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CHARACTER LANGUAGES

All of the above may not normally be available due to campaign circumstances, and languages not listed might be common. Consult your Dungeon Master. Note that if, for example, you capture a centaur or talking dragon of some sort, it is possible to learn the appropriate creature tongue.

EQUIPPING THE CHARACTER

EQUIPPING THE CHARACTER


Careful selection of equipment and supplies for characters is very important. Often there will not be sufficient funds to purchase everything desired, so intelligent choices will have to be made. Also, the choice of equipment should always be done with respect to encumbrance (see MOVEMENT) restrictions. In many campaigns it is necessary for the characters to shop in a number of places in order to obtain everything they desire. A few games will have a traders establishment in which everything, or nearly everything, can be found, but the average costs will be higher because these traders are middle-men. As in most dealings, the buyer should always beware. Things may be as they appear or they might be otherwise . . . A list of goods typically desired by characters follows.

MONEY
Starting Money Your character is unusual, exceptional as compared to the norm. This applies to abilities and funds as well. Thus, he or she will have a large supply of coins with which to purchase equipment and supplies to begin adventuring. The possible number of gold pieces with which a player begins depends upon the character class: Cleric 30-180 g.p. (3d6) Fighter 50-200 g.p. (5d4) Magic-user 20-80 g.p. (2d4) Thief 20-120 g.p. (2d6) Monk 5-20 g.p. (5d4)

BASIC EQUIPMENT AND SUPPLIES COSTS Armor Banded Chain Helmet, great Helmet, small Leather Padded Plate Arms Arrow, normal, single Arrow, normal, dozen Arrow, silver, single Axe, battle Axe, hand or throwing Bardiche Bec de corbin Bill-Guisarme Bow, composite short Bow, composite, long Bow, long Bow, short Crossbow, heavy Crossbow, light Dagger and scabbard Dart Fauchard Fauchard Fork Flail, footmans Flail, horsemans Fork, Military Glaive Glaive-Guisarme Guisarme Guisarme Voulge Halberd Hammer, Lucern Hammer Clothing Belt Boots, high, hard Boots, high, soft Boots, low, hard Boots, low, soft Cap Herbs Belladona, sprig Garlic, bud

To determine the number of gold pieces your character has at the start, simply roll the appropriate dice and total the sum (adding a decimal place if necessary). Most of these funds will quickly be spent on the costs of staying in the adventuring area and acquiring the equipment which will be used for adventuring. (See BASIC EQUIPMENT AND SUPPLIES COSTS table hereafter.) The Monetary System The basic unit of exchange is the gold piece (g.p. hereafter). There are coins of lesser and greater value, and these are shown on the table below. It is also common to use gems of various sorts and values as coin. Thus: 10 copper pieces (c.p.) 20 silver pieces (s.p.) 2 electrum pieces (e.p.) 1 platinum piece (p.p.) = = = = 1 1 1 5 silver piece g.p. g.p. g.p.

90 g.p. 75 g.p. 15 g.p. 10 g.p. 5 g.p. 4 g.p. 400 g.p.

Ring Scale Shield, large Shield, small Shield, small, wooden Splinted Studded

30 g.p. 45 g.p. 15 g.p. 10 g.p. 1 g.p. 80 g.p. 15 g.p.

200 c.p. = 20 s.p. = 2 e.p. = 1 g.p. = 1/5 p.p.

It is assumed that the size and weight of each coin is relatively equal to each other coin, regardless of type. Your character will most probably be adventuring in an area where money is plentiful. Think of the situation as similar to Alaskan boom towns during the gold rush days, when eggs sold for one dollar each and mining tools sold for $20, $50, and $100 or more! Costs in the adventuring area are distorted because of the law of supply and demand the supply of coin is high, while supplies of equipment for adventurers are in great demand. Money Changing, Banks, Loans & Jewelers Large sums of lower value coins can be changed to a smaller number of larger value coins, and vice versa, at a relatively small cost typically 3% of the transaction. This is done at the money changer s. The money changer will also score as a banker, keeping funds and giving a marker to vouch for the amount. Note that bankers will not usually give any interest. Bankers will give loans according to the reliability, renown, status, and material possessions of the individual. An unknown and low-level character is unlikely to get a loan without giving security for the value of the amount borrowed. Furthermore, the interest rate will be high typically 10% per month or even 5% per week. A well-known and propertied character can typically get large loans at relatively low interest 1% per week or thereabouts. Jewelers, and gem merchants, will buy and sell jewelry and gems. The buying price will usually be 20% under the actual value of the piece or stone. Characters should carefully shop around whenever possible to determine which establishment offers them the best value.

2 s.p. 1 g.p. 1 g.p. 5 g.p. 1 g.p. 7 g.p. 6 g.p. 6 g.p. 75 g.p. 100 g.p. 60 g.p. 15 g.p. 20 g.p. 12 g.p. 2 g.p. 5 s.p. 3 g.p. 8 g.p. 3 g.p. 8 g.p. 4 g.p. 6 g.p. 10 g.p. 5 g.p. 7 g.p. 9 g.p. 7 g.p. 1 g.p.

Javelin 10 s.p. Lance 6 g.p. Mace, footmans 8 g.p. Mace, horsemans 4 g.p. Morning Star 5 g.p. Partisan 10 g.p. Pick, Military, footmans 8 g.p. Pick, Military, horsemans 5 g.p. Pike, awl 3 g.p. Quarrel (or Bolt), light, single 1 s.p. Quarrel (or Bolt), heavy, score 2 g.p. Ranseur 4 g.p. Scimitar 15 g.p. Sling & Bullets, dozen 15 s.p. Sling Bullets, score 10 s.p. Spear 1 g.p. Spetum 3 g.p. Sword, bastard, & scabbard 25 g.p. Sword, broad, & scabbard 10 g.p. Sword, long & scabbard 15 g.p. Sword, short & scabbard 8 g.p. Sword, two-handed 30 g.p. Trident 4 g.p. Voulge 2 g.p.

3 s.p. 2 g.p. 1 g.p. 1 g.p. 8 s.p. 1 s.p.

Cloak Girdle, broad Girdle, normal Hat Robe

5 s.p. 2 g.p. 10 s.p. 7 s.p. 6 s.p.

4 s.p. 5 c.p.

Wolvesbane, sprig

10 s.p.

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EQUIPPING THE CHARACTER


Livestock Chicken Cow Dog, guard Dog, hunting Donkey Goat Hawk, large Hawk, small Horse, draft Horse, heavy war Horse, light war

WEAPONS
creature, its speed, its agility, and perhaps its supernatural (extra-dimensional or multi-planed existence) aspects are considered in the armor class of all nonhuman type monsters. Therefore, a monster with an armor class of 2 will not be carrying a shield. Armor types are given on the table below. Note that the inclusion of a shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack from the front where the character can interpose it between himself and a blow. A small shield can be counted against only one attack per melee round. A normal-sized shield can effectively be counted against two attacks per melee round.

3 c.p. 10 g.p. 25 g.p. 17 g.p. 8 g.p. 1 g.p. 40 g.p. 18 g.p. 30 g.p. 300 g.p. 150 g.p.

Horse, medium war Horse, riding (light) Mule Ox Pigeon Piglet Pig Pony Sheep Songbird

225 g.p. 25 g.p. 20 g.p. 15 g.p. 2 c.p. 1 g.p. 3 g.p. 15 g.p. 2 g.p. 4 c.p.

Miscellaneous Equipment & Items Backpack, leather 2 g.p. Box, iron, large 28 g.p. Box, iron, small 9 g.p. Candle, tallow 1 c.p. Candle, wax 1 s.p. Case, bone, map or scroll 5 g.p. Case, leather, map or scroll 15 s.p. Chest, wooden, large 17 s.p. Chest, wooden, small 8 s.p. Lantern, bullseye 12 g.p. Lantern, hooded 7 g.p. Mirror, large metal 10 g.p. Mirror, small, silver 20 g.p. Oil, flask of 1 g.p. Pole, 10 3 c.p.

Pouch, belt, large Pouch, belt, small Quiver, 1 doz. arrows cap. Quiver, 1 score arrows cap. Quiver, 1 score bolts cap. Quiver, 2 score bolts cap. Rope, 50 Sack, large Sack, small Skin for water or wine Spike, iron, large Thieves picks & tools Tinder Box, with flint & steel Torch

1 g.p. 15 s.p. 8 s.p. 12 s.p. 15 s.p. 1 g.p. 4 s.p. 16 c.p. 10 c.p. 15 s.p. 1 c.p. 30 g.p. 1 g.p. 1 c.p.

A large shield is counted against up to three attacks per melee round.

Attacks from the right flank and rear always negate the advantage of the shield. The cost of armor and shield varies. Generally speaking, the better the protection, the greater the expense. Note: Magic armor negates weight, so that movement does not consider any encumbrance from magic armor. There are otherwise various types of magic armor. ARMOR CLASS TABLE Type of Armor None Shield only Leather or padded armor Leather or padded armor + shield/ studded leather/ring mail Studded leather or ring mail + shield/ scale mail Scale mail + shield/chain mail Chain mail + shield/splint mail/banded mail Splint or banded mail + shield/ plate mail Plate mail + shield Armor Class Rating 10 9 8 7 6 5 4 3 2

Provisions Ale, pint Beer, small, pint Food, merchants meal Food, rich meal Grain, horse meal, 1 day Religious Items Beads, Prayer Incense, stick Symbol, Holy*, iron Symbol, Holy*, silver Tack and Harness Barding, chain Barding, leather Barding, plate Bit and Bridle Harness Transport Barge (or Raft), small Boat, small Boat, long Cart Galley, large

1 s.p. 5 c.p. 1 s.p. 1 g.p. 1 s.p.

Mead, pint Rations, iron, 1 week Rations, standard, 1 week Wine, pint, good Wine, pint, watered

5 s.p. 5 g.p. 3 g.p. 10 s.p. 5 s.p.

1 1 2 50

g.p. g.p. g.p. g.p.

Symbol, Holy*, wooden Water, Holy*, vial * or Unholy

7 s.p. 25 g.p.

250 g.p. 100 g.p. 15 s.p. 15 s.p. 12 s.p.

Saddle Saddle Bags, large Saddle Bags, small Saddle Blanket

10 g.p. 4 g.p. 3 g.p. 3 s.p.

For each +1 of magic armor or magic shield, a decrease in armor class of 1 is given. For example, a non-armored character with a +1 shield is AC 8, a +2 shield AC 7, etc. The same is true with regard to pluses of magic armor of any type. A +1 converts to a 5% probability. Thus +2 equals a 10% lesser likelihood of being hit. Magic plate mail +3 and magic shield +5 are equal to AC -6, or can be treated as AC 2 with a subtraction of 8 from attackers to hit dice rolls.

WEAPONS
The choice of weapons used by your character might be circumscribed by the class of your character, but selection is otherwise a matter of your preferences based on various factors presented hereafter. Of course, the initial cost of the weapon might affect your selection at the beginning. Beyond this consideration, there are factors of size and weight. The damage inflicted by the weapon is important, as is the amount of space required to wield it. These details are given hereafter. Weapon Prociency At the start, your character will be able to employ but a limited number of weapons. The number is determined by class. When the character moves up in levels of experience to the next higher combat melee table, he or she is assumed to have acquired proficiency in an additional weapon. The new weapon is of his or her choice. Note that proficiency with a normal weapon is subsumed in using a magical weapon of the same type. If proficiency with any given weapon is not held by the character, it is used at a penalty as shown on the table which follows.

50 75 150 50 25,000

g.p. g.p. g.p. g.p. g.p.

Galley, small Ship, merchant, large Ship, merchant, small Ship, war Wagon

10,000 15,000 5,000 20,000 150

g.p. g.p. g.p. g.p. g.p.

ARMOR
Armor, along with the use of a shield, is the basis for determination of how easily a character can be struck by an opponents weapon. Other factors modify this, of course. Dexterity and magical effects are the two principal modifiers. Do not confuse armor which is worn with the armor class (AC) rating of a monster. Although a creature might be given a very high armor class because of its exceptionally thick hide, armor plating, chitinous exoskeleton, or the like, other factors are considered in such ratings. For example, the size of the

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