin counterpart but more affordable.
Caltrops (20 SP) A small bag containing dozens of sharp, four-pronged metal spikes designed so that one point always faces upwards. When scattered, they force anyone moving through the area to Save vs. being Slowed and take 1 HP of damage for each 5′ of movement, unless they move carefully.
Candle, Adventuring (2 SP) A specially made candle, thicker and slower-burning than common household candles. It provides a small 10-foot radius of dim light and burns for approximately 10 Dungeon Turns (100 minutes).
Cork (1-12 SP) A versatile, compressible stopper made from cork bark. Available in various diameters from 1 to 12 inches, it’s used to seal bottles, vials, and even larger containers, or for wedging open gaps.
Cards, Deck of (30 SP) A standard set of roughly 50 playing cards, often adorned with simple but elegant designs. Useful for gambling, passing time, or as components for certain magical rituals.
Censer (40 SP) A small, decorative container, typically made of metal, designed to hold and burn incense. When lit, it allows for the controlled release of fragrant fumes, useful in rituals, to mask odors, or to ward off certain creatures.
Chain, 20′ (25 SP) A twenty-foot length of heavy-duty, interlocked metal rings. It’s an extremely strong tether, useful for securing doors, pulling heavy objects, climbing, or even binding powerful creatures.
Chalk, Box of (5 SP) A small wooden box containing a dozen sticks of dry, brittle chalk. Perfect for making removable markings on dungeon walls, floors, or objects, allowing for temporary navigation aids or notes.
Chest (30 SP) A robust wooden box, typically reinforced with iron bands and fitted with a sturdy clasp for a padlock. Ideal for storing valuables securely.
Chisel (5 SP) A simple hand tool with a sharp, beveled edge, usually made of steel. When struck with a hammer, it allows for chipping away at stone, carving wood, or prying apart tightly joined materials.
Cookpot (5 SP) A durable, medium-sized metal pot with a handle, suitable for hanging over a fire. Essential for cooking hot meals from raw ingredients, brewing potions, or boiling water for purification.
Crowbar (15 SP) A solid, L-shaped bar of steel. Its leverage makes it incredibly effective for prying open stubborn doors, chests, or dislodging heavy objects.
Dice, Loaded (30 SP) A set of dice secretly weighted to have a high tendency for certain results. Useful for cheating at games of chance, though discovery carries severe social consequences.
Dice, Normal (20 SP) A standard set of dice (typically d6s), often beautifully carved from bone, wood, or polished stone. Used for games of chance or as general-purpose randomizers.
Drill (25 SP) A hand-cranked or brace-and-bit tool with a sharp bit designed to bore small, precise holes in wood, soft stone, or other materials.
Fake Jewelry (50 SP) Convincingly crafted pieces of costume jewelry made from gilded metals and colored glass, designed to resemble valuable gems and precious metals. They appear genuine unless subjected to close inspection by an expert.
Fishing Rod (15 SP) A long, flexible pole with a line, hook, and bobber. An effective tool for catching fish in rivers, lakes, or coastal waters, providing a source of food.
Garlic, Black (Batsbane) (10 SP) A pungent, dried bulb of black garlic, known in certain circles as “batsbane.” Its potent scent is believed to be particularly effective at driving off vampiric entities, causing them discomfort or repulsion.
Glue Pot (10 SP) A small metal bucket containing a thick, incredibly sticky substance that hardens quickly upon exposure to air. Useful for binding objects together or creating difficult terrain.
Grappling Hook (25 SP) A multi-pronged metal hook attached to a strong rope. It can be thrown to catch on ledges, branches, or other features, significantly aiding in climbing structures and crossing chasms.
Grease, Dish (5 SP) A small container of exceptionally slippery, thick lubricant. Useful for greasing sticky mechanisms, applying to surfaces to make them difficult to traverse, or even as a minor nuisance in combat.
Hammer/Mallet (5 SP) A basic but essential tool, consisting of a heavy head mounted on a handle. Primarily used for driving nails, spikes, or stakes, but also effective for breaking small objects or as an improvised weapon.
Holy Symbol (Wooden) (10 SP) A simple, unadorned wooden emblem representing a deity or holy order. This basic symbol is required for Cleric spellcasting and the turning of undead.
Holy Symbol (Silvern) (100 SP) A more ornate and durable holy symbol, crafted from silver. It serves the same divine purpose as a wooden one but is more resistant to damage and may hold symbolic significance.
Holy Symbol (Golden) (1,000 SP) A magnificent and costly holy symbol, fashioned from pure gold. It carries the same spiritual power as less valuable symbols but signifies great devotion or prosperity.
Holy Water (25 SP) A flask of water blessed by a cleric, imbued with divine energy. It’s particularly effective against undead and infernal creatures, causing them harm or repulsion upon contact.
Horn (15 SP) A hollowed-out animal horn or carved wooden instrument capable of producing an extremely loud and resonant blast. Useful for signaling over long distances or startling foes.
Hourglass (300 SP) A delicate instrument consisting of two glass bulbs connected by a narrow neck, containing sand that takes a precise amount of time (e.g., one hour) to flow from one bulb to the other. Essential for tracking the passage of time in a measured way.
Incense (5 SP) A bundle of aromatic resin or wood chips that, when burned in a censer, produces fragrant fumes. Beyond masking odors, certain incenses are believed to aid clerics in turning undead.
Iron Tongs (10 SP) A simple tool with two arms joined at a pivot, allowing a user to pick up extremely hot things without burning their hands, or to manipulate delicate or dangerous items.
Ladder, Wooden 10′ (15 SP) A ten-foot section of sturdy wooden ladder. While essential for vertical ascension in many areas, it is very bulky and cumbersome to transport through confined spaces.
Lamp Oil (Flask) (5 SP) A flask containing enough rendered animal fat or refined plant oil to fuel a lantern for approximately 15 Dungeon Turns (2.5 hours). Highly flammable and can be used as a thrown weapon.
Lantern (25 SP) A portable metal lamp with glass panes, designed to protect a flame and direct its light. When filled with lamp oil, it provides a bright 30-foot radius of light and burns for as long as its fuel lasts.
Leather Straps (5 SP) Several long, durable strips of treated leather. Excellent for strong attachment fasteners, securing bundles, repairing gear, or even as improvised restraints.
Lens (150 SP) A polished disc of glass, convex or concave, typically mounted for hand-holding. It functions as a magnifying glass, useful for examining fine details, starting fires, or reading minute inscriptions.
Manacles (15 SP) A pair of hinged metal clasps, usually with a built-in lock, designed for restraining hands or ankles. Sturdy and difficult to break without tools or exceptional strength.
Marbles, Bag of (10 SP) A small cloth bag containing dozens of extremely hard, smooth, and perfectly round glass or stone spheres. When scattered, they can create a difficult or treacherous surface, causing characters to potentially slip or fall.
Metal File (4 SP) A hardened steel tool with a textured surface, designed to slowly abrade and shape metal, wood, or other hard materials. Useful for sharpening, smoothing, or breaking small chains.
Mirror, Hand (Silvern) (100 SP) A small, highly polished disc of silver, providing a clear handheld reflection. Useful for looking around corners, signaling with reflected light, or for certain magical purposes.
Mirror, Hand (Steel) (50 SP) A small, polished steel disc, offering a handheld reflection device that is more durable but often less perfectly reflective than silver.
Musical Instrument (150+ SP) A functional and often finely crafted instrument, such as a lute, flute, or drum. Capable of playing a pleasant tune, useful for entertainment, diplomacy, or perhaps as a component for bardic magic or signals. Price varies by instrument quality.
Nails, Box of (3 SP) A small box containing dozens of pointed metal fasteners. Used with a hammer to secure wooden objects together, construct temporary barricades, or even as improvised caltrops.
Net (10 SP) A large, woven mesh of strong cord or rope, designed to capture and ensnare creatures or objects. Can be thrown to restrict movement or used to block passages.
Oil (Flask) (10 SP) A flask containing any kind of non-lamp, viscous oil. Can be used as a slippery lubricant, poured onto a surface to make it difficult to traverse, or ignited and thrown as a weapon for area denial.
Oilskin Bag (20 SP) A sturdy bag made from tightly woven fabric treated with oil or wax, making it effectively waterproof. Ideal for protecting sensitive documents, tinder, or magic items from moisture.
Oilskin Jacket (50 SP) A durable jacket made from waterproof oilskin material. Provides excellent protection against rain, spray, and damp conditions.
Oilskin Trousers (40 SP) Waterproof overalls or trousers made from oilskin, providing protection for the lower body against harsh weather and wet environments.
Padlock with Key (30 SP) A small, portable lock with a strong metal loop, designed to secure chests, doors, or chains. Comes with its own matching key.
Paint, Bucket (15 SP) A small bucket of thick, colored liquid paint. Useful for coating surfaces, marking territory, or creating disguises.
Perfume/Cologne (50+ SP) A small vial of extremely pungent, highly aromatic liquid. Can be used to mask odors, improve one’s social standing (if pleasant), or create a powerful, distracting scent (if overwhelming). Price varies wildly based on quality and rarity.
Pick, Mining (15 SP) A robust hand tool with a pointed metal head and a wooden handle. Essential for breaking through rock and ore, excavating tunnels, or as a heavy-duty prying tool.
Pole, 10′ (3 SP) A long, sturdy wooden shaft. Versatile for probing unknown depths, triggering traps from a distance, vaulting small gaps, or as an improvised weapon.
Pot, Clay (2 SP) A simple, unglazed ceramic pot. Fragile but useful for carrying liquids, storing small items, or as a component in certain rituals.
Pouch (2 SP) A small, simple cloth bag with a drawstring closure. Ideal for carrying coins, gems, or other small personal items, adding +2 inventory slots if tracking granularly.
Prism (200 SP) A small, precisely cut block of clear glass or crystal. It can distort illusions, refract light into its component colors, or be used in certain magical or alchemical processes.
Quill and Ink (5 SP) A set containing a carved quill pen and a small bottle of black ink. Essential for writing on parchment, paper, or other suitable surfaces.
Quiver (20 SP) A specialized case, typically made of leather, designed to hold and protect arrows or bolts. A standard quiver holds up to 15 arrows.
Rations, Iron (7 days) (15 SP) Seven days’ worth of preserved, dried food (e.g., hardtack, jerky). While not delicious, it’s long-lasting, lightweight, and prevents starvation.
Rations, Standard (7 days) (5 SP) Seven days’ worth of fresh, unpreserved food (e.g., bread, cheese, dried fruit). More palatable than iron rations but prone to spoiling.
Rope, 50′ (5 SP) A fifty-foot length of strong, braided hempen fibers. Essential for climbing, tying, securing objects, and numerous other adventuring tasks.
Rope Ladder, 50′ (25 SP) A fifty-foot long ladder made of rope and wooden rungs. It’s flexible, portable, and easily deployed for rapid ascent or descent, but less sturdy than a fixed ladder.
Sack, Big (2 SP) A large, coarse cloth bag. Useful for carrying bulkier items or a sizable haul of treasure. Adds +3 inventory slots.
Sack, Small (1 SP) A smaller version of the big sack, still useful for carrying smaller items or a modest amount of loot. Adds +2 inventory slots.
Saw (20 SP) A hand tool with a sharp, toothed metal blade, designed for cutting through wood. Useful for construction, creating barricades, or processing timber.
Scroll (Blank) (40 SP) A roll of high-quality, treated parchment, often magically prepared. Ideal for crafting spell scrolls, writing important documents, or mapping.
Scroll Case (60 SP) A rigid cylinder, usually made of reinforced leather or metal, designed to protect scrolls. It’s often waterproof, ensuring the contents remain safe and dry.
Shovel (8 SP) A hand tool with a broad scoop and a handle, used for digging, excavation, moving loose materials, or as an improvised weapon.
Soap (2 SP) A bar of cleansing and slippery material, used for personal hygiene or to lubricate stuck objects.
Spikes, Iron (x5) (1 SP) A bundle of five heavy-duty iron spikes. Primarily used to wedge doors shut, secure ropes, or create temporary anchors.
Spiked Boots (30 SP) Sturdy leather boots with small, sharp metal spikes embedded in the soles. They provide +1 to climbing checks and can add +1 damage to kick attacks.
Spyglass (400 SP) A collapsible telescope made of polished lenses and brass tubes. Allows the user to see distant things with surprising clarity, making it invaluable for scouting or observing from afar.
Stakes, Wooden (x3) (1 SP) A bundle of three sharpened wooden stakes. Specifically crafted and used for the grim purpose of killing vampires by driving them through the heart.
Tar Pot (10 SP) A bucket containing a thick, extremely viscous, and highly flammable black substance. Can be used for waterproofing, sealing, or as a dangerous area-denial weapon when ignited.
Tent (4 person) (80 SP) A canvas shelter large enough to comfortably accommodate four individuals. Provides protection against bad weather and a secure, private resting space outdoors.
Tent (Personal) (15 SP) A small, lightweight canvas or hide shelter designed for a single person. Offers basic protection against bad weather and provides privacy during rest.
Thieves’ Tools (30 SP) A small, compact kit containing a variety of specialized implements, including lock picks, small probes, and tension wrenches. Essential for thieves attempting to thwart locks and disarm traps.
Tinderbox (Flint & Steel) (5 SP) A small metal box containing flint, steel, and tinder (dry, flammable material). Allows for the quick and reliable creation of fire even in damp conditions.
Torch (x5) (1 SP) A bundle of five wooden sticks with one end wrapped in resin-soaked cloth. Each torch burns for approximately 6 Dungeon Turns (1 hour) and provides a 30-foot radius of light.
Twine, 100′ (2 SP) A hundred-foot spool of thin but surprisingly tough string. Useful for tying small bundles, creating tripwires, or for more delicate lashing tasks than rope.
Waterskin (1 SP) A simple, treated leather pouch with a stopper. Essential for carrying a one-day supply of water or other liquid during travels.
Wax (5 SP) A block of malleable, waterproof substance. Useful as a sealant for letters or containers, for taking impressions of keys, or as a binding agent.
Whistle (15 SP) A small, simple wind instrument capable of producing an extremely loud and shrill sound. Excellent for signaling over distances, attracting attention, or alerting others to danger.
Winter Blanket (15 SP) A thick, heavy blanket, often made of wool or furs, designed to be highly insulated to resist cold weather. Essential for survival in freezing conditions.
Wolfsbane (10 SP) A small, carefully packaged bundle of dried wolfsbane herbs. Its pungent properties are believed to be effective at driving off lycanthropes, causing them distress or aversion.
Wealth & Economic Systems
Successful adventurers accumulate wealth, often in the form of coins, but also in valuable items.
Money
The silver piece (SP) is the most common currency. Other coins include platinum (PP), electrum (EP), gold (GP), and copper (CP).
- Coin Conversion Rates:
- 10 CP = 1 SP
- 10 SP = 1 GP
- 5 EP = 1 GP
- 10 GP = 1 PP
Starting Money
Player Characters (PCs) begin play with 3d6 x 10 silver pieces.
Optional: Inheritance
Players can create a will for their characters to leave wealth to an heir if the Referee allows.
- Tax: Any inherited treasure is subject to a 10% tax.
- Heir: The heir must be a new 1st-level character.
- Once Only: A player may only use this inheritance rule once per campaign.
Domains
When characters acquire significant wealth, they often choose to construct a base or stronghold and potentially found their own domain. (Full rules for strongholds and domains are detailed elsewhere).
Hirelings
Hirelings are Non-Player Characters (NPCs) hired by characters for specific services, but they do not typically accompany characters on adventures (NPCs who join adventures are handled separately).
- Mercenaries: Hired soldiers who guard, patrol, and serve in wilderness settings, but only as part of a larger force, not an adventuring party.
- Specialists: Individuals hired for their particular trade or specialized knowledge, usually for a specific task (e.g., a sage, a craftsman).
The Silver Standard
Adventure Master uses the “Silver Standard” which is an alternative currency system where silver pieces (SP) are the primary unit of exchange and value, rather than gold pieces (GP).
In games using a Silver Standard, prices for common goods and services that would typically be listed in GP in a “Gold Standard” game are instead listed in SP. For example, a torch might cost 1 SP instead of 1 GP. This often means that other coin values are also shifted: a GP becomes a much rarer and more significant treasure, while Copper Pieces (CP) become the common currency for everyday transactions among peasants.
The core idea behind the Silver Standard is to create a more grounded and gritty feel, where money has more realistic weight and value. Finding a single gold piece can feel like a substantial windfall, and even a handful of silver can represent a significant sum for a commoner. This encourages adventurers to appreciate smaller hauls of coins and can make the accumulation of vast wealth feel more impactful over the course of a campaign.