Arms and equipment guide ™ Credits Designers: ERIC CAGLE, JESSE DECKER, JEFF QUICK, AND JAMES WYATT Additional Contributions by: ANDY COLLINS, DAVID NOONAN, AND RICH REDMAN Developer: RICH REDMAN Editors: KIM MOHAN, DAVID NOONAN, AND JENNIFER CLARKE WILKES Creative Director: ED STARK Cover Artist: ERIC PETERSON Interior Artists: DENNIS CRAMER, DAVID DAY, DAVID MARTIN, SCOTT ROLLER, AND SAM WOOD Cartographer: TODD GAMBLE Graphic Production Specialist: ERIN DORRIES Graphic Designer: CYNTHIA FLIEGE Art Director: DAWN MURIN Category Manager: ANTHONY VALTERRA Director of RPG R&D: BILL SLAVICSEK Vice President of Publishing: MARY KIRCHOFF Project Manager: MARTIN DURHAM Production Manager: CHAS DELONG Sources for this work include the following: ADVANCED DUNGEONS &DRAGONS® 2nd Edition Arms &Equipment Guide, ADVANCED DUNGEONS &DRAGONS 2nd Edition Monstrous Manual, Aurora’s Whole Realms Catalogue, Bastion of Broken Souls, Book of Vile Darkness, Defenders of the Faith, DRAGON® magazine #281, the FORGOTTEN REALMS® Campaign Setting, Heart of Nightfang Spire, Lord of the Iron Fortress, Magic of Faerûn, Monstrous Compendium Annual vols. 2 and 3, Of Ships and the Sea, Oriental Adventures, Song and Silence, The Standing Stone, StrongholdSample Builder’s Guide, Sword file and Fist, and Tome and Blood. Based on the original DUNGEONS & DRAGONS® rules created by Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System™ License, please visit www.wizards.com/d20. U.S., CANADA, EUROPEAN HEADQUARTERS ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. T Hofveld 6d P.O. 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Visit our website at www.wizards.com/dnd 1 CONTENTS CONTENTS Cost of Hirelings. 61 Adventuring, Hirelings, and Hazard Pay . 61 Introduction . 3 Skill Level of Hirelings . 61 Incorporating Items into Your Campaign . 3 Craft and Profession Skills. 63 What’s in This Book . 3 Hiring Spellcasters . 64 Nonhuman Hirelings. 64 Chapter 1: Weapons and Armor. 4 Mercenaries . 65 Larger and Smaller Weapons . 4 Paying for Mercenaries . 65 New Weapons . 5 Mercenary Leaders . 67 Weapons and Technology. 11 Types of Mercenaries. 68 Weapon Equivalents . 11 Mercenary Statistics . 69 Weapon Materials. 12 Exotic Troops . 69 Special Weapon Materials . 12 Exotic Mounts for Mercenaries . 72 New Armor Types . 14 Companions, Pets, and Mounts . 72 Armor and Technology . 17 Intelligent Creatures . 72 Armor Equivalents . 18 Training . 72 New Armor Materials . 18 New Feat: [Creature Type] Trainer . 73 Pets . 73 Chapter 2: Adventuring Gear . 21 Guard Creatures . 74 New Equipment . 21 New Guard Creatures . 76 Adventuring in Low- or Mounts. 78 No-Magic Campaigns . 26 Care and Feeding. 78 Class Tools and Skill Kits. 28 New Equipment. 78 Outfits . 29 Magic Items. 79 Specific Clothing . 30 Other Animal Mounts . 80 Jewelry and Accessories. 30 Animal and Magical Beast Mounts . 81 Food and Drink . 30 New Mounts . 83 Unique Alcoholic Beverages . 30 Monster Mounts . 84 Alcohol and Intoxication . 32 New Magic Item: Amulet of Ooze Riding . 85 Special and Superior Items. 32 New Exotic Mounts . 87 Alchemical Items . 32 Vermin Mounts . 89 Alchemy or Magic? . Sample. 35 file New Potion: Queen Pheromone Admixture 90 Superior Items. 35 Poisons . 36 Chapter 5: Magic Items . 92 New Poisons. 38 Armor . 92 Trade Goods . 38 Armor and Shield Special Abilities. 92 Economic Systems . 39 Specific Armor and Shields . 93 Weapons. 95 Chapter 3: Vehicles . 41 Magic Weapon Special Abilities. 95 A Quick Tour of Your Vehicle . 41 Specific Magic Weapons . 98 Maneuverability . 42 Potions . 123 Propulsion . 42 Elixir Armor . 123 Controlling Vehicles . 44 Rings. 124 Vehicle Combat. 44 Rods . 125 Collisions . 45 Staffs. 127 Attacking a Vehicle . 46 Wondrous Items . 129 Vehicle Augmentations. 48 The Vehicle Statistics Block . 51 Chapter 6: Special Magic Items . 139 Water Vehicles . 52 Intelligent Items . 139 Air Vehicles. 54 Sample Intelligent Items . 140 Land Vehicles . 55 Cursed Magic Items . 144 Special Vehicles . 58 Specific Cursed Items . 146 Artifacts . 148 Chapter 4: Hirelings and Creatures . 60 2 Finding Hirelings . 60 Appendix: Treasure Tables . 155 Guilds. 60 INTRODUCTION IntrOductiOn sess. However, this book is much more than a catalog of new items. Chapter by chapter, here’s a summary This book contains mundane, alchemical, and magic of what you’ll find inside. items for your DUNGEONS & DRAGONS® game. We Chapter 1: Weapons and Armor introduces have carefully scrutinized them for game balance and dozens of new nonmagical weapons and types of obedience to the rules. Nevertheless, we urge DMs armor. Here you’ll also find discussions of which and players to discuss these items before their first weapons and armor types should be available during appearance, because each D&D campaign is unique. certain technological eras, if the technology in your An adventure set in an extremely cold region might campaign is more primitive than in the historical go awry if characters have access to new items that do medieval era. fire damage, because many opponents are vulnerable Chapter 2: Adventuring Gear greatly expands to fire, for example. the equipment and accoutrements available to charac- ters and creatures, including adventuring gear, cloth- ing, jewelry, edible items, alchemical items, superior INCORPORATING ITEMS items, and commodities. This chapter also features a INTO YOUR CAMPAIGN long list of new poisons and their game statistics. The simplest way to add the new equipment in this Chapter 3: Vehicles opens with a general discus- book to your game is to just do it: add the items sion of the characteristics of vehicles and how to without explaining where they came from and why handle vehicles in play, particularly during combat characters are just learning about them. Everyone and in the event of a collision. The chapter has a sec- around the table agrees to simply adopt the fiction tion on vehicle augmentations—magical and mun- that the items have always been available. Maybe dane accessories that characters can purchase to mundane and alchemical items were always for sale customize their vehicles or expand their capabilities. in shops and bazaars the player characters never The last part of the chapter contains game statistics happened to visit. One day the PCs meet a new and other information about more than two dozen merchant in the marketplace and gain access to vehicles—including special modes of transport such new items. as the dwarven tunneler and the shadow carriage. If that stretches credulity too far, DMs may instead Chapter 4: Hirelings and Creatures provides encourage player characters to develop or design new rules for finding hirelings and determining how items as they need them. For instance, the first time much they charge to perform the work they’re good characters need a flexible, collapsible ladder, they can at, including costs for hiring someone to cast a spell design and build the spider poles described in Chap-Sampleon your behalf.file Those who want to assemble a fight- ter 2: Adventuring Gear. ing force will make use of this chapter’s rules for DMs may gradually introduce new equipment as hiring mercenaries and the advice on which kinds of NPCs discover, design, and build the new items. monsters make the best exotic troops. Player characters may discover new items when This chapter continues with a discussion of crea- they travel to new regions. For example, if they travel tures that can serve as companions, pets, mounts, and to an oasis on the edge of the desert, they’ll probably guard creatures. New creatures described in this encounter merchants selling the desert outfits chapter include the climbdog, thudhunter, axebeak, described in Chapter 2: Adventuring Gear. hippocampus, equine golem, zaratan, soarwhale, Finally, DMs can take a long-term approach, giant dragonfly, and giant firefly. adding the equipment from this book gradually and Chapter 5: Magic Items takes up more than one sparingly. To start, plant rumors and legends about fourth of this book. Following the format of Chapter strange magic items. As the characters gain levels 8 in the DUNGEON MASTER’s Guide, this chapter pro- and venture into more dangerous places, they vides new special abilities for magic armors, shields, uncover fragments of lost tales, including informa- and weapons; several new types of magic armor and tion about the magic items in this book. When the shields; more than 150 new specific magic weapons; PCs finally find new magic items.
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