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Equipment

Adventuring Gear

Adventuring Gear
Item Cost (gp)
Backpack 5
Crowbar 10
Garlic 5
Grappling hook 25
Hammer (small) 2
Holy symbol 25
Holy water (vial) 25
Iron spikes (12) 1
Lantern 10
Mirror (hand-sized, steel) 5
Oil (1 flask) 2
Pole (10 ft. long, wooden) 1
Rations (iron, 7 days) 15
Rations (standard, 7 days) 5
Rope (50 ft.) 1
Sack (large) 2
Sack (small) 1
Stakes (3) and mallet 3
Thieves? tools 25
Tinder box (flint & steel) 3
Torches (6) 1
Waterskin 1
Wine (2 pints) 1
Wolfsbane (1 bunch) 10

Equipment Descriptions

Backpack: Has two straps and can be worn on the back, keeping the hands free. Holds up to 400 coins.

Crowbar: 2-3 ft. long and made of solid iron. Can be used for forcing doors and other objects open.

Grappling hook: Has 3 or 4 prongs. Can be used for anchoring a rope.

Hammer: Can be used for construction or as a mallet with iron or wooden spikes.

Holy symbol: A divine spell caster is required to own a holy symbol of their deity, often worn as a necklace. Each religion has its own holy symbol.

Holy water: Water that has been blessed by a holy person. It is used in some religious rituals and inflicts damage on undead monsters (see Weapon Combat Stats). Holy water does not retain its power if stored in any other container than the special vials it is blessed in.

Iron spikes: May be used for wedging doors open or shut (see Dungeon Adventuring), as an anchor to attach a rope to, and many other purposes.

Lantern: Can be closed to hide the light. Burns one oil flask every four hours (24 turns). Casts light in a 30 ft. radius.

Mirror: Useful for looking around corners or for reflecting a gaze attack.

Oil flask: A flask of oil fuels a lantern for four hours (24 turns). In addition to fueling lanterns, oil can be used as a weapon:

  • Throwing: An oil flask may be lit on fire and thrown (see Weapon Combat Stats).
  • Pools: Oil that is poured on the ground and lit covers a diameter of 3 feet and burns for 1 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.

Pole, 10 ft. : A 2 ft. thick wooden pole useful for poking and prodding suspicious items in a dungeon.

Rations, iron: Dried and preserved food to be carried on long voyages when securing fresh food may be uncertain.

Rations, standard: Fresh, unpreserved food.

Rope: Can hold the weight of approximately three human-sized beings.

Sack, large: Can hold up to 600 coins.

Sack, small: Can hold up to 200 coins.

Stakes and mallet: A wooden mallet and three 18 in. long stakes. Valuable when confronting vampires.

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 ft. radius. Torches may also be used in combat (see Weapon Combat Stats).

Waterskin: This container, made of hide, will hold 2 pints (1 quart) of fluid.

Wolfsbane: This herb can be used to repel lycanthropes. The creature must be hit with the herb in melee combat.

Sidebar: Other Equipment

The items detailed in this section are those most commonly available for purchase. Should PCs wish to purchase items not on these lists, the referee may use the listed items as guidelines for determining the prices and characteristics of new items, including combat statistics (if appropriate).

Weapons and Armor

Weapons
Weapon Cost (gp) Weight (coins)
Battle axe 7 50
Club 3 50
Crossbow 30 50
Dagger 3 10
Hand axe 4 30
Javelin 1 20
Lance 5 120
Long bow 40 30
Mace 5 30
Pole arm 7 150
Short bow 25 30
Short sword 7 30
Silver dagger 30 10
Sling 2 20
Spear 3 30
Staff 2 40
Sword 10 60
Two-handed sword 15 150
War hammer 5 30
Ammunition
Ammunition Cost (gp)
Arrows (quiver of 20) 5
Crossbow bolts (case of 30) 10
Silver tipped arrow (1) 5
Sling stones Free
Armor
Armor AC Cost (gp) Weight (Coins)
Leather 7 [12] 20 200
Chainmail 5 [14] 40 400
Plate mail 3 [16] 60 500
Shield +1 bonus 10 100

Optional Rule: Encumbrance

If the optional rules for encumbrance are used (see Encumbrance), armor and weapons carried are treated as follows.

Option 1: Basic Encumbrance

Leather armor counts as light armor, chainmail and plate mail count as heavy armor.

Option 2: Detailed Encumbrance

The listed weight of armor and weapons is tracked. The listed weight of missile weapons already includes the weight of the ammunition and its container.

Weapon Qualities

Blunt: May be used by clerics.

Brace: Bracing against the ground doubles damage against charging monsters.

Charge: On horseback, moving at least 60 ft. in a round and attacking doubles any damage done with a successful hit.

Melee: Close quarters weapon (5 ft. or less).

Missile: Thrown or fired weapon (greater than 5 ft. distance). The distances for short (+1 to hit), medium, and long (?1 to hit) range are shown in parentheses.

Reload (optional rule): Requires a round to reload between shots; can only be fired every second round.

Slow: The character acts last in each combat round (see Combat).

Splash weapon: On a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted for two rounds, as the liquid drips off.

Two-handed: Requires both hands; the character cannot use a shield.

Weapon Combat Stats
Weapon Damage Qualities
Battle axe 1d8 Melee, slow, two-handed
Club 1d4 Blunt, melee
Crossbow 1d6 Missile (5 ft. to 80 ft./81 ft. to 160 ft./161 ft. to 240 ft.), reload, slow, two-handed
Dagger 1d4 Melee, Missile (5 ft. to 10 ft. /11 ft. to 20 ft./21 ft. to 30 ft.)
Hand axe 1d6 Melee, Missile (5 ft. to 10 ft. /11 ft. to 20 ft./21 ft. to 30 ft.)
Holy water vial 1d8 Missile (5 ft. to 10 ft. /11 ft. to 30 ft./31 ft. to 50 ft.), splash weapon
Javelin 1d4 Missile (5 ft. to 30 ft./31 ft. to 60 ft./61 ft. to 90 ft.)
Lance 1d6 Charge, melee
Long bow 1d6 Missile (5 ft. to 70 ft./71 ft. to 140 ft./141 ft. to 210 ft.), two-handed
Mace 1d6 Blunt, melee
Oil flask, burning 1d8 Missile (5 ft. to 10 ft. /11 ft. to 30 ft./31 ft. to 50 ft.), splash weapon
Pole arm 1d10 Brace, melee, slow, two-handed
Short bow 1d6 Missile (5 ft. to 50 ft./51 ft. to 100 ft./101 ft. to 150 ft.), two-handed
Short sword 1d6 Melee
Silver dagger 1d4 Melee, missile (5 ft. to 10 ft. /11 ft. to 20 ft./21 ft. to 30 ft.)
Sling 1d4 Blunt, missile (5 ft. to 40 ft./41 ft. to 80 ft./81 ft. to 160 ft.)
Spear 1d6 Brace, melee, missile (5 ft. to 20 ft./21 ft. to 40 ft./41 ft. to 60 ft.)
Staff 1d4 Blunt, melee, slow, two-handed
Sword 1d8 Melee
Torch 1d4 Melee
Two-handed sword 1d10 Melee, slow, two-handed
War hammer 1d6 Blunt, melee

Damage: Die rolled when using the optional rule for variable weapon damage (see Combat).


Vehicles and Mounts

Game Statistics

Hull Points (hp)

The vehicle’s structural integrity and ability to keep moving when damaged. Analogous to a character’s hit points. A vehicle that reaches 0 hull points is destroyed.

Armor Class (AC)

The vehicle’s ability to resist damage from attacks.

Movement Rate

The speed at which the vehicle can move. Every vehicle has a base movement rate and an encounter movement rate (noted in parentheses). The encounter movement rate is one third of the base movement rate.

Cargo Capacity

The maximum load the vehicle can carry, measured in coins (see Time, Weight, and Movement).

Required Crew

The number of people or animals (e.g. sailors, oarsmen, horses) required for the vehicle’s normal operation.

Passengers or Mercenaries

Some vehicles have extra space aboard specifically intended to carry passengers or mercenaries (of any type, see Mercenaries) in addition to the normal crew. If a vehicle’s description does not mention this space for passengers, it is assumed to only have space for the crew?the referee may rule that cargo hold space could be converted into additional living quarters.

Seaworthiness

Water vessels are divided into two categories, each behaving differently under different wind conditions (see Wind Conditions). Seaworthy vessels are suitable for use on the high seas, away from coastal waters. Unseaworthy vessels are restricted to rivers, lakes, or coastal waters.

Damaging Vehicles

In combat, attacks and damage may be directed at vehicles in addition to characters and monsters.

Normal attacks: Unless noted in a vehicle’s description, attacks with normal weapons (e.g. bows, swords, etc.) do not inflict hull damage.

Magical attacks: Damaging spells or magical attacks inflict one point of hull damage per five points of normal hit point damage the attack does.

Giant monsters: Can damage vehicles, inflicting one point of hull damage per five points of normal hit point damage the attack does.

Mounted weaponry: Some vehicles carry mounted weaponry specifically designed for vehicle-to-vehicle combat. Such weapons inflict hull damage directly. The rules for attacking with ship-mounted weapons are described in Water Vessels.

Effects of Hull Damage

When a vehicle loses hull points, its movement rate is also affected. This may be due to structural damage influencing how the vehicle moves or, in the case of water vessels, due to taking on water.

Movement rate reduction: For every 10% a vehicle is reduced from its maximum hull points, its movement rate is reduced by an equal percentage. For example, if a vehicle loses 20% of its hull points, its movement rate is reduced by 20%.

Destruction

If a vehicle is reduced to 0 hull points:

  • It will lose its structural integrity in 1d10 rounds (e.g. a water vessel sinks).
  • Any mounted weaponry is no longer functional.

Repairs

In a workshop: Vehicle damage can be repaired by experienced technicians working in a suitable workshop or dock.

In the field: A vehicle’s crew can repair up to half of any damage sustained. Remaining damage can only be repaired in a suitable workshop or dock.

Time: It takes five crew-members one turn to repair one hull point. This task requires full attention, so any crew involved in repair cannot take any other action during a turn repairing a vessel.

Boarding

When the occupants of a vehicle wish to board another vehicle, the two vehicles must be brought alongside one another.

Forceful boarding: If the occupants of one vehicle wish to forcefully board the other vehicle, there is a 2-in-6 chance of being able to successfully maneuver the vehicle into a boarding position. The two vehicles may then be clamped together with grappling hooks.

Mutual boarding intent: If the occupants of both vehicles wish to board one another, their mutual intent makes the action succeed with no chance of failure.

Boarding characters: Characters who are in the act of boarding another vehicle suffer a ?2 penalty to attack rolls and Armor Class for one round.

Rowed Water Vessels

Rowing Encounter Speeds

Some rowed vessels may have an increased encounter movement rate. This represents the great effort on the part of the oarsmen that may be exerted during combat. Such speeds cannot be maintained for long periods, thus the per turn and per day movement rates of such vessels are much slower.

Reduced Oarsmen

Having less than the required number of oarsmen reduces a vessel’s speed.

Movement rate reduction: For every 10% reduction in the available rowing crew, the vessel’s rowing speed is reduced by an equal percentage. For example, if 10% of the oarsmen are being used to repair hull damage, the vessel moves at 90% of its normal speed (i.e. 10% slower than normal).

Animals of Burden

Camel

Irascible animals that are adapted to life in dry climates. Often used for transportation in deserts.

AC 7 [12], HD 2 (9 hp), Att 1 × bite (1), 1 × hoof (1d4), THAC0 18 [+1], MV 150 ft. (50 ft.), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 20

  • Ill-tempered: Bite or kick creatures in their way, including owners.
  • Water: After drinking well, can survive 2 weeks without water.
  • Desert travel: Move at full speed through broken lands and deserts.

Draft Horse

Bred for great strength and endurance. Used to pull vehicles and ploughs or as beasts of burden.

AC 7 [12], HD 3 (13 hp), Att None, THAC0 17 [+2], MV 90 ft. (30 ft.), SV D12 W13 P14 B15 S16 (2), ML 6, AL Neutral, XP 35

  • Non-combatants: Flee, if attacked.

Mule

Stubborn horse/donkey cross-breeds used as beasts of burden.

AC 7 [12], HD 2 (9 hp), Att 1 × kick (1d4) or 1 × bite (1d3), THAC0 18 [+1], MV 120 ft. (40 ft.), SV D14 W15 P16 B17 S18 (NH), ML 8, AL Neutral, XP 20

  • Tenacious: Can be taken underground, if the referee allows it.
  • Defensive: May attack if threatened, but cannot be trained to attack on command.

Riding Horse

Lightly built horses adapted to run at high speed. Can survive purely on grass, wherever available.

AC 7 [12], HD 2 (9 hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240 ft. (80 ft.), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 20

War Horse

Bred for strength and courage in battle. Adapted to short bursts of speed; not suited to long-distance riding.

AC 7 [12], HD 3 (13 hp), Att 2 × hoof (1d6), THAC0 17 [+2], MV 120 ft. (40 ft.), SV D12 W13 P14 B15 S16 (2), ML 9, AL Neutral, XP 35

  • Charge: When not in melee. Requires a clear run of at least 20 yards. Rider’s lance inflicts double damage. Horse cannot attack when charging.
  • Melee: When in melee, both rider and horse can attack.
Animals of Burden
Unencumbered Encumbered
Animal Cost (gp) Miles per Day Movement Rate Max Load (Coins) Miles per Day Movement Rate Max Load (Coins)
Camel 100 30 150 ft. (50 ft.) 3,000 15 75 ft. (25 ft.) 6,000
Horse (draft) 40 18 90 ft. (30 ft.) 4,500 9 45 ft. (15 ft.) 9,000
Horse (riding) 75 48 240 ft. (80 ft.) 3,000 24 120 ft. (40 ft.) 6,000
Horse (war) 250 24 120 ft. (40 ft.) 4,000 12 60 ft. (20 ft.) 8,000
Mule 30 24 120 ft. (40 ft.) 2,000 12 60 ft. (20 ft.) 4,000

Tack and Harness

Tack and Harness
Item Cost (gp)
Barding 150
Saddle and bridle 25
Saddle bags 5

Barding: Armor made of leather and plates of metal. Provides the animal with an AC of 5 [14] and weighs 600 coins.

Saddle bags: Hold up to 300 coins weight.

Land Vehicles

Cart: A two-wheeled vehicle. Carts have an AC of 9 [10] and 1d4 hull points.

Wagon: A four-wheeled, open vehicle. Wagons have an AC of 9 [10] and 2d4 hull points.

Required Animals

These vehicles must be pulled by a minimum number of mules or draft horses. If double the minimum number of animals is employed, additional loads may be carried.

Difficult Terrain

When traveling through difficult terrain (e.g. desert, forest, mountains, swamp), these vehicles can only travel on maintained roads.

Land Vehicles

Extra Animals Max Load (Coins)
Vehicle Cost (gp) Miles per Day Movement Rate Minimum Animals Max Load (Coins)
Cart 100 12 60 ft. (20 ft.) 1 draft horse or 2 mules 4,000 2 draft horses or 4 mules 8,000
Wagon 200 12 60 ft. (20 ft.) 2 draft horses or 4 mules 15,000 4 draft horses or 8 mules 25,000

Descriptions

Lifeboat: A small boat with a mast that folds down for storage. A small ship usually has 1 to 2 lifeboats, while larger ships may have 3 to 4. A lifeboat weighs 5,000 coins and reduces the cargo capacity of the ship on which it is carried by this much. A lifeboat is usually equipped with rations to feed ten human-sized beings for one week.

Longship: A narrow ship which may be used in rivers, coastal waters, or the open seas. A longship may be rowed or sailed, depending on the conditions. The crew typically fill the role of oarsmen, sailors, and fighters, as needed.

Sailing ship, large: A large, seaworthy vessel with up to three masts. Usually has multiple decks and raised ?castles? at the bow and stern.

Sailing ship, small: A small, seaworthy vessel with a single mast.

Troop transport (large, small): These ships have similar dimensions and characteristics to normal sailing ships, but are specially designed to carry troops, mounts, and equipment of war as their cargo.

Warship (large, small): These ships have similar dimensions and characteristics to normal sailing ships, but are specially designed to carry mercenaries and war gear.

Seaworthy Vessels
Vessel Cost (gp) Cargo Capacity (Coins) Usage Length Beam Draft
Lifeboat 1,000 15,000 Any 20 ft. 4 ft. to 5 ft. 1 ft. to 2 ft.
Longship 15,000 40,000 Any 60 ft. to 80 ft. 10 ft. to 15 ft. 2 ft. to 3 ft.
Sailing ship (large) 20,000 300,000 Coastal waters, open seas 100 ft. to 150 ft. 25 ft. to 30 ft. 10 ft. to 12 ft.
Sailing ship (small) 5,000 100,000 Coastal waters, open seas 60 ft. to 80 ft. 20 ft. to 30 ft. 5 ft. to 8 ft.
Troop transport (large) 26,600 300,000 Coastal waters, open seas 100 ft. to 150 ft. 25 ft. to 30 ft. 10 ft. to 12 ft.
Troop transport (small) 6,600 100,000 Coastal waters, open seas 60 ft. to 80 ft. 20 ft. to 30 ft. 5 ft. to 8 ft.
Warship (large) 26,600 300,000 Coastal waters, open seas 100 ft. to 150 ft. 25 ft. to 30 ft. 10 ft. to 12 ft.
Warship (small) 6,600 100,000 Coastal waters, open seas 60 ft. to 80 ft. 20 ft. to 30 ft. 5 ft. to 8 ft.

Water Vessels

Historical Periods

The vessels described in this section span various historical periods, from the ancient period to the medieval. Not all types of vessels may be available in a campaign setting.

Descriptions

Boat, river: Riverboats are either rowed or pushed with poles. The cost of the boat increases by 1,000 gp if it has a roof (to protect passengers or cargo).

Boat, sailing: A small boat typically used for fishing in lakes or coastal waters.

Canoe: A small boat made of hide or canvas stretched over a wooden frame. Because of its small size and lightweight construction, a canoe may be carried by two people (weighing 500 coins).

Galley, large: A long ship with a shallow draft and a single, square-sailed mast.

Galley, small: A ship with a shallow draft and a single, square-sailed mast.

Galley, war: A large, specially constructed galley that is generally a fleet’s flagship. War galleys are always fitted with a ram (comes with the basic cost) and have a full deck above the rowers. They have two masts and 10 ft. to 20 ft. wide wooden towers rising 15 ft. to 20 ft. above the bow and stern.

Raft, makeshift: Given sufficient wood, characters may build a makeshift raft in 1-3 days per 10 ft. square section (up to a maximum size of 20 ft. × 30 ft.).

Raft, professional: A professionally built raft has raised sides, a basic steering oar, and some form of shelter for goods or passengers. Such a raft may be up to 30 ft. × 40 ft.. Professionally built rafts are sometimes floated downstream with cargo and then broken down and sold for the value of their wood (25 cp per square foot). Vessel Dimensions

A ship’s beam is its width and its draft is the depth it extends beneath the water.

Unseaworthy Vessels Vessel Cost (gp) Cargo Capacity (Coins) Usage Length Beam Draft

Boat (river) 4,000 30,000 Rivers, lakes 20 ft. to 30 ft. 10 ft. 2 ft. to 3 ft.
Boat (sailing) 2,000 20,000 Lakes, coastal waters 20 ft. to 40 ft. 10 ft. to 15 ft. 2 ft. to 3 ft.
Canoe 50 6,000 Rivers, swamps 15 ft. 3 ft. 1 ft.
Galley (large) 30,000 40,000 Coastal waters 120 ft. to 150 ft. 15 ft. to 20 ft. 3 ft.
Galley (small) 10,000 20,000 Coastal waters 60 ft. to 100 ft. 10 ft. to 15 ft. 2 ft. to 3 ft.
Galley (war) 60,000 60,000 Coastal waters 120 ft. to 150 ft. 20 ft. to 30 ft. 4 ft. to 6 ft.
Raft (makeshift) 50 per square foot Rivers, lakes Varies Varies ½?
Raft (professional) 1 gp per square foot 100 per square foot Rivers, lakes Varies Varies ½?

Crew

Vessels are propelled by rowing or sailing, with some able to use either means. The necessary crew and the resulting speeds are given in the table above. The pay rates for crew are listed in Specialists.

Ship Modifications

The following modifications may be made to an existing ship:

  • Warship: A sailing ship may be converted into a warship or troop transport of the same size. The modification costs one-third of the ship’s original cost.
  • Catapult: A catapult may be added to a galley, longship, or warship.
  • Ram: A ram may be added to a large or small galley (a war galley already comes with a ram fitted).

Rams

Can be used against ships or giant sea monsters. Small individuals cannot be targeted.

Attack rolls: Are made using a THAC0 of 19 [0] and occur at the same point in the combat sequence as missile fire.

Attack modifiers: May be applied for weather conditions, maneuverability, etc.

Large or war galley: Deals 1d6+5 × 10 hull points damage against ships and 6d6 hit points damage against monsters.

Small galley: Deals 1d4+4 × 10 hull points damage against ships and 3d8 hit points damage against monsters.

Vessel Movement and Crew
Vessel Requires Captain? Rowing (Oarsmen) Sailing (Sailors)
Req. Crew Miles/Day Movement Rate Req. Crew Miles/Day Movement Rate
Boat (river) No 8 36 180 ft. (60 ft.)
Boat (sailing) No 1 72 360 ft. (120 ft.)
Canoe No 1** 18 90 ft. (60 ft.)
Galley (large) Yes 180 18 90 ft. (90 ft.) 20 72 360 ft. (120 ft.)
Galley (small) Yes 60 18 90 ft. (90 ft.) 10 90 450 ft. (150 ft.)
Galley (war) Yes 30012 60 ft. (60 ft.) 30 72 360 ft. (120 ft.)
Lifeboat No 1** 18 90 ft. (30 ft.)
Longship Yes 60* 18 90 ft. (90 ft.) 75* 90 450 ft. (150 ft.)
Raft (makeshift) No 1** 12 60 ft. (30 ft.)
Raft (professional) No 1** 12 60 ft. (30 ft.)
Sailing ship (large) Yes 20 72 360 ft. (120 ft.)
Sailing ship (small) Yes 10 90 450 ft. (150 ft.)
Troop transport (large) Yes 20 72 360 ft. (120 ft.)
Troop transport (small) Yes 10 90 450 ft. (150 ft.)
Warship (large) Yes 20 72 360 ft. (120 ft.)
Warship (small) Yes 10 90 450 ft. (150 ft.)

* Crew act as rowers, sailors, and fighters.

** May be piloted by unskilled characters.

Catapults

Fire either large rocks or flaming pitch.

Weight: A catapult plus twenty rounds of shot weighs 10,000 coins (subtracted from the ship’s cargo allowance).

Range: 150 ft. to 300 yards.

Attack rolls and rate of fire: Depend on the number of crew manning the catapult:

  • 2 crew (minimum): Attacks with THAC0 19 [0]. Fires every 10 rounds.
  • 3 crew: Attacks with THAC0 19 [0]. Fires every 8 rounds.
  • 4 crew (maximum): Attacks with THAC0 17 [+2]. Fires every 5 rounds.

Attack modifiers: May be applied for weather conditions, maneuverability, etc.

Catapult Shot

Inflicts 3d6 hull damage against ships.

Catapult Shot, Pitch

Sets a 10 ft. × 10 ft. area of a ship on fire. The burning does 1d6 hull points of damage per turn (for at least one turn) and will spread to other areas of the ship if not extinguished. A fire may be put out by five crew in 3 turns, ten crew in 2 turns, or fifteen crew in 1 turn.

Ship Weaponry
Item Cost (gp)
Catapult 100
Catapult shot 5
Catapult shot, pitch 25
Ram, large galley 10,000
Ram, small galley 3,000
Vessel Combat Stats
Vessel Maximum Mercenaries Armor Class Hull Points Ram? Catapults?
Boat (river) 8 [11] 20-40
Boat (sailing) 8 [11] 20-40
Canoe 9 [10] 5-10
Galley (large) 50 7 [12] 100-120 Can be added Up to 2
Galley (small) 20 8 [11] 80-100 Can be added Up to 2
Galley (war) 75 7 [12] 120-150 Built in Up to 3
Lifeboat 9 [10] 10-20
Longship 75* 8 [11] 60-80 Up to 1
Raft (makeshift) 9 [10] 5 per 10 ft. sq.
Raft (professional) 9 [10] 5 per 10 ft. sq.
Sailing ship (large) 7 [12] 120-180
Sailing ship (small) 8 [11] 60-90
Troop transport (large) 100 7 [12] 160-240
Troop transport (small) 50 8 [11] 80-120
Warship (large) 50 7 [12] 120-180 Up to 2
Warship (small) 25 8 [11] 60-90 Up to 1

* Crew act as rowers, sailors, and fighters.


Hired Help

Retainers

Retainers are NPCs that are hired by characters to accompany them on an adventure.

Limit per PC: Each character is limited to a finite number of retainers, as indicated by the character’s Charisma score (see Ability Scores).

Duties: Retainers are not mindless slaves and, although they will usually share the party’s risks, they will not willingly act as battle fodder. If abused in any way, retainers will typically warn others of this and the PCs will soon find it difficult to hire other retainers.

Class and Level

Retainers can be of any class (including normal humans?effectively of level 0), but must be of equal or lower level to the hiring PC.

Recruitment

Potential retainers may be located by frequenting drinking establishments or by paying to post notices of help wanted.

Applicants are recruited through negotiation, with the referee playing the roles of the NPCs a character attempts to hire. The PC should explain what the job entails and the wages paid.

Wages and Upkeep

The referee should determine the rate of pay desired by potential retainers, taking the following factors into account:

  • Skill level: More experienced retainers will want a higher rate of pay, whereas those employed for unskilled tasks will have lower demands.
  • Competition: Retainers may accept lower rates of pay if there are many applicants, but may demand higher rates if there is little competition for the job.

Standard Rate

Retainers will usually want a guaranteed fee (per day or per adventure) and a share of treasure recovered (at very least a half share). For example: a fee of 1 gp per day plus a half share of treasure.

Upkeep

The hiring PC must also pay for the retainer’s daily upkeep (food and lodgings) and for any new adventuring gear, weapons, or mounts the retainer requires.

Shares of Treasure

Fractional shares of treasure are calculated by dividing the treasure by the total number of shares. For example, a party consisting of 5 PCs (who receive full shares) plus one retainer (who is paid a half share) discover 2,750 gp of treasure. The total is divided by 5.5 (five full shares plus one half share): 500 gp. Thus, each PC gains 500 gp and the retainer gains 250 gp.

Applicant Reactions

Once an offer is made, the referee determines the potential retainer’s reaction by rolling 2d6 on the table below, modified as follows:

  • Charisma: The roll is modified by the hiring character’s reaction modifier due to CHA (see Ability Scores).
  • Generosity: The referee may apply a bonus or penalty, depending on the attractiveness of the deal (+1 or +2 for generous offers, ?1 or ?2 for poor offers).
  • Reputation: A penalty of ?1 or ?2 may be applied, if the hiring PC has a bad reputation.
Retainer Hiring Reactions
2d6 Result
2 or less Ill will
3-5 Offer refused
6-8 Roll again
9-11 Offer accepted
12+ Offer accepted, +1 loyalty

Ill will: A ?1 penalty applies to further hiring reaction rolls while recruiting in the same town or area.

Experience

Although retainers are played by the referee, they acquire experience in the same way PCs do, can advance in level, and are affected by all of the same class rules as PCs.

XP penalty: Because retainers follow instructions when on an adventure, thus not directly engaging in problem solving, XP they receive is penalized by ?50%.

Normal humans: When a normal human (i.e. a retainer of level 0 with no character class) gains XP, they must choose an adventuring character class.

Loyalty

Retainers have a loyalty rating, determined by the hiring character’s CHA (see Ability Scores). This rating may be adjusted at the referee’s discretion:

  • Bonuses: A retainer’s loyalty may be increased if the PC has been particularly good to the retainer (e.g. has repeatedly given additional treasure).
  • Penalties: A retainer’s loyalty may be reduced if the PC has been cruel or contrary to their word.

Loyalty Checks

To make a loyalty check, the referee rolls 2d6 and, if the result is lower than or equal to the retainer’s loyalty rating, accounting for any adjustments, the roll has succeeded.

When to Check Loyalty

Loyalty checks are made in two circumstances:

  • Peril: Each time the retainer is exposed to a particularly perilous situation. If the roll fails, the retainer will likely flee.
  • After an adventure: If the roll fails, the retainer will not work for the PC again.

Mercenaries

Hired soldiers who will guard, patrol, and otherwise serve in wilderness settings, but only as part of a larger force, not an adventuring party. Mercenaries do not accompany characters on adventures.

Note that as mercenaries are hired by a character to perform specific services, they are not treated as retainers and thus do not count toward a character’s maximum number of retainers.

Locating Mercenaries

Mercenaries can be located by posting notices of help wanted. The response will depend on the availability of suitable troops in the area and the offer made.

Wages

Outside of wartime: As listed opposite.

During wartime: All wages are doubled.

Upkeep

The monthly rate of pay includes food and basic gear. Most mercenaries already have weapons and armor when hired, though their employer may give them additional gear. Note that armorers are required to repair mercenaries? armor and weapons (see Specialists).

Mercenaries
Type AC Morale Wage per Month
Human Dwarf Elf Orc Goblin
Archer 6 [13] 8 5 gp 10 gp 3 gp 2 gp
Archer, mounted 9 [10] 9 15 gp 30 gp
Crossbowman 5 [14] 8 4 gp 6 gp 2 gp
Crossbowman, mounted 9 [10] 9 ft. 15 gp
Footman, light 6 [13] 8 2 gp 4 gp 1 gp 5 sp
Footman, heavy 4 [15] 8 3 gp 5 gp 6 gp 15 sp
Horseman, light 7 [12] 9 10 gp 20 gp
Horseman, medium 5 [14] 9 15 gp
Horseman, heavy 3 [16] 9 20 gp
Longbowman 5 [14] 8 10 gp 20 gp
Peasant 9 [10] 6 1 gp
Wolf rider 7 [12] 9 5 gp

Archer

Equipped with a shortbow, leather armor, and a shield.

Archer, Mounted

Mounted on a riding horse. Equipped with a shortbow.

Crossbowman

Equipped with a crossbow and chainmail.

Crossbowman, Mounted

Mounted on a mule. Equipped with a crossbow.

Footman, Light

Equipped with a sword, leather armor, and a shield.

Footman, Heavy

Equipped with a sword, chainmail, and a shield.

Horseman, Light

Mounted on a riding horse. Equipped with a lance and leather armor.

Horseman, Medium

Mounted on a warhorse. Equipped with a lance and chainmail.

Horseman, Heavy

Mounted on a warhorse. Equipped with a sword, a lance, and plate mail.

Longbowman

Equipped with a longbow, a sword, and chainmail.

Peasant

Unarmed.

Wolf Rider

Mounted on a wolf. Equipped with a spear and leather armor.

Specialists

All types of characters that PCs may wish to hire for non-combat and non-adventuring purposes (i.e. not mercenaries or retainers) are termed specialists.

Note that as specialists are hired by a character to perform specific services, they are not treated as retainers and thus do not count toward a character’s maximum number of retainers.

The most common types of specialists are described, along with their typical monthly pay rates. This list is not exhaustive and the referee may create additional types of specialists as needed.

Locating Specialists

Specialists can be located by posting notices of help wanted. The response will depend on the availability of suitable specialists in the area and the offer made.

Wages and Upkeep

The monthly rate of pay includes food and basic gear.

Specialists
Specialist Wage per Month
Alchemist 1,000 gp
Animal trainer 500 gp
Armorer 100 gp
Assistant armorer 15 gp
Blacksmith 25 gp
Engineer 750 gp
Navigator 150 gp
Oarsman 2 gp
Sage 2,000 gp
Sailor 10 gp
Ship’s captain 250 gp
Spy 500 gp (or more)

Alchemist

Recreating potions: Based on a sample or recipe, an alchemist can produce a potion at twice the normal speed and for half the normal cost (see Magical Research).

Researching potions: An alchemist may also research new potions, but this takes twice as long and costs twice as much as normal.

Animal Trainer

Trainers are not required for small numbers of common animals like dogs, horses, or mules, but more exotic animals or larger numbers of normal animals require a specialized trainer.

Specialty: All animal trainers are specialized in a particular kind of animal.

Number of animals: A trainer can have up to six animals under their care at a time.

Time required: The referee decides how long an animal must be trained, based on the nature of the training. It will take a minimum of one month to teach an animal the first new behavior or trick. After this first month, an animal has become accustomed to the trainer and can be taught additional behaviors at twice the rate (two weeks per behavior). Interruptions: If training is interrupted, all time already spent on that particular behavior is lost and the animal becomes unable to learn further behaviors.

Armorer

Producing weapons and armor: Per month, an armorer can make five weapons, three shields, or one suit of armor.

Maintaining mercenaries? gear: A dedicated armorer is required per 50 troops.

Assistants: An armorer’s output (either in terms of arms produced or troops maintained) may be doubled by hiring two assistant armorers and one blacksmith. If four assistants and two blacksmiths are hired, the armorer’s output may be quadrupled. An armorer cannot coordinate more assistants than this.

Assistant Armorer

Apprentices who may work under an armorer to increase the rate of production. See Armorer.

Blacksmith

Craftsmen trained in the art of forging metal. Blacksmiths may be hired to work under an armorer to increase the rate of production. See Armorer.

Engineer

Engineers plan and oversee large construction projects such as building strongholds (see Construction).

Number required: One engineer is needed per 100,000 gp cost of the project.

Specialty: Humans usually handle overground structures, while dwarves may be hired for underground construction.

Navigator

A navigator is a sailor who understands how to read charts and navigate based on instruments and the position of the stars. Any time a ship ventures beyond sight of a coastline, it becomes lost if a navigator is not aboard. (See Waterborne Adventuring.)

Oarsman

Unskilled normal humans who man the oars of sea vessels. Not trained for combat.

Sage

Sages are very rare individuals who devote their lives to the study of obscure knowledge. A sage may be consulted to answer unusual questions.

Time and cost: The referee must judge the time and cost required to research the answer to a question.

Chance of success: There is never a 100% chance of success in finding an answer.

Sailor

Skilled normal humans who can handle a ship. Sailors can fight to defend their ship, typically being equipped with a sword, shield, and leather armor.

Ship’s Captain

A captain is required for any large ship, is skilled like a sailor, and has an intimate knowledge of the particular coasts they frequent.

Spy

A spy is hired to gather information about a person or group. The spy may be an outsider who tries to infiltrate or may be a traitor already connected with the person or group to be spied upon.

Class: Spies are often NPC thieves, but may be of any character class.

Time: The referee will determine the time required for the job.

Chance of success: The referee judges the probability of success in the mission, based on the circumstances.

Reliability: Spies may or may not be reliable and could stab the hiring character in the back (perhaps literally!).


Strongholds

Construction

When PCs wish to construct strongholds or any other type of building, the following procedure should be used:

  • Permission: It may be necessary to secure permission to build from an existing authority over the land. This may not be required if the land is uncharted wilderness.
  • Clear land: If the construction site is in the wilderness, all monsters in a 6-mile area (i.e. one hex on a typical small-scale wilderness map) must be killed or driven off.
  • Design: The player creates a plan for the stronghold and calculates the costs (see construction prices overleaf).
  • Review: The referee should review and approve the player’s plans.
  • Hire engineers: For every 100,000 gp cost of the stronghold, the PC must hire one engineer (see Specialists).
  • Construction: Once the land has been cleared and construction materials delivered, construction may commence. The time required depends entirely on the stronghold’s total price: one day of game time per 500 gp.
  • Prepare for settlers: If the PC wishes to found a dominion and attract settlers, a wider area around the stronghold should be cleared of dangers.

Building in Towns

Permission: While local rulers may allow PCs to build in a town, it is unlikely that they will grant permission for the construction of castles or fortifications.

Costs: When building in an existing town or city, the proximity of materials and labor greatly reduce the costs.

  • Stone buildings: Reduced by 60%.
  • Wooden buildings: Reduced by 80%.

Domain Management

Maintaining Cleared Lands

To prevent monsters from returning to cleared lands, mercenaries may be hired to conduct patrols. These patrols can cover a maximum radius of 18 miles around a stronghold (6 miles, in inhospitable terrain such as swamp, mountains, or thick jungle). If the area to be maintained is larger, additional garrisons must be stationed at intervals.

Settlers

The PC may wish to attract settlers into a cleared area. In addition to ensuring the safety of surrounding lands, the character will have to fund construction of other buildings (e.g. accommodation, commercial facilities, transport infrastructure, etc.) to attract settlers. Advertising may also be necessary. The referee will determine the costs involved and how many settlers are attracted.

Taxation

If settlers move into the PC?s domain, the character can expect to gain 10 gp of taxes per year from each settler.

Structure Prices
Structure Cost
Barbican 37,000 gp
Bastion 9,000 gp
Civilian building, stone 3,000 gp
Civilian building, wood 1,500 gp
Drawbridge 500 gp
Gatehouse 6,500 gp
Keep 75,000 gp
Moat 400 gp
Subterranean passage 500 gp
Tower, large 30,000 gp
Tower, small 15,000 gp
Wall, castle 5,000 gp

Descriptions

Barbican: Heavily fortified entry/exit point in a castle wall: two small towers, a gatehouse, and a drawbridge.

Bastion: Semi-circular tower built against a castle wall. 30 ft. base, 30 ft. high, walls 5 ft. thick.

Civilian building, stone: Two levels; wooden stairs, doors, floors, and roof; attic. Outer wall 120 ft. long (e.g. 30 ft. × 30 ft.), walls 1 ft.2 ft. thick.

Civilian building, wood: Two levels; wooden stairs, doors, floors, and roof; attic. Outer wall 120 ft. long (e.g. 30 ft. × 30 ft.).

Drawbridge: Raisable wooden bridge crossing a moat. May be attached to a gatehouse. 10 ft. long.

Gatehouse: Fortified entry/exit point in a castle wall. Includes a portcullis. 30 ft. × 30 ft. base, 20 ft. high, walls 5 ft. thick.

Keep: Fortified, central building of a castle. 60 ft. square, 80 ft. high, walls 10 ft. thick.

Moat: Defensive ditch, often filled with water. 100 ft. long, 20 ft. wide, 10 ft. deep.

Subterranean passage: Typical 10 ft. × 10 ft. × 10 ft. dungeon passageway.

Tower, large: Round tower, either freestanding or built into a castle wall. 30 ft. base, 40 ft. high, walls 5 ft. thick.

Tower, small: Round tower, either freestanding or built into a castle wall. 20 ft. base, 30 ft. high, walls 5 ft. thick.

Wall, castle: Stone wall with battlements. 100 ft. long, 20 ft. high, 10 ft. thick.

Non-Standard Dimensions

Bastions

Bastions of dimensions other than those listed may be constructed. Use the guidelines for towers, below, and divide by two.

Castle Walls

Higher castle walls may be constructed at increased cost. A 100 ft. length of 30 ft. high wall costs 7,500 gp. Every additional 10 ft. of height beyond this (up to a maximum of 60 ft. high) costs 5,000 gp.

Towers

Towers of dimensions other than those listed may be constructed. The cost is determined by the height of the tower and the diameter of its base (in feet).

  • Maximum height: Twice the base diameter.
  • Up to the base diameter: Each 10 ft. of height costs 200 gp × the base diameter.
  • Above the base diameter: Each 10 ft. of height costs 400 gp × the base diameter.

Example Tower Cost Calculation

A 60 ft. high tower with a 40 ft. diameter base is to be constructed.

The cost will be 8,000 gp (40 × 200 gp) per 10 ft. for the first 40 ft. of height and 16,000 gp (40 × 400 gp) per 10 ft. for the remainder of the height.

The total cost is thus (8,000 gp × 4) + (16,000 gp × 2) = 64,000 gp.

Interior Features

The common interior features of a stronghold are listed in the table below.

Simple Approach

For simplicity, the cost of a stronghold may be increased by 25% to account for interior details, including: reinforced doors, stone stairs, flagstone flooring, tile roofing, windows or arrow slits, bars and shutters on windows, and standard furnishings.

Detailed Approach

If the group wishes to perform more detailed calculations or if additional features are desired, the table below may be consulted.

Structure Interior Features
Detail Dimensions Cost (gp)
Arrow slit 10
Door, iron 3 ft. wide, 7 ft. tall 50
Door, reinforced wood 3 ft. wide, 7 ft. tall 20
Door, stone 3 ft. wide, 7 ft. tall 50
Door, wood 3 ft. wide, 7 ft. tall 10
Floor, flagstones or tiles 10 ft. × 10 ft. section 100
Floor, wood 10 ft. × 10 ft. section 40
Roof, tiled 10 ft. × 10 ft. section 100
Roof, wood 10 ft. × 10 ft. section 40
Secret door or trapdoor Normal 5 × normal
Shifting wall 10 ft. × 10 ft. section 1,000
Stairs, stone 3 ft. wide, 10 ft. long section 60
Stairs, wooden 3 ft. wide, 10 ft. long section 20
Trapdoor, iron 4 ft. × 3 ft. 120
Trapdoor, reinforced wood 4 ft. × 3 ft. 40
Trapdoor, stone 4 ft. × 3 ft. 120
Trapdoor, wood 4 ft. × 3 ft. 20
Window 10
Window bars 10
Window shutters 5