Starting Equipment

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Weapons Damage Cost (gp) Encumbrance Notes
Battle Axe 1d8 7 50
Hand Axe 1d6 4 30 Range 10/20/30
Normal Dagger 1d4 3 10 Range 10/20/30
Silver Dagger 1d4 30 10 Damages lyncanthropes
Short Sword 1d6 7 30
Sword 1d8 10 60
Two-handed Sword 1d10 15 150 2-handed
Mace 1d6 5 30 Usable by clerics
Club 1d4 3 30 Usable by clerics
Staff 1d4 5 30 Two handed; Usable by clerics
Polearm 1d10 7 150 Two handed; functions as a spear
Spear 1d6 3 30 Can attack from second rank
Javelin 1d4 3 20 Range 20/40/60
War Hammer 1d6 5 30 Usable by clerics
Sling w/ 30 Stones 1d4 2 10 Usable be clerics; Range 40/80/160
Crossbow 1d6 30 50 Range 80/160/240
Case of 30 Quarrels 10
Long Bow 1d6 40 30 Range 70/140/210
Short Bow 1d6 25 30 Range 50/100/150
Quiver of 20 Arrows 5
1 Silver Tipped Arrow 5 Damages lycanthropes


Armor Armor Class Cost (gp) Encumbrance Notes
Leather 7 20 200
Chainmail 5 40 400
Platemail 3 60 500
Shield (-1) 10 100 Improves AC by 1 level


Miscellaneous Equipment Cost (gp) Notes
Backpack 5 Holds 400 coins
Flask of Oil 2 Burn, baby, burn!
Small Hammer 2
Holy Symbol 25 Necessary for clerics to turn undead
Holy Water (1 vial) 25 Damages undead
Iron Spikes (12) 1
Lantern 10 Burns for 24 Turns (4 hours) w/ 1 flask of oil
Mirror (hand-sized, steel) 5
Iron Rations (1 week) 15 Preserved
Standard Rations (1 week) 5 Unpreserved
Rope (50') 1
Sack (small) 1 Holds 200 coins; requires a hand
Sack (large) 2 Holds 600 coins; requires a hand
Thieves Tools 25 Necessary for picking locks and disarming traps
Tinder Box (flint & steel)
Torches (6) 1 1 torch burns for 6 Turns (1 hour)
Water/Wine Skin 1
Wolfsbane (1 bunch) 10 Chase away lycanthropes
Wooden Pole (10') 1



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