Fantasy Equipment

Section Five: Adventuring Equipment

Money

Most people deal in a world in which there is no need for money. Poor peasants rarely trade in coin. A once monthly fair in the nearest walled settlement may be occasion for the exchange of a few household wares, vegetables, and raw cloth for a few quarter pennies.

City dwellers, artisans, and merchants drive the limited money economy. And the money economy runs on silver.

A few well organized and highly developed cities may issue and accept letters of credit between merchant houses and wealthy nobles.

Unit of Account

The standard unit of measure for value is the silver penny. A silver penny weighs 1/240 of a pound.

All prices listed in this book are quoted in silver pennies.

The size and purity of silver pieces varies with time and region. The exchange values between the silver pieces and coins made from other metals also varies over time and distance.

Gold is rare and is used for large exchanges between wealthy merchants and nobles. Gold is used for transactions such as the sale or purchase of land, monopoly rights, retainers, and dowries. This may take the form of gold coins, but more likely, because of the enormous sums involved, gold bars or letters of credit.

Coins and Denominations

Realms mint their own coins. While each coin of the realm is unique, below are several examples:

Name of Coin Value Weight
Quarter penny (copper) ¼ silver penny 1/60lb.
Half penny (copper) ½ silver penny 1/120lb.
Silver penny 1 silver penny 1/240lb.
Twopence (silver) 2 silver pennies 1/120lb.
Fourpence (silver) 4 silver pennies 1/60lb.
Half-crown (gold) 6 silver pennies 1/480lb.
Crown (gold) 12 silver pennies 1/240lb.
Half-sovereign (gold) 24 silver pennies 1/120lb.
Sovereign (gold) 48 silver pennies 1/60lb.

Adventuring Gear

Item Value
Blanket, woolen 5sp
Bucket, wooden ½sp
Candles (one dozen) 1½sp
Chalk (one dozen pieces) ¼sp
Chain, steel (ten feet) 25sp
Artisan’s tools 3,200sp
Crowbar 11sp
Fishhooks (one dozen) 1sp
Fishing net 7¼sp
Flask, steel 2sp
Grappling hook 14sp
Hammer 8sp
Ink (per vial) 24sp
Jar, glass ½sp
Ladder, wooden (six-foot) 1¾sp
Lantern, hooded 23sp
Lock, common 10sp
Lock, quality 14sp
Magnifying glass 650sp
Nails (one pound) 192sp
Needle, steel ¼sp
Oil (per flask) 1sp
Paper (one sheet) 2sp
Pickax 8sp
Pot, iron 12sp
Quill, writing ½sp
Quiver (holds two dozen arrows) 9½sp
Rations, one day ½sp
Rope, hempen (fifty feet) 9¼sp
Shovel 3sp
Tent, canvas with wooden poles, two-man 20sp
Tent, canvas with wooden poles, four-man 34sp
Thief’s tools 210sp
Thread, sewing (fifty yards) 1¼sp
Timber ax 5sp
Timber saw, two-hand 8sp
Torch ¼sp
Trap, small animal 12sp
Trap, large animal 17sp
Twine (fifty feet) ½sp
Vial, glass ¼sp
Waterskin 2sp
Wax, sealing (one pound) 6½sp
Whetstone ¼sp
Whistle ¾sp

Trade Goods

Item Value
Apples (one pound) 2sp
Beer, common (one quart) ½sp
Beer, fine (one gallon) ¾sp
Barley (one pound) ½sp
Canvas (square yard) 1¾sp
Cheese (one pound) 1¼sp
Copper (one pound) 48sp
Firewood (one cord) 9½sp
Gold (one pound) 2,880sp
Iron (one pound) 2sp
Leather skin, common (small) 3 to 4sp
Leather skin, (large) 10-20sp
Linen (square yard) 2sp
Oats (one bushel) 24sp
Oil (one flask) 1sp
Olives (one pound) 2¼sp
Rye (one bushel) 32sp
Salted fish (one pound) 3½sp
Silk (square yard) 125sp
Silver (one pound) 240p
Soap (one pound) ½sp
Steel (one pound) 15sp
Wheat (one bushel) 30sp
Wine, common (one gallon) 3½sp
Wine, fine (one gallon) 8sp
Wool (square yard) 3sp

Clothing

Item Value
Boots, common 24sp
Boots, fine 120sp
Cloak, common 120sp
Cloak, fine 240sp
Fur, common 50-100sp
Fur, fine 150-300sp
Gown, ladies, common 550sp
Gown, ladies, fine 2400sp
Necklace, bronze, solid 8sp
Necklace, silver, solid 96sp
Necklace, gold, solid 1,152sp
Necklace, bronze, w/ pendant 12sp
Necklace, silver, w/ pendant 144sp
Necklace, gold, w/ pendant 1,728sp
Ring, bronze, solid 6sp
Ring, silver, solid 108sp
Ring, gold, solid 864sp
Ring, bronze, signet 9sp
Ring, silver, signet 162sp
Ring, gold, signet 1,296sp
Ring, silver, w/ gemstone 189sp
Ring, gold, w/ gemstone 1,512sp
Robe, linen, common 40sp
Robe, linen, fine 60sp
Robe, silk, common 140sp
Robe, silk, fine 210sp
Robe, wool, common 50sp
Robe, wool, fine 75sp
Trousers, linen, common 20sp
Trousers, linen, fine 30sp
Trousers, leather, common 56sp
Trousers, leather, fine 84sp
Trousers, wool, common 25sp
Trousers, wool, fine 37sp
Tunic, linen, simple 8sp
Tunic, linen, fine 24sp
Tunic, wool, simple 12sp
Tunic, wool, fine 36sp
Shoes, common 6sp
Shoes, fine 24sp

Animal Husbandry

Animals are a part of everyday life.

Raising and caring for animals is expensive. For common people off the farm, animals are out of reach.

Animal Costs

The costs shown below are for the money value of buying an animal of the listed type at a town market.

Note that mastiffs and warhorses are the only animals listed that are trained and capable of combat: all other animals will flee or fight wildly (cannot be controlled by people) if threatened.

Animal Value
Chicken 1sp
Cow ½sp per pound
Donkey 80sp
Horse, draft 500sp
Horse, riding 750sp
Horse, war 3,000sp
Mastiff 200sp
Mule 190sp
Pony 300sp
Ox ¾sp per pound
Pig ¼sp per pound

Animal Upkeep

The costs shown below are for the money costs of feed, stabling, and other expenses related to the upkeep and maintenance of animals for 1 week.

Animal Value
Chicken 1sp per 10 chickens
Cow 1sp per 3 cows
Donkey 1sp per 8 donkeys
Horse, draft ½sp per horse
Horse, riding ½sp per horse
Horse, war ½sp per horse
Mastiff ¼sp per mastiff
Mule 1sp per 6 mules
Pony ¼sp per pony
Ox 1sp per 2 oxen
Pig ½sp per pig

Equipment

Below are shown costs for various riding and teaming equipment.

Item Value
Barding 5,100sp
Bit and bridle 20sp
Carriage 1,000sp
Cart 150sp
Chariot 2,500sp
Saddle, pack 50sp
Saddle, war 200sp
Saddlebags (pair) 40sp
Sled 200sp
Wagon 350sp

Melee Weapons

Melee weapons use the Melee Skill to make attacks against enemies in close combat.

These weapons are classed into three categories: light, medium, and heavy.

Light Melee Weapons

Light melee weapons are easily obtainable by common people.

Many of these double as tools used by peasants.

Light melee weapons add 0D Weapon Dice.

Weapon   Value
Billhook or sickle   6sp
Club or quarterstaff 2sp
Dagger or knife 9¾sp
Hand ax 16sp
Mattock 8sp
Peasant’s flail 5½sp
Short sword 66sp

Billhook: These tools are used by common people for agricultural and forestry work. Billhooks are used to slash crops, branches, and light pieces of wood.

Club: Clubs are fashioned from smoothly shaved pieces of wood and measure between 18” and 24.”

Clubs deal Fatigue instead of Wound damage.

Dagger: These weapons are fashioned as triangular wedges of iron or steel with a finished grip and pommel.

These weapons measure between 10” and 12” overall.

Daggers don’t have cutting edges and are designed to puncture armor and flesh. In many places, possession of daggers is illegal.

Daggers may be thrown with the Ranged Skill.

Hand ax: These axes are used to cut firewood, ropes, and other common farm and household tasks. Hand axes have shafts that measure 12” to 18” and ax heads that weigh 1lb. to 2lb.

Hand axes can be thrown with the Ranged Skill.

Knife: Knives are common tools used for all sorts of work. Because of this, knives are rarely a problem for common people to own.

Knives may be thrown with the Ranged Skill.

Mattock: These digging tools have a wooden haft of between 36” and 48” capped with an iron pick. Mattocks are commonly found among farmers and miners.

Peasant’s flail: These two-segmented wooden staffs are held together by rope. These flails are used in agriculture to thresh grain.

Peasant’s flails deal Fatigue instead of Wound damage, ignore up to 1 Parry (to a minimum Parry of 0), and require two hands and a Full Action to attack.

Quarterstaff: These shaved wooden poles measure between 48” and 72”. They are used as walking sticks, canes, and simple defensive weapons.

Quarterstaffs deals Fatigue instead of Wound damage.

Short sword: These one-handed blades are used by common militia. The use of these weapons is tightly regulated among peasants, if not outright forbidden.

Sickle: These tools are used to harvest grain and make for a convenient form of self-defense for the peasantry.

Medium Melee Weapons

Medium melee weapons are reserved for the martial classes of society.

These weapons are restricted by law or tradition to soldiers, nobleman, and knights. Peasants or other people found in possession of these weapons are often imprisoned.

Medium melee weapons add 1D Weapon Dice.

Weapon Value
Arming Sword 120sp
Battle ax 90sp
Bill, poleax, or spear 12sp
Falchion 94sp
Horseman’s pick 83sp
Lance 80sp
Mace or morning star 40sp
War hammer 72sp

Arming Sword: These swords are knightly weapons, and their possession and use is perhaps the most tightly controlled of any other hand weapon. Longswords measure from 3 to 4 feet in overall length and weigh between 2.5 and 4 pounds. These weapons are double-bladed and provide for excellent balance and cutting power. Longswords mark the bearer as a nobleman. The mere sight of one commands respect, among others.

Battle ax: These weapons vaguely resemble the axes used by common people for work tasks. Battle axes are specifically designed for combat and often have an ax head flanked by a pike on the opposite side; many also have pikes crowning the end of the haft for thrusting.

Bill: These polearms have wooden hafts between 4 and 6 feet in length capped by a curved, steel blade. The weapon is designed to slash enemies and rake them off horseback with the hook.

Bills require the use of two hands.

Falchion: These one-handed swords have blades shaped like a meat cleaver that grow wider away from the grip. Falchions are less elegant than the longsword but cut more like an ax or machete and make quick work anything they cut into.

Horseman’s pick: These picks are similar in design and shape to war hammers, though they have a longer haft (between 24” and 36”). Horseman’s picks—as their namesake suggests—are made for use by cavalrymen to pierce armored opponents.

Horseman’s picks ignore up to 1 Armor (to a minimum of 0).

If used unmounted, horseman’s picks add only 0D Weapon Dice (instead of 1D Weapon Dice for medium melee weapons).

Lance: These long poles (7 to 9 feet in overall length) are made for use on horseback. Lances are used as part of charges: the rider bears the lance under the arm and braces for impact while the horse’s speed helps drive the pointed tip into the enemy.

When used on a mount while part of a Charge Maneuver, this weapon adds 3D Weapon Dice (instead of 1D Weapon Dice for medium melee weapons).

If used unmounted, lances require two hands, a Full Action to attack, and add 0D Weapon Dice (instead of 1D Weapon Dice for Medium Melee Weapons).

Mace: These hafted weapons are capped with an iron, steel, or bronze head. The mace head take on a variety of shapes designed with ridges and spikes meant to inflict serious damage on those struck by the weapon.

Morning star: Morning stars are much like maces, though their construction tends to be cheaper. Morning stars have wooden hafts and iron heads capped with spikes.

Poleax: These long-hafted weapons (hafts of between 4 and 6 feet) are capped with iron or steel ax heads. Poleaxes are favored by guardsmen and some well-equipped militia.

Poleaxes must be used in two hands.

Spear: These are perhaps the most common weapon encountered on the battlefield. Spears are highly versatile weapons and are equally suited for use on both foot and horseback and against both opponents on foot and horseback. Spears have long (5 to 7-foot) hafts capped by sharp iron or steel spearheads designed to pierce flesh.

Spears must be used in two hands.

War hammer: Very distantly resembling hammers used by common people, war hammers are hafted weapons designed to pierce armor. One side of the hammer head bears a flat end for bashing while the other side bears a sharp point for piercing plate or mail.

Warhammers ignore up to 1 Armor (to a minimum of 0).

Heavy Melee Weapons

Heavy melee weapons are rarely seen outside of the battlefield.

These weapons are restricted to only members of martial classes and their possession by others is punishable by imprisonment or death.

Heavy melee weapons add 2D Weapon Dice.

Weapon   Value
Flail 98sp
Long sword 288sp
Pike 24sp

Flail: These weapons have a design inspired by the peasant’s flail used in agriculture. Battle flails have a short haft (between 12” and 18”) and an iron or steel spiked ball tied to the haft by a chain. The bearer whips the ball overhead and brings it crashing into the enemy. Flails are unwieldy but because of their nature make it possible to circumvent shields by striking the enemy on the side or overhead.

Flails require two hands and a Full Action to attack. An attack with this weapon ignores up to 2 Parry (to a minimum of 0).

Long sword: These two-handed swords are found in the hands of some knights that use them while dismounted. Great swords are much longer (5 to 6 feet in overall length) and heavier (6 to 8 pounds) than longswords. Their size and expense makes them less favorable than longswords, though great swords are more powerful and, as importantly, more intimidating.

Great swords require two hands to attack and if the Melee Skill roll for an attack with this weapon scores two or more results of 6, this weapon deals +1 Wound damage.

Pike: Pikes are extremely long spears (between 10 and 20 feet in overall length) used en masse to drive into enemy formations. A single pike on its own is too unwieldy to be effective, but hundreds or thousands of pikes together make for a devastating attack.

Pikes require two hands and a Full Action to attack.

Ranged Weapons

Ranged weapons are used to make attacks against distant (non-adjacent) enemies.

These weapons are classed into three categories: light, medium, and heavy.

Light Ranged Weapons

Light ranged weapons are easily attainable by common people. These weapons are simple enough to be made at home and their possession isn’t restricted.

Light ranged weapons add 0D Weapon Dice.

Weapon Value
Dart 1¼sp
Sling 1sp

Dart: These are simple ranged weapons made much like short arrows designed to be thrown with the hand. Darts are simple enough to be made by common people, often for games and entertainment.

Sling: These weapons are made from rope or leather cord with a fabric or leather pouch in the center. The user places a river stone or lead sling bullet in the open pouch, holds the cords in the hand, whirls the sling overhead, and releases one of the cords to send the projectile flying to its target. Slings are amusements for common people but also defensive tools for herdsman and travelers.

Medium Ranged Weapons

Medium ranged weapons are reserved for members of the martial class and their possession by others is punishable by imprisonment.

Medium ranged weapons add 1D Weapon Dice.

Weapon Value
Light crossbow 100sp
Javelin 2½sp
Short bow 80sp

Javelin: These short, light spears (overall length of 4 to 5 feet) are made for throwing and often break (by design) upon impact to prevent an enemy from throwing an intact javelin back.

Javelins may be used with the Melee Skill but add 0D Weapon Dice instead.

Light crossbow: Crossbows use a locking mechanism to hold back the bowstring until the user is ready to fire. A trigger releases the bowstring, unleashing the weapon’s stored energy, that sends the bolt flying to its target. Light crossbows are found in the hands of well-equipped militia and town guardsman.

This weapon requires a Full Action to reload and when fired ignores 1 Armor (to a minimum of 0).

Light crossbows require two hands to load and fire.

Short bow: When unstrung, a short bow measures between 3 and 4 feet in length. Short bows are commonly used by huntsmen, well-equipped militia, and by wealthy landholders for hunting and target shooting.

Short bows require two hands to use.

Heavy Ranged Weapons

These weapons are rarely seen outside of the battlefield and their possession by common people is punishable by death.

Heavy ranged weapons add 2D Weapon Dice.

Weapon Value
Heavy crossbow 200sp
Longbow 160sp

Heavy crossbow: Heavy crossbows are larger versions of the light crossbow and are employed by mercenaries and professional soldiers. These weapons are harder to load since they require more force to pull back and lock the bowstring.

This weapon requires a Full Action to reload and when fired ignores 1 Armor (to a minimum of 0).

Heavy crossbows require two hands to load and fire.

Longbow: The longbow is the staple ranged weapon on the battlefield. When unstrung, longbows measure between 5 and 6 feet in length. Years of training are required to string and fire the longbow. These weapons are found in the hands of knights, the nobility, and well-equipped mercenaries.

Longbows require two hands to use.

Ammunition

Bows require arrows and crossbows require quarrels.

The costs assume adequate quality ammunition.

Inferior ammunition costs ¾ as much but gives a -1D penalty to Ranged Skill rolls.

Superior ammunition costs 1½ as much but gives a +1D bonus to Ranged Skill rolls.

 Ammunition Value
Arrows (one dozen) 8sp
Quarrels (one dozen) 6½sp

Armor

Suits of armor are worn only by members of the martial class and the nobility. Armor is rarely seen off the battlefield.

It is illegal and punishable by imprisonment or death for common people to possess or wear armor. The costs for armor are so prohibitive so as not to make this a common penalty.

Armor is classed into three categories: light, medium, and heavy.

Light Armor

These suits of armor are made from non-metallic substances and are worn by warriors of low rank and standing.

Armor Value
Leather 180sp
Quilted 110sp

Leather: These suits of armor are made from pieces of boiled leather fashioned into hardened, overlapping plates to cover the body. A suit of leather armor typically provides a helmet, cuirass (plate covering the torso), and gauntlets.

Leather armor provides 1 Armor and reduces the wearer’s Movement by 1.

Quilted: These suits of armor are made from thick layers of quilted fabric. A suit of quilted armor typically comes in the form of a “gambeson” or heavy coat that covers the arms and torso and reaches down to the knees. A leather or steel helmet also accompanies such armor.

Quilted armor provides 1 Armor and reduces the wearer’s Movement by 2.

Medium Armor

Medium Armor is worn by both mercenaries and professional soldiers. It is too expensive (and often legally prohibited) for commonfolk.

Armor Value
Mail 600sp

Mail: This armor consists of iron or steel rings interwoven to form a tight but flexible pattern. Mail is usually worn in the form of a “hauberk” or mail coat that covers the arms down to the elbow, the torso, and reaches down halfway between the belt and the knee. A mail hauberk will be accompanied by a steel helmet.

Mail provides 2 Armor and reduces the wearer’s Movement by 3.

Heavy Armor

These suits of armor are prohibitively expensive and thus are worn only by elite warriors and the nobility.

This class of armor offers superior protection.

Armor Value
Plate 1,950sp

Plate: These suits of armor are the pinnacle of protective equipment. Plate mail consists of steel plates that cover the entire wearer’s body.

Plate armor provides 3 Armor and reduces the wearer’s Movement by 4.

Additionally, this armor gives the wearer a -1D penalty to all Physique Group Skill rolls.

Shields

Shields are used by warriors on the battlefield and their possession by common people is punishable by imprisonment.

Shields are classed into two categories: light and heavy.

Light Shields

These shields come in a variety of shapes: ovular, rectangular, round, square, and teardrop.

Shields are often painted on their face to show the bearer’s family’s or homeland’s coat of arms.

Shield Value
Steel shield 72sp
Wooden shield 32sp

Steel shield: These shields are made from forged steel and are heavier (4 pounds or so) than wooden shields, but don’t suffer from swelling, rot, or other problems common to wood.

Steel shields provide the bearer with 1 Parry and reduce the bearer’s Movement by 1.

Wooden shield: These are common shields found in the hands of mercenaries and many knights. Wooden shields are light (about 2 pounds) and durable.

Wooden shields provide the bearer with 1 Parry and reduce the bearer’s Movement by 1.

Heavy Shields

These shields are rarely seen off the battlefield and are used by wealthy knights or highly specialized mercenaries, if at all.

Shield Value
Tower shield 130sp

Tower shield: These shields cover a large portion of the user’s body. Because of their size, tower shields must be made of wood. A series of long, shaped wooden planks are bound together by nails and steel bands.

Tower shields provide the bearer with 2 Parry and reduce the bearer’s Movement by 2.