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THE GOLD STANDARD

Equipment List & Coinage System for use in The World of Arden

TABLE of CONTENTS Money and Coins 2 Purchasing Equipment 3 The Equipment Lists 6 Equipment Descriptions 9 Encumbrance 23 Sample Adventure Packs 23

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THE BASICS OF EQUIPMENT All characters are assumed to begin their career with sturdy clothes suitable for adventuring. All other equipment is purchased using the character’s starting wealth. Each character should purchase equipment suitable for their class. For example, fighters should purchase arms and armor to fight monsters and survive blows, while thieves need rope, crowbars, lock picks, and other special tools to effectively use their skills. Clerics will require holy symbols to drive back undead and mages will need spellbooks to record their dweomers.

MONEY AND COINS Characters begin their career with 3d8x10 gold pieces they can use to purchase equipment. The most commonly used coin in the world of Arden is the gold piece (gp). A gold piece is worth 2 electrum pieces (ep), 10 silver pieces (sp), or 100 copper pieces (cp). In addition to gold, electrum, silver, and copper, there is also a platinum coin which is more valuable than gold. 1 platinum piece (pp) is equal in value to 10 gold pieces. Some kingdoms use larger or smaller coins than the standard set forth by the Empire of Palador. When merchants encounter these they often resort to their trusty scales to confirm the fair value of the coins.

Exchange Value Coins CP SP EP GP PP Copper Piece (50/lb.) = 1 1/10 1/50 1/100 1/1,000 Silver Piece (50/lb.) = 10 1 1/5 1/10 1/100 Electrum Piece (50/lb.) = 50 5 1 1/2 1/10 Gold Piece (25/lb.) = 100 10 2 1 1/10 Platinum Piece (25/lb.) = 1,000 100 50 10 1

Commonly Seen Coinage All countries mint their own coins, however given the immense power once held by The Paladoran Empire its coinage system became the most commonly used for ease of trade within the empire and along its borders. Merchants frequently use scales to confirm the value of coins when dealing with large quantities of smaller value coins to save time and help deter being swindled by shaved coins.

Denomination Paladoran Ophiri Karthan Venosian Copper Piece = Common Tauren Agol Krona Silver Piece = Talon Dirhum Drachma Luna Electrum Piece = Mark Sesteri Half-Rilk Tenari Gold Piece = Noble Auri Rilk Reale Platinum Piece = Imperial Koros Gluditch Not Minted

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What’s a Gold Piece Worth? To put the value of currency in perspective, the Standard of Living table below shows how far a gold piece will go towards the cost of living at different standards of comfort. A single gold piece is enough for a poor peasant to subsist at a wretched quality of life. At the start of their careers, adventurers often live on a few dozen gold pieces per month, enough to eat and sleep at an inn. A dragon’s treasure hoard of 50,000gp might keep a village of peasants alive for decades, but merely cover a prince’s monthly budget. Wealth, and the luxuries it provides, is very concentrated in the world of Arden.

Standard of Living Monthly Cost Common Professions Wretched 1gp Serfs and peasants Meager 3gp–12gp Unskilled manual laborers Adequate 12gp–40gp Skilled laborers or journeyman crafters, 1st level adventurers Comfortable 40gp–100gp Master craftsmen or yeomen farmer (85 acres), 2nd level adventurers Prosperous 100gp–450gp Master professionals or landed patrician (200 acres), 3rd–4th level adventurers Affluent 450gp–2,000gp Barons or wealthy patricians, 5th–7th level adventurers Sumptuous 2,000–12,000gp Marquis or counts, 8th–9th level adventurers Luxuriant 12,000–80,000gp Dukes or princes, 10th–12th level adventurers Lavishly Opulent 80,000gp+ Kings or emperors, 13th–14th level adventurers

PURCHASING EQUIPMENT The arms, armor, and mundane gear available for purchase are listed on the tables below. These lists will also be handy when characters need to restock supplies between adventures. The equipment and other items listed on the and Equipment table are described in detail in the Equipment Descriptions section.

Should the players wish to purchase items not provided in the equipment lists, the Judge may use the items available as guidelines for determining new items’ characteristics, and prices. All purchases should be recorded on the character sheet, noting how much money remains afterward.

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Regardless of any stated class limitations, all characters may purchase, carry, and use any weapons or armor desired. However, characters who equip themselves with weapons and armor unusable by their class will fight as 0th level characters while so equipped. They also will receive no bonus on their attack throws or armor class from ability scores. If wearing armor not normally allowed by their class, the character cannot use any class abilities, and gain no experience while so equipped.

EXAMPLE: Quintus, a mage, dons plate armor. While wearing it, he fights as a 0th level character, loses any attack throw or AC bonuses from his ability scores, cannot cast spells, and will not earn any experience.

Equipment Availability Adventurers may sometimes wish to purchase equipment in greater volume than the town they are in can handle. This is not normally a concern early in a character’s career. But if an experienced adventurer decides they want to use a dragon’s hoard to equip all his followers with fur cloaks (15gp each) and purchase a dozen heavy warhorses (700gp each) with plate barding (1,000gp each), they may find such goods are simply unavailable in the quantities they desire!

The amount of equipment available for purchase is determined by the price of the equipment relative to the size of the market the adventurers are in. A market can be anything from the open stalls found in a humble village’s town square to a city-state’s grand outdoor bazaar to the exotic ports of a major metropolis. Markets are rated by market class from I to VI, which rate their size and importance.

The vast mercantile hubs of empires, with urban populations of 100,000 or more, constitute Class I. Major ports, national capitals, and other large cities of 25,000 or more inhabitants constitute Class II. Provincial capitals and medium-sized cities of 8,750 to 25,000 inhabitants make up Class III. Small cities and large towns of 3,000 to 8,750 inhabitants make up Class IV. Small towns and large villages of 1,250 to 3,000 inhabitants are Class V. Any village of 1,250 inhabitants or less is Class VI. Market classes are also important for hiring henchmen, as discussed in the Hirelings, Henchmen, Mercenaries, and Specialists section of the ACKS core book (page 49).

The Equipment Availability by Market Class table shows how many units of any piece of equipment are available in each type of market each month. Some values will indicate a percentage chance; this is chance of one unit being present at all in any given month.

Note that the values given are the number of each specific item, not the total number of items at that price level. For instance, a Class IV market will have 5 , 5 battle axes, and 5 of any other item priced between 2-10sp. Multiple small items sold as a bundle (such as 12 spikes, 6 torches, 20 arrows, etc.) count as one item for when attempting to determine their availability on the Market Class table.

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Equipment Availability by Market Class

Price Class I Class Class Class Class Class II III IV V VI 1gp or less 1,700 585 260 65 30 10 2gp–10gp 100 30 15 5 1 1 11–100gp 15 5 2 1 25% 10% 101–1,000gp 7 2 1 25% 10% 5% 1,001–10,000gp 2 1 25% 10% 5% 1% 10,001gp or more 10% 5% 2% NA NA NA

EXAMPLE: Marcus is in Arganos, a city of 20,000 (Class III market). He wants to buy a war galley (60,000gp), medium warhorse (300gp), 2 suits of (70gp each), 20 swords (10gp/ea), 100 bundles of 6 torches (6cp), and 200 flasks of oil (3sp/ea). A Class III market has 260 units of any equipment priced 1sp or less, so he finds the 100 bundles of 6 torches and 200 flasks of oil without problem. A Class III market has only 15 units of any equipment priced 10gp or less, so only 15 swords are available. Since he needs the weapons to equip his men, he settles on 15 swords and 5 battle-axes. A Class III market has 2 units of equipment priced at 11-100gp and 1 unit at 101-1,000gp, so he is able to buy the 2 suits of chain mail and medium warhorse. There is only a 2% chance of a war galley being available, and the Judge rolls a 42; Marcus cannot find that type of ship in Arganos this month.

Commissioning Equipment If equipment the adventurers desire to purchase is not available, they may attempt to commission its creation. The advantage of commissioning equipment is that more equipment can be commissioned than is normally available in a shop’s inventory. Treat the equipment as if it were one price category less expensive when calculating the number available. The disadvantage of commissioning equipment is that it’s not immediately available. Buildings and vehicles, which can be built by large groups, are constructed at a rate of 1 day per 500gp value. Animals take 1 day per 1gp value to find and train. Other equipment takes 1 day per 5gp value.

EXAMPLE: Marcus decides he’d like to commission a shipwright to build a war galley. Since Marcus is commissioning the war galley, the Judge checks for availability as if the war galley were one price category less expensive, putting it in the 1,001-10,00gp row. There is a 25% chance that a war galley could be commissioned in Arganos this month. The Judge rolls a 17 on 1d100, so a shipwright is available. It will take 120 days for the war galley to be finished (60,000gp / 500gp per day).

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THE EQUIPMENT LISTS The following lists contain an assortment of equipment that is useful in a variety of situations. The items are broken down into a series of smaller themed collections Characters should track the amount they spend on all gear and the weight of the items carried to calculate their effective movement rate.

Adventuring Gear

Item Cost Weight Item Cost Weight Backpack (empty) 2 gp 2 lb. Mirror, large metal 15 gp 8 lb. Barrel (20 gallon) 3 sp 40 lb. Mirror, small silver 25 gp ½ lb. Bedroll 2 gp 5 lb. Mirror, small steel 10 gp ½ lb. Blanket, winter 5 sp 3 lb. Oil (common, 1 pint) 3 sp 1 lb. Block and tackle 5 gp 5 lb. Oil (military, 1 pint) 2 gp 1 lb. Bottle, wine, glass 2 gp — Paper (sheet) 5 sp — Box, large iron 30 gp 60 lb. Parchment (sheet) 2 sp — Box, small iron 10 gp 8 lb. Papyrus (sheet) 1 sp — Candles (10) 10 cp — Pick, miner’s 3 gp 10 lb. Candle tallow 2 sp 1 lb. Pole 10’, wood 2 sp 8 lb. Candle wax 6 sp 1 lb. Pouch, large belt 18 sp ½ lb. Case, map or scroll 1 gp 1/2 lb. Pouch, small belt 5 sp — Cask, wood 5 sp 15 lb. Rations, iron (1 day) 1 gp 1 lb. Chest, ironbound 22 gp 40 lb. Rations, std. (1 day) 2 sp 1 lb. Chest, large, wood 4 gp 25 lb. Rope, hemp (50 ft.) 1 gp 10 lb. Chest, small, wood 1 gp 5 lb. Rope, silk (50 ft.) 10 gp 5 lb. Chain (10 ft.) 30 gp 2 lb. Sack, large (empty) 2 sp ½ lb. Crowbar 2 gp 5 lb. Sack, small (empty) 1 sp ½ lb. Flask, clay (empty) 5 sp 1 lb. Saddle 25 gp 25 lb. Flint and steel 2 gp — Saddle bag 1 sp ½ lb. Garlic (3 cloves) 5 gp — Spade or shovel 2 gp 8 lb. Grappling hook 1 gp 4 lb. Spell book (blank) 15 gp 3 lb. Hammer 5 sp 2 lb. Spikes, iron (12) 1 gp 8 lb. Holy symbol, wood 1 gp — Spyglass 1,000 gp 1 lb. Holy symbol, silver 25 gp 1 lb. Stakes, wooden (3) 8 cp 1 lb. Holy water (flask) 25 gp 1 lb. Tent, large (15 men) 30 gp 50 lb. Ink (1 oz. Vial) 8 gp — Tent, small (2 men) 5 gp 10 lb. Quill pen 1 sp — Thieves’ tools 30 gp 1 lb. Ladder, 10-foot 9 cp 20 lb. Torches (6) 3 sp 6 lb. Lantern 9 gp 3 lb. Vial (empty) 1 gp 1/10 lb. Lock 20 gp 1 lb. Waterskin/Wineskin 1 gp 4 lb. Manacles 15 gp 2 lb. Wine (2 pints) 1 gp ½ lb.

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Armor Type Cost Armor Class Weight Unarmored 0 gp 0 — Shield 10 gp +1* 10 lb. Hide 6 gp 1 15 lb. Padded 10 gp 1 10 lb. Leather 20 gp 2 15 lb. 30 gp 3 35 lb. Ring Mail 35 gp 3 30 lb. Scale Mail 25 gp 3 40 lb. Chain Mail 75 gp 4 30 lb. Splint Mail 60 gp 4 40 lb. Banded Plate 150 gp 5 35 lb. Lamellar 165 gp 5 30 lb. Plate Mail, Bronze 120 gp 5 50 lb. Plate Mail, Steel 180 gp 6 45 lb. * = Using a shield improves armor class by 1.

Enchanted Armor Enchanted armor weighs less while worn than mundane armor. Each “plus” reduces the weight of the armor by 10 pounds down to a minimum of 5 pounds. If carried and not worn, it has the standard weight for armor of its type.

EXAMPLE: Sir Godric finds an ancient suit of enchanted Neharan bronze plate mail. The armor was bestowed with a +3 bonus. While worn, the armor weighs only 20 pounds. She he pack it away on his draft horse, it would still weigh 50 pounds for purposes of calculating the weight carried by the pack animal.

Barding Type Cost Armor Class Weight Leather 80 gp +1 45 lb. Scale 120 gp +2 65 lb. Chain 300 gp +3 75 lb. Lamellar 700 gp +4 90 lb. Plate 1,000 gp +5 110 lb.

Unlike armor worn by characters, barding is designed to stack with a mount’s natural armor class. The bonus listed in the armor class column above is added to instead of replacing the mount’s armor class. If the barding is enchanted, the weight is reduced by 10 pounds per “plus” just like armor worn by characters.

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Weapons Type Cost Damage* Weight Axes and Picks 7 gp 1d6/1d8 6 lb. Great Axe (two-handed) 10 gp 1d10 10 lb. Hand Axe 4 gp 1d6 3 lb. Heavy Pick 8 gp 1d6/1d8 5 lb. Light Pick 5 gp 1d6 3 lb. Bows & Composite Bow 90 gp 1d8 4 lb. , heavy 60 gp 2d4 9 lb. Crossbow, light 30 gp 1d6 4 lb. Longbow 40 gp 1d8 3 lb. Shortbow 25 gp 1d6 2 lb. Flails, Hammers, and Maces Club 1 gp 1d4 3 lb. Flail 5 gp 1d6/1d8 5 lb. Hammer, light 1 gp 1d4 2 lb. Hammer, war 7 gp 1d6/1d8 5 lb. Mace 5 gp 1d6 3 lb. Morningstar (two-handed) 5 gp 1d10 6 lb. and Pole Arms 1 gp 1d6 2 lb. (mounted) 7 gp 1d6 10 lb. Pole Arm (two-handed) 7 gp 1d10 15 lb. 3 gp 1d6 6 lb. 4 gp 1d6/1d8 4 lb. Swords and Daggers Dagger 3 gp 1d4 1 lb. Dagger, silver 30 gp 1d4 1 lb. Short 7 gp 1d6 2 lb. Sword 10 gp 1d6/1d8 4 lb. Sword, two-handed 15 gp 1d10 15 lb. Other Weapons Bola 5 gp 1d2 2 lb. 5 cp 1d4 1/2 lb. Net 5 gp — 10 lb. (two-handed) 2 gp 1d6 4 lb. Sap 1 gp 1d4 1 lb. 2 gp 1d4 0 lb. Whip 5 gp 1d2 2 lb. *Where two damage values are listed, the first is for one-handed and the second is for two-handed use.

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Missile Ranges Weapon Short Range Medium Range Long Range Attack Modifier 0 -2 -5 Axe (thrown) Up to 10' …to 20' …to 30' Bow, Composite Up to 90' … to 180' …to 270' Bow, Long Up to 70' …to 140' …to 210' Bow, Short Up to 50' …to 100' …to 150' Crossbow, Heavy Up to 90' …to 180' …to 360' Crossbow, Light Up to 80' …to 160' …to 240' Dagger (thrown) Up to 10' …to 20' …to 30' Dart Up to 15' …to 30' …to 45' Hammer (thrown) Up to 10' …to 20' …to 30' Holy water Up to 10' …to 30' …to 50' Javelin Up to 20' …to 40' …to 60' Oil Up to 10' …to 30' …to 50' Sling Up to 45' …to 90' …to 180' Spear Up to 20' …to 40' …to 60'

Ammunition

Type Cost Weight Arrows (20) and quiver 5 gp 3 lb. Arrow, silver-tipped (1) 5 gp —

Bullets, sling (10) 5 cp 5 lb. Heavy quarrels (10) and case 3 gp 1 lb. Light quarrels (10) and case 2 gp 1 lb. Stones, sling (10) nil 5 lb.

Foodstuffs

Item Cost Weight Item Cost Weight Ale, gallon 5 sp 10 lb. Meal, poor 5 cp — Ale, pint 1 sp 1 lb. Mead, pint 5 sp 1 lb. Beer, gallon 4 sp 10 lb. Mead, bottle 12 sp 3 lb. Beer, Pint 5 sp 3 lb. Meat, beef 3 sp 1 lb. Bread, per loaf 4 cp ½ lb. Meat, chicken 8 cp 1 lb. Cheese, brick of 1 sp 1 lb. Meat, mutton 1 sp 1 lb. Eggs, fresh (12) 4 sp 1 lb. Meat, pork 2 sp 1 lb. Eggs, pickled, cask 12 sp 20 lb. Wine, cheap pint 3 sp 1 lb. Fish, dry-salted, brl. 40 gp 60 lb. Wine, cheap bottle 8 sp 3 lb. Meal, common 3 sp — Wine, good pint 10 sp 1 lb. Meal, good 1 gp — Wine, good bottle 22 sp 3 lb.

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Spices & Herbs Lodging Type Cost Type Cost Belladonna (per ounce) 4 cp Inn (per night, slum) 1 cp Cinnamon (per ounce) 2 cp Inn (per night, average) 5 cp Comfrey (per ounce) 6 cp Inn (per night, superb) 2 sp Feverfew (per ounce) 3 bp Apartment, slum (monthly) 1 sp Garlic (per bud) 2 bp Apartment, average (monthly) 10 sp Goldenrod (per ounce) 5 cp Apartment, superb (monthly) 50 sp Hollyhock (per ounce) 2 bp Townhouse, slum (monthly) 10 sp Pepper (per ounce) 2 cp Townhouse, average (monthly) 20 sp Rue (per ounce) 3 cp Townhouse, superb (monthly) 200 gp Saffron (per ounce) 1 sp Hovel, slum (monthly) 20 sp Sage (per ounce) 2 bp House, average (monthly) 70 sp Spiderwort (per ounce) 2 cp House, superb (monthly) 500 gp Sugar (per ounce) 3 cp Hut (wood) 100 gp Wolfsbane (per ounce) 8 cp Cottage (wood) 300 gp Woundwart (per ounce) 6 cp Townhouse (stone) 3,000 gp Yarrow (per ounce) 2 bp Townhouse (wood) 1,500 gp

Clothing Item Cost Weight Belt/Sash, leather 4 sp — Belt, wide leather 6 sp ½ lb. Boots, high hard leather 25 sp 3 lb. Boots, low hard leather 15 sp 2 lb. Boots, high soft leather 15 sp 2 lb. Boots, low soft leather 10 sp 1 lb. Cap, cloth 5 cp — Cap, leather 4 sp — Cassock (cleric/mage) 15 sp 6 lb. Cloak, fur-lined winter 15 gp 5 lb. Cloak, long hooded cloth 1 gp 3 lb. Cloak, long hooded leather 10 gp 8 lb. Dress (crafter/freeholder) 4 gp 3 lb. Dress (armiger) 20 gp 5 lb. Gown (lady-in-waiting/noble) 100 gp 6 lb. Gown (duchess) 1,000 gp 7 lb. Gloves 4 sp — Hat (armiger) 10 sp — Linen (cheap, 1 yard) 1 gp — Linen (fine, 1 yard) 7 gp — Robe (cleric/mage) 6 gp 5 lb. Silk (1 yard) 15 gp — Sandals/Shoes (leather) 4 sp 1 lb. Tunic and Pants (serf) 2 gp 3 lb. Tunic and Pants (crafter/freeholder) 4 gp 4 lb. Tunic and Pants (armiger) 20 gp 5 lb. Tunic and Pants (noble) 100 gp 5 lb. Wool (cheap, 1 yard) 6 sp ½ lb. Wool (fine, 1 yard) 6 gp ½ lb.

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Land Transport Water Transport Type Cost Type Cost Camel 100 gp Barge/raft 1sp/sq ft Caparison (warhorse) 20 gp Boat (river) 4,000 gp Cart (small) 25 gp Boat (sailing) 2,000 gp Cart (large) 50 gp Canoe 40 gp Donkey 8 gp Galley (large) 30,000 gp Mule 20 gp Galley (small) 10,000 gp Ox (2,000lb) 40 gp Galley (war) 60,000 gp Saddle and Tack (draft) 5 gp Longship 15,000 gp Saddle and Tack (riding) 10 gp Sailing Ship (large) 20,000 gp Saddle and Tack (war) 25 gp Sailing Ship (small) 10,000 gp Saddlebags (leather) 5 gp Troop Transport (large) 30,000 gp Stabling a common horse, 1 night 4 sp Troop Transport (small) 15,000 gp

Stabling a warhorse, 1 night 1 gp Wagon 200 gp

Horses Heavy Draft Horse 40 gp Heavy Warhorse 700 gp Medium Draft Horse 30 gp Medium Riding Horse 40 gp Medium Warhorse 300 gp Light Riding Horse 75 gp Light Warhorse 150 gp

Livestock Item Cost Item Cost Chicken (3lb) 1 sp Goat (125lb) 3 gp Calf 6 gp Hawk (trained) 30 gp Cow (550lb) 15 gp Pig (125lb) 5 gp Dog (simple pet) 5 gp Piglet 18 sp Dog (hunting) 15 gp Pony 30 gp Dog (war) 75 gp Sheep (80lb) 2 gp

Musical Instruments

Item Cost Weight Item Cost Weight Castanets 2 gp 1 lb. Harp, aeolian 12 gp 6 lb. Chimes 30 gp 5 lb. Harp, clarsach 50 gp 5 lb. Clarinet 50 gp 2 lb. Horn, coiled 60 gp 5 lb. Drum, side 15 gp 10 lb. Horn, straight 30 gp 3 lb. Drum, tom-tom 30 gp 20 lb. Lute 40 gp 4 lb. Dulcimer 60 gp 15 lb. Lyre 50 gp 6 lb. Fiddle 80 gp 4 lb. Mandolin 65 gp 5 lb. Flute, recorder 15 gp 1 lb. Panpipes 6 gp 2 lb. Flute, whistle 10 gp ½ lb. Tambourine 5 gp 1½ lb.

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EQUIPMENT DESCRIPTIONS Apartment: A dwelling consisting of one to several rooms depending on where it is located and the wealth of its occupants. These are the most common living quarters of families in cities. They are frequently located above shops or businesses. Apartments are rented on a monthly to yearly basis from the building’s owner or a local lord. Axe, Battle: A single- or double-bitted axe with a 2’ to 4’ haft, designed for battle and useable with one or two hands. Historical examples include the Viking bearded and skeg axe, Celtic war axe, and Persian tabarzin. Axe, Great: This is a double-bitted axe or long-shafted single-bitted axe, with a 4’ or longer haft, requiring two hands to use. Historical examples included the Greek double-bitted labrys, Viking long bearded axe, and the English longaxe. Great axes impose a -1 penalty on initiative rolls. Axe, Hand: This is a single-bitted axe, with a 12" to 24" haft, balanced for throwing. Historical examples include the Frankish francisca, American tomahawk, and African mambele and kasuyu. Backpack: A backpack has two straps and can be worn on the back, keeping the hands free. It holds up to 40lb. Banded Plate Armor: This armor is made of over-lapping horizontal strips of laminated metal sewn over leather. It is comparable in protection to lamellar armor, and superior to chain mail. Banded plate is commonly worn as a offering shoulder protection, with reinforced leather protecting the arms and legs. The chief historical examples are Sumerian overlapping plate armor and Roman lorica segmenta. Belladonna: Belladonna, also known as deadly nightshade, is a poisonous flower. A character that eats a pound of belladonna within one hour of being infected with lycanthropy may make a saving throw versus Poison to shake off the affliction. However, if the character fails the saving throw, he dies from the poison in one turn. If the poison is neutralized to avoid death or the character is raised after dying, he will still be afflicted with lycanthropy, and further doses of belladonna will be of no use. Birthwort: Birthwort, also known as snakeroot, is a healing herb used as a remedy for poisons. Adventurers with the healing proficiency can apply birthwort as a poultice to a poisoned wound. Used in this manner, it provides a +2 bonus on the Healing proficiency throw to neutralize poison. Boat, River: This boat is 20' to 30' long, has a “beam” (width) of 10' to 15', and has a “draft,” or surface depth, of between 2-3' when in the water. Riverboats are rowed, or poles used to push it along. A river boat requires at least 1 rower as crew. The cost of the boat increases by 1,000 gp if it has a roof. A riverboat can carry 4,000 lbs. plus crew. Boat, Sailing: This small boat has a single mast, with a length of 20' to 40', a beam of 10' to 15', and a draft of 2' to 3'. Sailing boats are often employed

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for fishing on lakes or coasts. A sailing boat requires at least 1 sailor as crew. A sailing boat can carry up to 6,000 lbs. plus crew. Bola: A throwing weapon made of weights on the ends of interconnected cords, designed to capture animals by entangling their legs. Bolas can be used to make a knock down or wrestling maneuver (see ACKS chapter 6) with a thrown attack. Boots: Low boots come to mid-calf. High boots come to the knee or thigh and are popular for riding. Bow, Composite: This is a recurved bow made of laminated wood, horn, and sinew. Composite bows are time consuming and expensive to craft but offer a better combination of mobility and power than longbows or shortbows. Historical examples include the Scythian horn bow, Greek and Roman composite bow, Mongolian composite bow, and Japanese . Bow, Long: This bow is made from a single piece of wood, as tall as the person who uses it. Equal in power to more expensive composite bows, longbows require substantial strength (STR 9 or more) and cannot be used by mounted troops. Historical examples include the ancient Indian longbow, the Nubian longbow, and the Welsh and . Bow, Short: Made from a single piece of wood, this bow is usually 4' tall. Shortbows lack the range and power of either longbows or composite bows, but are inexpensive and quick to make. Historical examples include the Neolithic short bow and Comanche self-bow. Brigandine Armor: This armor is made from small metal plates sewn or riveted to a layer of canvas or leather and protected by an outer layer of cloth. It is often rather stiff and is equal to scale mail or ring mail. Historical examples include the medieval brigandine and Mongol hatangu degel. Candles: A candle dimly illuminates a 5' radius and burns for 1 hour. Wax candles burn cleanly, but tallow candles produce a foul smelling smoke. Adventurers carrying tallow candles will never surprise creatures with keen olfactory senses. Canoe: A canoe consists of a light wooden frame wrapped with bark, hides, canvas, or other waterproofed covering. Canoes are primarily used on rivers and in swamps. Canoes have a 15' length, 5' beam, ½' draft, and can carry up to 600 lbs. (plus crew). They can be carried overland by two people, at a cost of 50 lbs. of encumbrance each. Cart, Small: This open, two-wheeled vehicle is primarily meant for personal transport. It may be pulled by one or two mules. If the cart is pulled by only one mule, it can transport up to 400 lbs. at 60' per turn, or up to 600 lbs. at 30' per turn. If pulled by two mules, it can transport up to 800 lbs. at 60' per turn, or up to 1,200 lbs. at 30' per turn. Carts may only move through deserts, mountains, forests, or swamps if a road is available. Cart, Large: This open, two-wheeled vehicle is designed primarily to deliver goods. It may be pulled by one or two heavy horses. 2 mules or medium horses can be substituted for 1 heavy horse. If the cart is pulled by only

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one heavy horse, it can transport up to 800 lbs. at 60' per turn, or up to 1,200 lbs. at 30' per turn. If pulled by 2 heavy horses, it can transport up to 1,600 lbs. at 60' per turn, or up to 2,400 lbs. at 30' per turn. Carts may only move through deserts, mountains, forests, or swamps if a road is available. Chain Mail Armor: Chain mail is made of small metal rings linked together in a pattern to form a mesh. It’s superior in protection to leather-based armors but inferior to metal scale or plate-reinforced armors. Chain mail is commonly worn as a shirt and , with lighter chain, ring mail, or hardened leather protecting the arms and legs. Historical examples include Viking byrnies, Norman mail, and Roman lorica hamata. Cloak: A cloth, fur, or leather garment of knee to ankle length, worn outdoors like an overcoat. Cloaks usually include a hood. Adventurers often favor military cloaks, generally worn pinned on one shoulder for ease of movement and access to a sword. Club: A club is any simple bludgeon used to batter opponents. Comfrey: A powerful healing herb alse known as bruisewort and knitbone. Adventurers with Healing proficiency can use a comfrey poultice to treat wounded characters immediately after battle. This will restores 1d3 hp. No character can be treated with comfrey more than once a day. Cottage: A cottage is a 20' high, 30' square wooden building with a thatched roof and earthen floor, suitable for a wealthy peasant family. Crossbow, Heavy: A heavy crossbow is pulled with the mechanical assistance of a rack and pinion or windlass, firing squat projectiles called bolts or quarrels. Historical examples include the late medieval and the Three Kingdoms era Chinese heavy crossbow. Crossbow, Light: A crossbow is a bow mounted cross-wise on a stock with a trigger and fires bolts or quarrels. Light crossbows can be readied by hand or with a quick drawing lever and are much easier to use than bows. Historical examples are the Roman arcuballista, Chinese handheld crossbow, and medieval crossbow and cranequin. Crowbar: A crowbar is 2' to 3' long and made of solid iron. This object can be used for forcing doors and other objects open. Dagger: A dagger has a small 6" to 12" blade, either single-edged for cutting, or doubled edged for stabbing. Daggers may be used in melee or for throwing. Historical examples include the Asian kris, medieval poniard, Japanese tanto, and Scottish dirk. Some daggers have blades coated with silver for use against enchanted creatures. Dart: A dart is any small projectile designed to be thrown. Most darts are fletched wooden shafts, ranging in length from 6" to 2' long, but they may also be metal spikes or stars. Historical examples include the Roman plumbata, Macedonian kestros, and Japanese . Dog: Hunting dogs are fast, lean hounds trained to track and bring down prey by working in packs. Most hunting dogs can scent prey, giving them

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the equivalent of Tracking proficiency. War dogs are heavy, fierce mastiffs trained to kill on command. While dangerous, they are capable of great loyalty to their masters when properly trained. See the Monsters chapter for game statistics. Donkey: A donkey can carry its normal load of 90 lbs. and move 120' per turn or it can carry its maximum load of 180 lbs. and move 60' per turn. Flail: This is a bludgeoning weapon derived from the agricultural flail with a striking head connected to the haft by a flexible chain. Flails are useable with one or two hands. Historical examples include the medieval ball-and- chain, Japanese rentsuru and nunchaku, and Chinese meteor hammer. Galley, Large: This is a large fully decked ship with a single mast, one large square sail, and multiple banks of oars. Large galleys are 120' to 150' length, 15' to 20' beam, and 3' draft, and can carry up to 40,000 lbs. of cargo in addition to its crew. A large galley is generally crewed by a captain, 50 marines, 20 sailors, and 180 rowers. Large galleys may be armed with up to 2 light , one at the bow and one at the stern, and a naval ram. Catapults must be bought separately, while a naval ram increase the cost of the ship by 1/3. A heavy can substitute for 2 light catapults. A historical example is the Mediterranean trireme. Galley, Small: The small galley is similar to the larger model, but smaller and lighter; length is 60' to 100', beam is 10' to 15', and draft is 2' to 3'. A small galley is generally crewed with a captain, 20 marines, 10 sailors, and 60 rowers. Besides the crew, the ship can carry 20,000 lbs. of cargo. Small galleys may be armed with up to 2 light catapults, one at the bow and one at the stern, and a naval ram (increase cost by 1/3). A historical example is the Mediterranean bireme or penteconter. Galley, War: War galleys are built to serve as the flagship of a fleet. These mighty ships have two masts, full decks, a length of 120' to 150', a beam 20' to 30', and draft of 4' to 6'. Their crew consists of a captain, 75 marines, 30 sailors, and 300 rowers. All war galleys come with a naval ram, a full deck over the rowers, and light wooden towers rising over the bow and stern. These platforms are 10' to 20' square, rising 15' to 20' above the deck. A war galley can be fitted with up to 3 light catapults, and can carry 60,000 lbs. in addition to its crew. A heavy catapult can substitute for 2 light catapults. A historical example is the Mediterranean quinquereme. Garlic: Garlic causes a vampire to cringe for 1d4 rounds if presented with confidence. Gloves: Covering the hands, gloves are worn for comfort, fashion, or protection. However, wearing gloves does not protect against curses or slime. Thief abilities such as picking pockets, opening locks, or removing traps cannot be performed while wearing gloves. Goldenrod: Goldenrod is a healing herb used to treat diseases such as rheumatism, gout, and consumption. An adventurer with Healing proficiency can use a goldenrod tincture to treat sick characters. Used in

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this manner, it provides a +2 bonus on the Healing proficiency throw to cure disease. Grappling Hook: These large hooks are made of sturdy iron and can be used for anchoring a rope. The hook may be thrown or attached manually by a climber. A successful attack throw is required to throw a grappling hook onto a target. Hammer (small): The small hammer can be used for construction or as a mallet with iron or wooden spikes. If used to fight, the small hammer deals 1d4 points of damage. Hide Armor: This armor is made from treated animal hides or skins but lacks the level of preparation found in proper leather armor. It is most often used by more primitive cultures or by those who lack the time and skills to properly prepare the leather. Historical examples would be the skins worn by primitive tribes located outside civilized lands or peasants in rebellion. Hat/Cap: These are a broad category worn to protect against the elements. Headgear examples include fez, turbans, and tri-point hats. Holy Symbol: A cleric is required to own a holy symbol. These symbols are different for each religion, but they are often worn as a necklace. In the Paladoran Empire, the holy symbol of Mithris is the sun balancing scales. Holy Water: Holy water is water that has been blessed by a cleric of 7th level or higher. It is used in some religious rituals, and is also a formidable weapon against the undead, inflicting 1d8 points of damage for 2 rounds. Holy water cannot retain its holy power if it is stored in any other container than the special vials it is placed in when blessed. Horse, Heavy: A heavy horse can carry its normal load of 400 lbs. and move 120' per turn. A heavy horse can carry its maximum load of 800 lbs. and move 60' per turn. Heavy horses are normally trained for draft. Only a small percentage of the otherwise placid heavy horses can be trained for war. A historical example is the medieval destrier (warhorse). Horse, Light: A light horse can carry its normal load of 200 lbs. and move at 240' per turn. They can carry a maximum load of 400 lbs. and move at 120' per turn. Light horses are trained for riding or war. Historical examples include the medieval palfrey and jennet (riding horse), medieval rouncey (warhorse), and Mongolian and Turkoman horse. Horse, Medium: A medium horse can carry its normal load of 300 lbs. and move at 180' per turn or a maximum load of 600 lbs. and move at up to 90' per turn. Medium horses are trained for draft, riding, or war. Historical examples include the medieval hackney (draft or riding horse), medieval courser (warhorse), and Sarmatian medium horse. Hut: A 10' square building with an earthen floor and thatched roof. Serfs, unskilled laborers, and other poor generally live in such homely dwellings. Ink: This is a small pot of black ink. It can be purchased in other colors, but it costs at least twice as much.

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Inn: This is an establishment that offers food, drink, lodging, and stabling. Inns are a common meeting place for adventurers. Slum inns may be gambling dens, whorehouses, and flophouses, frequented by gamblers, harlots, and ruffians. Average inns often fall into the category of coaching inns, hostels, and traveler’s lodges designed for travelers and traders. Superb inns are the preserve of wealthy merchants and nobles. Iron Spikes: These sturdy pitons can be used to wedge doors open or spike them shut or to provide belaying points for ropes. Javelin: This is a short spear, 3' to 6' long, designed for throwing. Historical examples include the Greek javelin and the early medieval angon. Lamellar Armor: This armor is made of small bronze, iron, or steel plates laced together in parallel rows with silk, leather thongs, or cotton. It is similar to scale armor, from which it evolved, and comparable in protection to banded armor. Lamellar is generally worn as a cuirass over light chain or leather, and sometimes sewn to the backing. Lamellar would also include leather lames worn over chain. Historical examples include Mongolian lamellar and Roman . Lance: A long spear, 12' to 16' in length, designed for mounted combat. Despite their length, mounted warriors use them one-handed. Historical examples include the Greek , Persian and Byzantine , and medieval lance. do double damage when used to , but impose a -1 penalty on initiative rolls. Lantern: Lanterns are used in dungeon adventures to provide light. They burn one oil flask for each four hours and have an effective light radius of 30'. Lanterns can be closed to hide the light or protect it from wind. Leather Armor: Leather armor is made of hardened leather or laminated linen. Leather armor usually consists of (shoulder armor), cuirass, and (flaps covering the groin and thighs). It is lighter but less protective then more reinforced leather armors such as ring mail. A historical example is Macedonian armor. Lifeboat: Lifeboats typically have a 20' length, 4' to 5' beam, and 1' to 2' draft. They are equipped with rations to feed 10 human-sized beings for 1 week. The mast folds down for storage of the boat on larger vessels. Large ships normally have 2 to 3 lifeboats while small ships carry 1 or 2. Lifeboats weigh 500lbs. and each take up this much weight on a vessel. The lifeboat itself is capable of holding a weight of 1,500 lbs. in addition to crew. Lock: This is a common iron lock with a key. More complex locks, made by highly skilled locksmiths, might be available (Judge’s discretion); these impose penalties on a thief’s proficiency throws to Open Locks. Longship: A graceful, light ship with a single square-sailed mast, a 60' to 80' length, 10' to 15' beam, and 2' to 3' draft. Longships can operate equally well on oceans, coasts, or rivers, making them ideal raiding vessels. The standard crew is a captain and 75 sailors, of which 60 may row when the wind is low. Longship sailors are generally also marines (fighters). In

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addition to crew, longships are capable of holding up to 20,000 lbs. of cargo. A historical example is the Viking drakkar. Mace: A mace is a bludgeoning weapon consisting of a 2' to 3' wood or metal shaft and a heavy stone or metal head, useable with one or two hands. Historical examples include the Egyptian bronze-headed mace, medieval flanged mace, Persian horseman’s mace, and Russian pernach. Manacles: These are used to bind hands or feet. Characters bound with manacles can escape if they have the Contortionist proficiency or by making a proficiency throw to Open Locks. Mirror: A mirror can be used to check around corners and defend against monstrous gaze attacks. A character using a mirror to see his target suffers a -2 penalty to attack throws, and cannot use a shield, second weapon, or two-handed weapon. Morning Star: This is any type of large mace-like weapon with a spiked metal head. Historical examples include the medieval morning star, German chain-morning star, English holy water sprinkler, and Japanese tetsubo. Any flail or mace too large for one-handed use can be treated as a morning star. Morning stars impose a -1 penalty on initiative rolls. Mule: The infertile offspring of a horse and donkey. It can carry 200 lbs. and move 120' per turn, or a maximum load of 400 lbs. moving 60' per turn. Musical Instruments: A wide variety of instruments are available to bards and performers, including stringed instruments, percussion instruments, brass instruments, and woodwind instruments. Historical examples of stringed instruments are the harp, lyre, lute, psaltery, and zither. Historical percussion instruments include the castanet, chimes, drum, gong, and tambourine. Historical brass instruments include the buccina, carnyx, cornu, and salpinx. Historical woodwind instruments include the aulos, flute, horn, and pan pipe. Superior instrument can cost two to four times the standard price and grant a +1 to Performance proficiency throws made with it. A masterpiece instrument costs five to ten times the average price and adds +2 to Performance proficiency throws made with it. Net: This is a weighted cast net designed to entangle and trap opponents. The chief historical example is the net of the Roman retiarius. A character using a net gets a +2 bonus on attack throws to wrestle opponents. Oil: Common oil is burned in a lantern to give light. Common oil is usually olive oil, castor oil, or animal extract. Military oil is a weapon made of naphtha, and cannot be easily doused with water. Military oil may be thrown at monsters, dealing 1d8 points of damage for 2 rounds to the creature struck, or poured on the floor and ignited to delay pursuit. Ox: An ox is a castrated bull, used for cart driving. An ox can carry its normal load of 450 lbs. and move 60' per turn or up to its maximum load of 900 lbs. and move 30' per turn. Pick, Heavy: A heavy pick is a piercing weapon with a 2' to 3' wooden or metal shaft and a metal head that tapers to a slightly curved point. It is

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designed for piercing armor, and useable with one or two hands. The chief historical example is the military pick. Pick, Light: The light pick can be used for mining or quarry work. It is sometimes used in close when attempting to make a piercing attack in close quarters with a swinging strike. Plate Armor: Plate armor is made from large metal plates worn over the chest and vital areas. Chain mail or other protective covering may cover exposed joints. Plate armor provides superior protection over banded plate and lamellar, having larger plates sewn onto a stronger backing. Bronze plate is heavier and doesn’t provide as much protection as its steel counterpart. Historical examples include classical panoply (if worn with arm and leg armor), and medieval plate and mail armor. Pole, Wooden: This 10’ shaft of wood, and 2" thick, is often carried by adventurers to prod and poke areas that might be trapped, to test the strength of ledges or floors, or measure the depth of pools. Pole Arm: Pole arms are two-handed slashing and piercing weapons with a metal head and a long wooden shaft. Pole arms range in length from 6' to 21'. Historical examples include the Thracian , the medieval , , , , , , , , and ; the Japanese , and . Pole arms can be used to attack from the second rank in melee, and inflict double damage when used in or against a charge, but impose a -1 penalty on initiative rolls. Pouch/purse: These are 6" x 1' bags of cloth or leather that can contain half a stone (5lb). They can be carried on a shoulder strap or on a belt. Quarterstaff: A simple weapon made from a hardwood stick 4' to 6' long, and used two-handed. (A one-handed staff is a club.) Historical examples include the English quarterstaff, Japanese bo stick, and Chinese gun. Raft: A raft is a floating platform usually used for river cargo. Professionally built rafts are called barges, and have raised edges to keep out water, small wooden shelters, and steering oars. Barges can be 30' x 40' in size, and can carry 5,000 lbs. for each 10' square. Makeshift rafts are crude platforms up to 20' x 30'. Each 10' square section will only hold 2,500 lbs. A makeshift raft can be built in 1 to 3 days for each 10' x 10' raft portion. Rations, Iron: This food is dried and preserved to be carried on long voyages when securing other food may be uncertain. It will last two months in the wilderness and a week in the foul conditions of a dungeon. The cost for iron rations will vary depending on quality. The cheapest iron rations consist of hard, dried salted biscuits. Better rations include salted or pickled meat and dried, pickled, or preserved fruit and vegetables. Rations, Standard: This food is fresh but untreated. It will last for a week in the wilderness; it spoils overnight in dank dungeons. The cost for this food will vary depending on quality. The cheapest standard rations include fresh bread, cheese, and lard. Better standard rations will include bacon or other meat, eggs, beans, and fresh fruit and vegetables.

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Ring Mail Armor: Ring mail armor is leather or padded armor that has a large number of small rings sewn directly over the foundation garment. Unlike chain mail, the rings are not physically interlocked with each other, so protection is inferior. Ring mail is closely related to scale armor, which sews leather or horn scales onto the foundation garment, and provides comparable protection. Historical examples include Frankish ring mail, Asian ring armor on leather, and Renaissance eyelet doublets. Rope, 50’: This strong rope made of animal hair, hemp, or similar fibers, can bear 450 lbs., the weight of approximately three human-sized beings. Sack, Large: A 2'x4' burlap, cloth, or leather bag that can contain 60lbs. It is normally carried over the shoulder and dropped when combat begins. Sack, Small: A 1'x2' burlap, cloth, or leather bag that can hold 200 lbs. It is often tied to a belt or spearhead. Saddle & Tack: This includes a leather and wooden saddle with metal fastenings, a leather and metal bridle and bit, and stirrups. Draft saddle and tack is used to harness to a cart or wagon or carry saddle bags; it cannot be used for riding. Riding saddle and tack is designed for the rider’s comfort. Military saddle and tack is designed for stability during combat. A character in combat without a military saddle must save versus Paralysis every time he takes damage or be knocked off the horse. Saddle Bag: This is a long pocketed leather sack that can contain 300 lbs. Sailing Ship, Large: This large, seaworthy ship has up to 3 square-sailed masts, with a 100' to 150' length, 25' to 30' beam, and 10' to 12' draft. It has at least one full deck and the bow and stern are raised “castles” that give archers a superior field of fire. The crew for a large sailing ship is a captain and 20 sailors. It can carry 300,000 lbs. of cargo in addition to crew. Up to 2 light catapults can be mounted on a large sailing ship. Historical examples include the Roman cladivata and the medieval round ship. Sailing Ship, Small: This ship is much like the larger version, but has one mast, a 60' to 80' length, 20' to 30' beam, and 5' to 8' draft. Crew consists of a captain and 12 sailors. In addition to the crew, it can hold 100,000 lbs. of cargo. Historical examples include the Viking knarr and medieval cog. Sap: A sap consists of a heavyweight material wrapped inside a leather sack. Used as a weapon, it provides a +2 bonus to attack throws made to incapacitate opponents (see the Special Maneuvers in ACKS, Chapter 6). Scale Armor: This armor consists of many small leather, cuir bouilli, or horn scales attached to a cloth or leather backing material Scale armor usually consists of a corselet or worn with leather or padded cloth. It is lighter than lamellar armor, which uses metal scales or lames over leather, and comparable to ring mail. Historical examples include Scythian scale armor, Egyptian scale armor, and early medieval scale armor. Shield: A character using a shield has his Armor Class increased by 1 point. However, shields don’t protect a character who’s surprised, retreating, or attacked from behind, however.

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Shoes: Simple leather shoes or sandals suitable for walking long distances. Sling: A sling is a projectile weapon, made of braided flax, hemp or wool cord, used to hurl small stones or lead bullets. Slings were used by all of the ancient world. Historical examples include the Hebrew shepherd’s sling and Greek peltast’s sling. Spear: Wooden shafts, 6' to 8' in length, with metal heads designed for thrusting, spears are the main weapon of the common soldier. Spears can be used one- or two-handed. Historical examples include the Hoplite doru, the medieval winged spear, and the Japanese . Characters armed with spears can attack from the second rank in melee and inflict double damage when used in or against a charge. Spell Book (Blank): A spell book has 100 pages of parchment, and each spell takes up one page per spell level. These books are used by arcane spellcasters to record the spells in their repertoire. Splint Mail Armor: This armor is made of narrow vertical strips riveted to a backing of leather and cloth padding. Patches of chainmail are used to protect the joints allowing for flexibility. Stakes and Mallet: 18" sharpened wood shafts used to destroy vampires. Sword: The classic weapon of and kings, the sword includes straight and curved slashing and thrusting blades of 30" to 40" in length useable with one or two hands. Historical examples include the Roman spatha, Viking broad sword, medieval knightly long sword, Arab falchion, Japanese , and Chinese and . Sword, Short: The short sword includes straight and curved slashing and thrusting blades, generally less than 30" in length, meant to be used with one hand. Historical examples include the Egyptian khopesh, Greek , Roman , Japanese , Arab , Persian shamshir, Turkish yatagan, and Indian talwar. Sword, Two-Handed: The two-handed sword includes straight and curved slashing and thrusting blades, 40" or more in length, requiring two hands to use effectively. Historical examples include the Renaissance zweihänder, Scottish claymore, Japanese no-dachi, and Chinese . Two- handed swords impose a -1 penalty on initiative rolls. Thieves’ Tools: Consisting of metal picks and probes, fine wires, tiny saws, miniature hammers, and an assortment of skeleton keys. Thieves’ tools are required to make proficiency throws to open locks and remove traps. Tinderbox: Used to start fires. Lighting a torch with flint and steel takes a full round. Lighting any other fire with a tinderbox takes at least that long. Torch: Torches are 1' to 2' long pieces of wood tipped with pitch. A torch burns for six turns (1 hour), clearly illuminating a 30' radius. If a torch is used in combat, it deals 1d4 points of damage.

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Townhouse: A townhouse is a 30' square two-story building with a wooden floor and stairs and thatched roof. Wealthy yeomen, master craftsmen, merchants, and other professionals might live in such a dwelling. Trident: A three-pronged metal head on a wood or metal shaft 5’ to 7’ in length. First used for spearing fish, the trident has been adapted for battle. Historical examples include the Greek trident and . Troop Transport, Large: This is a large sailing ship reinforced for war and modified to carry additional troops. It can carry 50 marines in addition to its normal complement of 20 sailors. Troop Transport, Small: This is a small sailing ship reinforced for war and modified to carry additional troops. It can carry 25 marines in addition to its normal complement of 12 sailors. Wagon: This is a four-wheeled, open vehicle for transporting heavy loads. Generally, two or four heavy horses draw a wagon. Two mules or medium horses can be substituted for one heavy horse. If pulled by two heavy horses, it can transport up to 1,600 lbs. at 60' per turn, or 3,200 lbs. stone at 30' per turn. If the wagon is pulled by four heavy horses, it can transport up to 3,200 lbs. at 60' per turn, or up to 6,400 lbs. at 30' per turn. A wagon can move at a similar speed and conditions as a cart. Warhammer: A warhammer is a bludgeoning weapon with a 2' to 3' wooden or metal shaft and a broad metal head shaped like a hammer. It is designed for crushing armor, and useable with one or two hands. The chief historical example is the late medieval warhammer. Waterskin/Wineskin: This container, made of hide or preserved animal bladder, will hold 2 pints (1 quart) of fluid. Whip: This is a long, single-tailed whip of the sort used to herd cattle. Used as a weapon, it provides a +2 bonus to attack throws made to disarm or knock down opponents (see ACKS chapter 6, special maneuvers). Wolfsbane: Wolfsbane (dried aconite flowers) may drive off werewolves and other lycanthropes if a character strikes the monster in hand-to-hand combat with the sprig. If the lycanthrope fails a saving throw versus Poison, it must flee as if turned. A character who eats wolfsbane must make a saving throw versus Poison or die after one turn. Woundwart: Also known as heal-all or lamb’s ears, is a herbal medicine with curative properties. An adventurer with Healing proficiency can use a woundwart tincture to treat injured characters. Used this way, it provides a +2 bonus on proficiency throws to cure light and serious wounds.

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ENCUMBRANCE Encumbrance is the measure of how much equipment and treasure a character carries. Encumbrance is important because characters can only carry so much. If they are heavily weighed down with equipment they cannot carry as much treasure, nor move as fast. Encumbrance is measured in pounds. After a character purchases their equipment, they should calculate their total weight carried and consult the table below.

MOVEMENT AND ENCUMBRANCE TABLE Not Light Medium Heavy Strength Encumbered Encumbrance Encumbrance Encumbrance 120’ (40’) 90’ (30’) 60’ (20’) 30’ (10’) 3 Up to 10 lbs. … to 20 lbs. … to 30 lbs. … to 60 lbs. 4-5 Up to 20 lbs. … to 30 lbs. … to 40 lbs. … to 80 lbs. 6-8 Up to 30 lbs. … to 40 lbs. … to 60 lbs. ... to 120 lbs. 9-12 Up to 40 lbs. … to 60 lbs. … to 80 lbs. … to 160 lbs. 13-15 Up to 50 lbs. … to 80 lbs. … to 110 lbs. ... to 200 lbs. 16-17 Up to 60 lbs. … to 100 lbs. … to 140 lbs. … to 240 lbs. 18 Up to 70 lbs. … to 120 lbs. … to 170 lbs. … to 280 lbs.

If a character’s encumbrance is ever greater than their maximum heavy encumbrance they are considered overburdened and will be unable to move until they drop enough weight to be within their ability to carry and move again.

SAMPLE ADVENTURING PACKS The following packs provide a quick sampling of how characters may equip themselves depending upon a combination of wealth, planning, and circumstance. None of the packs include rations, weapons, or armor. Every pack weighs 2 lbs. empty. Any gear within a backpack is noted by a single asterisk in the weight column. (*).

THE BASIC BACKPACK Item Cost Weight Backpack 2 gp 2 lb. Bedroll 2 gp 5 lb.* Flint and steel 2 gp -* Torches (6) 3 sp 6 lb.* Waterskin 1 gp 4 lb.* Total Cost: 7 gp, 3 sp. Encumbrance: 17 lb. (15 lb. out of 40 lb. pack capacity used.)

The basic backpack is intended for those choosing to travel as light as possible or can afford only the most basic supplies for a journey. Within it are the basic supplies needed for a short journey through a known area.

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THE TRAVELER’S BACKPACK Item Cost Weight Item Cost Weight Backpack 2 gp 2 lb. Rope, hemp (50 ft.) 1 gp 10 lb.* Blanket, winter 5 sp 3 lb.* Sack, small 3 sp ½ lb.* Bedroll 2 gp 5 lb.* Tent, small 5 gp 10 lb.* Flint and steel 2 gp -* Torches (6) 3 sp 6 lb.* Hand Axe 3 gp 3 lb. Waterskin 1 gp 4 lb.* Total Cost: 17 gp, 1 sp. Encumbrance: 43.5 lb. (38 lb. out of 40 lb. pack capacity used.)

The traveler’s backpack is intended for those who plan to spend much time away from civilization.

THE TREASURE HUNTER’S BACKPACK Item Cost Weight Backpack 2 gp 2 lb. Bedroll 2 gp 5 lb.* Block and tackle 5 gp 5 lb.* Case, map or scroll 1 gp 1/2 lb.* Crowbar 2 gp 5 lb.** Flint and steel 2 gp -* Grappling hook 1 gp 4 lb.** Hammer 5 sp 2 lb.* Ink (1 oz. vial) 8 gp -* Lantern 9 gp 3 lb.** Oil, Common, 6 pints 1 gp, 8 sp 6 lb.* Parchment, 5 sheets (in scroll case) 1 gp -* Quill pen 1 sp -* Rope, hemp (50 ft.) 1 gp 10 lb.** Sacks, 2 large, 2 small (empty) 6 sp 2 lb.* Shovel 2 gp 8 lb.** Spikes, iron (12) 1 gp 8 lb.* Torches (6) 3 sp 6 lb.* Waterskin 1 gp 4 lb.* Cost: 42 gp, 3 sp. Encumbrance: 70.5 lb. (38.5 lb. out of 40 lb. pack capacity used. An additional 30 lb. of gear strapped to the pack.)

The treasure hunter’s backpack includes a copious amount of gear that is strapped to the outside of the pack. (Marked by **.) This pack is very heavy. Only very strong adventurers would normally consider such a load.

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