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Mundane
    
ArmourACBulkMv
Full Plate1Fairly6
Field Plate2Fairly6
Plate3Bulky6
Bronze Plate4Bulky6
Banded4Bulky9
Splint4Bulky6
Chain5Fairly9
Chain, Elfin5Non12
Scale6Fairly6
Ring7Fairly9
Studded7Fairly12
Leather8Non12
Padded8Fairly9
Shield Only9Non12
None10Non12
All Armour: All Melee Weapons: All Ranged Weapons: Ammunition:
[Mounts] - [Pack Animals] - [Transportation] - [Misc Animals] - [Animal Gear]

[Currency] - [Provisions] - [Containers] - [Stationary]

[All Mundane Items] - [All Magic Items]

Currency conversions: 1cp (0.005gp), 1sp (0.05gp), 1ep (0.5gp), 1pp (5gp). i.e. 200cp = 20sp = 2ep = 1gp = 1/5pp
Swords and BowsDmg S-MDmg L
Bastard Sword2d42d8
Broad Sword2d4d6
Khopesh Sword2d4d6
Long Swordd8d12
Scimitard8d8
Short Swordd6d8
Two-Handed Swordd103d6
Comp. Long Bowd6d6
Comp. Short Bowd6d6
Hand Crossbowd3d2
Heavy Crossbowd4d6
Light Crossbowd4d4
Long Bowd6d6
Short Bowd6d6
[Weapon Properties Chart]
Name Weight Value(gp) Worn Magic Category Description
(Bare Feet) 0 0 Feet n Footwear na
(Bare Hands) 0 0 Hands n Handwear na
(Bare Head) 0 0 Head n Headgear na
(Lt.) Moderate Clothing 0 0 Torso n Clothing na
(No Barding) 0 0 NA n Blank na
(No Belt) 0 0 Waist n Belt na
(No Cloak) 0 0 Shoulders n Cloak na
(No Container) 0 0 Slung n Blank na
(No Quiver) 0 0 Slung n Blank na
(No Saddle Bags) 0 0 NA n Blank na
(No Tack & Harness) 0 0 NA n Blank na
Abscess Root (Sweet Root) .001 .05 Slung n Component Respiratory disorders
Acacia (Gum Arabic) .001 .05 Slung n Component Tissue repair
Aconite (Monkshood, Wolfsbane, Friar’s Cap., etc.) .001 .05 Slung n Component Sedative/drives off werewolves
Acorn 0.1 0.5 Slung n Component Protection
Adequate Large Shelter 75 30 NA n Shelter na
Adequate Medium Shelter 60 50 NA n Shelter na
Adequate Small Shelter 50 30 NA n Shelter na
Air Bladder 2 15 Slung n Exploration This is an airtight leather sack that can aid characters in many varied situations underground. The bag has two principal purposes: as a flotation device and as a very limited air supply container. When used for flotation, an air bladder is filled with air and held by a character in the water. Air bladders generally have several straps for just such a purpose. A character holding an air bladder does not have to exert himself to remain afloat, nor does he need to be able to swim. By kicking, the character can move at 1/3 of his normal swimming speed. Of course, the effects of hypothermia can still endanger characters using air bladders. The secondary function of an air bladder is to provide air to a character who might otherwise suffocate or drown. If the character is resting, an air bladder can provide him with enough air to last a full turn. The rate of air consumption increases at the proportions described under the Air Supply rules (page 36 of the Dungeoneer's Survival Guide) when the character exerts himself.
Aklys 3.5 2 On Hand n Weapon (Base dmg d6/1-3) The aklys is a weighted, shortish club with a stout thong attached to the butt. While it can be used as a hand-held striking weapon, its principal employment is as a missile. Once hurled, the aklys may be retrieved by its thong. Of the hits scored with this weapon, 5% will be of the sort which entangle the target individual. If the target is man-sized or smaller, it will be dismounted or jerked to its knees or side (if not bipedal), at the wielder’s option. Conversely, if the target is larger than man-sized, its actions might well jerk the aklys thrower prone. The weapon is tied to the wielder by a thong or cord of about 10 feet in length. When a hit is scored, a subsequent roll of 20 indicates entanglement. This condition persists until a round can be spent disentangling the aklys and thong, the thong is broken, the thong is severed (which requires 2 points of cutting damage), or the wielder somehow manages to divest himself or herself of the fastened line. Since the thong is usually secured to the wrist or gauntlet, such action can prove to be difficult.
Aklys, Thrown 3.5 2 On Hand n Weapon (Base dmg d6/1-3) The aklys is a weighted, shortish club with a stout thong attached to the butt. While it can be used as a hand-held striking weapon, its principal employment is as a missile. Once hurled, the aklys may be retrieved by its thong. Of the hits scored with this weapon, 5% will be of the sort which entangle the target individual. If the target is man-sized or smaller, it will be dismounted or jerked to its knees or side (if not bipedal), at the wielder’s option. Conversely, if the target is larger than man-sized, its actions might well jerk the aklys thrower prone. The weapon is tied to the wielder by a thong or cord of about 10 feet in length. When a hit is scored, a subsequent roll of 20 indicates entanglement. This condition persists until a round can be spent disentangling the aklys and thong, the thong is broken, the thong is severed (which requires 2 points of cutting damage), or the wielder somehow manages to divest himself or herself of the fastened line. Since the thong is usually secured to the wrist or gauntlet, such action can prove to be difficult.
Ale (pint) 1 0.05 Slung n Provisions 1 pint of ale. Must be carried in a liquid container.
Altar Holy Symbol 40 1 Slung n Religious A large holy symbol that is considered to consecrate any structure in which it is placed. Often placed atop an altar or lectern during a service. Stored away between services. Any area in which the holy symbol is erected, is considered holy ground.
Animal Hair/Fur 0.01 0.5 Slung n Component Often used in spells.
Animal Trainer Equipment 0 100 Slung n Profession na
Armorer Equipment 0 1250 Slung n Profession na
Arrows 0.2 0.1 Slung n Ammo (Base dmg d6/d6)
Arrows, Silver 0.2 1 Slung n Ammo (Base dmg d6/d6)
Atlatl and Javelin 3 1 On Hand n Weapon (Base dmg d6/d6)/ javelin - An atlatl is simply a throwing stick for a short javelin. Its leverage and track provide greater range and velocity as well as better accuracy. (Ancient javelineers wrapped their missiles with a cord to impart spin, for they retained one end of this cord when the javelin was hurled. This also improved accuracy.) The shorter, lighter javelins associated with an atlatl inflict the same amount of damage because of their velocity.
Axe Head 5 2 Slung n Gear The head of an axe. Missing the haft.
Backpack, Leather 2 2 Back n Container Contains up to 30lbs or 300 coins. A backpack is a wicker frame covered in leather, and carried on the back, typically with straps to secure it. Items, such as a bedroll or a coil of rope, bundle of torches can be secured to the outside of a backpack.
Bag (Large) 1 1 Slung n Container Contains up to 5lbs or 50 coins.
Bag (Small) 0.5 0.75 Slung n Container Contains up to 2.5lbs or 25 coins.
Banded Mail 35 90 Torso n Armor (Base AC 4)
Bardiche 12.5 7 On Hand n Weapon (Base dmg 2d4/3d4)
Barge, Small (Holds 4+600) 0 50 NA n Transport na
Basil 0.5 0.2 Slung n Component Can be used in spell casting.
Basket, Large (Bushel) 8 0.25 Slung n Container Contains up to 15lbs or 150 coins. These woven containers are not waterproof, but hold most nonliquid substances. Each basket comes with a lid that can be latched tightly.
Basket, Small 4 0.1 Slung n Container Contains up to 10lbs or 100 coins. These woven containers are not waterproof, but hold most nonliquid substances. Each basket comes with a lid that can be latched tightly.
Bat Guano 0.005 0.05 Slung n Component Often used as a component for spells/ceremonies/prayers/rituals.
Battle Axe 7.5 5 On Hand n Weapon (Base dmg d8/d8)
Beacon 20 40 Slung n Exploration A beacon is essentially a very bright lantern that is too large to be carried by hand. It must be mounted on some kind of structure, such as a building, wagon, or boat. A beacon can project light in a cone shape up to 240 feet from its source. The cone is only two feet wide at its source, but broadens into a 90-foot-wide fan at its extreme end. Because of its high output, a beacon burns a pint of oil in 10 turns of operation. A beacon can be tightly shuttered so as not to emit even a trace of light.
Bec de corbin 10 6 On Hand n Weapon (Base dmg d8/d6)
Bedroll 5 2 Slung n Gear A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Beer (pint) 1 0.025 Slung n Provisions 1 pint of beer. Must be carried in a liquid container.
Bell, Silver 1 3 Slung n Gear Often used in spells.
Belladona 0.5 0.2 Slung n Component Poison
Belt 0.3 0.15 Waist n Belt na
Berries 0.5 0.5 Slung n Component Can be consumed, however, can also be used in spell casting.
Bill-Guisarme 15 6 On Hand n Weapon (Base dmg 2d4/d10)
Birdcage 5 0.25 Slung n Exploration This is a wicker cage, capable of holding up to three songbirds. It is about 18 inches high and one foot in diameter.
Blacksmith Equipment 0 1000 Slung n Profession na
Blood 0.05 0.5 Slung n Component Dried blood, often used in spells. Can often be replaced by drops of fresh blood.
Blowgun 1.5 20 On Hand n Weapon (Base dmg 1/1)/ needle
Blowgun Needles 0.1 0.05 Slung n Ammo (Base dmg 1/1)
Bo Stick 1.5 0 On Hand n Weapon (Base dmg d6/1-3)
Boat, Collapsible 0 500 NA n Transport The hull of this craft is made of skins and the frame is a folding series of wooden spars. This boat folds down into a package that can be carried in a backpack, although such a load fills the backpack. It can be unfolded into a shallow boat (equivalent to a small rowboat) in 1d3 turns, and can be folded back down in an equal amount of time. If carried when wet, the collapsible boat weighs twice the listed amount.
Boat, Long (Holds 4+400) 0 150 NA n Transport na
Boat, Small (Holds 2+200) 0 75 NA n Transport na
Boatwright Equipment 0 1000 Slung n Profession na
Bolt Case (holds 20 bolts) 3 0.75 Slung n Container Contains up to 4lbs or 40 coins or 20 bolts.
Bolt Case (holds 40 bolts) 3 1 Slung n Container Contains up to 8lbs or 80 coins or 40 bolts.
Bolt of Cloth 5 0.6 Slung n Resource 2 sq. yards of cloth
Bolts, Hand 0.1 0.1 Slung n Ammo (Base dmg 1-3/1-4)
Bolts, Heavy 0.2 0.1 Slung n Ammo (Base dmg d4+1/d6+1)
Bolts, Light 0.1 0.05 Slung n Ammo (Base dmg d4/d4)
Bone 5 10 Slung n Component Bones: arm, leg, collection of digits, etc.
Bone Powder 0.5 5 Slung n Component Often used in spalls.
Bowyer/Fletcher Equipment 0 250 Slung n Profession na
Box (Large, Iron) 500 28 Slung n Container Contains up to 400lbs or 4000 coins. Metal boxes are completely light proof and airtight when sealed. They are useful for storing items that a person does not wish subject to magical inspection. Boxes also serve as handy containers for gems or other objects that have been enchanted with permanent light spells. Boxes are about two feet wide, two feet long, and 1 1/2" deep.
Box (Small, Gold) 2 100 Slung n Container Contains up to 5lbs or 50 coins. Metal boxes are completely light proof and airtight when sealed. They are useful for storing items that a person does not wish subject to magical inspection. Boxes also serve as handy containers for gems or other objects that have been enchanted with permanent light spells. Boxes are about two feet wide, two feet long, and 1 1/2" deep.
Box (Small, Iron) 5 9 Slung n Container Contains up to 80lbs or 800 coins. Metal boxes are completely light proof and airtight when sealed. They are useful for storing items that a person does not wish subject to magical inspection. Boxes also serve as handy containers for gems or other objects that have been enchanted with permanent light spells. Boxes are about two feet wide, two feet long, and 1 1/2" deep.
Box (Small, Lead) 2 20 Slung n Container Contains up to 1lbs or 50 coins. Metal boxes are completely light proof and airtight when sealed. They are useful for storing items that a person does not wish subject to magical inspection. Boxes also serve as handy containers for gems or other objects that have been enchanted with permanent light spells. Boxes are about two feet wide, two feet long, and 1 1/2" deep.
Brass Dust 0.5 0.5 Slung n Component Often used in spell casting.
Brazier, Brass 5 100 Slung n Component Used for casting spells.
Broad Girdle 0.3 2 Waist n Belt na
Bronze Plate Mail 45 100 Torso n Armor (Base AC 4) Bronze Plate Mail is an earlier, cheaper version of plate mail, and consists of thick bronze plates worn over leather or padded armor. Because it does not use iron-based metal, this armor is immune to the effect of rust monster attacks and similar perils. However, its protective quality is not as good as regular plate mail (AC 4 compared to AC 3), and in addition its construction makes the wearer more vulnerable to attacks from the rear, so that such attacks are made at +2 “to hit” in addition to other bonuses that may apply.
Buckler 3 5 Shield n Shield Shield, Buckler is a form of small shield that protects the user against but one opponent (of the user’s choice) during any melee round in which the shield is employed. It is small and easily carried, and may be strapped to the arm, making it able to be used by cross-bowmen and slingers. A small demi-human such as a halfling or a gnome would be fully protected by the buckler, and it is treated as a small shield in those cases.
Bullets for Sling 0.2 0.1 Slung n Ammo (Base dmg d4+1/d6+1)
Bullets for Sling 0.2 0.1 Slung n Ammo (Base dmg d4+1/d6+1)
Bullets for Staff Sling 0.4 0.1 Slung n Ammo (Base dmg 2d4/2d4+1)
Burr 0.2 0.025 Slung n Component Used in casting spells.
Caltrop 0.3 0.1 On Hand n Weapon (Base dmg 1/1-2) A caltrop is a four-pronged or six-pronged device (which in its latter form resembles a “jack” from the children’s game of ball and jacks). It is about one-half foot in diameter, with three-inch-long, pick-like points radiating at about 70° or 90° from each other. It is tossed or placed on the ground to serve as an impediment to closing attackers. Intelligent creatures aware of caltrops in their path can usually move them aside or otherwise avoid them, although this will surely slow movement by one-half for a round. Unintelligent or unaware opponents will move through the field of caltrops at peril. Human armor class considers only footwear and does not allow for a dexterity bonus. For each foot/paw/hoof of movement through an area of one square yard of caltrops, a check must be made to see if a caltrop is stepped on. This check is made as if each square yard crossed was a 1 + 1 HD monster attacking the foot armor of the character. Any hit has a 25% chance of slowing movement by 25% for four days; hits on two feet/paws/hooves indicate the possibility of virtually no movement for eight days while healing takes place. (Spell use will, naturally, mitigate this.) Caltrops of smaller size can be employed, but these are not particularly effective if under a two-inch prong length, and for game purposes they can be ignored. Because of their size and composition, it is worthwhile to note that it is quite difficult to carry caltrops; they tend to poke through packs and sacks, and falling while carrying them could be disastrous! A box or similar container is usually necessary to transport them. These instruments require no proficiency or special skill to use.
Camphor Resin 0.2 0.025 Slung n Component Used in casting spells.
Candle, Tallow 0.5 0.005 Slung n Gear na
Candle, Wax 0.5 0.05 Slung n Gear na
Canoe, Large (2+400) 0 300 NA n Transport The large canoe is designed for light loads and easy paddling. It is much swifter and more maneuverable than a rowboat, but is also more susceptible to capsizing. A large canoes can hold nine characters with normal gear or six characters with heavy gear.
Canoe, Small (2+250) 0 100 NA n Transport This small boat is designed for light loads and easy paddling. It is much swifter and more maneuverable than a rowboat, but is also more susceptible to capsizing. A canoe can carry three characters with normal gear or two characters with heavy gear
Cap 0 0.05 Head n Headgear na
Cape 1.5 0.15 Shoulders n Clothing A cape is a clothing accessory or a sleeveless outer garment which drapes the wearer's back, arms, and chest, and connects at the neck. Typically shorter in length than a cloak.
Carp 0.25 1 Slung n Component Can be eaten, added to recipes, and can be used in spell casting.
Carpenter Equipment 0 400 Slung n Profession na
Cart 0 50 NA n Transport Requires a Mule or Med. Horse to pull.
Catnip 0.2 0.025 Slung n Component Can be used in spell casting.
Chain Barding 140 250 NA n Mountgear (Base AC 7 for Mount)
Chain Mail 30 75 Torso n Armor (Base AC 5)
Chalk, Powder 2 0.1 Slung n Exploration This is a white powder that can be used for a wide variety of purposes, limited only by a player's imagination. A single container holds enough chalk powder to thoroughly cover a 20-foot-square section of floor, or up to eight human-sized characters. If the powder is scattered on the floor, any creatures walking through it leave footprints. When hurled through the air or smashed against a wall, it creates a 10-foot-diameter cloud of dust that settles on all creatures within the area. Thus, invisible creatures can be discovered, and creatures or objects that are too dark to easily distinguish can be made lighter in color.
Chalk, Stick 0.5 0.1 Slung n Exploration Useful for marking surfaces and waypoints.
Charcoal, Stick 0.5 0.1 Slung n Stationary Useful for marking parchment/vellum/papyrus/fabrics or other surfaces.
Chest (Large, Wooden) 150 0.85 Slung n Container Contains up to 100lbs or 1000 coins.
Chest (Small, Wooden) 25 0.4 Slung n Container Contains up to 25lbs or 250 coins.
Chicken 0 0.015 NA n Animal Livestock
Clay 0.1 0.5 Slung n Component Often used in spell casting.
Cloak 2.5 0.25 Shoulders n Cloak An outdoor overgarment, typically sleeveless, that hangs loosely from the shoulders.
Clothes 0 0 Torso n Armor Variously: doublets, tunics, hose, leggings, kilts, tabbards, etc.
Club 3 0 On Hand n Weapon (Base dmg d6/1-3)
Cold Clothing 25 7 Torso n Clothing na
Comp. Long Bow 8 100 On Hand n Weapon (Base dmg d6/d6)
Comp. Short Bow 5 75 On Hand n Weapon (Base dmg d6/d6)
Copper Pieces 0.1 0.005 Slung n Currency 10 copper pieces (c.p.) = 1 silver piece
20 silver pieces (s.p.) = 1 g.p.
2 electrum pieces (e.p.) = 1 g.p.
1 platinum piece (p.p.) = 5 g.p.
Thus: 200 c.p. = 20 s.p. = 2 e.p. = 1 g.p. = 1/5 p.p.
1cp (0.005gp), 1sp (0.05gp), 1ep (0.5gp), 1pp (5gp)
Copper Wire 1 0.25 Slung n Component Copper wire, often used in spells.
Cow 0 10 NA n Animal Livestock
Crampons 5 40 Slung n Exploration These are iron spikes that can be attached to a character's boots. Their function is to provide better footing on ice or other slippery surfaces.
Crowbar 7.5 3 Slung n Gear na
Crystal Orb 15 100 Slung n Gear na
Cured Leather 5 0.8 Slung n Resource 1 sq. yard of leather
Dagger 1 2 On Hand n Weapon (Base dmg d4/1-3)
Dagger, Silver 1 30 On Hand n Weapon (Base dmg d4/1-3)
Dagger, Silver Thrown 1 30 On Hand n Weapon (Base dmg d4/1-3)
Dagger, Thrown 1 2 On Hand n Weapon (Base dmg d4/1-3)
Dart 0.5 0.25 On Hand n Weapon (Base dmg 1-4/1-3)
Diamond 0.1 10 Slung n Gemstone A precious gem. Can be used in spell casting.
Diamond 0.1 50 Slung n Gemstone A precious gem. Can be used in spell casting.
Diamond 0.1 100 Slung n Gemstone A precious gem. Can be used in spell casting.
Diamond 0.1 500 Slung n Gemstone A precious gem. Can be used in spell casting.
Diamond 0.1 1000 Slung n Gemstone A precious gem. Can be used in spell casting.
Diamond 0.1 10000 Slung n Gemstone A precious gem. Can be used in spell casting.
Dirt 0.01 0.1 Slung n Component Often used in spells.
Dog, Blink 0 2000 NA n Animal See MM, HD4 (16), SZ:Med, MV:12, AC:5, THAC0:17, #Att:1, Dmg:1-6 (bite)
Dog, Guard 0 25 NA n Pack Animal Carries up to 20lbs or 200 coins if equipped with small saddle bags. HD1/2, MV:12, AC:7, THAC0:19, #Att:1, Dmg: 1-3
Dog, Hunting 0 17 NA n Pack Animal Carries up to 20lbs or 200 coins if equipped with small saddle bags. HD2, MV:21, AC:7, THAC0:19, #Att:1, Dmg: 2-5
Domain Treasury 0.1 1 Slung n Currency Represents the treasury for a given domain. It is not meant to be carried/transported by individuals.
Donkey 0 8 NA n Mount Carries up to 150lbs or 1500 coins. HD3, MV:12, AC:7, THAC0:17, #Att:2, Dmg: 1-2/1-6
Dragon Scale - Brass 0.1 0.5 Slung n Component Used in spells related to Sleep and Fear.
Dried Dung 0.01 0.05 Slung n Component Often used in spell casting.
Drill, Iron 5 5 Slung n Exploration This iron tool can slowly bore a hole through wooden or stone barriers. The hole is about one inch wide, and up to nine inches deep. A character, by heavily exerting himself, can drill through one inch of wood in a turn, and one inch of stone in three turns. When in use, the drill makes a grinding noise that is audible up to 120 feet away.
Eagle 0 100 NA n Animal Pet
Eagle, Giant 0 800 NA n Mount Carries up to 100lbs + rider. HD4, MV:3/Fl48, AC:7, THAC0:17, #Att:3 (clawX2/bite), DMG:1-6X2/2-12
Electrum Pieces 0.1 0.5 Slung n Currency 10 copper pieces (c.p.) = 1 silver piece
20 silver pieces (s.p.) = 1 g.p.
2 electrum pieces (e.p.) = 1 g.p.
1 platinum piece (p.p.) = 5 g.p.
Thus: 200 c.p. = 20 s.p. = 2 e.p. = 1 g.p. = 1/5 p.p.
1cp (0.005gp), 1sp (0.05gp), 1ep (0.5gp), 1pp (5gp)
Elephant (African) 0 0 NA n Mount Carries up to 1000lbs + rider. HD11, MV:15, AC:6, THAC0:9, #ATT:5, 2-16 x2, 2-12, 2-12 x2
Elephant (Asiatic) 0 0 NA n Mount Carries up to 1000lbs + rider. HD10, MV:12, AC:6, THAC0:9, #ATT:5, 2-12 x5
Elixir Concoction 2.5 100 Slung n Component Made from the juice of dried plums boiled in spring water and the oil of 5-8 beans of a spurge (castor) plant.
Elven Chain 15 500 Torso n Armor (Base AC 5) Elfin Chain Mail is an extremely rare form of armor made only by the elven peoples, who guard the secrets of its manufacture from adventurers — even those of their own race. It appears as a very light form of chain mail, and may be worn by thieves, although it may somewhat impair their abilities. Non-magical suits of elfin chain mail are sometimes given to those heroes who have performed some great and invaluable service for the elven peoples.
Elven Chain Barding 64 2000 NA n Mountgear (Base AC 5 for Mount)
Emerald 0.1 10 Slung n Gemstone A precious gem. When used in spell casting or alchemy.
Emerald 0.1 50 Slung n Gemstone A precious gem. When used in spell casting or alchemy.
Emerald 0.1 100 Slung n Gemstone A precious gem. When used in spell casting or alchemy.
Emerald 0.1 500 Slung n Gemstone A precious gem. When used in spell casting or alchemy.
Emerald 0.1 1000 Slung n Gemstone A precious gem. When used in spell casting or alchemy.
Emerald 0.1 10000 Slung n Gemstone A precious gem. When used in spell casting or alchemy.
Fat 0.25 1 Slung n Component Can be used for frying, added to recipes, and can be used in spell casting.
Fauchard 6 3 On Hand n Weapon (Base dmg d6/d8) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Fauchard - Fork 8 8 On Hand n Weapon (Base dmg d8/d10) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Feather 0.01 0.5 Slung n Component Often used in spells.
Feather (Cockatrice) 0.01 10 Slung n Component Often used in spells.
Feather (Harpy) 0.01 10 Slung n Component Often used in spells.
Field Plate 55 2000 Torso n Armor (Base AC 2) Field Plate Armor consists of light, interlocked plates covering the entire body and includes full visored helm, gauntlets, and armored boots. Because of its well-balanced construction, it is only as bulky as chain mail, but provides protection that is superior to plate mail. Field plate must be fitted to its wearer by a skilled armorer, and (if nonmagical) can only be worn by the character for whom it has been manufactured.

In addition, field plate armor has the ability to absorb damage. For every die of damage that would be inflicted upon the wearer from any attack, physical or magical, the armor will absorb 1 point of that damage. (On a damage die roll of 1, the wearer would take no damage.) For example, the armor will absorb 1 point of damage from the strike of a long sword, and the damage from an ice storm (3-30, or 3d10) would be reduced by 3 points, and the damage from the breath weapon of a 9 HD dragon is reduced by 9 points. However, after the armor absorbs 12 points of damage in this fashion, it is damaged and must be repaired. Until repairs are made, it cannot absorb further damage and is considered one armor class worse in protective power. Damaged field plate armor may be repaired by a trained armorer at a cost of 100 gp per point of absorbing power restored, and one day of time per point restored.

Fine Clothes 0 7 Torso n Clothing na
Fist or Open Hand 0 0 On Hand n Weapon na
Flail, Footmans 15 3 On Hand n Weapon (Base dmg d6+1/2d4)
Flail, Horsemans 3.5 8 On Hand n Weapon (Base dmg d4+1/d4+1)
Flask for Oil 2 0.5 Slung n Container Can carry up to 4 pints (4lbs) of liquid.
Flour 0.5 0.1 Slung n Component Can be used in spell casting or mark making.
Flower 0.01 0.5 Slung n Component Often used in spells.
Fork, Military 7.5 4 On Hand n Weapon (Base dmg d8/2d4)
Full Plate 65 4000 Torso n Armor (Base AC 1) Full Plate Armor consists of perfectly forged interlocking plates backed with chain, covering the entire body. It includes an ornate visored helm, gauntlets, and armored footgear. Because of its balanced and expert construction, full plate is only as bulky as chain mail, but provides the best non-magical protection available. Full plate must be fitted to its wearer by an armorer, and (if non-magical) cannot be worn by anyone other than the one for whom it was prepared. It is normally worn only by cavaliers, paladins, and fighters of long service and many battles, and is only rarely donned by adventuring rangers, barbarians, and clerics. Similar to field plate (see above), full plate can absorb some of the damage that would otherwise be suffered by its wearer. This capacity is 2 points per die of damage, so that on a damage die roll of 2 or 1, the wearer does not suffer any damage. Full plate can absorb as many as 26 points of damage in this fashion before needing repair. Until it is tended to, the armor will be one armor class worse in protective power and will not absorb any more points of damage. Full plate armor can be repaired by a qualified armorer at a cost of 200 gp and two days for each point of absorbing power restored.
Galley, Large 0 25000 NA n Transport na
Galley, Small 0 10000 NA n Transport na
Garlic 0.2 0.025 Slung n Component Healing
Garrot 0.1 0.5 On Hand n Weapon (Base dmg d4/d6) A garrot is a strangling device usually made of cord, but which can also be fashioned of cloth or wire. In order to be employed effectively, the wielder of the garrot must strike from behind, and the victim must be either unaware of the impending attack or else unable to take effective defensive action. A target that is completely surprised from behind would be subject to the effects of a successful garrot attack, but such a target engaged in melee with other characters (and as such dodging and evading blows) would not. The victim must be humanoid and have a relatively unprotected neck — even a stout collar of leather will prevent successful use of the garrot. The victim’s neck must be no more than 1 foot above the shoulder height of the wielder of the garrot, and any limb, instrument, or weapon raised to prevent encirclement of the neck will foil that complete encirclement and reduce damage to 1 point. A successful hit will inflict the indicated damage, and will slay the victim at the end of the next round unless the wielder is caused to release the garrot. A successful attack on the garrot-wielder by any individual (the victim can attack, but is −2 to hit), a successful attack by any means of weaponless combat, or the victim’s making a successful bend bars roll against the garrot itself will all spoil the attack and save the target’s life. Unless the victim is normally entitled to more than one attack per round, he or she cannot attempt an attack and a bend bars maneuver in the same round; in this instance, the bend bars attempt counts as one of the victim’s combat maneuvers in that round.
Gem Cutter Equipment 0 2225 Slung n Profession na
Gem-Inlaid Sticks 3 100 Slung n Component Used in auguries and divination.
Girdle 0.3 0.5 Waist n Belt na
Glaive 7.5 6 On Hand n Weapon (Base dmg d6/d10) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Glaive-Guisarme 10 10 On Hand n Weapon (Base dmg 2d4/2d6) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Gloves 1 0 Hands n Handwear na
Glowworm 0.001 0.05 Slung n Component Often used in spells.
Goat 0 1 NA n Animal Livestock
Gold Dust 0.5 2 Slung n Component Often used in spell casting.
Gold Pieces 0.1 1 Slung n Currency 10 copper pieces (c.p.) = 1 silver piece
20 silver pieces (s.p.) = 1 g.p.
2 electrum pieces (e.p.) = 1 g.p.
1 platinum piece (p.p.) = 5 g.p.
Thus: 200 c.p. = 20 s.p. = 2 e.p. = 1 g.p. = 1/5 p.p.
1cp (0.005gp), 1sp (0.05gp), 1ep (0.5gp), 1pp (5gp)
Good Large Shelter 100 180 NA n Shelter na
Good Medium Shelter 80 120 NA n Shelter na
Good Small Shelter 60 75 NA n Shelter na
Good Wine (pint) 1 0.5 Slung n Provisions 1 pint of good wine. Must be carried in a liquid container.
Grain 0.5 0.5 Slung n Component Can be consumed, however, specially prepared grains (dried and preserved) can be used in spell casting.
Grain (horse meal-day) 5 0.05 Slung n MountProvisions na
Grappling Hook 7.5 75 Slung n Gear A grappling hook or grapnel is a device that typically has multiple hooks (known as claws or flukes) attached to a rope; it is thrown, dropped, sunk, projected, or fastened directly by hand to where at least one hook may catch and hold onto objects.

**Use of Grappling Hooks:**

The other piece of equipment that can be used by any climber (thief or non-thief, mountaineer or non-mountaineer) is a grappling hook — a three- or four-pronged metal hook that is attached to the end of a rope and thrown toward a protrusion, in hopes that the hook will catch and hold so that climbers can pull themselves upward with the help of the anchored rope. Grappling hooks are normally only needed when ascending severe slopes and cliff faces, but they may also come in handy to expedite movement up a moderate slope, especially if it is slippery or slightly slippery.

A character can throw a grappling hook (attached to a rope, of course) upward a maximum distance of 1/3 of his strength score (rounded up) times 10 feet; a character with a strength of 8 can throw the hook toward a protrusion as far as 30 feet above his head. If the throw is horizontal (on an incline of 30 degrees or less), the character's maximum throwing distance is the same as for a vertical toss unless he is in a secure position and has a 10ft radius of space around himself to allow for whirling the hook in a circle before letting it go; in that case, he can make a horizontal throw twice as far as his maximum vertical throw.

It takes one round to make a throwing attempt with a grappling hook, regardless of the type of throw. If the hook misses, the character must spend the next 1d4 rounds coiling the rope, whether he intends to make another attempt or he plans to stow the equipment until a later time. It can be dangerous to throw a hook toward a target directly above oneself; if the throw misses and the dice roll was 01-05, the thrower is hit by the hook and takes 1d6 points of damage.

A climber can climb up a rope anchored by a grappling hook at a 30ft bonus to his normal climbing movement rate if he is lightly encumbered or not encumbered. In other cases, the rope affords no benefit to movement — except, perhaps, to make upward movement possible where it was not possible before.

The chance of a suitable protrusion being available within the character's throwing range, and the chance of the hook catching on the intended target, are both dependent on the type of terrain toward which the hook is being thrown.

Grasshopper 0.2 0.025 Slung n Component Can be used in spell casting.
Grave Dirt 0.01 0.5 Slung n Component Often used in spell casting.
Great Helmet 4.5 15 Head n Headgear na
Griffin 0 5000 NA n Mount Carries up to 550lbs + rider. HD7, MV:12/Fl 30, AC:3, THAC0:13, #ATT:3, 1-4 x2/2-16
Guisarme 8 5 On Hand n Weapon (Base dmg 2d4/d8) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Guisarme - Voulge 15 7 On Hand n Weapon (Base dmg 2d4/2d4) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Halberd 17.5 9 On Hand n Weapon (Base dmg d10/2d6)
Hammer 5 1 On Hand n Weapon (Base dmg d4+1/d4)
Hammer, Lucern 15 7 On Hand n Weapon (Base dmg 2d4/d6) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Hammer, Thrown 5 1 On Hand n Weapon (Base dmg d4+1/d4)
Hand Axe 5 1 On Hand n Weapon (Base dmg d6/d4)
Hand Axe, Thrown 5 1 On Hand n Weapon (Base dmg d6/d4)
Hand Crossbow 5 300 On Hand n Weapon (Base dmg 1-3/1-2) The hand-held crossbow is the creation of the dark elves, and is much more common in their underground realm than in the surface world. These crossbows require only one hand to fire, but two hands to load and reload them. Dark elves commonly use insinuative poisons and sleep-inducing agents on their crossbow projectiles. In the latter case, a target hit by a dart tipped with this substance must save versus poison at ?4 or fall unconscious. The basic cost of 300 gp listed for this weapon applies when the weapon is to be obtained from a non-drow source in the surface world; in the domain of the dark elves, such weapons are much more in evidence (and available), and may be purchased for as little as 30 gp. Likewise, the cost of special quarrels for this weapon will be reduced by approximately a factor of 10 (down to 10 gp each) if they are obtained from the dark elves.
Harness 7.5 0.6 NA n Mountgear na
Harpoon 5 5 On Hand n Weapon (Base dmg 2d4/2d6) This weapon is a form of throwing spear with the head socket detachable in most cases. The head is fastened to a line so as to secure the target creature to the wielder or some object, provided the weapon strikes home. Against most targets, a hit from the harpoon indicates that the barbed head is buried or snagged. (See aklys above for details of this entangling effect, unless the harpoon line is secured to some stout object.) Naturally, the line attached to the harpoon must be of sufficient length to allow hurling to the range needed. Furthermore, this line must be able to run freely when the weapon is hurled (and possibly subsequently moved away with at great rapidity). In general, the following guidelines can be used when dealing with harpoon hits: If the target creature has an intelligence of not less than 2, and likewise has some means of effectuating dislodgement of the weapon head or severance of the line, a saving throw versus poison is allowed. Success indicates the victim has freed itself. Failure indicates continued attachment, 1 point additional damage, and the possibility that the victim will be dragged 1˝ closer to the harpooner if the wielder so desires and the victim is of a size, weight, and strength which enables the harpooner to do so (cf. kuo-toa in the FIEND FOLIO Tome).
Harpoon, Thrown 5 5 On Hand n Weapon (Base dmg 2d4/2d6) This weapon is a form of throwing spear with the head socket detachable in most cases. The head is fastened to a line so as to secure the target creature to the wielder or some object, provided the weapon strikes home. Against most targets, a hit from the harpoon indicates that the barbed head is buried or snagged. (See aklys above for details of this entangling effect, unless the harpoon line is secured to some stout object.) Naturally, the line attached to the harpoon must be of sufficient length to allow hurling to the range needed. Furthermore, this line must be able to run freely when the weapon is hurled (and possibly subsequently moved away with at great rapidity). In general, the following guidelines can be used when dealing with harpoon hits: If the target creature has an intelligence of not less than 2, and likewise has some means of effectuating dislodgement of the weapon head or severance of the line, a saving throw versus poison is allowed. Success indicates the victim has freed itself. Failure indicates continued attachment, 1 point additional damage, and the possibility that the victim will be dragged 1˝ closer to the harpooner if the wielder so desires and the victim is of a size, weight, and strength which enables the harpooner to do so (cf. kuo-toa in the FIEND FOLIO Tome).
Hat 0 0.35 Head n Headgear na
Haversack 2 1 Slung n Container Contains up to 20lbs or 200 coins.
Hawk, Large 0 40 NA n Animal Pet
Hawk, Small 0 18 NA n Animal Pet
Heavy Crossbow 8 20 On Hand n Weapon (Base dmg d4+1/d6+1)
Helmet (metal armor) 1 10 Head n Headgear na
Helmet (no armor) 1 10 Head n Headgear na
Helmet (soft armor) 1 10 Head n Headgear na
High Hard Boots 6 2 Feet n Footwear na
High Soft Boots 3 1 Feet n Footwear na
Hippogriff 0 3000 NA n Mount Carries up to 400lbs + rider. HD3+3, MV:18/Fl36, AC:5, THAC0:17, #Att:3, Dmg: 1-6 x2, 1-10
Holly 0.5 0 Slung n Component na
Hook Fauchard 8 6 On Hand n Weapon (Base dmg d4/d4) This pole arm is principally useful as a device to dismount or fell opponents. It is a normal fauchard with its tip hook greatly elongated and curved into a sickle shape. The wielder attacks by making a sweeping motion to encompass the target with the hook of the weapon. A successful hit will have a 20% probability of dismounting or toppling (to knees or prone position) the target. This assumes that the wielder is larger than his or her opponent, or at least over 50% of the target’s height and weight.
Horse, Draft 0 30 NA n Mount Carries up to 300lbs + rider. HD3, MV:12, AC:7, THAC0:17, #Att:1, Dmg: 1-3
Horse, Heavy War 0 300 NA n Mount Carries up to 500lbs + rider. HD3+3, MV:15, AC:7, THAC0:17, #Att:3, Dmg: 1-8 x2/1-4
Horse, Light Riding 0 25 NA n Mount Carries up to 300lbs + rider. HD2, MV:24, AC:7, THAC0:19, #Att:2, Dmg: 1-4 x2
Horse, Light War 0 150 NA n Mount Carries up to 300lbs + rider. HD2, MV:24, AC:7, THAC0:19, #Att:2, Dmg: 1-4 x2
Horse, Medium War 0 225 NA n Mount Carries up to 400lbs + rider. HD2+2, MV:18, AC:7, THAC0:19, #Att:3, Dmg: 1-6 x2/1-4
Hot Clothing 0 0.3 Torso n Clothing na
Human Flesh Strip 0.01 5 Slung n Component Use in spell casting.
Hv. Saddle-Blanket-Bit-Bridle 52 10.9 NA n Mountgear na
Incense Stick 0.5 1 Slung n Component Often used in spells and religious practices.
Ink (Magic) and Pot (1 dose/pg or spell level) 0.001 100 Slung n Stationary Magic ink and a writing quill are required for scribing spells and prayers onto scrolls or adding spells to spell books.
Ink and Pot (1 dose/pg) 0.001 0.1 Slung n Stationary Ink and a writing quill can be used for typical writing activities. Though these tools cannot be used to scribe spells/prayers.
Iron Holy Symbol 1 2 Neck n Religious na
Iron ingots 1 2 Slung n Resource Iron ingot
Iron Powder 0.5 0.05 Slung n Component Often used as a component in spells/rituals/prayers/ceremonies.
Iron Spike, Large 1 0.005 Slung n Gear na
Iron Strip 1 1 Slung n Component Long nail of iron. Can be used in spell casting.
Javelin 4 0.5 On Hand n Weapon (Base dmg d6/d6) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent.
Kayak (1+100) 0 250 NA n Transport This one-person craft works very well in rough or cold water. The kayak has a layer of oilskin completely surrounding its frame (except for a small opening for the kayaker), so even capsizing does not cause it to fill with water.
Knife 0.6 1 On Hand n Weapon (Base dmg 1-3/1-2)
Knife, Thrown 0.6 1 On Hand n Weapon (Base dmg 1-3/1-2)
Lampblack 0.5 0.1 Slung n Component Can be used in spell casting.
Lance, Heavy Horse 15 6 On Hand n Weapon (Base dmg 3-9/3d6) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount.
Lance, Light Horse 5 6 On Hand n Weapon (Base dmg d6/d8) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount.
Lance, Medium Horse 10 6 On Hand n Weapon (Base dmg d6+1/2d6) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount.
Lantern, Bullseye 6 12 Slung n Gear A bullseye lantern is generally much more reliable as a light source in the wilderness. The flame is protected, so it will not flicker or be extinguished by the wind, and the radius of illumination generally remains constant. In moonlight or darkness, the beam of light from a bullseye lantern can be seen from 200 yards away if the viewer is looking directly back toward the source of the light, or from 100 yards away if the viewer's gaze is directed across the path of the beam.
Lantern, Hooded 6 7 Slung n Gear A lantern is generally much more reliable as a light source in the wilderness. The flame is protected, so it will not flicker or be extinguished by the wind, and the radius of illumination generally remains constant. In moonlight or darkness, the light from a regular lantern can be seen from 100 yards away.
Lantern, Waterproof 5 50 Slung n Gear This is a tightly enclosed lantern that produces an amount of light equivalent to a normal lantern. The waterproof lantern contains a flame that is carefully shielded against water dousing and gusts of wind. If a waterproof lantern is taken underwater, the area of illumination is reduced to a 10-foot radius instead of the normal 30 feet. While water does not extinguish the flame, it is soon extinguished because of lack of air when underwater. If a waterproof lantern is submerged, the DM makes a secret d6 roll. The result is the number of rounds the lantern continues to burn.
Lard (pint) 2 20 Slung n Exploration This common substance is occasionally employed as a lubricant to help large objects, including characters, squeeze through small holes. A character who has been smeared with lard can squeeze through a passageway that is only 80% as wide as the minimum passage needed, as explained under the movement rules (page 21). Lard is also mildly flammable, but unlike oil, it burns too stubbornly to function as a weapon. When smeared with lard, a character who sustains any damage from a fire-based attack suffers 2 hp extra damage per round for 1d6 rounds. Lard can also serve as an insulating coating for swimmers who enter very cold water. See the hypothermia rules (DSG page 42) for exact effects.
Large Shield 10 15 Shield n Shield A large shield is counted against up to three attacks per melee round. The inclusion of a shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack from the front where the character can interpose it between himself and a blow. Attacks from the right flank and rear always negate the advantage of the shield.
Lasso 2 0.25 On Hand n Weapon (Base dmg -/-) This weapon does no damage in game terms. A successful hit, however, effectively creates the same situation as does a successful harpoon hit, only the lasso must be broken or severed to detach it if the wielder is exerting force to keep it taut. There is a 75% chance that the victim will be dismounted, and/or a 25% chance that the victim will be pulled off its feet if the target is bipedal and of a height and mass not greater than +50% of the lasso wielder. Note that several creatures can combine to make this more probable, i.e. rider and mount, several individuals seizing the other end of the lasso line, etc. A lasso is severed by 2 points of cutting damage. Strength can snap a lasso, with a chance equal to that of bending bars, but only one such attempt is allowed in any given instance.
Leather Armor 15 5 Torso n Armor (Base AC 8)
Leather Barding 64 100 NA n Mountgear (Base AC 9 for Mount)
Leather Strip 1 0.5 Slung n Component 1inch by 5inch strips can be used for many things. Ties and lashings. Can be used in spell casting.
Leatherworker Equipment 0 300 Slung n Profession na
Leaves 0.01 0.5 Slung n Component Often used in spells.
Leek 0.2 0.025 Slung n Component Used in casting spells.
Lenses (Crystal) 0.2 50 Slung n Gear Pair of convex, crystal lenses which fit over the user's eyes.
Light Crossbow 5 12 On Hand n Weapon (Base dmg d4/d4)
Loadstone 0.1 10 Slung n Gemstone na
Long Bow 10 60 On Hand n Weapon (Base dmg d6/d6)
Long Bow (Ash) 10 65 On Hand n Weapon (Base dmg d6/d6)
Long Bow (Elm) 10 70 On Hand n Weapon (Base dmg d6/d6)
Long Bow (Oak) 10 70 On Hand n Weapon (Base dmg d6/d6)
Long Bow (Yew) 10 80 On Hand n Weapon (Base dmg d6/d6)
Low Hard Boots 6 1 Feet n Footwear na
Low Soft Boots 3 0.4 Feet n Footwear na
Lt. Saddle-Blanket-Bit-Bridle 27 10.9 NA n Mountgear na
Luckstone 0.1 5 Slung n Gemstone na
Luckstone Powdered 0.1 5 Slung n Gemstone na
Mace, Footmans 10 8 On Hand n Weapon (Base dmg d6+1/d6)
Mace, Horsemans 5 4 On Hand n Weapon (Base dmg d6/d4)
Magnet 0.1 10 Slung n Gemstone na
Man Catcher 8 25 On Hand n Weapon (Base dmg 1-2/1-2) A man catcher is a two-pronged pole arm. Each prong is curved to encompass a humanoid creature of man-size. Creatures larger or smaller than human size by 50% or more will be unaffected by this arm, for it either will not encompass them or else they can simply drop out of its prongs. The simplest form of man catcher has inward-curving prong ends. These allow entry into the encompassing area, but their inward points prevent egress — especially when the wielder is actively employing the weapon. The more complex form of the device has movable arms which are spread in an open position but close somewhat when the target contacts the lower (shaft area) portion of the man catcher. Both forms have sharpened edges and spikes to both damage the opponent and prevent the use of hands to escape the weapon. Anyone caught in a man catcher loses all shield and dexterity bonuses. Furthermore, he or she can be pulled and pushed about. This pushing and pulling will automatically inflict 1-2 points of damage per round. There is a 25% chance for the victim to be pulled off its feet to either a kneeling or prone position. Anyone caught in a man catcher may attempt to break out by making a successful bend bars roll. Multiple attempts may be made, but the character caught will take 1-4 hp damage with each attempt unless he or she is wearing gloves or other protective devices. Characters other than the one caught may rescue the caught individual by forcing the weapon’s wielder to release grip on the weapon, or by hacking through the pole (6 points cutting damage).
Map 0.5 10 Slung n Map Maps can be drawn on a surface with ink, sticks of charcoal or chalk.
Marigold 0.01 0.5 Slung n Component Often used in spells.
Mead (pint) 1 0.25 Slung n Provisions 1 pint of mead. Must be carried in a liquid container.
Mercury 0.05 10 Slung n Component Often used in spell casting.
Military Pick, Footmans 6 8 On Hand n Weapon (Base dmg d6+1/2d4)
Military Pick, Horsemans 4 5 On Hand n Weapon (Base dmg d4+1/d4)
Miner Equipment 0 750 Slung n Profession na
Mirror, Metal (Large) 0.5 10 Slung n Gear na
Mirror, Silver (Small) 0.5 20 Slung n Gear na
Mistletoe 0.5 0 Slung n Component na
Moderate Clothing 15 3 Torso n Clothing na
Morning Star 12.5 4 On Hand n Weapon (Base dmg 2d4/d6+1)
Mule 0 20 NA n Mount Carries up to 500lbs or 5000 coins. HD3 (12), SZ:Lrg, MV:12, AC:7, THAC0:17, #Att:2, Dmg:1-2/1-6 (bite/kick)
Nettles 0.2 0.025 Slung n Component Used in casting spells.
Nightmare 0 0 NA n Mount Carries up to 500lbs + rider. See MM. HD6+6, SZ:Lrg, MV:15/Fl36, AC:-4, THAC0:15, #Att:3, Dmg:4-10(x2)/2-8(2d4) (burning hooves/bite), SA:Paralyzing Cloud
Note 0.5 0 Slung n Note Can be written on
Oak Bark 0.1 0.5 Slung n Component Often used in spell casting.
Oak Leaves 0.5 0 Slung n Component na
Oil 1 0.5 Slung n Gear 1 pint of oil. Must be carried in a liquid container.
Oil, Waterproofing 2 20 Slung n Exploration This type of oil is harvested from creatures who have developed very effective insulation systems. Seals and minks are common sources of waterproofing oil. One pint of oil is enough to thoroughly coat two square yards of leather or wool material. Cotton material cannot be effectively waterproofed. When a material has been treated with waterproofing oil, it completely repels water for 1 d6+6 turns if the water is pouring or showering onto the material (as in rain). If the material is immersed in water, it remains completely waterproof for only 1d6 turns. If the material starts to leak in either case, it grows slowly wetter for 1d6 turns, after which time it is completely saturated.
Ointment Concoction 2.5 100 Slung n Component The ointment is made from very rare mushroom powder, saffron, and fat. The reverse of the spell, False Seeing, causes the person to see things as they are not, rich being poor, rough smooth, beautiful ugly. The ointment for the reverse spell is concocted of oil, poppy dust, and pink orchid essence. For both spells, the ointment must be aged for 1-6 months.
Ox 0 15 NA n Pack Animal Livestock
Padded Armor 10 4 Torso n Armor (Base AC 8)
Papyrus Sheet 0.5 2 Slung n Stationary Prepared from the pithy stem of a water plant, used in sheets for writing or painting. May contain or have writings, symbols, maps scribed upon it. May also be used in conjunction with magic ink and a writing quill to scribe magic spells/prayers upon. +5% chance of failure when scribing magic scrolls.
Parchment Sheet 0.5 4 Slung n Stationary A stiff, flat, thin material made from the prepared skin of an animal and used as a durable writing surface. May contain or have writings, symbols, maps scribed upon it. May also be used in conjunction with magic ink and a writing quill to scribe magic spells/prayers upon. ±0% chance of failure when scribing magic scrolls.
Partisan 8 10 On Hand n Weapon (Base dmg d6/d6+1)
Pearl 0.1 10 Slung n Gemstone Precious gem.
Pearl 0.1 50 Slung n Gemstone Precious gem.
Pearl 0.1 100 Slung n Gemstone Precious gem.
Pearl 0.1 500 Slung n Gemstone Precious gem.
Pearl 0.1 1000 Slung n Gemstone Precious gem.
Pearl 0.1 10000 Slung n Gemstone Precious gem.
Pegasus 0 5000 NA n Mount Carries up to 400lbs + rider. HD4, MV:24/Fl48, AC:6, THAC0:17, #Att:3, Dmg: 1-8 x2, 1-3 (dive/rear kick)
Phosphorous 0.001 0.5 Slung n Component Often used in spells.
Pickaxe 20 20 Slung n Gear This essential ingredient of every miner's kit is required if characters are to excavate at full efficiency (the excavation rate is only 1/2 of maximum without pickaxes). In desperate conditions, a pickaxe can be used as a weapon. In addition to normal nonproficiency penalties, a pickaxe used as a weapon suffers an inherent -2 on all attack rolls because of its unwieldiness. If the blow lands, however, it inflicts a hefty 1d10 points of damage to small or medium creatures and 1d20 points of damage against large creatures.
Pig 0 1 NA n Animal Livestock
Pigeon 0 0.01 NA n Animal Pet
Piglet 0 1 NA n Animal Livestock
Pike, Awl 8 3 On Hand n Weapon (Base dmg d6/d12)
Pine Cone 0.1 0.5 Slung n Component Protection
Plate Barding 200 500 NA n Mountgear (Base AC 6 for Mount)
Plate Mail 45 400 Torso n Armor (Base AC 3)
Platinum Pieces 0.1 5 Slung n Currency 10 copper pieces (c.p.) = 1 silver piece
20 silver pieces (s.p.) = 1 g.p.
2 electrum pieces (e.p.) = 1 g.p.
1 platinum piece (p.p.) = 5 g.p.
Thus: 200 c.p. = 20 s.p. = 2 e.p. = 1 g.p. = 1/5 p.p.
1cp (0.005gp), 1sp (0.05gp), 1ep (0.5gp), 1pp (5gp)
Pole (10ft) 10 0.015 Slung n Gear na
Pony 0 15 NA n Pack Animal Carries up to 200lbs or 2000 coins. HD1+1, MV:12, AC:7, THAC0:19, #Att:1, Dmg: 1-2
Poor Large Shelter 60 30 NA n Shelter na
Poor Medium Shelter 45 20 NA n Shelter na
Poor Small Shelter 35 10 NA n Shelter na
Potter Equipment 0 600 Slung n Profession na
Pouch (Large Belt) 1 1 Slung n Container Contains up to 5lbs or 50 coins.
Pouch (Small Belt) 0.5 0.75 Slung n Container Contains up to 2.5lbs or 25 coins.
Prayer Beads 0.5 1 Slung n Religious na
Prayer Book 45 1000 Slung n Spellbook na
Prism 0.1 10 Slung n Gemstone Crystal that has been shaped to manipulate light rays. Can be used in spell casting.
Psalter 6 500 Slung n Spellbook A collection of Psalms or religious hymns for liturgical or devotional use.
Pulley 6 25 Slung n Exploration This simple machine is typically purchased with a wooden block and a sturdy hook at the top and bottom. In addition to standard pulleys that accept only one loop of rope, there are pulleys that accept two or even three loops of rope. A single pulley allows a character to change the direction of force when lifting or moving something. For example, by pulling down on a rope, you can lift a heavy weight up. Two single-rope pulleys allow the direction of force to be changed, and double the amount of weight that can be lifted. Two double-rope pulleys quadruple the amount a character can lift. Two triple-rope pulleys increase a character's lifting ability by six times. Of course, very solid means of attaching the pulleys must be found before they can be used effectively.
Quill, Magic 0.001 100 Slung n Stationary A magic quill must be from a creature of strange or magical nature, i.e. a griffon, harpy, hippogriff, pegasus, roc, sphinx of any sort, and similar monsters. Possibly even parts of certain types of demons, devils, or lammasu, etc. may be used as a quill or stylus. The magic quill may be used in conjunction with magic ink to scribe magic spells/prayers on papyrus, parchment, or vellum to create magic scrolls.
Quill, Writing 0.001 1 Slung n Stationary The quill is essentially made from the feathers of birds. Typically, the best quills are from large birds (e.g. geese, turkeys). May be used in conjunction with ink to write upon surfaces (parchment, papyrus, vellum, etc.) to create maps, books, missives, etc.
Quiver (holds 12 arrows) 3 0.4 Slung n Container Contains up to 2.4lbs or 24 coins or 12 arrows.
Quiver (holds 20 arrows) 3 0.6 Slung n Container Contains up to 4lbs or 40 coins or 20 arrows.
Raisin 0.2 0.025 Slung n Component Can be used in spell casting.
Ranseur 5 4 On Hand n Weapon (Base dmg 2d4/2d4) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Rations, Iron (day) 1 1 Slung n Provisions na
Rations, Standard (day) 3 0.5 Slung n Provisions na
Reed, Hollow 0.1 0.1 Slung n Exploration This is a slender straw that, if used carefully, enables a character to breathe while completely submerged under water. The reed is inserted into a character's mouth, and his nose is sealed with wax or by other means. By lying on his back with the straw sticking up like a small periscope, the character can remain underwater and breathe. Because of the character's upside-down position, it is very difficult for him to remain concealed while moving. The maximum a character can move is 1/3 of his normal swimming movement rate. In addition, if a character attempts to move while breathing through a reed, he stands a 10% chance per round of creating a tell-tale ripple on the surface of the water, If the character simply floats with the current, however, no such risks are entailed.
Ring (Ornate) 0.1 10 Finger n Jewelry Jewelry
Ring Mail 25 30 Torso n Armor (Base AC 7)
Robe 2.5 0.3 Torso n Clothing A robe is a loose-fitting outer garment. Unlike garments described as capes or cloaks, robes usually have sleeves.
Rocksalt 0.1 2 Slung n Component Can be used in spell casting.
Rope (50ft) 7.5 0.2 Slung n Gear Often made of hemp, the rope is sturdy and can be broken down to make lengths of cordage.
Ruby 0.1 10 Slung n Gemstone A precious gem. When used in spell casting or alchemy, is associated with good luck.
Ruby 0.1 50 Slung n Gemstone A precious gem. When used in spell casting or alchemy, is associated with good luck.
Ruby 0.1 100 Slung n Gemstone A precious gem. When used in spell casting or alchemy, is associated with good luck.
Ruby 0.1 500 Slung n Gemstone A precious gem. When used in spell casting or alchemy, is associated with good luck.
Ruby 0.1 1000 Slung n Gemstone A precious gem. When used in spell casting or alchemy, is associated with good luck.
Ruby 0.1 10000 Slung n Gemstone A precious gem. When used in spell casting or alchemy, is associated with good luck.
Rushlight 0.05 .001 Slung n Gear (5' radius) A rushlight is a type of candle or miniature torch. The average rushlight gives of light in a 5 foot radius, is 12 inches long and burns for 2 turns (20 minutes). In moonlight or darkness, a lit rushlight can be seen from as far away as 50 yards. It is formed by soaking the dried pith of the rush plant in fat or grease. Mature rush stalks are gathered in summer or autumn. The green epidermis or rind of each stalk is carefully peeled off to reveal the inner pith, but a single lengthwise strip of rind is left in place to provide support for the fragile pith. After drying, the rush is then steeped in any available household fat or grease. Bacon grease was commonly used, but mutton fat was considered best by some, partly because it dried to a harder, less messy texture than other fats.
Sack (Large) 2 0.08 Slung n Container Contains up to 40lbs or 400 coins.
Sack (Small) 0.5 0.05 Slung n Container Contains up to 10lbs or 100 coins.
Saddle Bags, Large 15 4 NA n Container Carries up to 30lbs or 300 coins.
Saddle Bags, Small 15 3 NA n Container Carries up to 10lbs or 100 coins.
Salt 0.001 0.5 Slung n Component Used for seasoning and and food preservation. Often used in spells.
Sap 1 1 On Hand n Weapon (Base dmg 1-2/1-2) A sap, sometimes called a blackjack, is typically a small leather bag filled with sand or a similar material (such as lead shot). The weapon is useful only as an instrument to concuss the target into unconsciousness, so any form of head covering makes it less effective. In fact, unless the head is uncovered, there is no chance the sap will cause unconsciousness, although damage will occur if a hit is made. An uncovered (or light-cloth covered) head struck by a sap has a 5% chance per point of strength of the wielder to cause unconsciousness. Strength greater than 18 means automatic unconsciousness; i.e., 18/01 strength is sufficient to cause this. A hit anywhere but on the head will inflict half damage only and have no other effect.
Savoury 0.5 0.2 Slung n Component Used in spell casting.
Scale Barding 100 180 NA n Mountgear (Base AC 8 for Mount)
Scale Mail 40 45 Torso n Armor (Base AC 6)
Scimitar 4 15 On Hand n Weapon (Base dmg d8/d8)
Scroll Case (Bone or Ivory) 5 5 Slung n Container Contains up to 6lbs, 60 coins, 12 sheets of parchment/paper/vellum/etc. or 3 scrolls.
Scroll Case (Leather) 2.5 0.75 Slung n Container Contains up to 4lbs, 40 coins, 8 sheets of parchment/paper/vellum/etc. or 2 scrolls.
Scroll, Mundane 0.5 0 Slung n Stationary May contain or have writings, symbols, maps scribed upon it. May also be used in conjunction with magic ink and a writing quill to scribe magic spells/prayers upon.
Scroll, Protection from Lycanthropes (Wererats) 2 15000 Slung n Misc Magic Protection from Lycanthropes (Wererats): Reading time: 4 segments. The magic circle from the reading of the scroll extends in a 10’ radius. It moves with the person who read the scroll. Each scroll protects against 49 hit dice of lycanthrope(s), rounding all hit points pluses downwards unless they exceed +2. The magic lasts for 5-30 rounds.
Scroll, Protection from Lycanthropes (Werewolves) 5 15000 Slung n Misc Magic Protection from Lycanthropes (Werewolves): Reading time: 4 segments. The magic circle from the reading of the scroll extends in a 10’ radius. It moves with the person who read the scroll. Each scroll protects against 49 hit dice of lycanthrope(s), rounding all hit points pluses downwards unless they exceed +2. The magic lasts for 5-30 rounds.
Shamrock 0.01 0.5 Slung n Component Often used in spells.
Sheep 0 2 NA n Animal Livestock
Shield 5 10 Shield n Shield A normal-sized shield can effectively be counted against two attacks per melee round. The inclusion of a shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack from the front where the character can interpose it between himself and a blow. Attacks from the right flank and rear always negate the advantage of the shield.
Ship, Large Merchant 0 15000 NA n Transport na
Ship, Small Merchant 0 5000 NA n Transport na
Ship, War 0 20000 NA n Transport na
Short Bow 5 15 On Hand n Weapon (Base dmg d6/d6)
Shovel 18 10 Slung n Gear This is another item standard to every miner's supplies. If a group of characters lacks shovels, the amount of excavation they can accomplish in a day is reduced by 50%.
Silk .05 10 Slung n Component Very light fabric.
Silver Dust 0.5 0.25 Slung n Component Often used in spell casting.
Silver Holy Symbol 1 50 Neck n Religious na
Silver Pieces 0.1 0.05 Slung n Currency 10 copper pieces (c.p.) = 1 silver piece
20 silver pieces (s.p.) = 1 g.p.
2 electrum pieces (e.p.) = 1 g.p.
1 platinum piece (p.p.) = 5 g.p.
Thus: 200 c.p. = 20 s.p. = 2 e.p. = 1 g.p. = 1/5 p.p.
1cp (0.005gp), 1sp (0.05gp), 1ep (0.5gp), 1pp (5gp)
Silver Wire 1 0.5 Slung n Component Silver wire, often used in spells.
Sinew 0.01 5 Slung n Component Use in spell casting.
Skull 5 20 Slung n Component Human or animal skull.
Sling (uses Bullets) 0 0.75 On Hand n Weapon (Base dmg d4+1/d6+1)/ bullet
Sling (uses Stones) 0 0 On Hand n Weapon (Base dmg d4/d4)/ stone
Small Shield 3 10 Shield n Shield A small shield can be counted against only one attack per melee round. The inclusion of a shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack from the front where the character can interpose it between himself and a blow. Attacks from the right flank and rear always negate the advantage of the shield.
Small Wood Shield 3 1 Shield n Shield A small shield can be counted against only one attack per melee round. The inclusion of a shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack from the front where the character can interpose it between himself and a blow. Attacks from the right flank and rear always negate the advantage of the shield.
Smelter Equipment 0 2000 Slung n Profession na
Snake Skin 0.01 5 Slung n Component Use in spell casting.
Songbird 0 0.02 NA n Animal Pet
Soot 0.001 0.05 Slung n Component Can be used as night camoflage. Often used in spells.
Spear 5 1 On Hand n Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spear, Thrown 5 1 On Hand n Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spider Silk .05 10 Slung n Component Very light material, often woven into fabric used in magical vestments.
Spiked Buckler 3.5 10 On Hand n Weapon (Base dmg d4/1-3) The spiked buckler is the only effective form of the armed shield, for larger ones are too difficult to move quickly, and their projections form too easy a hold for opponents. The spiked buckler functions defensively as a standard buckler, capable of aiding the wielder’s protection from one attack. Well-made spiked bucklers will have an edged spike, although the effective attack is by buckler thrust and seldom, if ever, a slash. When the wielder is fighting within arm’s length of an opponent, the spiked buckler can be used for a separate attack during the round. Such attack is always made after the initial weapon attack, if any. Only one such extra attack per round is possible. If the spiked buckler is a second attack mode, the attack is made at −2 hit probability, this penalty cumulative with any others which are applicable.
Splint Mail 40 80 Torso n Armor (Base AC 4)
Sprig of Evergreen 0.01 0.5 Slung n Component Often used in spells.
Staff 5 0.25 On Hand n Weapon (Base dmg d6/d6)
Staff (Quarter) 5 0 On Hand n Weapon (Base dmg d6/d6)
Staff Sling (uses Bullets) 5 2 On Hand n Weapon (Base dmg 2d4/3-9)/ bullet - A staff sling is simply a pole of four or more feet in length with a pocketed thong of some sort fixed to its top end. The missile to be slung is placed in the widest portion of the thong, the free end grasped, and the staff swung forcefully, either sideways on an ascending curve or from the rear to overhead. At the proper time the free end of the thong is released, and the momentum of the swing carries the missile to its target. Note that the staff sling is much the same as a miniature siege machine. Its principal use is the hurling of small, relatively heavy missiles over some intervening obstacle, such as a wall. It is slower to use and less accurate than a normal sling, but it throws heavier missiles on a high trajectory. It does not have the range of a normal sling. It is so difficult to hit targets near to the slinger that for all practical purposes, the staff sling always operates at medium or long range only. If combustibles or like materials are slung with it, the Grenade-like Missile Table in the Dungeon Masters Guide should be used to determine results.
Staff Sling (uses Stones) 5 2 On Hand n Weapon (Base dmg 1d8/2d4)/ stone - A staff sling is simply a pole of four or more feet in length with a pocketed thong of some sort fixed to its top end. The missile to be slung is placed in the widest portion of the thong, the free end grasped, and the staff swung forcefully, either sideways on an ascending curve or from the rear to overhead. At the proper time the free end of the thong is released, and the momentum of the swing carries the missile to its target. Note that the staff sling is much the same as a miniature siege machine. Its principal use is the hurling of small, relatively heavy missiles over some intervening obstacle, such as a wall. It is slower to use and less accurate than a normal sling, but it throws heavier missiles on a high trajectory. It does not have the range of a normal sling. It is so difficult to hit targets near to the slinger that for all practical purposes, the staff sling always operates at medium or long range only. If combustibles or like materials are slung with it, the Grenade-like Missile Table in the Dungeon Masters Guide should be used to determine results.
Standard Spell Book 45 1000 Slung n Spellbook 72 pages. A spell scribed in the book will take up one page/spell level and will require 100gp of magic ink per spell level. e.g. a fifth level spell will require 5 available pages and cost 500gp in magic ink.

A standard spell book is approximately 16 inches in height, 12 inches wide, and 6 inches thick. (The DM has leeway to reduce or enlarge this general size, although nothing smaller than 12×12×6 inches or larger than 18×12×9 inches is recommended.) The weight of a standard book of median size is 150 gold pieces (adjusted upward or downward for varying sizes). The encumbrance value of such a book is equal to three times its weight (450 gp or thereabouts), although it is correct to assume that a volume will fit within an otherwise empty backpack or large sack.

The cover of a standard book is typically heavy leather — dragon hide or something similar — inlaid with metal so as to provide both extra durability and a means to close and secure the book. Vellum pages are sewn together and secured to a fine, supple leather spine backing. Pages are secured additionally by fine leather front and back pieces. It is also usual for such a tome to have vellum stubs at intervals for insertion of additional pages, although this by no means allows for any increase or change in the number and types of spells the book can contain.

Notwithstanding any special protections placed thereon, a standard spell book has a saving throw equal to that of “leather or book,” and with +2 to dice rolls made to save against acid, fireball, disintegration, and lightning attacks.

Staves (Ash) 5 0.25 On Hand n Resource
Staves (Elm) 5 0.25 On Hand n Resource
Staves (Generic) 5 0.25 On Hand n Resource
Staves (Oak) 5 0.25 On Hand n Resource
Staves (Yew) 5 0.25 On Hand n Resource
Stick 1 0.01 Slung n Component 1inch by 12inches. Often used as wattling, construction and crafting. Sometimes used as a spell component.
Stonemason Equipment 0 250 Slung n Profession na
Stones for Sling 0.1 0 Slung n Ammo (Base dmg d4/d4)
Stones for Staff Sling 0.4 0 Slung n Ammo (Base dmg 1d8/2d4)
Studded Leather 20 15 Torso n Armor (Base AC 7)
Sugar 0.001 0.5 Slung n Component Used in cooking and spell casting.
Sulphur Powder 0.005 0.05 Slung n Component Often used as a component in spells/rituals/prayers/ceremonies.
Superior Large Shelter 150 400 NA n Shelter na
Superior Medium Shelter 100 300 NA n Shelter na
Superior Small Shelter 75 200 NA n Shelter na
Sword, Bastard 10 25 On Hand n Weapon (Base dmg 2d4/2d8)
Sword, Broad 7.5 10 On Hand n Weapon (Base dmg 2d4/1d6+1)
Sword, Falchion 7 10 On Hand n Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Khopesh 7.5 10 On Hand n Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1½ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Long 6 15 On Hand n Weapon (Base dmg 1d8/1d12)
Sword, Short 3.5 8 On Hand n Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Two-Handed 25 30 On Hand n Weapon (Base dmg 1d10/3d6)
Tea Leaves 0.01 0.5 Slung n Component Often used in spells.
Thieves Tools .01 30 Slung n Gear This set of tools includes a small file and a set of lock picks.
Tinder Box 0.2 1 Slung n Gear Flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire.
Torch 2.5 0.005 Slung n Gear (Radius 40') The radius of illumination and the burning time of a torch can both be affected by wind velocity. If the wind is blowing at less than 10 mph, the figures given in the Players Handbook apply. If the wind is between 11 and 25 mph, the flame of the torch will struggle and flicker, providing reliable illumination only out to 30 feet instead of 40, and the torch will burn out in 4 turns instead of 6. If the wind is between 26 and 40 mph, radius of illumination is not further reduced but the flame will only last for 2 turns at most, and there is a 25% chance (checked every five rounds) that the torch will be extinguished by the wind and must be reignited. In a wind of more than 40 mph, it is impossible to keep a torch burning for more than 1 round. It takes 1 round to light a torch, plus 1 round for every 10 mph of wind velocity; this time is cut in half for a character with proficiency in fire building. In moonlight or darkness, a lighted torch can be seen from as far away as 200 yards.
Traveling Spell Book 7 500 Slung n Spellbook 27 pages. A spell scribed in the book will take up one page/spell level and will require 100gp of magic ink per spell level. e.g. a fifth level spell will require 5 available pages and cost 500gp in magic ink.

A travelling spell book is approximately 12 inches tall, 6 inches wide, and 1 inch thick; 9×9×1 is likewise a good working size. The weight of such a book is approximately 30 gold pieces, and encumbrance roughly 60 gp. Five such books will fit within a backpack, twice that number in a large sack.

The cover of a travelling spell book is strong, supple leather, such as that from a giant cobra. The hand-sewn leaves of parchment are carefully secured to a fine leather backing and glued to the spine. The whole is further secured by front and back pieces of vellum. A small lock or leather ties are typically used to secure the whole. Pages are very thin and fragile, so great care must be taken to protect the book when it is in use.

Notwithstanding any special protections placed thereon, a travelling spell book has a saving throw equal to that of “leather or book,” with no bonuses (as a standard book has) against certain forms of attack.

Trident 5 4 On Hand n Weapon (Base dmg d6+1/3d4)
Tuning Fork 2 5 Slung n Gear Tuning fork. Can be used in spell casting.
Twine, ball (50ft) 1 .01 Slung n Exploration Twine has various uses: as lashings, trip-lines, retracing steps along a path.
Unique 10 0 Slung n Exploration
Vellum Sheet 0.5 8 Slung n Stationary Vellum is made from the skin of a calf and is used as a fine writing surface. May contain or have writings, symbols, maps scribed upon it. May also be used in conjunction with magic ink and a writing quill to scribe magic spells/prayers upon. −5% chance of failure when scribing magic scrolls.
Vermilion 0.5 0.1 Slung n Component Can be used in spell casting.
Very Cold Clothing 45 15 Torso n Clothing na
Vial 0.025 1 Slung n Container A vial can hold upto 8oz (0.5lb) of liquid.
Vine 1 0.01 Slung n Component More supple than sticks. 1inch by 12inches. Often used in wattling, construction and crafting. Sometimes used as a spell component.
Voulge 12.5 2 On Hand n Weapon (Base dmg 2d4/2d4)
Wagon 0 150 NA n Transport Requires at least 1 Draft Horse to pull.
Water 1 0 Slung n Provisions 1 pint of water. Must be carried in a liquid container.
Watered Wine (pint) 1 0.25 Slung n Provisions 1 pint of watered wine. Must be carried in a liquid container.
Waterskin (4 pints) 5 0.75 Slung n Container Can carry upto 4 pints (4lbs) of liquid.
Whip 3 3 On Hand n Weapon (Base dmg 1-2/1) The whip is a dangerous weapon only in the hands of a highly skilled and well trained user. To inflict damage, the whip must contact exposed, or lightly covered, flesh. Heavy clothing or thick hair/fur will be of considerable protection until torn away by repeated lashing. (Thick hide, such as that of an elephant, rhinoceros, or hippopotamus, will allow a slight sting at best, with no real damage inflicted.) Heavily scaled or otherwise protected opponents will not even feel the lash of a heavy leather whip, even with a weighted tip.

However, the whip also has another use. It can entangle an opponent’s limb(s) or weapon. Any hit scored on an opponent means that an entanglement of some sort will occur. If the whip is in non-proficient hands, the chance is only 5%. In proficient hands, there is a 5% chance per level of the wielder for entanglement, but only at the wielder’s option. The entanglement will be one limb (50%), two limbs (10%), the weapon arm and weapon (20%), or the head (20%, or 40% in the case of an opponent not using a weapon).

One-limb entanglement indicates no effective attack for 10 segments. Two-limb entanglement indicates the same, with a 25% chance that the opponent will be kneeling or prone for that period and must thereafter recover its feet. A hit on the weapon arm/weapon indicates no effective attack for 10 segments and a 10% chance that the weapon will be lost. (If the weapon is edged, there is a 50% chance that the whip will be severed and useless instead.) A neck hit indicates the opponent can make no effective attack for 10 segments, and additional garrot-type damage will be scored if the opponent has no throat protection such as thick hide, heavy leather, armor, mane-like fur or hair, etc. A proficient wielder can disentangle the whip by rolling his or her dexterity or less on 3d6 minus 2. Otherwise, the whip remains entangled until it is broken or severed, or until the wielder pulls it loose, or until the opponent does so (the chance of this last occurrence is 5% +1 % per point of strength of the victim).

Whistle 0.1 0.05 Slung n Gear This is a simple device of hollowed wood, bone, or reed. When blown, it creates a piercing sound audible up to 1,000 feet away.
Wineskin (4 pints) 5 0.75 Slung n Container Can carry up to 4 pints (4 lbs) of liquid.
Wooden Holy Symbol 1 0.35 Neck n Religious na
Writ of Exchange 0.0 1 Slung n Currency A "Writ of Exchange" is drafted to facilitate the transfer of large amounts of currency.
Wytchwood 0.001 0.5 Slung n Component Often used in spells.
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