05 Equipment

Equipment Slots

Equipment Slots are a somewhat abstract measure of how much your character can carry.
As a rough guideline, objects that can be carried in one hand occupy one slot, while objects that need two hands occupy two slots.
Some smaller items can be carried in Bundles of multiple objects.

The number of slots your character can carry depends on their Strength score.

Strength 2 - 8 9 - 10 11 - 12
Number of Slots 10 11 12

Worn Armor does not occupy any slots, but determines your movement distance.

Very small or lightweight Items occupy no inventory slots.

Currency

There may be a variety of different coins in use throughout the campaign setting. For the purposes of the game rules, Gold, Silver and Copper Pieces are used.
Their conversion rates are listed in the table below.

Equals GP SP CP
1 GP 1 20 200
1 SP 1/20 1 10
1 CP 1/200 1/10 1

Up to 100 coins of any kind occupy 1 inventory slot.

If the players or the referee desire more realism, they could instead come up with different currencies for different countries, each using coins with different conversion rates.

Armor

Armor determines the movement rate in dungeon exploration and combat, and the available hex points during wilderness exploration. See Chapter 4 for details.

Armor Category Price Protection Exploration Movement Combat Movement Daily Hex Points
Unarmored Cloth - 0 120' / 36 m 40' / 12m 8
Brigandine Leather 20 sp 1 90' / 27 m 30' / 9m 6
Chain Mail Metal 40 sp 2 60' / 18 m 20' / 6m 4
Plate Armor Metal 80 sp 3 40' / 12 m 15' / 4.5m 2
Shield N.A. 15 sp +1 N.A. N.A. N.A.

Shield: Must be carried in one hand, so it cannot be used together with two handed weapons. Provides +1 to the Armor Protection.

Weapons

Two-handed weapons are marked with (TH). They require two Equipment Slots and do 1d6+1 damage in combat. The Ranges column lists the distances for Close, Mid and Far range of ranged weapons.
The Length column is for use with the Tight Spots optional rule.
Weapons marked with an asterisk (*) have special rules listed below.

Weapon Damage Price Armor Piercing Ranges Length
Sword 1d6 10 sp Leather; 1 - Middle
Dagger 1d6 3 sp Cloth; 1 5'-10' / 11'-20' / 21'-30' (thrown)
1.5m-3m / 3m - 6m / 6m - 9m
Short
Longsword (TH) 1d6 + 1 15 sp Leather; 1 - Middle
Spear 1d6 3 sp Leather; 1 - Long
Pike* (TH) 1d6 + 1 7 sp Leather; 1 - Long
Mace 1d6 5 sp Metal; 1 - Middle
Bastard Sword* (TH) 1d6 / 1d6 + 1 20 sp Leather; 1 - Middle
Hatchet 1d6 4 sp Leather; 1 - Short
Battle Axe (TH) 1d + 1 15 sp Metal; 1 - Middle
Staff (TH) 1d6 + 1 5 sp Cloth; 1 - Middle
Longbow (TH) 1d6 + 1 40 sp Leather; 2 5'-70' / 71'-140' / 141'-210'
1.5m-21m / 21m-42m / 42m-63m
Long
Shortbow (TH) 1d6 + 1 25 sp Leather; 1 5'-50' / 51'-100' / 101'-150'
1.5m-15m / 15m-30m / 30m-45m
Middle
Crossbow* (TH) 1d6 + 1 30 sp Metal; 1 5'-80' / 81'-160' / 161'-240'
1.5m-24m / 24m-48m / 48m-72m
Middle
Sling* 1d6 2 sp Cloth; 1 5'-40' / 41'-80' / 81'-120'
1.5m-12m / 12m-24m / 24m-36m
Short
Javelin 1d6 2 sp Leather; 1 5'-30' / 31'-60' / 61'-90'
1.5m-9m / 9m-18m / 18m-27m
Middle

Pike: A character that wields a Pike can declare that they brace themselves: They cannot move in that combat Round. They gain First Strike against any enemy that charges them, and their enemy does not get First Strike.
The characters melee range extends to 10'/3m.

Bastard Sword: Can be used either one handed or two handed, changing its damage depending on the usage. It always occupies two Equipment Slots.

Crossbow: Must be reloaded after each shot, which must be done instead of firing. Its Armor Piercing value changes to "Metal; 2" when the target is in Close Range.

Sling: Unless the referee determines otherwise, it is assumed that the character can refill their ammunition (small stones or pebbles) for free by spending a couple minutes searching.

Equipment Packs

To simplify character creation, you can buy one of the following equipment packs, instead of (or in addition to) buying individual pieces of gear.

Adventurers Pack: 21 sp, 6 inventory slots.
Backpack, 3 Torches, 3 Rations, Rope, Flint and Steel, 10' Pole, Crowbar

Thief's Pack: 36 sp, 6 inventory slots
Backpack, 3 Torches, 3 Rations, Rope, Flint and Steel, Bag of caltrops, Lockpicking Tools

Scholar's Pack: 23 sp, 4 Inventory slots
Backpack, Lantern, 3 Oil Flasks, Flint and Steel, Chalk (10 sticks) , Quill, Ink (vial), Parchment (3 Pages)

Gear

The listed prices are for a whole bundle of the item. If desired, you can determine the prices for individual items by simple division.

Items marked with an asterisk (*) have additional remarks below. Items that list a dash (-) as their bundle size don't occupy inventory slots.

Item Price Bundle Size
Arrows (20) + Quiver 1 sp 20 (A quiver holds 20 arrows)
Bolts (20) + Quiver 3 sp 20 (A quiver holds 20 bolts)
Backpack* 1 sp 1
Crowbar* 10 sp 1
Grappling Hook* 25 sp 1
Lantern* 10 sp 1
Torches* (3) 1 sp 3
Rations* (3 days) 5 sp 3
Explorers Rations* (3 days) 15 sp 3
Flint and Steel 3 sp 1
Rope (50'/15m) 2 sp 1
10'/3m Pole 1 sp 1
Oil Flasks* (3) 3sp 3
Bag of caltrops 1 sp 1
Small Hammer 2 sp 1
Vial of Holy Water* (3) 75 sp 3
Lockpicking Tools* 25 sp 1
Sack (large)* 2 sp - (See below)
Sack (small)* 1 sp - (See below)
Chalk (10 sticks) 1 sp 10
Quill 1 sp -
Ink (vial) 3 sp -
Parchment (3 pages) 3 sp 3
Cooking pot 3 sp 1
Spellbook* 100 sp 1

Backpack: Holds all your gear. Don't lose it! The first backpack does not occupy an Equipment Slot. Any other backpack needs to be carried in two hands.

Crowbar: Gives a bonus of 1 when trying to force stuck doors open.

Grappling Hook: Can be attached to a rope and thrown.

Lantern: Casts light in a 30'/9m radius. It requires one flask of oil per 4 hours. The lantern has a lid that can be closed to block the light without extinguishing the fire. Lighting a lantern in combat requires a successful Agility Check.

Torches: Cast light in a 30'/9m radius. Burn for up to 1 hour. Cannot be light again, once extinguished. Lighting a torch in combat requires a successful Agility Check.

Rations: Spoil after 7 days.

Explorers Rations: Under normal circumstances, these rations do not spoil.

Oil Flask: Fuel for the lantern. It can also be set on fire and thrown as a Ranged attack with ranges 5'-10'/11'-20'/21-30' (1.5m-3m/3m-6m/6m-9m). When the attack misses, the referee randomly determines a spot near the target where it hits instead. The fire covers an 5'x5' (1.5x1.5m) area, doing 1d3 damage to everyone inside per turn and burns for 1d6 combat rounds.

Vial of Holy Water: Can be used to repel undead and other fiends. Thrown as a Ranged attack with ranges 5'-10'/11'-20'/21-30' (1.5m-3m/3m-6m/6m-9m). Undead or fiend hit by it take 2d6 damage.

Lockpicking Tools: Required for opening locks with an Agility Check as described in the Thief talent.

Sack (large): A large sack can hold 10 Equipment Slots. It does not occupy any Equipment Slots when empty. Otherwise it needs to be carried in two hands.

Sack (small): A small sack can hold 5 Equipment Slots. It does not occupy any Equipment Slots when empty. Otherwise it needs to be carried in one hand.

Spellbook: A tome for recording the Spells known by a Magic-User.

Gems

Gems are valuable for their worth in coins, but also because they are easier to carry then hundreds of gold coins. Up to 10 gems can be carried in one Equipment Slot.

A single gem is worth 3d6x100 sp. (Or alternatively, 3d6x5gp).

Mounts

Mounts can be used for riding, and for carrying equipment.
Every mount has a movement range used in dungeon exploration, daily hex points used in wilderness exploration and a carrying capacity given in slots.
Riding a mount halves its carrying capacity.

Mount Cost Exploration Movement Carrying Capacity Daily Hex Points
Riding Horse 75 sp 240' / 72m 30 10
Draft Horse 40 sp 100' / 30m 45 12
Warhorse* 250 sp 120' / 36m 40 10
Camel 100 sp 150' / 45m 30 10
Donkey / Mule 30 sp 120' / 36m 20 10
Ox 30 sp 60' / 18m 60 8
Elephant 450 sp 120' / 36m 100 10
Giant Lizard 250 sp 150' / 45m 45 10

Warhorse: Specifically trained for combat. Charging with a warhorse increases damage dealt to enemies by 2.

Hired Help

Characters can attempt to hire helpers in taverns, marketplaces or any other place frequented by suitable candidates.
Most hirelings will demand weekly payment, highly skilled hirelings will additionally demand a share of the treasure.
The table below lists example hirelings, but referee and players are free to come up with any other character they like.

Hirelings, similar to monsters, have a morale rating ranging from 2 to 12. Every time they face dire odds (for example, getting almost killed in a trap, or being vastly outnumbered in combat) or when they are treated poorly by their employer, they roll a Morale Check:
The referee rolls 2d6 and compares the value to the Hirelings Morale rating. If the rolled value is smaller then or equal to the Morale value, the Hireling remains with the party. On a failed check, they abandon their employer and make their way back to a safe haven.

Basic Hirelings are Level 1 characters without any Talents. It's assumed that they bring any equipment necessary for their job.

Hireling Purpose Morale Weekly Wage
Pack Bearer Carries one backpack worth of equipment. Will only fight if cornered. 5 3 sp
Torch Bearer Carries a torch or lantern to ensure that the party can use both hands if necessary. Will only fight if cornered. 5 3 sp
Guide Knows the local area well and will guide the party to an agreed upon destination. 6 50 sp or more, depending on the danger of the journey.
Animal Handler Handles the parties pack animals. Will remain in camp. 6 10 sp
Guard Guards camp or pack animals, will not enter dungeons or other obviously perilous locations. 8 10 sp
Cook Cooks for the party in camp, will increase the amount of health regained by 2. 6 5 sp
Mercenary Will accompany the party into dungeons and other adventure sites. 8 25 sp
Adventurer Will accompany the party and gain experience alongside them. Start of with 1 Talent determined by the referee. 10 50 sp + 1/2 share of the treasure.

Hiring

This section provides a procedure for hiring helpers, that can be used if desired. It's also perfectly possible to resolve any hiring purely through role play, without involving dice at all. It's up to the group to decide on their favored approach.

Locating Applicants: Characters can spend a night buying drinks and socializing in taverns and similar establishments for 50 sp. There is a 50% chance (1-3 on a d6) of successfully locating applicants this way.
Alternatively, they can spend 25 sp to post "Help Wanted" posters in suitable public locations. Per day, there is a 33% chance (1-2 on a d6) that someone will reply. These posters will usually remain up for 1 week.

Number of Applicants: Use the table below to determine the number of applicants, every time a search succeeds.

Settlement Applicants
Village 1d3
Small Town 1d6
Large Town 1d6 + 3
City 2d6

Hiring Roll: When a suitable applicant is found, the characters must offer them a wage. The hirelings table above contains average wages for some roles. Offering more than that increases the odds that the applicant accepts the offer (by +1 or +2, depending on the parties generosity), offering less decreases them (by -1 or -2).

The hiring character rolls 2d6, modified by their Personality score as shown below:

Personality Hiring Modifier
2-5 -1
6-8 0
9-12 +1

If the total result is 7 or more, the applicant accepts the offer. A result of 3-5 means they decline, but the character may try again with a more generous wage. A result of 2 means they are decline and leave.

A result of 11 or more increases the hirelings morale by 1.