Prices are listed in the coins of the Kingdom of Formour. This is the approximate average cost for the listed goods & services. These prices will vary based on location, availability, demand, and other economic factors. Prices for other countries will need to be converted for their respective nations. For quick exchanges, a Formourian florin and a Bizzannite ducat are worth the same amount, and three of these coins are about an ounce of Heldannic/Osterrean hacksilver.
Belt
Normal 2 flourins
Bandolier 3 flourins
Extra-wide 4 flourins
Reinforced (sword-belt) 3 flourins
Boots
Cloth 1 guilder
Hip high 7 guilder
Knee high (riding) 5 guilder
Leather (normal) 2 guilder
Low soft leather 2 guilder
Work 3 guilder
Cape
Full 15 flourins
Half 2 guilder
Cloak 1 guilder
Cloak pin/Brooch 3 guilder
Dress
Common 3 guilder
Elaborate 30+ guilder
Shift (simple one-piece) 5 flourins
Satin 60+ guilder
Silk 80+ guilder
Earrings
Big & gaudy, per pair 5 flourins
Guilder, hoop, per pair 2 guilder
Guilder, small, per pair 1 guilder
Silver, hoop, per pair 1 guilder
Silver, small, per pair 10 flourins
Gloves
Archer's, each 4 flourins
Per pair, with tab8 flourins
Heavy winter, per pair 1 guilder
Leather, per pair 6 flourins
Cloth, per pair 2 flourins
Fingerless &/or reinforced
Each 10 flourins
Per pair 1 guilder
Handkerchief, silk 2 flourins
Hat Fur 2 guilder
Large brim (i.e. cowboy) 1 guilder
No brim
(i.e. cap, pullover, or touque) 2 guilder
Short brim (i.e. bowler) 15 flourins
Straw 4 farthings
Hose 6 flourins
Jacket
Fur 7 guilder
Leather, heavy winter 4 guilder
Leather, light 2 guilder
Leather, reinforced (armour) 70 guilder
Silk 60 guilder
Trench coat, heavy cloth 3 guilder
Trench coat, leather 5 guilder
Wool 2 guilder
Jester's hat
(with bells) 10 flourins
Jester's outfit 2 guilder
Kilt 2 guilder
Mantle
Cloth 3 guilder
Leather 5 guilder
Mittens
Normal cloth, per pair 2 flourins
Heavy leather, per pair 10 flourins
Night robe 6 flourins
Nightgown 5 flourins
Pants
Cotton, denim 2 guilder
Cotton, soft 1 guilder
Linen 1 guilder
Velvet 40 guilder
Wool 2 guilder
Purse
Foet 120 guilder
Leather 10 flourins
Linen 3 flourins
Satin 8 guilder
Silk (non-sow) 60 guilder
Small½ cost as per material
Velvet 5 guilder
Robe
Embroidered 10+ guilder to cost of material
Fur-trimmed 6 guilder
Heavy 3 guilder
Hooded 4 guilder
Light 2 guilder
Silk 30 guilder
Sandals 1 guilder
Sash 1 flourin
Scabbard
Axe 5 guilder
Long sword 15 guilder
Knife/dagger 2 guilder
Short sword 10 guilder
Scarf 18 flourins
Shirt
Linen 2 farthings
Cotton 4 farthings
Sackcloth 3 farthings
Satin 20 guilder
Wool 4 farthings
Shoes 5 guilder
Signet ring 30 guilder
Skirt 4 farthings
Socks, per pair 2 farthings
Surcoat 10 guilder
Tunic 8 farthings
Vest
Cloth 10 flourins
Leather 2 guilder
Socks help keep you from getting blisters from long marches. Cotton is better for wicking away sweat, but wool has the unique property that it retains its warmth even when wet. Cotton is better for warm climates & wool for cold. Both are the same price.
Ale
Large barrel, 50 gallon 10 guilder
Small barrel, 5 gallons 5 guilder
1 pint 1 flourin
Dwarven Ale
Large barrel, 50 gallons 100 guilder
Small barrel, 5 gallons 10 guilder
Pint 1 guilder
Beer
Bock, 1 pint 2 flourins
Dark, 1 pint 1 flourin
Light, 1 pint 5 farthings
Brandy, 1 pint 10 flourins
Shot 1 flourin
Cider
Barrel, 30 gallons 1 guilder
Cask, 12 gallons 4 flourins
Hand keg, 2 gallons 1 flourin
Cider, hard
Barrel, 30 gallons 2 guilder
Cask, 12 gallons 8 flourins
Hand keg, 2 gallons 2 flourins
Mead
Honey, pint 5 flourins
Rum
Dark, per pint 7 flourins
Dark, per shot 14 farthings
Light, per pint 5 flourins
Light, per shot 10 farthings
Wine
Excellent, large barrel 25 guilder
Fair, large barrel 5 guilder
Excellent, small barrel 25 flourins
Fair, small barrel 5 flourins
Excellent, 1 gallon 5 flourins
Fair, 1 gallon 1 farthing
Wine, spiced
Barrel, 30 gallons 5 guilder
Cask, 12 gallons 2 guilder
Keg, 2 gallons 4 flourins
Almonds, per lbs. 3 guilder
Apples, per lbs. 1 guilder
Applebutter, per pint 5 flourins
Apricots, per lbs. 15 guilder
Artichokes, ground, per lbs. 200 guilder
Barley, 10 lbs. 7 flourins
Blackberry butter, per pint 7 flourins
Bread, per loaf
Rye 6 farthings
Sourdough 7 farthings
Wheat 5 farthings
Corn 3 farthings
Ginger 1 guilder
Hard Tack rolls 10 farthings/ dozen
Beef, per lbs.
Corned 3 guilder
Dried 5 guilder
Jerked 7 guilder
Sausage 2 guilder
Smoked 4 guilder
Brandied Fruits, per Pint
Cherries 2 guilder
Grapes 5 guilder
Mixed Fruits 1 guilder
Raspberries 3 guilder
Spiced Pears 4 guilder
Spiced Plums 3 guilder
Strawberries 2 guilder
Buffalo, per lbs.
Dried 30 guilder
Jerked 42 guilder
Butter, per lbs. 2 flourins
Butternuts, per lbs. 200 guilder
Candied Fruits and Herbs, per oz.
Apricots 5 guilder
Carrots 5 flourins
Cherries 5 flourins
Honeyed ginger 50 guilder
Mint 7 flourins
Orange Peel 5 guilder
Carrots, per oz. 1 guilder
Cashews, per oz. 4 flourins
Cheese, Cheddar
Wheel, 1 lbs. 4 flourins
Whey, 100 lbs. 5 guilder
Cheese, Nut
Wheel, 1 lb. 1 guilder
Whey, 100 lbs. 50 guilder
Cheese, Pepper
Wheel, 1 lb. 5 flourins
Whey, 100 lbs. 45 guilder
Cherries, per oz. 5 flourins
Chestnuts, per lbs. 1 guilder
Chillies
Ground, oz. 20 guilder
Whole, per lbs. 100 guilder
Cocoa, per lbs. 100 guilder
Cod, per lbs.
Salted 5 guilder
Smoked 7 guilder
Coffee, per lbs. 50 guilder
Coffee, Dwarven, per lbs. 150 guilder
Corn, per Sack 4 flourins
Crab, per lbs. 30 guilder
Eggs, per 100 8 flourins
Eggs, per 24 2 flourins
Egg
Chicken 3 farthings
Duck 1 flourin
Ostrich 50 guilder
Snake 5 guilder
Turtle 7 guilder
Elderberries, per oz. 1 flourin
Figs, 1 lb. 3 flourins
Flour, 10 lbs. Sack
Barley 5 farthings
Corn 3 farthings
Rye 4 farthings
Wheat 3 farthings
Fruit cheeses, per pint
Apple 1 flourin
Blackberry 1 guilder
Damson plum 5 flourins
Gooseberry 6 flourins
Grain, 50 lbs. barrel 5 guilder
Green beans, per oz. 2 guilder
Green Peas, per lbs. 2 flourins
Haggis 5 guilder
Hazelnuts, per lbs. 5 guilder
Herring, per lbs.
Pickled 3 guilder
Salted 5 guilder
Honey, per pint
Lavender 1 guilder
Parsley 3 flourins
Rose Petal 5 flourins
Jam, per pint
Apricot & Almond 20 guilder
Elderberry 7 flourins
Gooseberry 1 guilder
Rose petal 1 guilder
Strawberry 3 flourins
Jellies, per pint
Basil 5 flourins
Crab-apple 3 flourins
Lemon 5 guilder
Mint 2 flourins
Rosemary 5 flourins
Sage 4 flourins
Wine 1 guilder
Juice, per pint
Apple 1 farthing
Grape 2 farthings
Orange 1 farthing
Tomato 3 farthings
Lard, pint 5 farthings
Lobster tail, meal 2 flourins
Maple Sugar, per lbs. 75 guilder
Marmalades, per pint
Ginger 20 guilder
Orange 15 guilder
Meat, Fresh, per lbs. 1 guilder
Milk, per pint
Cow 5 flourins
Goat 7 flourins
Mare 15 flourins
Molasses, per pt 5 flourins
Mushrooms, per oz. 5 guilder
Nuts, ground, per lbs. 30 guilder
Noodles, per lbs. 15 guilder
Oil, per gallon
Almond 10 guilder
Hazelnut 3 guilder
Olive 5 guilder
Sesame 10 guilder
Sunflower 3 flourins
Walnut 2 guilder
Peaches, per lbs. 15 guilder
Pears, per lbs. 5 guilder
Pear butter, per pint 6 flourins
Pecans, per lbs. 150 guilder
Pickled fish, (small Barrel) 3 guilder
Pineapple, dried 300 guilder
Pine nuts, per lbs. 10 guilder
Pistachios, per lbs. 15 guilder
Pork, per lbs.
Bacon 4 guilder
Ham 5 guilder
Salted 3 guilder
Sausage 1 guilder
Preserves, per pint
Cherry 4 flourins
Raspberry 5 flourins
Strawberry 5 flourins
Prunes, per lbs. 3 guilder
Pumpkin seeds, per oz. 30 guilder
Raisins, per lbs. 2 flourins
Rice, per lbs. 1 flourin
Rice Cake, per week 5 flourins
Rice candies, each 1 ha' penny
Roast Chicken 5 flourins
Roast Duck 8 flourins
Roast Goose 7 guilder
Roast Ostrich 500 guilder
Roast Pheasant 5 guilder
Roast Turkey 3 guilder
Rye, per 10 lbs. sack 7 flourins
Salmon, per lbs.
Salted 10 guilder
Smoked 15 guilder
Salt Pork, per lbs. 4 flourins
Sardines, per lbs. 4 guilder
Sarsaparilla, per oz. 10 guilder
Smoked Meat, per lbs.
Bear 20 flourins
Beef 5 flourins
Ham 7 flourins
Shark 15 flourins
Venison 17 flourins
Snake, Fried 3 flourins
Steak
Beef 10 flourins
Eel 4 guilder
Lizard, large 2 guilder
Shark 3 guilder
Venison 6 guilder
Stew, per pot
Beef 4 flourins
Otter 15 flourins
Rabbit 3 flourins
Snake 5 flourins
Wolf 8 flourins
Sugar, per lbs.
Brown 1 guilder
Lavender 10 guilder
Lemon 15 guilder
Orange 15 guilder
Powdered 5 guilder
Raw, cane or beet 5 flourins
Rose 7 guilder
Violet 8 guilder
Tea, per lbs. 10 flourins
Elven 60 flourins
Tomato, per pint 10 guilder
Tortilla, per 2 dozen 25 farthings
Vanilla, per bean 100 guilder
Walnut per lbs. 3 flourins
Walnuts, Black, per lbs. 100 guilder
Wheat, per 10 lbs. sack 5 flourins
Arsenic, 1 sprig 10 flourins
Belladonna, 1 sprig 4 flourins
Catnip, 1 sprig 20 farthings
Cinnamon, per stick 10 farthings
Garlic, 1 bud 5 farthings
Ginger, 1 root 30 farthings
Herbs, per lbs. 5 farthings
Holly, per sprig 5 flourins
Mandrake, root 25 flourins
Mistletoe, sprig 10 flourins
Nightshade, sprig 15 flourins
Pepper, 1 oz. 5 flourins
Saffron, per 1 oz. 15 guilder
Salt, per lbs. 1 flourin
Salt, per 150 1 lb. Bricks 100 guilder
Wolfsbane, per sprig 10 flourins
Cigarettes: cost2-5 flourins per pack. The best tobacco is from southern Formour. The Goths have their own varietycloves.
Bag, cloth, holds 10-50 coins 7 farthings
Bag, cloth, tiny 2 farthings
Backpack
Leather 2 guilder
Wicker 5 farthings
Barrel, wooden
Small, holds 5 gallons 1 guilder
Small, holds 30 gallons 2 guilder
Medium, holds 40 gallons 4 guilder
Large, holds 50 gallons 5 guilder
Large, holds 60 gallons 6 guilder
Basket
Wicker, small 2 farthings
Wicker, large 4 farthings
Bottle
Ceramic, holds 32 oz. 3 flourins
Glass, holds 32 oz. 8 flourins
Crystal, hold 32 oz. 3 guilder
Box, ornamental
Lacquer 8 guilder
Sandalwood 5 guilder
Silk-lined 5 guilder
Bucket
Canvas, holds 3 gallons 3 flourins
Leather, holds 3 gallons 5 flourins
Wooden, holds 1 gallon 8 flourins
Cabinet 3-8 guilder
Case, map or scroll 1 guilder
Cask
Wooden, small, holds 50 gallons 3 guilder
Wooden, small, holds 5 gallons 1 guilder
Chest
Armoured 10 guilder
Common, wooden, large 8 flourins
Common, wooden, small 3 flourins
Drums , metal
200 gal. 15 guilder
100 gal. 10 guilder
Flask, hold 16 oz.
Ceramic 2 flourins
Clay 1 flourin
Crystal 15 flourins
Glass 10 flourins
Silver 20 guilder
Steel 3 guilder
Jars, stoppered ceramic
2 oz. 3 farthings
4 oz. 4 farthings
6 oz. 5 farthings
8 oz. 6 farthings
10 oz. 7 farthings
12 oz. 8 farthings
14 oz. 9 farthings
16 oz. 1 flourin
20 oz. 13 farthings
24 oz. 15 farthings
32 oz. (1 quart) 2 flourins
64 oz. (2 quart) 5 flourins
128 oz. (1 gallon) 1 guilder
Keg
Wooden, large, holds 25 gallons 45 flourins
Wooden, small, holds 5 gallons 15 flourins
Pail
Metal, holds 1 gallon 10 flourins
Wooden, holds 1 gallon 7 flourins
Pitcher, clay 2 farthings
Pot, iron 5 flourins
Pouch, belt
Cloth, large, holds 100 coins 5 flourins
Cloth, small, holds 50 coins 10 flourins
Leather, large, holds 100 coins 1 guilder
Leather, small, holds 50 coins 15 flourins
Quiver, arrow
Large, holds 24 arrows 1 guilder
Small, holds 12 arrows 7 flourins
Quarrel
Hand, holds 30 bolts 3 guilder
Large, holds 40 bolts 1 guilder
Small, holds 20 bolts 15 flourins
Siege, hold 10 bolts 5 guilder
Rucksack 1 guilder
Sack
Cloth, large, holds 300 coins 40 farthings
Cloth, small, holds 50 coins 16 farthings
Leather, large, holds 450 coins 45 farthings
Leather, small, holds 75 coins 20 farthings
Skins (1 quart capacity)
Oil 5 flourins
Water 1 guilder
Wine 1 guilder
Tankard or mug 2 farthings
Acid, etching (flask) 10 guilder
Alchemist's lab 500 guilder
Artist's tools 15 guilder.
Bell 1 guilder
Block and tackle 5 guilder
Climber's harness (with cleats) 80 guilder
Craftsman's tools 50 guilder
Crowbar 2 guilder
First-aid kit 50 guilder
Fishhook 1 flourin
Fishing net, 25 sq. ft. 4 guilder
Grappling hook 1 guilder
Hammer 5 flourins
Hourglass 25 guilder
Ladder, 10-foot 5 farthings
Lock
Simple 20 guilder
Standard 40 guilder
Superior 150 guilder
Lockpick set 130 guilder
Make-up kit, actor's 50 guilder
Oil, weapon polishing (3 ounce) 1 florin
Pick, miner's 3 guilder
Piton 1 flourin
Pole, 10-foot 2 flourins
Polish, boot/leather 1 florin
Scale, merchant's 2 guilder
Sewing needle 5 flourins
Shackles 15 guilder
Shackles, superior 50 guilder
Sledge 1 guilder
Spade or shovel 2 guilder
Whetstone 2 farthings
Bagpipes, Heldannic 60 guilder
Chimes 2 guilder
Drum, 4 guilder
Fife, 5 guilder
Flute, 15 guilder
Gong, 5 guilder
Harp, 75 guilder
Horn, 6 guilder
Lute, 25 guilder
Lyre, 200 guilder
Mandolin, 28 guilder
Pan pipes, 5 guilder
Recorder, 6 guilder
Slide whistle 1 guilder
Violin 200 guilder
Candle 1 farthing
Charcoal (per pound) 12 flourins
Firewood (per day) 1 farthing
Flint and steel 1 guilder
Lamp, common 1 flourin
Lantern, bullseye 12 guilder
Lantern, hooded 7 guilder
Oil, lamp (1-pint flask) 1 flourin
Tinder box
(flint, steel, kindling) 3 guilder
Torch
Treated (ez light, 3 hrs) 3 farthings
Untreated (45 minutes) 1 farthing
Brush, common 10 flourins
Brush, sable hair 2 guilder
Chalk, 1 piece 1 farthing
Charcoal stick 1 farthing
Earthen tones (2 oz.) 10 guilder
Bright colours (2 oz.) 20 guilder
Ink, black (1 oz. vial) 8 guilder
Ink, coloured (1 oz. vial) 12 guilder
Paper (sheet) 4 flourins
Parchment (sheet) 2 flourins
Pen, quill 3 farthings
Pen, wooden 8 flourins
Powder pigments
Sealing wax 1 guilder
Signet ring 5 guilder
Slate board 2 guilder
Workbook or journal,
100 pages (blank) 50 guilder
Bedroll 2 flourins
Blanket, winter 5 flourins
Caltrops, bag 1 guilder
Canvas (sq. yd.) 1 flourin
Chain (10 ft.) 30 guilder
Cloth (10 sq. yds.)
Common 7 guilder
Fine 100 guilder
Good quality 20 guilder
Hammock 8 guilder
Magnifying glass 50 guilder
Mirror, small steel 10 guilder
Rope, Elven (50 ft.) 50 guilder
Rope, hemp (50 ft.) 1 guilder
Rope, silk (50 ft.) 10 guilder
Shovel, folding 10 guilder
Signal whistle 8 flourins
Skis, snow (Telemark) 40 guilder
Soap (per lb.) 5 flourins
Spyglass 500 guilder
Tent
2-man pup-tent 20 guilder
4-man tent 30 guilder
Tripod, cooking/lantern (2 feet folded, 6 feet extended) 3 guilder
Bull 20 guilder
Calf 5 guilder
Camel, Bizzanite 50 guilder
Chicken 2 flourins
Chicken, egg laying 5 flourins
Chicken, rooster 7 flourins
Cow, milk 10 guilder
Dog, attack trained 100 guilder
Dog, guard trained 10 guilder
Dog, hunter or tracker 50 guilder
Donkey or mule 8 guilder
Elephant, Bizzanite 500 guilder
Falcon, trained 800 guilder
Ferret 75 guilder
Goat 1 guilder
Goose 4 flourins
Horse, heavy (draft) 200 guilder
Horse, light (riding) 75 guilder
Horse, racing 1000 guilder
Ox 15 guilder
Oxen, matched pair 50 guilder
Pig 4 guilder
Piglet 1 guilder
Ram 4 guilder
Sheep 2 guilder
Songbird, common 10 flourins
Songbird, poor-me-one 60 guilder
Swan 8 flourins
War Pony 80 guilder
Warhorse, heavy 400 guilder
Warhorse, light 150 guilder
Bit and bridle 2 guilder
Cart (½ ton capacity) 15 guilder
Feed (per day) 5 farthings
Saddle
Military 20 guilder
Pack 5 guilder
Riding 10 guilder
Saddlebags 4 guilder
Snow sled (1 ton capacity) 20 guilder
Stabling (per day) 5 flourins
Wagon (2 ton capacity) 35 guilder
Saddle blanket 3 flouins
Blinders 5 flourins
Cart harness 2 guilder
Halter 5 farthings
Horseshoes & shoeing 1 guilder
Yoke, horse 5 guilder
Yoke, ox 3 guilder
Replacement wheel 1 guilder
D-purse: Woman's purse with access to a pocket dimension. This alternate plane expands to fit anything placed inside (must be able to fit through opening), and has the special characteristic that time does not affect anything within.
Reading Glasses: Rather than focus your vision, these glasses actually read to you. Sound is sent through the earpieces into your skull. No one can listen in, nor tell that you are being read to by your spectacles. They come in two varieties: translating, and direct reading. Translating glasses translate everything that they can read into one language; direct-reading spectacles read everything in its original language. The downside of these glasses is that there are no controls. It operates any time that it sees text that it knows. This can be problematic and distracting if it is reading something to you in a language that you barely know. For example, if you read Anglan perfectly, but the glasses speak only Killian, anything that you try to read in Anglan will be translated (audibly) into Killian. Only the most skilled technomancers are able to reprogram them. The Game Master determines what type and what languageswith preferences toward related languages or languages with similar character sets (for example, Byzant and phonetic Killian).
Vest-of-Many-Pockets: Also called a Protector Vest; this is a hunter-style vest in different colours; mail-enhanced version available. Mage version is the 'Nobe' (nerd + robe) robe with many hidden pockets, including loose sleeves with pockets hidden in them. Comes either embroidered & flashy coloured, or plain (brown, white, black, & 3 shades of grey). This vest may be worn over armour. (Thanks to Scott Adams for this idea.)
The "Adventurer's Kit" contains nearly everything that a starting intrepid explorer needs. The kit costs 50 guilder & has an effective encumbrance of medium. Adding lots of loot to this (there is some room left over) quickly increases the load to heavy encumbrance.
Explanation of terms-Armour & Shields:
Type refers to whether an armour is light, medium or heavy;
Armour class modifies the number needed to-hit; block is the bonus/penalty for blocking or parrying attacks;
Damage reduction subtracts from damage taken after a successful hit;
Encumbrance is how much the weight & ease of use/movement affect how well you fight;
Skill penalty applies to skills that require great freedom of movement such as swimming or climbing;
Cost is in Formorian coin-other kingdoms will have equipment costs listed in their own section.
There are a variety of reasons for wanting to use 'piecemeal' armour. Cost and weight are major factors, as are aesthetics (how good you look) and the effects of certain pieces of armour (i.e. a crossbowman rarely needs to worry about armour on his back or legs).
The parts of the body that are hit the most often are the torso, shoulders, and head. These are, not coincidentally, the areas that are the most vital & need protection most. Forearms, hands, knees and neck are the next most likely targets. Ideally, you should specify how you attack; "I stab at his throat," is better than just, "I'm going to hit him." The advantages of descriptive combat are that you may get to ignore unarmoured or lightly-armoured areas, and the Game Master is more likely to give specific effects of your attack. In other words, if the guards aren't wearing cod-pieces, make them suffer for it. If a knight jousts without a helmet, he will find that quite a few opponents are aiming their lances at his face rather than his shield. Conversely, someone wearing only a helmet won't have nearly as many head-shots to worry about (everywhere else, however…)
Armour should be chosen that fits the character's style. In other words, someone who needs maximum freedom of movementsuch as an archer or rogueneed to be weighted down by as little armour as possible. By contrast, a knight has his horse to carry him & his armour, and will face similarly-clad foes close-up with heavy weapons; the knight needs to be armoured much more heavily. Many mages disdain the use of armour, not out of any arbitrary "wizards can't use armour" rule, but rather due to focus and orientation. Mages are not usually trained in the wearing of armourinstead focusing on magical skillsand are statistically slighter of frame than the average warrior-type. The main reason that wizards do not usually wear armour is simple arrogance; they trust in their magic (or rather the reputation thereof) to protect them.
Combining armour types may be by wearing different types of armour on different parts of the bodysuch as a metal breastplate with leather leggingsor by layering the armour on top of one anothersuch as wearing plate mail over chain over padding. The game mechanics for wearing different types of armour, rather than a full suit, are quite simple. Add up the armour class bonuses of all covered flesh: arms, head, torso, etc. The damage reduction does not stack up, however. For layered armour, the reverse applies; the outer shell (typically metal over padding) is the only armour class bonus used, but the damage resistances are combined. The basic concept is this: the more flesh that is covered, the harder it is to hit; the more layers an attack must penetrate, the less damage done.
Here's an example. Drusilla is a duelist. She wears a hard leather vest & leggings, with a breastplate on her chest & a heavy steel bracer & glove on her left arm (she's left-handed). She otherwise keeps her arms free to maximize their freedom of movement. The breastplate helps to keep her from being pierced in the heart or other vital organ, and the bracers prevent a foe from easily disarming her by attacking her hand or wrist. She receives +2 to her armour class from the breastplate, & +1 armour class from the leather (only the leggings count because of the breastplate). The bracer/glove combination adds an additional +1. Drusilla's total armour class is 9 (assuming she has no bonuses from a high Agilitywe never said that she was a very good duelist). If a foe targets her spleen (or elsewhere on her torso), the damage reduction is 6: 4 from the breastplate and 2 from the leather underneath
Bracer
Armour Class: +1
Damage Reduction: +1
Special: often ornamental (gold or silver reduces Damage Reduction to 0
Weight: less than one pound
Encumbrance: None
Skill Penalty: 0
Cost: 5 guilder each
Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. They are normally used for added support and protection of the forearms and wrist areas of the body.
Breastplate
Type: Medium
Armour Class: +2 or base 7
Damage Reduction: 4
Special: protects torso only
Weight: 15 pounds
Encumbrance: Medium
Skill Penalty: -3
Cost: 150 guilder
This is often the only piece of medium or heavier armour that a warrior wears. The stout plates protect the chest, abdomen, and back from harm. The armour is typically angled to deflect blows. The breastplate is a good compromise between weight and protectionit protects every vital area save for the head. This armour is easily stacked with lighter armour for increased protection.
Buckler
Armour Class: +2
Block: +3
Special: often has the FeatureSpiked
Weight: 3 pounds
Encumbrance: Light
Skill Penalty: -1
Cost: 5 guilder, 15 guilder if spiked
Bucklers and spiked bucklers are lightweight and cheap. They are often found amongst duelists, archers, and other combatants that travel lightly. This is a small shield, usually round, and is carried on the forearm, gripped with the shield hand. It is very lightweight, and permits the user to carry other items in that hand.
Chainmail Armour
Type: Medium
Armour Class: +3 or base 8
Special: 20% Hacking Resistance
Damage Reduction: 4
Weight: 45 pounds
Encumbrance: Medium
Skill Penalty: -4
Cost: 200 guilder
Chain mail is made of interlocking metal rings. It is often worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows (add light leather armour weight & bonuses if this is the case, skill penalty remains -4).
Hard Leather Armour
Type: Light
Armour Class: +2 or base 7
Damage Reduction: 2
Weight: 20 pounds
Encumbrance: Light
Skill Penalty: -2
Cost: 130 guilder
Leather armour, despite the belief of those unschooled in combat, is not soft and supple like the leather used to make boots. That kind of leather offers no better protection than common clothing. Leather armour has had sections boiled in oil to harden it and prevent blows from penetrating, as well as for waterproofing. The armour has a hard vest or breastplate and areas over the arms & thighs for additional protection. Another term for this kind of armour is cuirbouilli.
Light Leather Armour
Type: Light
Armour Class: +1 or base 6
Damage Reduction: 1
Weight: 10 pounds
Encumbrance: Light
Skill Penalty: -1
Cost: 75 guilder
Light leather armour is made of soft and supple like the leather used to make boots or jackets. This kind of leather offers little better protection than common clothing. This is comprised of a jacket, shirt, or vest with leggings to provide even protection over the whole body.
Wooden Shield
Armour Class: +3
Block: +4
Special: Can be 'sacrificed' to guarantee a successful block
Weight: 5 pounds
Encumbrance: Light
Skill Penalty: -2
Cost: 20 guilder
These are perhaps the most common form of shields as they are lightweight and cost-effective. This is a small shield, usually round, and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon. Wooden shields are somewhat brittle, and are easily destroyed after a few combats. However, the fragility can be utilized by the wearer to ensure that the shield takes the full force of the blow. By doing this, the shield is destroyed, but the wearer guarantees his or her safety from that particular attack.
Breastplate of Protection Against Drowning
Type: Light
Armour Class: +1 or base 6
Damage Reduction: 2
Special: 20% crushing resistance for blows to the torso
Weight: 1 pound
Encumbrance: Medium (due to bulk)
Skill Penalty: -5
Cost: 300 guilder
This vest keeps you afloat. Even someone without the Swimming skill will remain floating atop water and can move about by dog-paddling. This vest continues to operate even if the wearer is unconscious. If this vest is donned while on a sinking ship, the wearer will quickly rise to the surface. Note that this vest floats even if not wornthe maximum carrying capacity is 400 pounds. You can wear this vest over other armour.
Chaos Guards
Type: Heavy
Armour Class: +2 each
Damage Reduction: 6
Special: FeatureSpiked
Weight: 10 pounds each
Encumbrance: Medium
Skill Penalty: -2
Cost: 80 guilders each
Chaos Guards are large shoulder pads. They are anointed with 4 to 6 inch bladed spikes, of up to a dozen in number. In addition to the intimidation factor, the spikes may be used in battle to add 1D4 points of damage to a shoulder slam.
Explanation of termsWeapons:
Proficiency is which skill is used for the weapon.
Initiative is the bonus or penalty for using this particular weapon in combat.
Preparation is whether the ranged weapon can be set (like a bow), set & locked (like a crossbow), or is hurled (anything just thrown).
Reload time is how long is required to ready a projectile for another shot; this number is added to initiative when reloading.
Attack is the bonus or penalty on the 20-sided die when attacking.
Parry is the bonus or penalty to deflect your opponent's weapon.
Damage type is hacking, smashing, or stabbing.
Damage is the dice of damage the weapon does.
Handle is how the weapon is gripped. See the Weapon & Armour Features chapter for more information on grip types.
Size is the weight & dimensions.
Range Increment is how far that the weapon may travel or launch a projectile before a cumulative -2 penalty is assessed on the attack roll.
Battleaxe
Proficiency: Medium, or Mass-weapon
Initiative: -2
Parry: -1
Damage type: Hacking
Damage: 2D6 + Strength bonus
Handle: Hafted, often with loop
Size: 2 ¾-4 feet; 4 ½-8 pounds
Encumbrance: Heavy
Cost: 40 guilder
The most common version of the battleaxe is a stout pole up to four feet in length with a single- or double-edged, trumpet-shaped blade mounted on one end. Battleaxes are also called broad axes.
Big Stick
Proficiency: Medium
Initiative: -1
Attack: -2 from uneven shape
Parry: -2 from uneven shape
Damage type: Smashing
Damage: 1D6 + Strength bonus
Special: if a natural 20 is rolled on the parry, the stick breaks
Handle: Hafted
Size: 3-4 feet; 1 pound
Encumbrance: Medium
Cost: free—it's a stick
This is a tree branch found or cut for the purposes of beating someone about the head & face with it. The penalty to-hit & parry can be reduced if you look long enough (reduce by 1 for every hour spent looking in a forest). Also called a club.
Claive
Proficiency: Hand
Parry: 0; short blade, but basket-handle
Damage type: Stabbing
Damage: 1D4+2 + Strength bonus
Special: stays attached even when the user shapeshifts
Handle: Specialbasket & straps
Size: 4-inch blade, 1/2 inch claws; 1 pound
Encumbrance: None
Cost: 80 guilder
Claives derive their name from their special handles. They are a flexible basket that straps onto the hands/feet. They are highly prized (and quite likely invented) by Lycanthropes as they are not lost when the wielder changes shape. The main blade is thin and double-edged and extending vertically from the back of the hand. Two smaller curved 'claws' are on each side of the blade along each knuckle. Claives are designed so that they may be used equally well in a Human hand as attached to a wolf's paw. It is possible for a biped to attach claives to his or her feet. The weapon is used in a stabbing motion so that the blade penetrates deeply while the claws rake the flesh further. The basket is mostly open along the palm allowing the user to hold other objects or run freely, although the basket and blades may complicate difficult movement and combat manoeuvres.
Claymore
Proficiency: Long
Initiative: -2
Damage type: Hacking
Damage: 1D10 + Strength bonus
Handle: Hand-&-a-half
Size: 4 feet; 6-7 pounds
Encumbrance: Heavy
Cost: 80 guilder
This is the unofficial weapon of the Heldannic Freeholds. The claymore sword is a derivative of the long sword. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended where two hands could be used to more properly swing the sword.
Dagger
Proficiency: Hand, or Knife/Axe
Initiative: +3
Preparation: Hurled
Reload time: N/A
Parry: -2
Damage type: Stabbing
Damage: 1D4 + Strength bonus
Special: may be used in melee or thrown
Handle: One-hand
Size: 10-20 inches; one pound
Encumbrance: None
Range Increment: 10 feet
Cost: 10 guilder
The typical dagger has a pointed, usually double-edged blade, as opposed to a knife, which has a single edge and is a bit shorter than the dagger.
Fist
Proficiency: N/A (hand-to-hand skills)
Initiative: +3
Parry: successful parries still cause damage (see text)
Damage type: Smashing
Damage: 0 (just Strength bonus unless you possess a skill that increases damage)
Special: successful parries still cause damage (see text)
Handle: redundant (see also: redundant)
Size: fist-sized
Encumbrance: None
Cost: free—just close your hand
Blocking a sword or other weapon with your bare hand hurtslots. Damage from successfully blocking a stabbing weapon is 1 point, and hacking or smashing weapons do ¼th damage (round down).
Greataxe
Proficiency: Long
Initiative: -7
Parry: -3 from unwieldy head
Damage type: Hacking
Damage: 2D12+ Strength bonus
Special: features: Shieldbreaker & Damages Armour
Handle: Pole with loop
Size: 5 feet long, 3-foot head; 30 pounds
Encumbrance: Very heavy
Cost: 120 guilder
Greataxes have monstrously huge blades with a 'butterfly' design. The size is nearly that of a polearm. This heavy weapon is able to smash through shields and carve chunks out of even the stoutest armour. Damage reduction is depleted by one for each successful strike. If the axe-swinger is attempting to damage the armour rather than the wearer, the greataxe reduces damage reduction by 1D4 points per strike, and can ignore any fortitude bonuses to armour class. For each successful block with a shield, there is a 10% chance that the greataxe destroys it. The shield is sacrificedthe attack is still blocked, but the shield is now useless. The loop on the handle is generally only used to catch the weapon if it slides out of the wielder's hands.
Halberd
Proficiency: Polearm
Initiative: -4
Damage type: Hacking
Damage: 1D10 + Strength bonus
Special: FeaturesReach & Damages Armour
Handle: Pole
Size: 5-8 feet long; 15 pounds
Encumbrance: Very Heavy
Cost: 80 guilder
The halberd consists of a cleaver-like axe blade mounted on a staff. Its keen blade will shear through your opponent's flesh to find the bone while its often-barbed tip will seek out gaps in their armour. By far the oldest and most often used pole-arm. The axe blade is balanced at the rear with a fluke, or hook-like projection, and surmounted by a sharp spike, usually of quadrangular design. The fluke is sometimes replaced by a true hook used to dismount cavalry. A halberd can be best described as a cross between a spear and an axe. The axe blade is angled for maximum effectiveness. When used to damage armour, the halberd reduces damage reduction by 1D4 points rather than damaging the victim; fortitude bonuses to armour class are ignored.
Hunting Arrow
Attack: +1
Damage type: Stabbing
Damage: 1D6 + Bow
Size: 3 feet long; less than 1 pound
Cost: 2 guilder each; typical deal is 20 per dozen
Also called flight arrows, these are usually made out of lighter woods such as birch and ash. Hunting arrows are typically about 30-40 inches in length with a narrow head designed to impale smaller prey. These arrows are designed for distance and accuracy; increase the Range Increment by 20 feet when using these arrows.
Lance
Proficiency: Polearm
Initiative: -5
Attack: +1
Parry: -3
Damage type: Stabbing
Damage: 2D6 + Strength bonus
Special: FeaturesReach and Blow-through; designed to be used to charge and may be used to receive a charge; counts as medium encumbrance when mounted
Handle: Pole
Size: 13 feet long; 10 pounds
Encumbrance: Very heavy; Medium if mounted
Cost: 60 guilder
Lances are perhaps the most refined of polearms, getting back to basics with efficiency of form and function. It also sucks when you get run-through with one by someone charging on horseback. Lances used for jousting in the Kingdom of Formour have become very standardized in length, weight, and form of the tip. The national love of jousting has only increased the use of these standards. As a result, few lances will be found that are different. These are specially ordered devices that may not be used in tournaments.
Longbow
Proficiency: Bow
Initiative:
Preparation: Set
Reload time: 1 action
Damage type: by arrow
Damage: by arrow, plus Strength bonus
Handle: Bow
Size: 6 to 6 ½ feet long when strung; 4 pounds
Encumbrance: Heavy (due to size rather than weight)
Range Increment: 100 feet
Cost: 250 guilder
The long bow is similar to the short bow, except that the staff, or 'bow' part, is about as long as the archer is tall, usually 6 to 6 ½ feet. It has one important advantage over the short bowbetter range.
Longsword
Proficiency: Medium
Initiative: 0
Damage type: Hacking
Damage: 1D8 + Strength bonus
Handle: One-hand
Size: 3 feet; 4 pounds
Encumbrance: Medium
Cost: 50 guilder
These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.
Rock
Proficiency: Grenade
Initiative: +1
Preparation: Hurled
Reload time: N/A unless looking for a suitable rock on the ground (2D4 rounds if available)
Attack: ±0
Damage type: Smashing
Damage: 1 + ½ Strength bonus (round up)
Special: some are good for skippin'
Handle: none
Size: <1 pound
Encumbrance: None
Range Increment: 10 feet
Cost: free, just look down
Ah, the time honoured tradition of throwing rocks at peoples' heads. Be sure to aim for the eyes for extra fun.
Shortbow
Proficiency: Bow
Initiative:
Preparation: Set
Reload time: 1 action
Damage type: by arrow, plus Strength bonus
Damage: by arrow
Handle: Bow
Size: 3 feet long when strung; 2 pounds
Encumbrance: Medium
Range Increment: 60 feet
Cost: 100 guilder
Short bows are the oldest type of bow. Short bow staves are about 3 feet long on the average. As the years passed, attempts were made to increase bow ranges. Either Bows were given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the long bow.
Spear
Proficiency: Spear or Long
Initiative: +1
Preparation: Hurled
Reload time: N/A
Parry: -2
Damage type: Stabbing
Damage: 1D6 + Strength bonus
Special: may be used in melee or thrown
Handle: Pole
Size: 7-10 feet; 4-6 pounds
Encumbrance: Medium
Range Increment: 15 feet
Cost: 30 guilder
One of the earliest weapons in all cultures, dating back to the most primitive of times, the first spears were simply wooden poles or sticks sharpened at one end. These were later fire-hardened, and eventually spearheads were made from iron and steel. Having reached this end, armorers began experimenting with different types of spearheads, thus leading to the development of different polearm types. This 'knife on a stick' remains the basis for nearly all other weapons.
Staff
Proficiency: Long
Attack: +1
Parry: +2
Damage type: Smashing
Damage: 1D6 + Strength bonus
Special: FeatureReach
Handle: Pole (the whole thing)
Size: 5-9 feet; 2-5 pounds
Encumbrance: Heavy (due to length)
Cost: 0 up to 60 guilder
The staff is a length of wood ranging five to nine feet in length. High quality quarterstaves are made of stout oak and are shod with metal at both ends. The staff is the symbol of mages and loremasters, and as such, is often decorated with carvings, inlays, tokens, or additional decorations.
War Arrow
Attack: +3
Damage type: Stabbing
Damage: 1D8 + Bow
Size: 3 feet long; less than 1 pound
Cost: 4 guilder each; typical deal is 40 per dozen
Also called sheaf arrows, these are usually made out of heavier woods than hunting arrows. War arrows are typically about 30-40 inches in length with a broad head designed to pierce armour and tear through flesh. These arrows are designed to kill people.
Warhammer
Proficiency: Mass-weapon, Medium
Initiative: +1
Damage type: Smashing
Damage: 1D8 + Strength bonus
Special: FeatureCrushing
Handle: Hafted
Size: 2 ½ feet long; 6 pounds
Encumbrance: Very heavy
Cost: 40 guilder
The warhammer is the descendent of the Lucerne hammer, designed to be equally effective on horseback. It is made entirely of steel, with rondels protecting and strengthening the grip. Rondels are small disks of metal, often shaped into decorative designs. The shaft is about 18 inches long.