Equipment Emporium
690 of 690 items • EE1 r33 (51p) + Core • Full inventory
animals: 41armor: 18clothing: 79containers: 31gear: 406services: 8vehicles: 34weapon: 73
animals 41
Stats: cost 1,000 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
1,000 gp
Wt —
10 gp
Wt —
20 gp
Wt —
5 gp
Wt —
75 gp
Wt —
Cats used for adventuring are generally Hunting Cats, which are large cats that are trained to track down and kill prey animals, and then bring the prey back to the animal master. The cost includes the animal and training. Jaguars and Cheetahs are the only cats of this type that are listed in the Basic Fantasy RPG Core Rules or the Basic Fantasy Field Guide.
Stats: cost 3,000 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
3,000 gp
Wt —
Chicken Armor Class:11 Hit Dice:1d2 HP No. of Attacks:1 beak Damage:1d2 Movement:10' Fly 15' (10')No. Appearing:Domestic special; Wild 1d4x10 Save As:Normal Man Morale:3 Treasure Type:None XP:10 Chickens are birds raised for meat and eggs. Chickens can fly but not more than 6ft high, and then only to find a low branch or bar to use as a perch. If disturbed it will run away from its attacker and squawk to alert the other chickens nearby. If cornered, a chicken can peck but only as an irritation to make the attacker let go of the bird. Chickens will not attack on purpose. A typical farm with chickens will have 2d10 adults. Young develop quickly and will usually only be seen in the spring and early summer.
Stats: cost 2 cp.
Mounts and Transport • EE1 p34
2 cp
Wt —
10 gp
Wt —
Crocodilian descriptions are in the Basic Fantasy RPG Core Rules. For a Dog, Pet, use the Dog entry in the Basic Fantasy RPG Core Rules.
Stats: cost 500 to 1,000 gp • statistics in Basic Fantasy RPG Core Rules.
Pets and Other Animals • EE1 p34
500 to 1,000 gp
Wt —
Deer are listed as part of the Antelope entry in the Basic Fantasy RPG Core Rules. Stag are male and doe are female. A stag has a pair of antlers on its head, and stand as tall as cattle, but are much thinner across with almost dainty legs. Deer are hunted for its meat (venison) and leather, which is soft to the touch and durable. Deer have very good hearing and will run away. If cornered a stag will try to attack with its antlers, while a doe will butt with its head to knock over the aggressor and then run away. Deer will not intentionally enter combat.
Stats: cost 5 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
5 gp
Wt —
Deer are listed as part of the Antelope entry in the Basic Fantasy RPG Core Rules. Stag are male and doe are female. A stag has a pair of antlers on its head, and stand as tall as cattle, but are much thinner across with almost dainty legs. Deer are hunted for its meat (venison) and leather, which is soft to the touch and durable. Deer have very good hearing and will run away. If cornered a stag will try to attack with its antlers, while a doe will butt with its head to knock over the aggressor and then run away. Deer will not intentionally enter combat.
Stats: cost 9 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
9 gp
Wt —
Dogs are normally used for hunting, guarding, or to attack. Hunting dogs are small to large dogs trained to hunt and kill game or vermin, or to retrieve game that is killed by a hunter. Common examples of hunting dogs include any retrievers or terriers. Guard dogs are trained to attack, but not necessarily kill an intruder to the area the dog is set to watch. Their bites are very much like subduing damage. Guard dogs include german shepherds and dalmatians. War dogs are trained to kill, and some will be given leather barding designed and sized to the dog. War dogs include rottweilers and doberman pinschers.
Stats: cost 25 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
25 gp
Wt —
Dogs are normally used for hunting, guarding, or to attack. Hunting dogs are small to large dogs trained to hunt and kill game or vermin, or to retrieve game that is killed by a hunter. Common examples of hunting dogs include any retrievers or terriers. Guard dogs are trained to attack, but not necessarily kill an intruder to the area the dog is set to watch. Their bites are very much like subduing damage. Guard dogs include german shepherds and dalmatians. War dogs are trained to kill, and some will be given leather barding designed and sized to the dog. War dogs include rottweilers and doberman pinschers.
Stats: cost 17 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
17 gp
Wt —
Dogs are normally used for hunting, guarding, or to attack. Hunting dogs are small to large dogs trained to hunt and kill game or vermin, or to retrieve game that is killed by a hunter. Common examples of hunting dogs include any retrievers or terriers. Guard dogs are trained to attack, but not necessarily kill an intruder to the area the dog is set to watch. Their bites are very much like subduing damage. Guard dogs include german shepherds and dalmatians. War dogs are trained to kill, and some will be given leather barding designed and sized to the dog. War dogs include rottweilers and doberman pinschers.
Stats: cost 5 to 20 gp • statistics in Basic Fantasy RPG Core Rules.
Pets and Other Animals • EE1 p34
5 to 20gp
Wt —
Dogs are normally used for hunting, guarding, or to attack. Hunting dogs are small to large dogs trained to hunt and kill game or vermin, or to retrieve game that is killed by a hunter. Common examples of hunting dogs include any retrievers or terriers. Guard dogs are trained to attack, but not necessarily kill an intruder to the area the dog is set to watch. Their bites are very much like subduing damage. Guard dogs include german shepherds and dalmatians. War dogs are trained to kill, and some will be given leather barding designed and sized to the dog. War dogs include rottweilers and doberman pinschers.
Stats: cost 50 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
50 gp
Wt —
Stats: cost 40 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
40 gp
Wt —
Stats: cost 200 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
200 gp
Wt —
500 gp
Wt —
Goats are a domesticated form of wild ram. Use the stats for wild ram without the climbing ability as found in the Basic Fantasy Field Guide.
Stats: cost 1 gp.
Mounts and Transport • EE1 p34
1 gp
Wt —
Stats: cost 5,000 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
5,000 gp
Wt —
Stats: cost 1,000 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
1,000 gp
Wt —
Stats: cost 2,000-3,000 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
2,000-3,000 gp
Wt —
Stats: cost 120 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
120 gp
Wt —
Stats: cost 75 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
75 gp
Wt —
Stats: cost 200 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
200 gp
Wt —
Owls are nocturnal birds of prey with large eyes and the ability to fly without making a sound.
Stats: cost 3 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
3 gp
Wt —
Stats: cost min 5,000 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
Min 5,000 gp
Wt —
3 gp
Wt —
100 gp
Wt —
Stats: cost 80 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
80 gp
Wt —
40 gp
Wt —
Stats: cost 80 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
80 gp
Wt —
Stats: cost min 10,000 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
min 10,000 gp
Wt —
Stats: cost min 5,000 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
min 5,000 gp
Wt —
Stats: cost 1 cp • statistics in Basic Fantasy RPG Core Rules.
Pets and Other Animals • EE1 p34
1 cp
Wt —
Stats: cost 1 gp • statistics in Basic Fantasy RPG Core Rules.
Pets and Other Animals • EE1 p34
1 gp
Wt —
2 gp
Wt —
Snake, Constrictor use the python statistics in the Basic Fantasy RPG Core Rules.
Stats: cost 50 gp • statistics in Basic Fantasy RPG Core Rules.
Pets and Other Animals • EE1 p34
50 gp
Wt —
Stats: cost 5 sp • statistics in Basic Fantasy RPG Core Rules.
Pets and Other Animals • EE1 p34
5 sp
Wt —
Stats: cost 2,500 gp • statistics in Basic Fantasy RPG Core Rules.
Mounts and Transport • EE1 p34
2,500 gp
Wt —
3 gp
Wt 20
armor 18
Banded Mail Armor is a type of laminar armor, with overlapping strips or bands of metal. The Roman lorica segmentata is an example of the form. The armor will also include vambraces, greaves, and/or armored sleeves. This type of armor typically does not include an integrated backing or chain coat (or a very light one), and is significantly lighter than other armors in the same category. Some versions may easily collapse for storage. The number of connecting parts, and the fittings needed to properly fit and secure this armor, may make banded armors more difficult to maintain.
Stats: cost 200 gp • weight 35 lbs • AC 16.
Armor • EE1 p13
200 gp
Wt 35
Brigandine armor consists of a cloth or leather garment, lined with small oblong steel plates set inside or between layers, and riveted to the fabric. Designs may include sleeves or be worn with vambraces. The rivets or nails attaching the plates to the fabric are visible on the outside and often decorated. Brigandine is typically worn over a padded undergarment; if worn without this undergarment, brigandine provides an Armor Class of 14 at a weight of 20 pounds. This type of armor would also include armors with small plates attached to the outside of a quilted or padded garment.
Stats: cost 80 gp • weight 30 lbs • AC 15.
Armor • EE1 p13
80 gp
Wt 30
A Buckler is a small shield worn on the forearm or held by a single handle to block incoming attacks. It is usually about a foot in diameter. The wearer of a buckler receives +1 to their Armor Class when in melee combat, but gains no protection against missile fire. The worn buckler may be used by those wielding two weapons, as described in the Combat Options supplement; if this is done, the character may either attack with the off-hand weapon or gain the benefit of the shield.
Stats: cost 5 gp • weight 2 lbs • AC bonus +1/0 (melee/missile).
Shields • EE1 p13
5 gp
Wt 2
Chain Mail Armor consists of rings of metal that are interwoven, rather than being stitched to a leather garment. Chain mail is worn over a padded undergarment; if worn without the padded undergarment, chain mail armor provides an Armor Class of 14 at a weight of 30 pounds. Chain mail is very flexible and durable. It is one of the most popular and affordable armors available to player characters. Chain mail may be made either in the form of a suit (i.e. tunic and trousers) or in the form of a hauberk, which consists of a tunic with a skirt or kilt to protect the legs.
Stats: cost 60 gp • weight 40 lbs • AC 15.
Armor • EE1 p13
60 gp
Wt 40
500 gp
Wt 70
1,500 gp
Wt 80
10 gp
Wt 30
Light Barding consists of padding and/or leather, with reinforced leather or metal plates for added protection in key areas. Generally the effect is similar to studded leather.
Stats: cost 120 gp • weight 50 lbs • AC bonus +2.
Barding • EE1 p15
120 gp
Wt 50
Mail Barding is a coat of chain or scale armor with cured leather or metal guards for head, chest, and other strategic locations. In many ways, the effect is similar to splint or banded mail.
Stats: cost 400 gp • weight 80 lbs • AC bonus +4.
Barding • EE1 p15
400 gp
Wt 80
A Medium Shield is usually about 3 feet in diameter and is often round, though shields may come in a variety of shapes. These shields may be all metal or wood with leather and metal cladding. A medium shield is worn by looping one's arm through a strap and then grabbing a handle of some sort on the backside of the shield. A medium shield will give the wearer +1 AC from both melee and missile attacks; this is the "standard" shield as described in the Basic Fantasy RPG Core Rules.
Stats: cost 7 gp • weight 5 lbs • AC bonus +1/+1 (melee/missile).
Shields • EE1 p13
7 gp
Wt 5
15 gp
Wt 10
Plate Barding utilizes various plate pieces or segmented metal coat with chain mail support in other areas. The overall look is somewhere between plate mail and field plate. Quality Barding will generally be of finer make, more decorative, or more comfortable to the wearer (in this case, the mount). Barding made to perfectly complement the rider's armor would be a Quality design. Barding can be made for other creatures besides horses. Pricing is described below:
Stats: cost 1,200 gp • weight 100 lbs • AC bonus +6.
Barding • EE1 p15
1,200 gp
Wt 100
Plate Mail Armor is another common form of metal armor. Large plates of hard metal are fashioned to cover the torso, arms and legs and attached at the joints to an underlying suit of chain mail; a padded undergarment (see Padded Armor, above) is worn underneath. If plate mail is worn without the undergarment, the Armor Class provided is 16 at a weight of 40 pounds.
Stats: cost 300 gp • weight 50 lbs • AC 17.
Armor • EE1 p13
300 gp
Wt 50
Ring Mail Armor consists of rings of steel directly sewn to an undergarment. The rings themselves offer great flexibility and decent protection. The underlying garment is usually soft and supple leather which can withstand mild punishment.
Stats: cost 25 gp • weight 30 lbs • AC 14.
Armor • EE1 p13
25 gp
Wt 30
Scale Mail Armor is made of metal scales directly woven to an undergarment that offers flexibility and moderate protection. A related armor type is Lamellar, where the individual scales or plates are connected together, rather than to a cloth or leather backing.
Stats: cost 80 gp • weight 55 lbs • AC 16.
Armor • EE1 p13
80 gp
Wt 55
Splint Mail Armor is a form of chain mail where small strips of thick metal are interwoven amongst the rings of the mail. These small embedded plates offer excellent coverage and better protection than regular chain mail at the price of additional weight and less flexibility. This also covers other types of ‘enhanced’ chainmail, such as a lamellar cuirass, or Mail and Plate armors without a full breastplate.
Stats: cost 100 gp • weight 45 lbs • AC 16.
Armor • EE1 p13
100 gp
Wt 45
Studded Leather armor counts as leather armor for the purposes of Thief skills. Ring mail, Brigandine and higher armors will count as metallic for Thief skills. The weights of these armors still count against the weight carried by a character.
Stats: cost 30 gp • weight 25 lbs • AC 14.
Armor • EE1 p13
30 gp
Wt 25
A Tower Shield is a very large shield that is almost the height of the wearer; such a shield is generally rectangular, but oval, elliptical, and curved shapes are not uncommon. Because of the bulky and cumbersome nature of such a large shield, it only offers protection similar to a medium shield while in melee (+1) yet gives superior protection against missile fire (+3) due to its size. Barding is the term for the armor used to protect a mount. The armor covers the head, neck, and body of the animal. The prices and weights below are for decent quality barding for a horse or warhorse.
Stats: cost 15 gp • weight 12 lbs • AC bonus +1/+3 (melee/missile).
Shields • EE1 p13
15 gp
Wt 12
clothing 79
2 sp
Wt *
A Cloak is similar to a cape, but includes a hood to cover the wearer's head.
Stats: cost 4 gp • weight 2 lbs.
Clothing • EE1 p28
4 gp
Wt 2
A Cloak is similar to a cape, but includes a hood to cover the wearer's head.
Stats: cost 10 gp • weight 1 lb.
Clothing • EE1 p28
10 gp
Wt 1
A Cloak is similar to a cape, but includes a hood to cover the wearer's head.
Stats: cost 4 gp • weight 2 lbs.
Clothing • EE1 p28
4 gp
Wt 2
A Corset is a support garment commonly worn to hold and train the torso into a desired shape. It is usually either boned cloth or leather.
Stats: cost 1 gp • weight 1 lb.
Clothing • EE1 p28
1 gp
Wt 1
A Corset is a support garment commonly worn to hold and train the torso into a desired shape. It is usually either boned cloth or leather.
Stats: cost 5 gp • weight 2 lbs.
Clothing • EE1 p28
5 gp
Wt 2
A Jacket is a long-sleeved covering for a shirt. It can either be pulled over the head or buttoned.
Stats: cost 2 gp • weight 1 lb.
Clothing • EE1 p28
2 gp
Wt 1
A Shirt or Chemise is a loose-fitting garment similar to a blouse that is pulled over the head.
Stats: cost 15 gp • weight *.
Clothing • EE1 p28
15 gp
Wt *
A Skirt or Kilt is a form of garment that covers the wearers mid-section and extends at least to the knees.
Stats: cost 2 gp • weight *.
Clothing • EE1 p28
2 gp
Wt *
Trousers or Trews are garments with two legs and covering the waist. Trousers are looser-fitting than leggings. Trews are tighter fitting than trousers but still looser than leggings and are typically plaid like kilts. The plaid pattern is again an indication of the tribe to which the wearer belongs.
Stats: cost 8 sp • weight *.
Clothing • EE1 p28
8 sp
Wt *
Trousers or Trews are garments with two legs and covering the waist. Trousers are looser-fitting than leggings. Trews are tighter fitting than trousers but still looser than leggings and are typically plaid like kilts. The plaid pattern is again an indication of the tribe to which the wearer belongs.
Stats: cost 2 gp • weight *.
Clothing • EE1 p28
2 gp
Wt *
An Adventurer's Outfit is designed for someone who needs to be prepared for anything. It includes high boots, breeches or a skirt (often of leather), a belt, a shirt (often with a vest or jacket), gloves, and an adventurer's cloak. The clothes will have plenty of pockets. The outfit also includes any extra items you might need, such as a scarf or a wide-brimmed hat.
Stats: cost 8 gp • weight 3 lbs.
Outfits • EE1 p27
8 gp
Wt 3
An Apron is a loose piece of material that has a loop that goes over the wearer's head with two long strings at the sides that are either tied in the back or are wrapped around the waist and tied at the front. Canvas is used for covering where the user isn't exposed to heat very often. Tavern keeps, cooks, butchers, potters, and artists are the most common users. Leather is used where there is a chance of something that could go through a canvas apron for such professions as smithies (any), coopers (barrel makers), armorers, weapon makers, and masons. Body A Blouse is a loose-fitting shirt buttoned down the front. This is the upper clothing worn by many commoners and craftspeople.
Stats: cost 1 gp • weight 1 lb.
Clothing • EE1 p28
1 gp
Wt 1
An Apron is a loose piece of material that has a loop that goes over the wearer's head with two long strings at the sides that are either tied in the back or are wrapped around the waist and tied at the front. Canvas is used for covering where the user isn't exposed to heat very often. Tavern keeps, cooks, butchers, potters, and artists are the most common users. Leather is used where there is a chance of something that could go through a canvas apron for such professions as smithies (any), coopers (barrel makers), armorers, weapon makers, and masons. Body A Blouse is a loose-fitting shirt buttoned down the front. This is the upper clothing worn by many commoners and craftspeople.
Stats: cost 2 gp • weight 2 lbs.
Clothing • EE1 p28
2 gp
Wt 2
Artisan / Craftsman Clothes are clothes suited to the daily work of a skilled laborer including a top (a tunic, or shirt), a vest, leg wear (leggings, trousers, a kilt or skirt), a belt or braces (suspenders), and footwear (low boots or shoes), and possibly a cap or kerchief. A canvas apron, and gloves, as appropriate for the craft, are included.
Stats: cost 5 gp • weight 2 lbs.
Outfits • EE1 p27
5 gp
Wt 2
8 sp
Wt 1
A Belt is a strip of leather worn around the waist to help hold up a person's trousers or pants. A scabbard could also be hung from it.
Stats: cost 6 sp • weight *.
Clothing • EE1 p28
6 sp
Wt *
1 sp
Wt 1
A Belt is a strip of leather worn around the waist to help hold up a person's trousers or pants. A scabbard could also be hung from it.
Stats: cost 4 gp • weight 1 lb.
Clothing • EE1 p28
4 gp
Wt 1
A Belt is a strip of leather worn around the waist to help hold up a person's trousers or pants. A scabbard could also be hung from it.
Stats: cost 1 gp • weight 2 lbs.
Clothing • EE1 p28
1 gp
Wt 2
2 gp
Wt 2
Low boots come up just over the wearer's ankles.
Stats: cost 1 gp • weight 1 lb.
Clothing • EE1 p28
1 gp
Wt 1
Riding boots are knee-high with a tight-fitting upper portion. Since boots have a harder sole that the leather is attached to, they make a lot of noise on tile floors. A Thief trying to Move Silently while wearing them has a 10% penalty.
Stats: cost 3 gp • weight 2 lbs.
Clothing • EE1 p28
3 gp
Wt 2
Bracers are strips of leather that wrap around the lower arm between the elbow and wrist, providing protection to archers from the bowstring striking the inside of the lower arm while firing a bow.
Stats: cost 6 sp • weight ½ lb.
Clothing • EE1 p28
6 sp
Wt ½
Breeches are short pants ending just below the knee.
Stats: cost 7 sp • weight *.
Clothing • EE1 p28
7 sp
Wt *
1 sp
Wt *
7 sp
Wt 1
4 sp
Wt ½
Clerical Vestments are the ceremonial robes and accessories associated with religious ceremony. These are not well-suited to adventuring., and do not include a holy symbol or any other expected religious paraphernalia. A High Priest's vestments may be more akin to a Noble's or Royal Outfit, depending on the practices of the faith.
Stats: cost 10 gp • weight 2 lbs.
Outfits • EE1 p27
10 gp
Wt 2
A Cloak is similar to a cape, but includes a hood to cover the wearer's head.
Stats: cost 2 gp • weight 1 lb.
Clothing • EE1 p28
2 gp
Wt 1
A Cloak is similar to a cape, but includes a hood to cover the wearer's head.
Stats: cost 5 sp • weight 1 lb.
Clothing • EE1 p28
5 sp
Wt 1
A Cloak is similar to a cape, but includes a hood to cover the wearer's head.
Stats: cost 8 sp • weight 1 lb.
Clothing • EE1 p28
8 sp
Wt 1
A Cold Weather Outfit includes a heavy coat (usually wool), a top (a tunic, or shirt), a vest, leg wear (leggings, trousers, a kilt or skirt), a belt or braces (suspenders), footwear (high boots), mittens, a woolen cap, and a scarf. This outfit provides protection against exposure to cold weather, and may provide a saving throw bonus against cold effects (per GM discretion).
Stats: cost 6 gp • weight 3 lbs.
Outfits • EE1 p27
6 gp
Wt 3
A Common Outfit is basic clothing for a given region or setting. A typical example would be a top (a tunic, or shirt), a vest, leg wear (leggings, trousers, a kilt or skirt), a belt or braces (suspenders), and footwear (low boots or shoes). Cloaks and specialty gear are not included.
Stats: cost 4 gp • weight 1 lb.
Outfits • EE1 p27
4 gp
Wt 1
min 25 gp
Wt 2
A Doublet is a long-sleeved jacket that is fitted down to the waist.
Stats: cost 1 gp • weight 1 lb.
Clothing • EE1 p28
1 gp
Wt 1
10 gp
Wt 1
A Girdle is a strip of cloth that is wrapped and tied around a person's midsection and provides some relief to back pain from riding in a saddle over long distances.
Stats: cost 1 gp • weight 1 lb.
Clothing • EE1 p28
1 gp
Wt 1
Stats: cost 7 sp • weight **.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; **: These items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried.
Clothing • EE1 p29
7 sp
Wt **
Stats: cost 4 gp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Clothing • EE1 p29
4 gp
Wt *
12 sp
Wt 1
5 sp
Wt 1
1 gp
Wt 2
2 cp
Wt 1
2 sp
Wt 1
A Hose is a tight-fitting footed legging that comes up to the crotch.
Stats: cost 5 sp • weight *.
Clothing • EE1 p28
5 sp
Wt *
Hose Supporters comes in two types; a garter that fits around the leg, and a garter belt that fits around the body and has several thongs hanging down that attach to the top of the hose.
Stats: cost 5 sp • weight **.
Clothing • EE1 p28
5 sp
Wt **
A Jacket is a long-sleeved covering for a shirt. It can either be pulled over the head or buttoned.
Stats: cost 1 gp • weight 1 lb.
Clothing • EE1 p28
1 gp
Wt 1
A Jerkin is a sleeveless jacket that may be worn over a doublet.
Stats: cost 2 gp • weight 1 lb.
Clothing • EE1 p28
2 gp
Wt 1
A Jerkin is a sleeveless jacket that may be worn over a doublet.
Stats: cost 1 gp • weight *.
Clothing • EE1 p28
1 gp
Wt *
Leggings are tight cloth or leather pants that use a heavier material than hose.
Stats: cost 9 sp • weight *.
Clothing • EE1 p28
9 sp
Wt *
Leggings are tight cloth or leather pants that use a heavier material than hose.
Stats: cost 2 gp • weight *.
Clothing • EE1 p28
2 gp
Wt *
A Loincloth is usually made from leather or animal skins and just covers the wearer's private parts. It is mostly used by barbarians, ogres, and trolls.
Stats: cost 2 cp • weight **.
Clothing • EE1 p28
2 cp
Wt **
Mittens are hand coverings where the fingers are all together. Use a -4 modifier to Dexterity if a character is wearing mittens and attempts an action involving that ability score. Footwear Boots are a kind of shoe with a top that covers the ankle or higher.
Stats: cost 3 sp • weight **.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; **: These items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried.
Clothing • EE1 p29
3 sp
Wt **
Noble's Finery are opulent, high quality clothing, designed specifically to be expensive and show it. Adorned with precious metals, and gems, silk and velvet are favorite materials. To truly be complete, the would-be noble also needs a signet ring or emblem and jewelry and other accessories (worth at least 100 gp).
Stats: cost min 50 gp • weight 5 lbs.
Outfits • EE1 p27
min 50 gp
Wt 5
A Peasant Outfit are the clothes of the commoner, as befits the setting. Clothes of a typical setting would include a shirt and breeches, or skirt, or a dress. Footwear will be either barefoot, or foot wraps.
Stats: cost 1 gp • weight 1 lb.
Outfits • EE1 p27
1 gp
Wt 1
A Robe is a garment that extends to the floor, and is usually worn by royalty, Magic-Users, and Clerics.
Stats: cost 9 sp • weight 2 lbs.
Clothing • EE1 p28
9 sp
Wt 2
A Robe is a garment that extends to the floor, and is usually worn by royalty, Magic-Users, and Clerics.
Stats: cost 10 gp • weight 3 lbs.
Clothing • EE1 p28
10 gp
Wt 3
A Robe is a garment that extends to the floor, and is usually worn by royalty, Magic-Users, and Clerics.
Stats: cost 2 gp • weight 2 lbs.
Clothing • EE1 p28
2 gp
Wt 2
Royal Regalia is sumptuous clothing as far above a Noble's Finery as the Noble's is above a Common outfit. Also needed are jewelry, accessories, and symbols of office such as a scepter and crown (worth at least 200 gp).
Stats: cost min 100 gp • weight 10 lbs.
Outfits • EE1 p27
min 100 gp
Wt 10
Sandals are hard-soled footwear with leather straps to fasten them.
Stats: cost 5 cp • weight *.
Clothing • EE1 p28
5 cp
Wt *
A Sash is a cloth or silk version of a belt that is usually used to hold a robe, surcoat, or toga tightly to the body.
Stats: cost 2 sp • weight *.
Clothing • EE1 p28
2 sp
Wt *
A Sash is a cloth or silk version of a belt that is usually used to hold a robe, surcoat, or toga tightly to the body.
Stats: cost 10 gp • weight *.
Clothing • EE1 p28
10 gp
Wt *
7 sp
Wt ½
A Scabbard covers the blade of a knife or sword, and may be readily attached to a belt or harness to safely carry the weapon.
Stats: cost 3 sp • weight 1 lb.
Clothing • EE1 p28
3 sp
Wt 1
A Scabbard covers the blade of a knife or sword, and may be readily attached to a belt or harness to safely carry the weapon.
Stats: cost 1 sp • weight *.
Clothing • EE1 p28
1 sp
Wt *
Scholar's Robes are the standard dress for a scholar, but also popular among Magic-Users. A common robe, with a belt, a cap, shoes, and a cloak complete the ensemble. Pockets and/or folds in the robe provide places to stash small tools and implements for magic.
Stats: cost 5 gp • weight 1 lb.
Outfits • EE1 p27
5 gp
Wt 1
A Shirt or Chemise is a loose-fitting garment similar to a blouse that is pulled over the head.
Stats: cost 8 sp • weight *.
Clothing • EE1 p28
8 sp
Wt *
Shoes are footwear that doesn't go above the user's ankles. They have a hard sole and can be noisy on tiled floors. Moccasins have a soft sole which allow a Thief a better chance of Moving Silently.
Stats: cost 8 sp • weight ½ lb.
Clothing • EE1 p28
8 sp
Wt ½
Shoes are footwear that doesn't go above the user's ankles. They have a hard sole and can be noisy on tiled floors. Moccasins have a soft sole which allow a Thief a better chance of Moving Silently.
Stats: cost 2 gp • weight *.
Clothing • EE1 p28
2 gp
Wt *
A Skirt or Kilt is a form of garment that covers the wearers mid-section and extends at least to the knees.
Stats: cost 7 sp • weight *.
Clothing • EE1 p28
7 sp
Wt *
Slippers are like moccasins without a back portion, but there is a chance that they could fall off while walking or running.
Stats: cost 15 sp • weight *.
Clothing • EE1 p28
15 sp
Wt *
Snowshoes are a loop of wood with a mesh of leather thongs across it. It is tied onto a pair of shoes to allow the wearer to walk on top of snow, but at 1/3 of their movement rate.
Stats: cost 20 gp • weight 2 lbs.
Clothing • EE1 p28
20 gp
Wt 2
A Surcoat is a section of cloth with a hole cut out that fits over the wearer's head. It is generally worn by knights as a cover over armor and may have the knight's heraldry embroidered upon it, though an embroidered version will cost twice as much.
Stats: cost 6 sp • weight *.
Clothing • EE1 p28
6 sp
Wt *
2 gp
Wt *
Travel Clothes outfit consist of low boots, a skirt or breeches, a belt, a shirt or chemise (usually with a vest or jacket), a traveling cloak, and a hood, which may be separate.
Stats: cost 6 gp • weight 3 lbs.
Outfits • EE1 p27
6 gp
Wt 3
A Tunic is a loose garment draped over the shoulders and going at least to the wearer's knees if not the floor.
Stats: cost 8 sp • weight *.
Clothing • EE1 p28
8 sp
Wt *
Vests are sleeveless garments worn over a shirt.
Stats: cost 8 sp • weight *.
Clothing • EE1 p28
8 sp
Wt *
Vests are sleeveless garments worn over a shirt.
Stats: cost 2 gp • weight *.
Clothing • EE1 p28
2 gp
Wt *
containers 31
Backpacks are assumed to be of heavy canvas or leather.
Stats: cost 4 gp • weight * • volume held 3 cu ft • weight held up to 40 lbs.
Bags and Pouches • EE1 p26
4 gp
Wt *
Backpacks are assumed to be of heavy canvas or leather.
Stats: cost 4 gp • weight *.
Bags and Pouches • EE1 p26
4 gp
Wt *
Backpacks are assumed to be of heavy canvas or leather.
Stats: cost 3 gp • weight * • volume held 2 cu ft • weight held up to 25 lbs.
Bags and Pouches • EE1 p26
3 gp
Wt *
Backpacks are assumed to be of heavy canvas or leather.
Stats: cost 7 cp • weight * • volume held 2 cu ft • weight held up to 15 lbs.
Bags and Pouches • EE1 p26
7 cp
Wt *
Stats: cost 8 cp • weight * • volume held 1/4 cu ft • weight held up to 5 lbs.
Bags and Pouches • EE1 p26
8 cp
Wt *
Stats: cost 2 cp • weight * • volume held * cu ft • weight held —.
Bags and Pouches • EE1 p26
2 cp
Wt *
Stats: cost 1 gp • weight * • volume held 1/4 cu ft • weight held up to 2 lbs.
Bags and Pouches • EE1 p26
1 gp
Wt *
Chests are reinforced wooden boxes with lids and sides that are made tight to prevent anything from getting out or into the box. The price is for a basic box, with higher-quality items having such things as integrated locks, water-resistant linings, and so on. One popular feature is a hidden compartment, a concealed space in a chest usually no more than an inch or so deep. This can be a hidden gap along one side, a false bottom, or a secret drawer on the outside of the chest. A successful roll to search for secret doors will reveal the compartment if the correct area is being searched (a false bottom will only be found by examining the inside of the chest, for example). The price listed for a hidden compartment is in addition to the cost of the chest.
Stats: cost 10 gp • weight 75 lbs • volume held 6 cu ft • weight held up to 500 lbs • hardness/HP 3 / 5.
Storage & Containers • EE1 p32
10 gp
Wt 75
Chests are reinforced wooden boxes with lids and sides that are made tight to prevent anything from getting out or into the box. The price is for a basic box, with higher-quality items having such things as integrated locks, water-resistant linings, and so on. One popular feature is a hidden compartment, a concealed space in a chest usually no more than an inch or so deep. This can be a hidden gap along one side, a false bottom, or a secret drawer on the outside of the chest. A successful roll to search for secret doors will reveal the compartment if the correct area is being searched (a false bottom will only be found by examining the inside of the chest, for example). The price listed for a hidden compartment is in addition to the cost of the chest.
Stats: cost 5 gp • weight 50 lbs • volume held 4 cu ft • weight held up to 250 lbs • hardness/HP 2 / 4.
Storage & Containers • EE1 p32
5 gp
Wt 50
Chests are reinforced wooden boxes with lids and sides that are made tight to prevent anything from getting out or into the box. The price is for a basic box, with higher-quality items having such things as integrated locks, water-resistant linings, and so on. One popular feature is a hidden compartment, a concealed space in a chest usually no more than an inch or so deep. This can be a hidden gap along one side, a false bottom, or a secret drawer on the outside of the chest. A successful roll to search for secret doors will reveal the compartment if the correct area is being searched (a false bottom will only be found by examining the inside of the chest, for example). The price listed for a hidden compartment is in addition to the cost of the chest.
Stats: cost 2 gp • weight 25 lbs • volume held 2 cu ft • weight held up to 100 lbs • hardness/HP 2 / 2.
Storage & Containers • EE1 p32
2 gp
Wt 25
Crates are wooden boxes that use thin slats nailed to corner pieces. The slats are generally one to three inches wide and have a space of ¾ to 1½ inches between slats on the sides. There is generally no lid or if there is, the slats will use the same spacing as the sides. These are generally used for fruits and vegetables or for small animals, like chickens or smaller.
Stats: cost 8 sp • weight 40 lbs • volume held 64 cu ft • weight held up to 640 lbs.
Storage & Containers • EE1 p32
8 sp
Wt 40
Crates are wooden boxes that use thin slats nailed to corner pieces. The slats are generally one to three inches wide and have a space of ¾ to 1½ inches between slats on the sides. There is generally no lid or if there is, the slats will use the same spacing as the sides. These are generally used for fruits and vegetables or for small animals, like chickens or smaller.
Stats: cost 5 sp • weight 10 lbs • volume held 8 cu ft • weight held up to 120 lbs.
Storage & Containers • EE1 p32
5 sp
Wt 10
Crates are wooden boxes that use thin slats nailed to corner pieces. The slats are generally one to three inches wide and have a space of ¾ to 1½ inches between slats on the sides. There is generally no lid or if there is, the slats will use the same spacing as the sides. These are generally used for fruits and vegetables or for small animals, like chickens or smaller.
Stats: cost 2 sp • weight 3 lbs • volume held 1 cu ft • weight held up to 20 lbs.
Storage & Containers • EE1 p32
2 sp
Wt 3
Stats: cost 2 gp • weight * • volume held 1/2 cu ft • weight held up to 5 lbs.
Bags and Pouches • EE1 p26
2 gp
Wt *
Stats: cost 10 gp • weight 1 lb • volume held 2 cu ft • weight held up to 15 lbs.
Bags and Pouches • EE1 p26
10 gp
Wt 1
Sacks are made from burlap (a rough hemp fiber material), cotton, or leather, and are basically a tube-shaped. Burlap is used mostly for large grains and small vegetables like corn (maize), beans, peppers, and hard-rind fruits like apples, oranges, and other citrus. Cotton material is used for small grains like rice, oats, or barley and for dry powdery material like flour and sugar. Leather will provide a waterproof protection for dry powdery material and anything else stored in a sack.
Stats: cost 1 gp • weight * • volume held 4 cu ft • weight held up to 40 lbs.
Bags and Pouches • EE1 p26
1 gp
Wt *
Sacks are made from burlap (a rough hemp fiber material), cotton, or leather, and are basically a tube-shaped. Burlap is used mostly for large grains and small vegetables like corn (maize), beans, peppers, and hard-rind fruits like apples, oranges, and other citrus. Cotton material is used for small grains like rice, oats, or barley and for dry powdery material like flour and sugar. Leather will provide a waterproof protection for dry powdery material and anything else stored in a sack.
Stats: cost 2 gp • weight * • volume held 4 cu ft • weight held up to 60 lbs.
Bags and Pouches • EE1 p26
2 gp
Wt *
Sacks are made from burlap (a rough hemp fiber material), cotton, or leather, and are basically a tube-shaped. Burlap is used mostly for large grains and small vegetables like corn (maize), beans, peppers, and hard-rind fruits like apples, oranges, and other citrus. Cotton material is used for small grains like rice, oats, or barley and for dry powdery material like flour and sugar. Leather will provide a waterproof protection for dry powdery material and anything else stored in a sack.
Stats: cost 5 sp • weight * • volume held 2 cu ft • weight held up to 20 lbs.
Bags and Pouches • EE1 p26
5 sp
Wt *
Sacks are made from burlap (a rough hemp fiber material), cotton, or leather, and are basically a tube-shaped. Burlap is used mostly for large grains and small vegetables like corn (maize), beans, peppers, and hard-rind fruits like apples, oranges, and other citrus. Cotton material is used for small grains like rice, oats, or barley and for dry powdery material like flour and sugar. Leather will provide a waterproof protection for dry powdery material and anything else stored in a sack.
Stats: cost 1 gp • weight * • volume held 2 cu ft • weight held up to 30 lbs.
Bags and Pouches • EE1 p26
1 gp
Wt *
Saddle bags are leather bags designed to fit over the back of a riding saddle and provide some storage on a ridden animal. The bags are tied to the saddle to prevent them from falling off. A person can throw them over their shoulder to make sure any valuables that are in the saddlebags are not stolen while the rider is off their mount. The size is in relation to the size of the riding animal.
Stats: cost 4 gp • weight 7 lbs • volume held 1 cu ft • weight held up to 10 lbs.
Bags and Pouches • EE1 p26
4 gp
Wt 7
Saddle bags are leather bags designed to fit over the back of a riding saddle and provide some storage on a ridden animal. The bags are tied to the saddle to prevent them from falling off. A person can throw them over their shoulder to make sure any valuables that are in the saddlebags are not stolen while the rider is off their mount. The size is in relation to the size of the riding animal.
Stats: cost 3 gp • weight 5 lbs • volume held 1/2 cu ft • weight held up to 5 lbs.
Bags and Pouches • EE1 p26
3 gp
Wt 5
A Saddle blanket is a piece of cloth put over the back of a riding animal before the saddle is put on to absorb sweat and to prevent the saddle from rubbing sores into the back of the riding animal.
Stats: cost 3 sp • weight 4 lbs.
Animals • EE1 p38
3 sp
Wt 4
50 gp
Wt 30
5 gp
Wt 15
10 gp
Wt 35
20 gp
Wt 40
A Satchel or Haversack is a cloth or canvas shoulder-slung bag, designed to rest on the hip or slung behind. Generally a satchel is easier to access than a backpack, but displaces most hip weapons (anything larger than a dagger or handaxe). It is not uncommon to attach a Haversack to a Baldric, giving it a sturdier and more useful strap. These bags are large enough to hold a fair-sized book (such as a spellbook), making them popular among Magic-Users. These bags may be built with internal compartments.
Stats: cost 12 sp • weight * • volume held 1 cu ft • weight held up to 10 lbs.
Bags and Pouches • EE1 p26
12 sp
Wt *
Stats: cost 6 gp • weight * • volume held 1 cu ft • weight held up to 15 lbs.
Bags and Pouches • EE1 p26
6 gp
Wt *
Stats: cost 25 gp • weight 35 lbs • volume held 2 cu ft • weight held up to 200 lbs • hardness/HP 6 / 4.
Storage & Containers • EE1 p32
25 gp
Wt 35
Stats: cost 1 gp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Personal Equipment • EE1 p17
1 gp
Wt *
5 sp
Wt 1
gear 406
8 gp
Wt 2
2 gp
Wt 1
A Coat, Long is a long sleeved coat that falls to about the mid-shins, and is made of wool, felt, serge or canvas.
Stats: cost 8 sp • weight 1 lb.
Clothing • EE1 p28
8 sp
Wt 1
10 gp
Wt 1
15 gp
Wt 3
500 gp
Wt 40
Common drinks are the cheapest, and are a passable-quality offering.
Stats: cost 1 sp per pitcher (gallon) • cost 8 sp per bottle • cost - per draft (pint).
Services • EE1 p40
1 sp
Wt 8 sp
Common drinks are the cheapest, and are a passable-quality offering.
Stats: cost 1 sp per pitcher (gallon) • cost 8 sp per bottle • cost - per draft (pint).
Stock and Trade Goods • EE1 p41
8 gp
Wt 40 gp
Stats: cost 1 gp per pitcher (gallon) • cost 8 gp per bottle • cost - per draft (pint).
Services • EE1 p40
1 gp
Wt 8 gp
Stats: cost 80 gp per barrel (30 gal) • cost 400 gp per tun (250 gal).
Stock and Trade Goods • EE1 p41
80 gp
Wt 400 gp
Quality drinks are among the best local brews or vintages. These will be pleasing to more refined tastes Exceptional drinks are the best available, including rare brews, good vintages, or imports such as Elvish Wines and Dwarven Spirits. The prices given are minimum.
Stats: cost 4 sp per pitcher (gallon) • cost 3 gp per bottle • cost - per draft (pint).
Services • EE1 p40
4 sp
Wt 3 gp
Quality drinks are among the best local brews or vintages. These will be pleasing to more refined tastes Exceptional drinks are the best available, including rare brews, good vintages, or imports such as Elvish Wines and Dwarven Spirits. The prices given are minimum.
Stats: cost 4 sp per pitcher (gallon) • cost 3 gp per bottle • cost - per draft (pint).
Stock and Trade Goods • EE1 p41
30 gp
Wt 150 gp
Altar cases are large cases used to store the tools of worship. When opened it provides a simple altar for ceremony and worship. A small number of ceremonial objects may also be stored inside the case.
Stats: cost 15 gp • weight 5 lbs.
Clerics' Ceremonials • EE1 p20
15 gp
Wt 5
An Altar symbol is a large, often ornate holy symbol that serves as a focal point of worship. This does not affect any clerical abilities focused on holy symbols (e.g. Turning Undead), but it is big enough to be seen in all parts of a ceremonial chamber in a shrine or temple.
Stats: cost 250 gp • weight 15 lbs.
Clerics' Ceremonials • EE1 p20
250 gp
Wt 15
An Altar symbol is a large, often ornate holy symbol that serves as a focal point of worship. This does not affect any clerical abilities focused on holy symbols (e.g. Turning Undead), but it is big enough to be seen in all parts of a ceremonial chamber in a shrine or temple.
Stats: cost 50 gp • weight 4 lbs.
Clerics' Ceremonials • EE1 p20
50 gp
Wt 4
An Altar symbol is a large, often ornate holy symbol that serves as a focal point of worship. This does not affect any clerical abilities focused on holy symbols (e.g. Turning Undead), but it is big enough to be seen in all parts of a ceremonial chamber in a shrine or temple.
Stats: cost 5 sp • weight 1 lb.
Clerics' Ceremonials • EE1 p20
5 sp
Wt 1
40 gp
Wt 10
200 gp
Wt 50
Stats: cost 3,000 gp • statistics in Basic Fantasy Field Guide.
Mounts and Transport • EE1 p34
3,000 gp
Wt FG
Armor patch kit consists of steel wire, pliers, leather cord, and other materials needed for making temporary repairs or to hold damaged armor together. In a pinch, they could be used to repair other equipment.
Stats: cost 5 gp • weight 3 lbs.
Fighters' Fittings • EE1 p20
5 gp
Wt 3
5 gp
Wt 5
50 gp
Wt 5
An Aspergillum is a device for sprinkling holy water – either from an internal reservoir, or drawn from a bucket. The holy water (and bucket) are not included.
Stats: cost 20 gp • weight 6 lbs.
Clerics' Ceremonials • EE1 p20
20 gp
Wt 6
1 sp
Wt **
Stats: cost 1 gp • weight 15 lbs • volume held 4 cu ft • (30 gal) • liquid weight held 240 lbs • max. weight held 300 lbs.
Storage & Containers • EE1 p32
1 gp
Wt 15
Baskets are made with strips of green bark, willow branches, or reeds woven together to form a container. Once the material is dried out it will hold its shape. Because there are some large gaps in these types of containers, they are not meant for holding grains, but will hold larger fruit and provide some air flow to prevent the fruits from becoming too wet or spoiling sooner.
Stats: cost 3 sp • weight 1 lb • volume held 3 cu ft • weight held up to 40 lbs.
Storage & Containers • EE1 p32
3 sp
Wt 1
Baskets are made with strips of green bark, willow branches, or reeds woven together to form a container. Once the material is dried out it will hold its shape. Because there are some large gaps in these types of containers, they are not meant for holding grains, but will hold larger fruit and provide some air flow to prevent the fruits from becoming too wet or spoiling sooner.
Stats: cost 5 cp • weight * • volume held 1 cu ft • weight held up to 25 lbs.
Storage & Containers • EE1 p32
5 cp
Wt *
A Bath includes tub and hot water. Soaps, oils, or other ‘amenities’ are extra.
Stats: cost 3 cp.
Services • EE1 p39
3 cp
Wt —
6 gp
Wt 5
Common drinks are the cheapest, and are a passable-quality offering.
Stats: cost 5 cp per pitcher (gallon) • cost 4 sp per bottle • cost - per draft (pint).
Services • EE1 p40
5 cp
Wt 4 sp
Common drinks are the cheapest, and are a passable-quality offering.
Stats: cost 5 cp per pitcher (gallon) • cost 4 sp per bottle • cost - per draft (pint).
Stock and Trade Goods • EE1 p41
4 gp
Wt 20 gp
Quality drinks are among the best local brews or vintages. These will be pleasing to more refined tastes Exceptional drinks are the best available, including rare brews, good vintages, or imports such as Elvish Wines and Dwarven Spirits. The prices given are minimum.
Stats: cost 2 sp per pitcher (gallon) • cost 16 sp per bottle • cost - per draft (pint).
Services • EE1 p40
2 sp
Wt 16 sp
Quality drinks are among the best local brews or vintages. These will be pleasing to more refined tastes Exceptional drinks are the best available, including rare brews, good vintages, or imports such as Elvish Wines and Dwarven Spirits. The prices given are minimum.
Stats: cost 2 sp per pitcher (gallon) • cost 16 sp per bottle • cost - per draft (pint).
Stock and Trade Goods • EE1 p41
16 gp
Wt 80 gp
10 gp
Wt —
Stats: cost 1 gp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Tools • EE1 p17
1 gp
Wt *
10 gp
Wt 3
15 sp
Wt 3
2 gp
Wt 5
3 gp
Wt 3
A Block and tackle is a system of two or more pulleys with a rope threaded between them to reduce the weight of loads that are being lifted. The effective weight is reduced by ¼ with one pulley (lifting at load up 50 feet with 100 feet of rope), ½ with two pulleys (with 200 feet of rope), and by with three pulleys (with 400 feet of rope).⅔ A Crowbar a bar of iron that curves at one end in a kind of hook shape. The end itself is flattened with a narrow split on the tip to help pull nails out of a board. The other end is flattened without a split to help pry one piece of wood from another or force open a jammed or locked door, or heavy objects such as a stone coffin lid. In game terms, add one to the die roll range when forcing a door with this tool. For example, a character with 16 Strength would open doors on 1-3 on 1d6; with a crowbar, the range becomes 1-4 on 1d6.
Stats: cost 5 gp • weight 2 lbs.
Tools • EE1 p17
5 gp
Wt 2
1 sp
Wt *
12 gp
Wt ¼
1 gp
Wt *
5 sp
Wt 2 (15)
5 sp
Wt ½
100 gp
Wt 25
15 gp
Wt 5
A Bustle is similar to a skirt and actually fits under a skirt to give it a fuller shape.
Stats: cost 3 gp • weight 1 lb.
Clothing • EE1 p28
3 gp
Wt 1
Stats: cost 3 gp • weight 40 lbs • volume held 13 cu ft • (100 gal) • liquid weight held 800 lbs • max. weight held 1,000 lbs.
Storage & Containers • EE1 p32
3 gp
Wt 40
Cages vary in price depending on the type of animal being caged and the material used for the cage. There are also cages ranging from small to large that affect price. Small mammals like mice or rats, ferrets, and snakes can be put into wire mesh or wicker cages. Song birds will have a more open cage with the bars narrow enough to not let the bird through but it can be seen and heard. Fish can be put into glass cages or small bowls. Larger animals like great cats or large birds will have cages with heavier construction and will be sized to fit on a wagon frame to allow the cage to be moved.
Stats: cost 15 gp • weight 10 lbs.
Pets and Other Animals • EE1 p37
15 gp
Wt 10
Cages vary in price depending on the type of animal being caged and the material used for the cage. There are also cages ranging from small to large that affect price. Small mammals like mice or rats, ferrets, and snakes can be put into wire mesh or wicker cages. Song birds will have a more open cage with the bars narrow enough to not let the bird through but it can be seen and heard. Fish can be put into glass cages or small bowls. Larger animals like great cats or large birds will have cages with heavier construction and will be sized to fit on a wagon frame to allow the cage to be moved.
Stats: cost 5 gp • weight 5 lbs.
Pets and Other Animals • EE1 p37
5 gp
Wt 5
Caltrops are metal spikes that look like large jacks, shaped so that there is always one sharp point facing up. One bag can be scattered over an area of 5 square feet. If a creature moves through or spends a round fighting in an area scattered with caltrops, there is a 2 in 6 chance it will step on one. Heavy boots reduce the chances of stepping on a caltrop to 1 in 6. Stepping on a caltrop deals 1 point of damage and reduces the creature's movement rate by half for 24 hours, or until it receives some form of healing.
Stats: cost 1 gp • weight 2 lbs.
Barding • EE1 p16
1 gp
Wt 2
5 sp to 5 gp
Wt *
1 gp
Wt *
6 sp
Wt ½
4 sp
Wt ½
2 gp
Wt 1
5 gp
Wt 1
12 gp
Wt 10
4 sp
Wt 5
1 gp/ HD
Wt varies
Carpets & Rugs are priced for local standard, with simple or no design work and trim. Quality carpets will have fancier trim, materials, designs, and other features.
Stats: cost 4 sp • weight 2 lbs.
Stock and Trade Goods • EE1 p42
4 sp
Wt 2
Carvings include decorative pieces, small figurines, and some functional items of both wood and stone. Common materials are those local and readily available (but no less decorative) such as oak, cedar, granite, or sandstone. Exotic materials are those rarer to the setting, and may include ebony, Elven ironwood, jade, gold, or marble.
Stats: cost 5 sp to 100 gp • weight -.
Stock and Trade Goods • EE1 p42
5 sp to 100 gp
Wt -
Carvings include decorative pieces, small figurines, and some functional items of both wood and stone. Common materials are those local and readily available (but no less decorative) such as oak, cedar, granite, or sandstone. Exotic materials are those rarer to the setting, and may include ebony, Elven ironwood, jade, gold, or marble.
Stats: cost min 20 gp • weight -.
Stock and Trade Goods • EE1 p42
min 20 gp
Wt -
Cats used for adventuring are generally Hunting Cats, which are large cats that are trained to track down and kill prey animals, and then bring the prey back to the animal master. The cost includes the animal and training. Jaguars and Cheetahs are the only cats of this type that are listed in the Basic Fantasy RPG Core Rules or the Basic Fantasy Field Guide.
Stats: cost 1 sp.
Pets and Other Animals • EE1 p34
1 sp
Wt —
Cats used for adventuring are generally Hunting Cats, which are large cats that are trained to track down and kill prey animals, and then bring the prey back to the animal master. The cost includes the animal and training. Jaguars and Cheetahs are the only cats of this type that are listed in the Basic Fantasy RPG Core Rules or the Basic Fantasy Field Guide.
Stats: cost 25 gp.
Pets and Other Animals • EE1 p34
25 gp
Wt —
20 gp
Wt 75
A Censer is a vented pot that can be filled with burning charcoal and incense. It is often swung from a length of chain during religious ceremonies.
Stats: cost 1 gp • weight 3 lbs.
Clerics' Ceremonials • EE1 p20
1 gp
Wt 3
A Censer is a vented pot that can be filled with burning charcoal and incense. It is often swung from a length of chain during religious ceremonies.
Stats: cost 5 gp • weight 9 lbs.
Clerics' Ceremonials • EE1 p20
5 gp
Wt 9
8 cp
Wt ½
4 gp
Wt 10
3 gp
Wt 5
Chalk is useful for "blazing a trail" through a dungeon or ruin to ensure that the adventurers can find their way back out again.
Stats: cost 4 gp • weight *.
Barding • EE1 p16
4 gp
Wt *
Chalk is useful for "blazing a trail" through a dungeon or ruin to ensure that the adventurers can find their way back out again.
Stats: cost 2 gp • weight *.
Barding • EE1 p16
2 gp
Wt *
7 gp
Wt 35
min 50 gp
Wt +5
10 gp
Wt 50
1 gp
Wt *
A Chess set covers similarly-pieced board games, such as Backgammon, Go, Mancala, Shogi, Senet, Xianqi, or similar games unique to your fantasy world. Quality sets made from exotic materials are much higher in cost.
Stats: cost 5 gp • weight 3 lbs.
Games & Toys • EE1 p21
5 gp
Wt 3
2 gp
Wt 2
City rooms are just rooms for sleeping and staying in, similar to a hotel. Common amenities include having the room cleaned at least 3 times a week. In larger city settings, rooms may have to be shared with 4 other PCs and/or NPCs. Poor amenities mean the rooms are cleaned once a week if even then, and there is always a good chance that there will be bedbugs or other creepy crawlies in the beds. The beds must also be shared with 8 to 12 other PCs and/or NPCs.
Stats: cost 20 gp.
Services • EE1 p39
20 gp
Wt —
City rooms are just rooms for sleeping and staying in, similar to a hotel. Common amenities include having the room cleaned at least 3 times a week. In larger city settings, rooms may have to be shared with 4 other PCs and/or NPCs. Poor amenities mean the rooms are cleaned once a week if even then, and there is always a good chance that there will be bedbugs or other creepy crawlies in the beds. The beds must also be shared with 8 to 12 other PCs and/or NPCs.
Stats: cost 6 sp.
Services • EE1 p39
6 sp
Wt —
A Clerk is a person trained to read and write Common and one or more languages for close races or nations. They can copy, write, or translate letters.
Stats: cost 2 sp.
Services • EE1 p39
2 sp
Wt —
Climbing harness is a solid-fitting set of belts and straps, with additional straps to be hooked or staked into structures. When secured, this can hold the Thief (and up to 40 lb total) in place, allowing the Thief to use his hands freely. Any Dexterity AC bonus is lost when secured.
Stats: cost 15 gp • weight 2 lbs.
Thieves Tools • EE1 p20
15 gp
Wt 2
Climbing tools are specialized climbing gear (high grip gloves, palm spikes, crampons, etc.) to assist in wall climbing. Note that it is difficult if not impossible to wield weapons or move silently with these equipped.
Stats: cost 20 gp • weight 4 lbs.
Thieves Tools • EE1 p20
20 gp
Wt 4
Cloth is sold in three kinds. Common cloth includes linen, sackcloth, or broadcloth. Fine cloth includes felt, fine cottons and linens, and wool. Rich cloth includes silks, satins, velvet, or highly-detailed Fine cloth.
Stats: cost 7 gp • weight 10 lbs.
Stock and Trade Goods • EE1 p41
7 gp
Wt 10
Cloth is sold in three kinds. Common cloth includes linen, sackcloth, or broadcloth. Fine cloth includes felt, fine cottons and linens, and wool. Rich cloth includes silks, satins, velvet, or highly-detailed Fine cloth.
Stats: cost 50 gp • weight 10 lbs.
Stock and Trade Goods • EE1 p41
50 gp
Wt 10
Cloth is sold in three kinds. Common cloth includes linen, sackcloth, or broadcloth. Fine cloth includes felt, fine cottons and linens, and wool. Rich cloth includes silks, satins, velvet, or highly-detailed Fine cloth.
Stats: cost 100 gp • weight 10 lbs.
Stock and Trade Goods • EE1 p41
100 gp
Wt 10
A Coal Keeper is a small, lined ceramic pot designed to hold and keep a small coal or ember lit for several hours. While this will resist moisture and wind, immersion will extinguish the coal immediately A Cord/Strap is a short length of thin rope, leather, or a short belt for tying something to an arm, leg, or other accessories. This can secure a scabbard to an arm or leg, or attach a pouch to a baldric, or the strap of a backpack.
Stats: cost 2 gp • weight 1 lb.
Barding • EE1 p16
2 gp
Wt 1
Common drinks are the cheapest, and are a passable-quality offering.
Stats: cost 6 sp • weight 3 lbs.
Stock and Trade Goods • EE1 p41
6 sp
Wt 3
Stats: cost 1 sp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Natural Philosophy • EE1 p21
1 sp
Wt *
3 gp
Wt 7
1 sp
Wt 1
15 gp
Wt 15
70 gp
Wt 50
Crampons are spikes for boots which improve the wearer's chances at climbing and maintaining balance on ice.
Stats: cost 4 gp • weight *.
Barding • EE1 p16
4 gp
Wt *
2 gp
Wt 5
2 gp
Wt 10
1 gp
Wt 4
Cushions/Padding are essential to make furniture or seating more comfortable. Padding is attached directly to furniture, and is assumed to be made of cloth. Cost is double for a leather or silk covering. Cushions are listed with straw filling (standard). Cost is double price for feather filling.
Stats: cost 3 sp • weight 1 lb.
Stock and Trade Goods • EE1 p42
3 sp
Wt 1
Cushions/Padding are essential to make furniture or seating more comfortable. Padding is attached directly to furniture, and is assumed to be made of cloth. Cost is double for a leather or silk covering. Cushions are listed with straw filling (standard). Cost is double price for feather filling.
Stats: cost 12 gp • weight 20 lbs.
Stock and Trade Goods • EE1 p42
12 gp
Wt 20
2 sp
Wt 2
A Dead Hammer is a hammer or mallet with a head made of treated wood, plant resins, or other materials. The head of this hammer makes very little sound when striking things (such as a stake, a nail, or an enemy's head). This does not keep what is being hit from making noise – a glass window will still make noise when it shatters, and an enemy will likely scream!
Stats: cost 10 gp • weight 3 lbs.
Thieves Tools • EE1 p20
10 gp
Wt 3
Stats: cost 5 to 50 gp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Games & Toys • EE1 p21
5 to 50 gp
Wt *
Dice are often cut from ivory or wood, but other substances such as metal, or cut crystal are not unknown. They may contain the usual numbers or have symbols unique to your fantasy setting. It will cost double to closely match a specific set of dice (to substitute a loaded set, for example). Swapping dice requires a successful pick pockets roll. Musical Instruments cover a wide range of music-making devices including:
Stats: cost 1 sp – 5 gp • weight **.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; **: These items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried.
Games & Toys • EE1 p21
1 sp – 5 gp
Wt **
Dice are often cut from ivory or wood, but other substances such as metal, or cut crystal are not unknown. They may contain the usual numbers or have symbols unique to your fantasy setting. It will cost double to closely match a specific set of dice (to substitute a loaded set, for example). Swapping dice requires a successful pick pockets roll. Musical Instruments cover a wide range of music-making devices including:
Stats: cost +10 gp.
Games & Toys • EE1 p21
+10 gp
Wt —
A Disguise kit is a simple kit for altering one's appearance which includes makeup, hair dye, and a few wigs and/or fake beards. Clothing and prosthetics (fake noses and the like) are not included.
Stats: cost 20 gp • weight 5 lbs.
Thieves Tools • EE1 p20
20 gp
Wt 5
10 gp
Wt 14
1,500 gp
Wt —
Elven Waybread is famously described to fill a man's stomach for a day with just one bite. While not quite this sustaining, this dry but not-bad-tasting tack biscuit is very nourishing. A single small cake will provide one day's sustenance. Class Holy Water is explained in the Encounter section of the Basic Fantasy RPG Core Rules.
Stats: cost 35 gp • weight 7 lbs.
Barding • EE1 p16
35 gp
Wt 7
75 gp
Wt 5
Stats: cost min 50 gp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Natural Philosophy • EE1 p21
min 50 gp
Wt *
Stats: cost 1 gp • weight 75 lbs • volume held 125 cu ft • weight held up to 1,250 lbs.
Storage & Containers • EE1 p32
1 gp
Wt 75
A Feed bag attaches to a bridle or halter and goes over the muzzle of the horse or ram. It is filled with oats to allow the animal to eat without having to take the tack off. This also saves on oats since less is wasted while the animal eats. Riding dogs will not eat out of a feed bag.
Stats: cost 5 gp • weight 5 lbs.
Animals • EE1 p38
5 gp
Wt 5
Ferret (aka Weasel or Mink) are described in the Basic Fantasy RPG Core Rules. A pet ferret can be trained to hunt small vermin. A professionally-trained ferret can crawl into a small hole in a house to look for bright or shiny objects to take back to its master. A ferret can fit into the same size hole as a mouse.
Stats: cost 5 sp.
Pets and Other Animals • EE1 p34
5 sp
Wt —
Ferret (aka Weasel or Mink) are described in the Basic Fantasy RPG Core Rules. A pet ferret can be trained to hunt small vermin. A professionally-trained ferret can crawl into a small hole in a house to look for bright or shiny objects to take back to its master. A ferret can fit into the same size hole as a mouse.
Stats: cost 5 gp.
Pets and Other Animals • EE1 p34
5 gp
Wt —
2 to 30 sp
Wt ½
2 to 30 gp
Wt 1
5 gp
Wt ½
4 gp
Wt **
20 gp
Wt 8
3 gp
Wt 5
1 cp
Wt 20
Stats: cost 4 sp • weight 2 lbs • volume held 1 cu ft • (8 gal) • liquid weight held 48 lbs • max. weight held 80 lbs.
Storage & Containers • EE1 p32
4 sp
Wt 2
Fish include ornamental/pet fish, from a guppy (small) to a carp (medium). These animals will need to be kept in a pond or tank. Quality on these animals would reflect the rarity of their species or markings. Statistics are not given, as few ordinary creatures in this category represent any kind of threat.
Stats: cost 1 gp.
Pets and Other Animals • EE1 p34
1 gp
Wt —
Fish include ornamental/pet fish, from a guppy (small) to a carp (medium). These animals will need to be kept in a pond or tank. Quality on these animals would reflect the rarity of their species or markings. Statistics are not given, as few ordinary creatures in this category represent any kind of threat.
Stats: cost 5 sp.
Pets and Other Animals • EE1 p34
5 sp
Wt —
1 sp
Wt **
Flasks are metal containers with stoppers that hold between 8 and 12 oz of liquid.
Stats: cost 20 gp • weight 1 lb.
Barding • EE1 p16
20 gp
Wt 1
Flasks are metal containers with stoppers that hold between 8 and 12 oz of liquid.
Stats: cost 2 gp • weight 1 lb.
Barding • EE1 p16
2 gp
Wt 1
3 cp
Wt 1
Folding/extending rods come in 4 inch rod segments, and extend up to 3 feet in length when connected to each other. These may either be hinged, or separate pieces akin to a collapsing pole. They may support up to 10 lb.
Stats: cost 25 gp • weight 3 lbs.
Thieves Tools • EE1 p20
25 gp
Wt 3
Foot wraps are long pieces of cloth that are wrapped around the feet to prevent cuts or scrapes while walking in the cold or over rough ground, and are usually worn by peasants. Thieves could use these with a bonus of 10% when Moving Silently.
Stats: cost 3 cp • weight *.
Clothing • EE1 p28
3 cp
Wt *
500 gp
Wt —
1 gp
Wt 1
Fruits includes apples, oranges, and pears as well as berries and vined fruits.
Stats: cost 2 sp • weight 1 lb.
Stock and Trade Goods • EE1 p41
2 sp
Wt 1
8 sp
Wt 4
5 cp
Wt *
A Glass cutter is a small device with a diamond-encrusted wheel used to score (not actually cut) glass, which will then break following the scored line. These are used to break window panes, protective cases such as for jewelry, and so on.
Stats: cost 5 gp • weight *.
Thieves Tools • EE1 p20
5 gp
Wt *
Goose Armor Class:12 Hit Dice:1 No. of Attacks:1 beak Damage:1d2 Movement:10' Fly 150' (10')No. Appearing:Farm 2d6x5, Wild 1d% x 10 Save As:Normal Man Morale:6 Treasure Type:None XP:25 Geese are large aquatic birds with a long neck and webbed feet. A goose will honk to signal to other geese where they are during flight. Domesticated geese have their wings clipped to prevent them from flying off during migration seasons. A goose's flight feathers are used as standard quills. Geese are often bad-tempered. If approached, make a morale check. If the check is passed, the goose will rise up to its maximum height, spread it wings and make a hissing noise to try to scare the intruder off. If that doesn't work the goose will bite to deter the intruder. Roll another morale check each time a goose is hit in combat.
Stats: cost 5 cp.
Mounts and Transport • EE1 p34
5 cp
Wt —
A Gorget is a band of cloth worn around the neck without the knot showing.
Stats: cost 3 gp • weight 2 lbs.
Clothing • EE1 p28
3 gp
Wt 2
1 cp
Wt 1
5 sp
Wt —
2 gp
Wt 4
5 gp
Wt 5
A Guide is a person who knows all the hot- and low-spots of the city and most of the dealings that are going on between different criminal organizations.
Stats: cost 2 sp.
Services • EE1 p39
2 sp
Wt —
2 gp
Wt 1
A Halter: is similar to a bridle but is used to lead an animal. The halter doesn't have a bit.
Stats: cost 5 cp • weight *.
Animals • EE1 p38
5 cp
Wt *
3 gp
Wt 2
5 gp
Wt 5
10 gp
Wt 3
Stats: cost 2 sp • weight 1 lb • volume held 0.25 cu ft • (2 gal) • liquid weight held 16 lbs • max. weight held 30 lbs.
Storage & Containers • EE1 p32
2 sp
Wt 1
A Headband is a leather band to keep the wearer's hair out of their eyes.
Stats: cost 7 cp • weight *.
Clothing • EE1 p28
7 cp
Wt *
A Headband, Tooled is a finely tooled and decorated version of the headband.
Stats: cost 2 sp • weight *.
Clothing • EE1 p28
2 sp
Wt *
10 gp
Wt 3
Herbs & Spices specifically refer to those used as aromatics and in seasoning. For medicinal herbs, refer to the alchemist's samples.
Stats: cost 5 sp • weight 1 lb.
Stock and Trade Goods • EE1 p41
5 sp
Wt 1
Herbs & Spices specifically refer to those used as aromatics and in seasoning. For medicinal herbs, refer to the alchemist's samples.
Stats: cost 15 gp • weight 1 lb.
Stock and Trade Goods • EE1 p41
15 gp
Wt 1
Herbs & Spices specifically refer to those used as aromatics and in seasoning. For medicinal herbs, refer to the alchemist's samples.
Stats: cost 2 gp • weight 1 lb.
Stock and Trade Goods • EE1 p41
2 gp
Wt 1
Herbs & Spices specifically refer to those used as aromatics and in seasoning. For medicinal herbs, refer to the alchemist's samples.
Stats: cost 1 gp • weight 1 lb.
Stock and Trade Goods • EE1 p41
1 gp
Wt 1
Stats: cost +40 gp • weight - • volume held — • weight held — • hardness/HP —.
Storage & Containers • EE1 p32
+40 gp
Wt -
Stats: cost 10 to 500 gp • weight -.
Stock and Trade Goods • EE1 p42
10 to 500 gp
Wt -
Hobbles are shackles for a riding animal to stop them from wondering off during the night or while adventurers are in a dungeon.
Stats: cost 2 gp • weight 5 lbs.
Animals • EE1 p38
2 gp
Wt 5
Stats: cost 2 gp • weight 20 lbs • volume held 6.5 cu ft • (60 gal) • liquid weight held 400 lbs • max. weight held 500 lbs.
Storage & Containers • EE1 p32
2 gp
Wt 20
25 gp
Wt *
50 gp
Wt 1
50 gp
Wt 1
10 gp
Wt *
Hooks cover a variety of hook-shaped weapons or implements, from short-handled meat hooks to gaff hooks and shepherd's crooks (the latter being Medium-sized). A hook can have a sharpened point, or simply be used as an odd-shaped bludgeon.
Stats: cost 6 sp • size S • weight 1 lb • damage 1d4.
Other Weapons • EE1 p7
6 sp
Wt 1
A Horse blanket is a large blanket used to cover a horse when it is cold, The hooded version (Horse hood) has a hood that covers the ears and jowls (but not the eyes) of the horse to prevent it from being spooked.
Stats: cost 2 gp • weight 6 lbs.
Animals • EE1 p38
2 gp
Wt 6
1 gp
Wt 10
25 gp
Wt 3
Howdah is the large box-like saddle that is used on elephants and other very large animals for riding.
Stats: cost 85 gp • weight 120 lbs.
Animals • EE1 p38
85 gp
Wt 120
A Hunter's Horn is a signal horn, often made from brass or the actual horn of an animal.
Stats: cost 5 gp • weight 2 lbs.
Barding • EE1 p16
5 gp
Wt 2
Incense is usually sold as hardened wooden sticks coated with fragrant gums, resins, wood powders, herbs, and spices. It is often burned for its smoke and aroma during religious ceremonies as an offering to the dead or to gods.
Stats: cost 1 gp • weight *.
Clerics' Ceremonials • EE1 p20
1 gp
Wt *
2 gp
Wt ½
8 sp
Wt 2
5 sp
Wt 3
4 sp
Wt 1
12 sp
Wt 1
20 gp
Wt 1
Stats: cost 8 sp • weight 4 lbs • volume held 2 cu ft • (15 gal) • liquid weight held 120 lbs • max. weight held 200 lbs.
Storage & Containers • EE1 p32
8 sp
Wt 4
1 gp
Wt 20
3 gp
Wt 10
Lamps cover oil lamps or standing candleholders with an optional lampshade.
Stats: cost 1 gp • weight 2 lbs.
Stock and Trade Goods • EE1 p42
1 gp
Wt 2
Lamps cover oil lamps or standing candleholders with an optional lampshade.
Stats: cost 1 sp • weight 1 lb.
Stock and Trade Goods • EE1 p42
1 sp
Wt 1
Lamps cover oil lamps or standing candleholders with an optional lampshade.
Stats: cost 15 gp • weight 3 lbs.
Stock and Trade Goods • EE1 p42
15 gp
Wt 3
Lampblack is a sooty, greasy concoction which can coat almost anything in a layer of dull black. Note that combat will quickly remove this coating from weapons. A single pot will be sufficient for the face, arms, and one small weapon. Wizards' Wares A Spellbook is an essential feature of any Magic-User's kit. This is where their spells and formulae are stored, and is used to prepare for spellcasting.
Stats: cost 50 gp • weight 1 lb.
Thieves Tools • EE1 p20
50 gp
Wt 1
A Lantern will provide light covering a 30 foot radius; dim light will extend about 20 feet further. A lantern will consume a flask of oil in 18+1d6 turns.
Stats: cost 14 gp • weight 3 lbs.
Barding • EE1 p16
14 gp
Wt 3
A Lantern will provide light covering a 30 foot radius; dim light will extend about 20 feet further. A lantern will consume a flask of oil in 18+1d6 turns.
Stats: cost 8 gp • weight 2 lbs.
Barding • EE1 p16
8 gp
Wt 2
Stats: cost 8 gp • weight 60 lbs • volume held 300 cu ft.
Storage & Containers • EE1 p32
8 gp
Wt 60
1 sp
Wt 5
35 to 80 gp
Wt 3 to 8
4 cp
Wt 1
A Leash has two parts: a collar made of leather or cloth that goes around the animal's neck, and the lead (a leather or cloth strap) that the animal master holds onto to control the animal. It is usually used on dogs and great cats, but house cats and small cats don't lead well. The collar for a war dog will have spikes to prevent a rival dog from biting the war dog's neck.
Stats: cost 2 gp • weight 1 lb.
Pets and Other Animals • EE1 p37
2 gp
Wt 1
A Leash has two parts: a collar made of leather or cloth that goes around the animal's neck, and the lead (a leather or cloth strap) that the animal master holds onto to control the animal. It is usually used on dogs and great cats, but house cats and small cats don't lead well. The collar for a war dog will have spikes to prevent a rival dog from biting the war dog's neck.
Stats: cost 1 gp • weight ½ lb.
Pets and Other Animals • EE1 p37
1 gp
Wt ½
20 gp
Wt 15
A Lens enlarges the image of an object; a Magnifying Glass consists of a large lens held in a frame with a handle. The bare lens is smaller and is limited to 2-3x magnification. A magnifying glass is of higher quality with a minimum of 5x magnification. Both can be used to attempt to start fires using strong sunlight.
Stats: cost 5 gp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Natural Philosophy • EE1 p21
5 gp
Wt *
A Lens enlarges the image of an object; a Magnifying Glass consists of a large lens held in a frame with a handle. The bare lens is smaller and is limited to 2-3x magnification. A magnifying glass is of higher quality with a minimum of 5x magnification. Both can be used to attempt to start fires using strong sunlight.
Stats: cost 8 gp • weight *.
Barding • EE1 p16
8 gp
Wt *
1 to 5 gp
Wt —
200 gp
Wt 2
100 gp
Wt 1
20 gp
Wt 1/2
A Loom is wooden device used to weave several lengths of thread with crossthreads to make textiles such as cloth, carpets, or tapestries.
Stats: cost 6 gp • weight 35 lbs.
Stock and Trade Goods • EE1 p42
6 gp
Wt 35
Hammers and Maces are weapons that use weight and force to deliver damage. Maces may come with smooth, studded, or flanged heads. The Light Mace is a smaller, lighter mace, better suited for mounted combat (or Halflings). The Maul and Great Mace are larger, two-handed versions of the hammer and mace, respectively. A vicious variation of the mace is the Morningstar, which mounts spikes or blades on the head.
Stats: cost 6 gp • size M • weight 10 lbs • damage 1d8.
Melee Weapons • EE1 p7
6 gp
Wt 10
1 sp
Wt *
5 sp
Wt 1
100 gp
Wt *
Stats: cost 25 sp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Natural Philosophy • EE1 p21
25 sp
Wt *
A Map or Scroll Case is a tubular oiled leather case used to carry maps, scrolls, or other paper items. The case will have a water-resistant (but not waterproof) cap which slides over the end and a loop to allow the case to be hung from a belt or bandolier. A standard scroll case can hold up to 10 sheets of paper, or a single scroll of up to seven spells.
Stats: cost 1 gp • weight 1/2 lb.
Personal Equipment • EE1 p17
1 gp
Wt 1/2
8 sp
Wt 1
+15 gp
Wt —
Mead is made with honey diluted with water or apple juice, and fermented with wine yeast. It is a potent drink popular in northern climates.
Stats: cost 1 sp per pitcher (gallon) • cost - per bottle • cost 5 sp per draft (pint).
Services • EE1 p40
1 sp
Wt -
Mead is made with honey diluted with water or apple juice, and fermented with wine yeast. It is a potent drink popular in northern climates.
Stats: cost 1 sp per pitcher (gallon) • cost - per bottle • cost 5 sp per draft (pint).
Stock and Trade Goods • EE1 p41
8 gp
Wt 40 gp
Mead is made with honey diluted with water or apple juice, and fermented with wine yeast. It is a potent drink popular in northern climates.
Stats: cost 4 sp per pitcher (gallon) • cost - per bottle • cost 2 gp per draft (pint).
Services • EE1 p40
4 sp
Wt -
Mead is made with honey diluted with water or apple juice, and fermented with wine yeast. It is a potent drink popular in northern climates.
Stats: cost 4 sp per pitcher (gallon) • cost - per bottle • cost 2 gp per draft (pint).
Stock and Trade Goods • EE1 p41
30 gp
Wt 150 gp
2 cp
Wt 1
Meals listed in the table are an approximate cost for a day's prepared food.
Stats: cost 10 gp.
Services • EE1 p40
10 gp
Wt —
Meal, Common includes good bread & cheese, hearty stew, roast fowl or small game, cured meats, fruits and vegetables in season.
Stats: cost 1 sp.
Services • EE1 p40
1 sp
Wt —
Meals listed in the table are an approximate cost for a day's prepared food.
Stats: cost 2 sp.
Services • EE1 p40
2 sp
Wt —
Meal, Poor includes dark or rough bread, butter or hard cheese, porridge, broth soups or simple stew, and "Chef's specials".
Stats: cost 5 cp.
Services • EE1 p40
5 cp
Wt —
Meal, Rich offers a few courses of different foods like those listed in the Merchant listing above, of exceptional quality.
Stats: cost 1 gp.
Services • EE1 p40
1 gp
Wt —
Meals listed in the table are an approximate cost for a day's prepared food.
Stats: cost 3 sp.
Services • EE1 p39
3 sp
Wt —
Meals listed in the table are an approximate cost for a day's prepared food.
Stats: cost 5 sp.
Services • EE1 p39
5 sp
Wt —
Meals listed in the table are an approximate cost for a day's prepared food.
Stats: cost 1 sp.
Services • EE1 p39
1 sp
Wt —
5 cp
Wt 2
A Mess Kit includes the essential utensils for eating while camping. Most often these consist of a trencher (something between a bowl and a plate), spoon, knife, fork if appropriate, and a small wood, tin, or brass cup.
Stats: cost 8 gp • weight 2 lbs.
Personal Equipment • EE1 p17
8 gp
Wt 2
A Messenger (usually associated with a Clerk) will deliver a letter or other document that can easily be transported in a saddle bag.
Stats: cost 1 sp.
Services • EE1 p39
1 sp
Wt —
A Messenger (usually associated with a Clerk) will deliver a letter or other document that can easily be transported in a saddle bag.
Stats: cost 2 cp.
Services • EE1 p39
2 cp
Wt —
1 sp
Wt 1
7 cp
Wt 1
9 cp
Wt 1
9 gp
Wt 1
1 sp
Wt 1
9 sp
Wt 1
5 to 50 sp
Wt -
A Minstrel is often hired by nobles or wealthy merchants to entertain dinner guests. A minstrel's performance will usually last an hour. During the performance the minstrel will sing several popular songs and may tell a few jokes.
Stats: cost 3 gp.
Services • EE1 p39
3 gp
Wt —
A Mirror is useful in a dungeon environment for many reasons. For instance, it is the only way to look at a medusa without being turned to stone. Mirrors are also useful for looking around corners, and can be used outdoors to send signals using reflected sunlight.
Stats: cost 7 gp • weight *.
Barding • EE1 p16
7 gp
Wt *
A Mirror is useful in a dungeon environment for many reasons. For instance, it is the only way to look at a medusa without being turned to stone. Mirrors are also useful for looking around corners, and can be used outdoors to send signals using reflected sunlight.
Stats: cost 25 gp • weight *.
Barding • EE1 p16
25 gp
Wt *
A Mirror is useful in a dungeon environment for many reasons. For instance, it is the only way to look at a medusa without being turned to stone. Mirrors are also useful for looking around corners, and can be used outdoors to send signals using reflected sunlight.
Stats: cost 12 gp • weight 1 lb.
Stock and Trade Goods • EE1 p42
12 gp
Wt 1
40 gp
Wt 1
Stats: cost 1,500 gp • statistics in Basic Fantasy Field Guide.
Mounts and Transport • EE1 p34
1,500 gp
Wt FG
A Mourner is a person paid to attend a funeral, and may also be a pallbearer if there are not enough people at the funeral (add another 1 sp in this case).
Stats: cost 2 sp.
Services • EE1 p39
2 sp
Wt —
1 sp
Wt 1
6 sp
Wt 3
A Muzzle is used to cover the mouth of a dog to prevent biting. It is usually used on war dogs when not in battle, and the muzzle is removed before the war dog is let go during battle.
Stats: cost 2 gp • weight *.
Pets and Other Animals • EE1 p37
2 gp
Wt *
2 sp
Wt 1
2 gp
Wt 1
Native/Folk Art includes wood carvings, pottery, beadwork, textiles, and other small items of "traditional" cultures that are different from the PC's cultural tradition.
Stats: cost 1 to 100 gp • weight -.
Stock and Trade Goods • EE1 p42
1 to 100 gp
Wt -
1 gp
Wt **
Stats: cost 5 sp • weight **.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; **: These items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried.
Tools • EE1 p17
5 sp
Wt **
Stats: cost 15 sp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Natural Philosophy • EE1 p21
15 sp
Wt *
0 gp
Wt 0
1 gp
Wt 1
Oars come in two styles: one for small vessels like row boats and a larger version used on galleys and longships. A row boat will have two oars, and the rower will grasp both oars and maneuver the boat by putting the blades of the oars in the water and pulling. Turns can be made by using one oar or the other to put a drag on the inside corner of the turn. Galleys and long boats use an oar that is much longer and is operated by two people per oar. The timing of the rowing is kept with the use of a drummer. Galleys are often rowed by slaves or indentured servants. A longship is rowed by warriors with a rhythm kept again with the use of a drum. A sail will be used on open water to save the strength of the rowers. There are two basic versions of Sail: square and triangular. On tall mast ships like galleons and cogs, there can be up to three sails from the yards (horizontal beam) attached to the mast. The largest sails are hung from the lowest yard and decrease in size going up the mast. The yard is hung at a slant for triangular sails. Triangular sails are also hung from the foremast (front mast) to the bow (front) of the ship.
Stats: cost 2 gp • weight 10 lbs.
Vehicles • EE1 p45
2 gp
Wt 10
1 gp
Wt 1
5 gp
Wt 2
A Paddle is a short oar used to propel and steer a small vessel such as a canoe.
Stats: cost 1 gp • weight 5 lbs.
Vehicles • EE1 p45
1 gp
Wt 5
1-2 gp
Wt 4
2 sp
Wt 1
min 10 gp
Wt 2+
1 gp
Wt **
A Parrot (or Cockatiel) is a decorative bird about the size of a falcon, known for its ability to learn to mimic speech.
Stats: cost 100 gp.
Pets and Other Animals • EE1 p34
100 gp
Wt —
Stats: cost 1 to 50 gp • weight * to 15.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Musical Instruments • EE1 p21
1 to 50 gp
Wt * to 15
5 gp
Wt 1/2
2 sp
Wt 2
A Pick Axe is a "T" shaped tool with a wooden handle, and a combination metal hammer and pick at the end. It is designed for breaking up stones and soil or prying things open. It is also used for prospecting or ice climbing. It deals 1d3 points of damage if used as a weapon.
Stats: cost 4 gp • weight 7 lbs.
Tools • EE1 p17
4 gp
Wt 7
3 gp
Wt 30
1 gp
Wt 1
A Piton is a spike for climbing; designed to wedge into rock or ice cracks.
Stats: cost 2 sp • weight **.
Barding • EE1 p16
2 sp
Wt **
2 gp
Wt ½
1 gp
Wt 1
50 gp
Wt 15
1 gp
Wt 10
5 sp
Wt 1
2 to 8 sp
Wt 1-30
2 gp
Wt *
25 gp
Wt 1
min 250 gp
Wt 5+
Stats: cost 10 gp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Natural Philosophy • EE1 p21
10 gp
Wt *
Stats: cost 1 sp • weight **.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; **: These items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried.
Wizards' Wares • EE1 p21
1 sp
Wt **
Stats: cost 1 gp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Wizards' Wares • EE1 p21
1 gp
Wt *
A Quiver is an open container used to hold arrows.
Stats: cost 4 gp • weight 1 lb.
Fighters' Fittings • EE1 p20
4 gp
Wt 1
A Quiver is an open container used to hold arrows.
Stats: cost 25 gp • weight 1 lb.
Fighters' Fittings • EE1 p20
25 gp
Wt 1
3 cp
Wt —
4 gp
Wt FG
Improvised Weapons are simply those weapons not actually designed for fighting like a random bottle or chair grabbed in a brawl, a pair of scissors used in self-defense, a peasant's hastily grabbed farm tool, and the ever-popular frying pan.
Stats: cost – • size S • weight 1 to 4 • damage 1d3.
Other Weapons • EE1 p7
–
Wt 1 to 4
Improvised Weapons are simply those weapons not actually designed for fighting like a random bottle or chair grabbed in a brawl, a pair of scissors used in self-defense, a peasant's hastily grabbed farm tool, and the ever-popular frying pan.
Stats: cost – • size S • weight 1 to 4 • damage 1d3.
Slings & Hurled Weapons • EE1 p8
-
Wt 1 to 4
Stats: cost 25 gp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Natural Philosophy • EE1 p21
25 gp
Wt *
10 gp
Wt 1
1 gp
Wt *
5 to 100 gp
Wt ¼
Road or gate toll is a per-person toll. Wagons will cost extra. This toll is usually paid upon entry into a city or town.
Stats: cost 1 cp.
Services • EE1 p39
1 cp
Wt —
1 gp
Wt 5
10 gp
Wt 2
80 gp
Wt 1
20 gp
Wt 30
1 gp
Wt 1
A Scarf is a square of cloth that is folded on the diagonal and then tied under the wearer's chin.
Stats: cost 5 sp • weight 1 lb.
Clothing • EE1 p28
5 sp
Wt 1
Sealing wax is a kind of shellac or paraffin wax that is softened when heated, but dries solid to seal containers (bottles), or written messages, letters, and even scrolls.
Stats: cost 3 sp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Personal Equipment • EE1 p17
3 sp
Wt *
2 gp
Wt —
Stats: cost 4 sp • weight 1 lb.
Stock and Trade Goods • EE1 p41
4 sp
Wt 1
Stats: cost 5 gp • weight 2 lbs.
Stock and Trade Goods • EE1 p41
5 gp
Wt 2
1 sp
Wt —
1 gp
Wt **
Stats: cost 5 gp • weight **.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; **: These items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried.
Personal Equipment • EE1 p17
5 gp
Wt **
Stats: cost 4 gp • size M • weight 1 lb • damage 1d4.
Notes: †: Silver tip or blade, for use against lycanthropes.
Other Weapons • EE1 p7
4 gp
Wt 1
10 gp
Wt 2
1 gp
Wt 3
50 gp
Wt 3
5 gp
Wt 3
10 gp
Wt 2
30 gp
Wt 16
Stats: cost 4 gp • weight 50 lbs • volume held 150 cu ft.
Storage & Containers • EE1 p32
4 gp
Wt 50
Stats: cost 5 cp per pitcher (gallon) • cost 4 sp per bottle • cost - per draft (pint).
Services • EE1 p40
5 cp
Wt 4 sp
Small Beer is a low-alcohol beer. This lightly-fermented brew is almost a liquid snack, and keeps clean better than water. Suitable for adventuring, Cider is generally made from non-citrus fermented fruit juices like apples, pears, peaches, and many different berries. Citruses like oranges, limes, and lemons have acids that kill the yeast used to ferment the juice.
Stats: cost 5 cp per pitcher (gallon) • cost 4 sp per bottle • cost - per draft (pint).
Stock and Trade Goods • EE1 p41
4 gp
Wt –
5 -to30 gp
Wt 1 to 2
A Smoking Pipe & Pouch are considered Halfling essentials, and are even carried by most Halfling adventurers. The pipe is hand sized or a little longer, and consists of a short tube with a bowl at the end which is filled with tobacco. When lit, the smell is much more aromatic than other smoking implements which may be part of its appeal. A pipe and several days of tobacco can be stored in the pouch.
Stats: cost 1 gp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Personal Equipment • EE1 p17
1 gp
Wt *
7 cp
Wt —
15 gp
Wt 7
5 sp
Wt 1
5 gp
Wt 1
Songbirds are small birds the size of a robin or smaller. Songbirds are kept as decorations and for their vocalizations, which are different from species to species. Songbirds do not pose a threat, thus no statistics are given.
Stats: cost 10 sp.
Pets and Other Animals • EE1 p34
10 sp
Wt —
2 gp
Wt 4
50 gp
Wt 2
25 gp
Wt 1
A Spinning wheel is a wooden device with a large wheel which is spun manually to spin wool into thread. Cursed spindles and straw-to-gold features are very rare and much more expensive.
Stats: cost 6 gp • weight 5 lbs.
Stock and Trade Goods • EE1 p42
6 gp
Wt 5
Spirits are fermented alcohols that are boiled again to remove the water and increase the alcohol content. The type of spirit is dependent on the grain, grape, fruit, or berry used as a base. These are generally made by a local farmer. Quality depends on the experience of the person making the spirit and the quality of the crop. Spirits are generally mixed or ‘cut’ with water to make the bottle last longer.
Stats: cost 1 sp per pitcher (gallon) • cost - per bottle • cost 2 gp per draft (pint).
Services • EE1 p40
1 sp
Wt -
Spirits are fermented alcohols that are boiled again to remove the water and increase the alcohol content. The type of spirit is dependent on the grain, grape, fruit, or berry used as a base. These are generally made by a local farmer. Quality depends on the experience of the person making the spirit and the quality of the crop. Spirits are generally mixed or ‘cut’ with water to make the bottle last longer.
Stats: cost 1 sp per pitcher (gallon) • cost - per bottle • cost 2 gp per draft (pint).
Stock and Trade Goods • EE1 p41
40 gp
Wt 200 gp
Spirits are fermented alcohols that are boiled again to remove the water and increase the alcohol content. The type of spirit is dependent on the grain, grape, fruit, or berry used as a base. These are generally made by a local farmer. Quality depends on the experience of the person making the spirit and the quality of the crop. Spirits are generally mixed or ‘cut’ with water to make the bottle last longer.
Stats: cost min 5 gp per pitcher (gallon) • cost - per bottle • cost min 100 gp per draft (pint).
Services • EE1 p40
min 5 gp
Wt - min 100 gp
Spirits are fermented alcohols that are boiled again to remove the water and increase the alcohol content. The type of spirit is dependent on the grain, grape, fruit, or berry used as a base. These are generally made by a local farmer. Quality depends on the experience of the person making the spirit and the quality of the crop. Spirits are generally mixed or ‘cut’ with water to make the bottle last longer.
Stats: cost 2,000 gp per barrel (30 gal) • cost 10,000 gp per tun (250 gal).
Stock and Trade Goods • EE1 p41
2,000 gp
Wt 10,000 gp
Spirits are fermented alcohols that are boiled again to remove the water and increase the alcohol content. The type of spirit is dependent on the grain, grape, fruit, or berry used as a base. These are generally made by a local farmer. Quality depends on the experience of the person making the spirit and the quality of the crop. Spirits are generally mixed or ‘cut’ with water to make the bottle last longer.
Stats: cost 1 gp per pitcher (gallon) • cost - per bottle • cost 20 gp per draft (pint).
Services • EE1 p40
1 gp
Wt -
Spirits are fermented alcohols that are boiled again to remove the water and increase the alcohol content. The type of spirit is dependent on the grain, grape, fruit, or berry used as a base. These are generally made by a local farmer. Quality depends on the experience of the person making the spirit and the quality of the crop. Spirits are generally mixed or ‘cut’ with water to make the bottle last longer.
Stats: cost 1 gp per pitcher (gallon) • cost - per bottle • cost 20 gp per draft (pint).
Stock and Trade Goods • EE1 p41
400 gp
Wt 2,000 gp
Spirits are fermented alcohols that are boiled again to remove the water and increase the alcohol content. The type of spirit is dependent on the grain, grape, fruit, or berry used as a base. These are generally made by a local farmer. Quality depends on the experience of the person making the spirit and the quality of the crop. Spirits are generally mixed or ‘cut’ with water to make the bottle last longer.
Stats: cost 3 cp per pitcher (gallon) • cost - per bottle • cost 6 sp per draft (pint).
Services • EE1 p40
3 cp
Wt -
Spirits are fermented alcohols that are boiled again to remove the water and increase the alcohol content. The type of spirit is dependent on the grain, grape, fruit, or berry used as a base. These are generally made by a local farmer. Quality depends on the experience of the person making the spirit and the quality of the crop. Spirits are generally mixed or ‘cut’ with water to make the bottle last longer.
Stats: cost 3 cp per pitcher (gallon) • cost - per bottle • cost 6 sp per draft (pint).
Stock and Trade Goods • EE1 p41
12 gp
Wt –
6 sp
Wt 4
min 20 gp
Wt 25+
Statues are small to large-sized carved or cast figures or art pieces. They may be made of wood, stone, or various kinds of metals. Wooden statues also includes figureheads for boats/ships. The material used, the size of the statue, and the reputation of the sculptor will affect the price of a given statue.
Stats: cost 50 to 1,000 gp • weight 250+.
Stock and Trade Goods • EE1 p42
50 to 1,000 gp
Wt 250+
Statues are small to large-sized carved or cast figures or art pieces. They may be made of wood, stone, or various kinds of metals. Wooden statues also includes figureheads for boats/ships. The material used, the size of the statue, and the reputation of the sculptor will affect the price of a given statue.
Stats: cost 10 to 200 gp • weight 50+.
Stock and Trade Goods • EE1 p42
10 to 200 gp
Wt 50+
3 sp
Wt 1
Slings represent a variety of simple tools that arc or launch a small projectile at high speed. Stones are often chosen for shape and weight (and fairly easily found while traveling, particularly around rivers).
Stats: cost n/a • weight * • damage 1d3.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Slings & Hurled Weapons • EE1 p8
n/a
Wt *
2 sp
Wt 1
6 sp
Wt 1/2
1 gp
Wt 1
A Sundial is an upright arm mounted on a disc, usually made of bronze, which tells the time based on the shadow of the sun on the upright arm. The sundial is sold mounted on a stone stand, and is intended to be placed in an outdoor setting such as a garden. Add 10 gp for a higher quality stand of marble.
Stats: cost 25 gp • weight 15 lbs.
Stock and Trade Goods • EE1 p42
25 gp
Wt 15
Suspenders/Braces are strips of cloth that connect to trousers or pants and go over the shoulders to hold the trousers/pants up. Hats and Headcoverings A Cap is a soft fabric headcover with no real shape, usually without a brim.
Stats: cost 4 sp • weight *.
Clothing • EE1 p28
4 sp
Wt *
Swans are large birds, much like geese with even longer necks. Swan will not vocalize as much as geese do. They will attack like a goose if the nest is attacked. Use the stats for goose listed above with exception of the number of animals (Estate 2; Farm 1d6; Wild 1d12). The large flight feathers of swans are used for higher-quality quills. Royalty will keep swans as decorative animals to swim on reflecting pools and not so much for their meat or feathers unless the animal dies naturally.
Stats: cost 5 sp.
Mounts and Transport • EE1 p34
5 sp
Wt —
Sword Oil is a polish and preservative for metal arms and armor. While not as flammable as lamp oil, it makes a decent lubricant.
Stats: cost 1 gp • weight ½ lb.
Fighters' Fittings • EE1 p20
1 gp
Wt ½
Stats: cost 4 cp • weight *.
Stock and Trade Goods • EE1 p41
4 cp
Wt *
Stats: cost 8 sp • weight *.
Stock and Trade Goods • EE1 p41
8 sp
Wt *
15 sp
Wt 2
10 to 200 gp
Wt 20+
3 sp
Wt 2
5 gp
Wt 15
25 gp
Wt 20
100 gp
Wt 40
5 gp
Wt 10
25 gp
Wt 1
2 sp
Wt 1
3 gp
Wt 1
10 sp
Wt 1
A Toga is a lightweight length of material that is wrapped around the body and is draped over one shoulder.
Stats: cost 1 gp • weight 1 lb.
Clothing • EE1 p28
1 gp
Wt 1
25 gp
Wt ¼
1 gp
Wt 1
2 cp - 2 gp
Wt 1
min 20 gp
Wt 3
1 to 25 gp
Wt 1
A Trap generally refers to a leg-hold trap for fur-bearing animals of various sizes. The jaws of the large-sized traps have teeth to help hold the large animals they are designed for. When used, a trap is staked to the ground with a rope or chain. These traps are typically hidden and will surprise on a 1-2 on 1d6. They are set by pressing down on the spring and then setting the trigger. There is a 1 in 20 chance the trap will trip while the trapper is setting it, for a non-Thief. A natural roll of 1 means the trap misfired and the trapper has pinched their finger, hand or arm depending on the size of the trap.
Stats: cost 14 gp • size L • weight 15 lbs • damage 1d12.
Tools • EE1 p19
14 gp
Wt 15
A Trap generally refers to a leg-hold trap for fur-bearing animals of various sizes. The jaws of the large-sized traps have teeth to help hold the large animals they are designed for. When used, a trap is staked to the ground with a rope or chain. These traps are typically hidden and will surprise on a 1-2 on 1d6. They are set by pressing down on the spring and then setting the trigger. There is a 1 in 20 chance the trap will trip while the trapper is setting it, for a non-Thief. A natural roll of 1 means the trap misfired and the trapper has pinched their finger, hand or arm depending on the size of the trap.
Stats: cost 7 gp • size M • weight 7 lbs • damage 1d8.
Tools • EE1 p19
7 gp
Wt 7
A Trap generally refers to a leg-hold trap for fur-bearing animals of various sizes. The jaws of the large-sized traps have teeth to help hold the large animals they are designed for. When used, a trap is staked to the ground with a rope or chain. These traps are typically hidden and will surprise on a 1-2 on 1d6. They are set by pressing down on the spring and then setting the trigger. There is a 1 in 20 chance the trap will trip while the trapper is setting it, for a non-Thief. A natural roll of 1 means the trap misfired and the trapper has pinched their finger, hand or arm depending on the size of the trap.
Stats: cost 4 gp • size S • weight 5 lbs • damage 1d4.
Tools • EE1 p19
4 gp
Wt 5
A Trap generally refers to a leg-hold trap for fur-bearing animals of various sizes. The jaws of the large-sized traps have teeth to help hold the large animals they are designed for. When used, a trap is staked to the ground with a rope or chain. These traps are typically hidden and will surprise on a 1-2 on 1d6. They are set by pressing down on the spring and then setting the trigger. There is a 1 in 20 chance the trap will trip while the trapper is setting it, for a non-Thief. A natural roll of 1 means the trap misfired and the trapper has pinched their finger, hand or arm depending on the size of the trap.
Stats: cost 14 gp • weight 5 lbs.
Barding • EE1 p16
14 gp
Wt 5
A Trap generally refers to a leg-hold trap for fur-bearing animals of various sizes. The jaws of the large-sized traps have teeth to help hold the large animals they are designed for. When used, a trap is staked to the ground with a rope or chain. These traps are typically hidden and will surprise on a 1-2 on 1d6. They are set by pressing down on the spring and then setting the trigger. There is a 1 in 20 chance the trap will trip while the trapper is setting it, for a non-Thief. A natural roll of 1 means the trap misfired and the trapper has pinched their finger, hand or arm depending on the size of the trap.
Stats: cost 7 gp • weight 2 lbs.
Barding • EE1 p16
7 gp
Wt 2
A Trap generally refers to a leg-hold trap for fur-bearing animals of various sizes. The jaws of the large-sized traps have teeth to help hold the large animals they are designed for. When used, a trap is staked to the ground with a rope or chain. These traps are typically hidden and will surprise on a 1-2 on 1d6. They are set by pressing down on the spring and then setting the trigger. There is a 1 in 20 chance the trap will trip while the trapper is setting it, for a non-Thief. A natural roll of 1 means the trap misfired and the trapper has pinched their finger, hand or arm depending on the size of the trap.
Stats: cost 4 gp • weight 1 lb.
Barding • EE1 p16
4 gp
Wt 1
10 gp
Wt 25
A Travel Altar includes a portable altar and all the basic ceremonial tools for a given faith in a sturdy wooden altar case. It is a useful tool for itinerant priests. Thieves' Tools Thieves' Picks and Tools are required for the use of Thief abilities such as opening locks and removing traps. These abilities may not be usable without appropriate tools, or may be used at a penalty at the option of the GM.
Stats: cost 40 gp • weight 15 lbs.
Clerics' Ceremonials • EE1 p20
40 gp
Wt 15
A Traveling Chest is one designed for ease of movement. Special materials and design allows it to be lighter than normal, and wheels and a lead are added, effectively turning it into a small wagon. It is 10 lb less than the weight of a similar-sized crate. The price listed is in addition to the initial cost of the size of the chest. There will be an added cost for the lock that closes a chest in addition to the base cost.
Stats: cost +100 gp • weight -10 • volume held — • weight held — • hardness/HP 3 / 4.
Storage & Containers • EE1 p32
+100 gp
Wt -10
A Travois is a sort of litter designed to be pulled by a person or animal. Anything loaded on the travois (including people) only counts 1/3 of its weight against carrying capacity. Anyone hauling a travois moves as if heavily encumbered, regardless of how much weight is actually being pulled. Personal Equipment A Journal is a leather bound paper book 6 by 9 inches in size and 50 pages long. It is good for making notes, sketches, or small maps. The paper is not spellbook quality.
Stats: cost 5 gp • weight 15 lbs.
Barding • EE1 p16
5 gp
Wt 15
3 gp
Wt 10
Stats: cost 5 gp • weight 100 lbs • volume held 33 cu ft • (250 gal) • liquid weight held 2,000 lbs • max. weight held 2,500 lbs.
Storage & Containers • EE1 p32
5 gp
Wt 100
A Turban is a length of cloth that is wrapped around the wearer's head, usually in arid or desert settings. During dust storms, a portion of the turban can be brought down over the wearer's eyes and mouth to prevent sand from getting in the wearer's face.
Stats: cost 3 sp • weight 2 lbs.
Clothing • EE1 p28
3 sp
Wt 2
10 sp
Wt —
Stats: cost 2 gp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Natural Philosophy • EE1 p21
2 gp
Wt *
A Veil is a short piece of cloth that is hung over the wearer's face for religious ceremonies or to cover a disfigurement. A Thief may want to wear one as part of a disguise.
Stats: cost 1 gp • weight *.
Clothing • EE1 p28
1 gp
Wt *
1 gp
Wt *
Stats: cost 200 gp • statistics in Basic Fantasy Field Guide.
Mounts and Transport • EE1 p34
200 gp
Wt FG
A Water Clock is a large and complicated device that uses the flow of water to keep remarkably accurate time. They are large, heavy, and require a constant water supply. They must be kept stationary to keep time accurately. Wooden cups and trenchers are the most basic. Common setting will be made of wood or ceramic, with wood or brass cups. It includes a bowl, a plate, a cup, and silverware. Tavern/merchant are finer-looking, with stoneware or more durable pewter. It includes a large plate, a trencher/soup bowl, a smaller plate, 2 spoons, 2 forks, and a tankard (not all of these are set out with your tavern meal, mind you).Fine Setting are plates fit for a baron or better with plates and glassware sufficient for a multi-course meal. If purchasing, sets of 8 or more are the standard. Better quality sets increase the detail of painting or design. The prices of Artwork represent the minimums for decent quality pieces. Highly decorated, well-made or ‘enhanced’ (gilded and/or bejeweled) pieces can run considerably higher. Note that the value of a piece is not always noticeable. A roughly-carved figurine may only look like it's worth a few cp, but a more knowledgeable eye might recognize the rare material (deep agate); the specific artist (the renowned Dwarven sculptor Arkenfell); or the history behind it (an example of his earlier work; part of a chess set made for the King of Iron Mountain; or whether the rest is still held by the royal family) making it far more valuable in the right hands.
Stats: cost 1,000 gp • weight 200 lbs.
Stock and Trade Goods • EE1 p42
1,000 gp
Wt 200
Wax, beeswax is a softer wax, useful for making impressions, hasty patches, stuffing in ears, etc. Health Bandages are clean, rolled linens, which when used are enough to prevent blood loss for one character's wounds from one combat encounter. Outdoors An Air Bladder is a leather pouch with a tube fitting into the user's mouth. It will hold an extra breath of air, allowing a swimmer to extend their range. The user must overcome the buoyancy the air bladder provides to be able to stay under water. Along with helping breathe underwater, the air bladder may also be used to help a character float. This allows a moderately-encumbered character to float; a heavily-encumbered character will have to drop enough weight to be moderately-encumbered in order to float. An unencumbered character will need to make a swim check every other round instead of every round.
Stats: cost 3 sp • weight 1 lb.
Barding • EE1 p16
3 sp
Wt 1
A Whetstone is used to sharpen and maintain edged weapons such as swords, daggers, and axes. Dungeon Exploration A Candle will shed light over a 5 foot radius, with dim light extending a further 5 feet. A normal candle will burn about 3 turns per inch of height.
Stats: cost 1 gp • weight 1 lb.
Barding • EE1 p16
1 gp
Wt 1
A Wig is a close-fitting cloth with either human or animal hair that is styled, and many times worn by members of government or law. A Thief may try to style one as part of a disguise. Outerwear A Cape is a section of cloth that extends from the neck to the waist (half) or to the floor (full), and is attached at the neck by a brooch or clasp. A hood can be attached to cover the wearer's head during inclement weather or to hide one's appearance.
Stats: cost 1 gp • weight 1 lb.
Clothing • EE1 p28
1 gp
Wt 1
9 cp
Wt 1
1 gp
Wt 1
Wine is made from fermented grape juices (or sometimes other berries or fruits). The type of grapes determine the color and flavor of the wine. Monasteries often produce the best wines.
Stats: cost 2 sp per pitcher (gallon) • cost 16 sp per bottle • cost 1 gp per draft (pint).
Services • EE1 p40
2 sp
Wt 16 sp
Wine is made from fermented grape juices (or sometimes other berries or fruits). The type of grapes determine the color and flavor of the wine. Monasteries often produce the best wines.
Stats: cost 2 sp per pitcher (gallon) • cost 16 sp per bottle • cost 1 gp per draft (pint).
Stock and Trade Goods • EE1 p41
8 gp
Wt 40 gp
Wine is made from fermented grape juices (or sometimes other berries or fruits). The type of grapes determine the color and flavor of the wine. Monasteries often produce the best wines.
Stats: cost min 6 gp per pitcher (gallon) • cost - per bottle • cost min 30 gp per draft (pint).
Services • EE1 p40
min 6 gp
Wt -
Wine is made from fermented grape juices (or sometimes other berries or fruits). The type of grapes determine the color and flavor of the wine. Monasteries often produce the best wines.
Stats: cost 450 gp per barrel (30 gal) • cost 2,400 gp per tun (250 gal).
Stock and Trade Goods • EE1 p41
450 gp
Wt 2,400 gp
Wine is made from fermented grape juices (or sometimes other berries or fruits). The type of grapes determine the color and flavor of the wine. Monasteries often produce the best wines.
Stats: cost 1 gp per pitcher (gallon) • cost 10 gp per bottle • cost 5 gp per draft (pint).
Services • EE1 p40
1 gp
Wt 10 gp
Wine is made from fermented grape juices (or sometimes other berries or fruits). The type of grapes determine the color and flavor of the wine. Monasteries often produce the best wines.
Stats: cost 1 gp per pitcher (gallon) • cost 10 gp per bottle • cost 5 gp per draft (pint).
Stock and Trade Goods • EE1 p41
80 gp
Wt 400 gp
A Wineskin/Waterskin is a container for drinking water or wine; though generally water is taken into a dungeon or wilderness environment. The standard waterskin holds one quart of liquid, which is the minimum amount required by a normal character in a single day. If adventuring in the desert or other hot, dry areas, a
Stats: cost 1 gp • weight 2 lbs.
Personal Equipment • EE1 p17
1 gp
Wt 2
A Wineskin/Waterskin is a container for drinking water or wine; though generally water is taken into a dungeon or wilderness environment. The standard waterskin holds one quart of liquid, which is the minimum amount required by a normal character in a single day. If adventuring in the desert or other hot, dry areas, a
Stats: cost 3 gp • weight 7 lbs.
Personal Equipment • EE1 p17
3 gp
Wt 7
1 gp
Wt 3
Stats: cost 10 sp • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Natural Philosophy • EE1 p21
10 sp
Wt *
3 cp
Wt *
6 cp
Wt ½
2 cp
Wt 2
Writing ink is made of charcoal, various pigments, resins, and waxes, and is stored in a small ceramic jar or tin sufficient for 50 pages of normal writing. Tools A Bellows is a fire tending tool that is about a foot long with a leather air bag between two wooden handles. When the handles are squeezed together, air will blow out the nozzle of the air bag, increasing the heat of a fire as well as clearing dust or ash.
Stats: cost 20 gp • weight 1 lb.
Wizards' Wares • EE1 p21
20 gp
Wt 1
Writing ink is made of charcoal, various pigments, resins, and waxes, and is stored in a small ceramic jar or tin sufficient for 50 pages of normal writing. Tools A Bellows is a fire tending tool that is about a foot long with a leather air bag between two wooden handles. When the handles are squeezed together, air will blow out the nozzle of the air bag, increasing the heat of a fire as well as clearing dust or ash.
Stats: cost 8 gp • weight 1/2 lb.
Personal Equipment • EE1 p17
8 gp
Wt 1/2
5 gp
Wt 15
8 sp
Wt 1
services 8
Hirelings are either untrained or trained. Untrained Hirelings are those working jobs requiring no or limited skill: laborers, porters, common cooks and servants. A high-quality servant, akin to a valet or butler, would fall under Trained Hireling. Note that the wages given are minimum figures; more might be asked or offered depending on circumstances.
Stats: cost 3 sp.
Services • EE1 p39
3 sp
Wt —
Hirelings are either untrained or trained. Untrained Hirelings are those working jobs requiring no or limited skill: laborers, porters, common cooks and servants. A high-quality servant, akin to a valet or butler, would fall under Trained Hireling. Note that the wages given are minimum figures; more might be asked or offered depending on circumstances.
Stats: cost 1 sp.
Services • EE1 p39
1 sp
Wt —
Inn lodging includes a room and a day's meals. A private room includes having the room cleaned on a daily basis and good-quality meals, and not having to share the room or bed with anyone else. Common lodgings include sharing a room with another person, with common meals provided. The rooms are cleaned about 3 times a week. Poor lodgings will include lackluster meals and having to share the room and the bed with 3 others. The room is cleaned about once a week.
Stats: cost 5 sp/ 3 gp.
Services • EE1 p39
5 sp/ 3 gp
Wt —
Inn lodging includes a room and a day's meals. A private room includes having the room cleaned on a daily basis and good-quality meals, and not having to share the room or bed with anyone else. Common lodgings include sharing a room with another person, with common meals provided. The rooms are cleaned about 3 times a week. Poor lodgings will include lackluster meals and having to share the room and the bed with 3 others. The room is cleaned about once a week.
Stats: cost 5 cp/ 2 sp.
Services • EE1 p39
5 cp/ 2 sp
Wt —
Inn lodging includes a room and a day's meals. A private room includes having the room cleaned on a daily basis and good-quality meals, and not having to share the room or bed with anyone else. Common lodgings include sharing a room with another person, with common meals provided. The rooms are cleaned about 3 times a week. Poor lodgings will include lackluster meals and having to share the room and the bed with 3 others. The room is cleaned about once a week.
Stats: cost 2 gp/ 8 gp.
Services • EE1 p39
2 gp/ 8 gp
Wt —
A Lantern or Torchbearer is similar to a guide but will hold the lantern or torch so a character can see where they are going.
Stats: cost 1 sp.
Services • EE1 p39
1 sp
Wt —
1 gp
Wt 2
Stats: cost 3 gp • weight 5 lbs.
Stock and Trade Goods • EE1 p41
3 gp
Wt 5
vehicles 34
A Canoe is a small boat that is rowed with an oar or paddle. There isn't room for lodging on a canoe, so passengers will need to pull to shore to setup camp for the night. It is used on calmer rivers and lakes, and is not built for use on the open ocean.
Stats: cost 50 gp • dimensions 15' x 4' • cargo ½ ton • crew 1 • movement 40' (5') • miles per day 30 • hardness/HP 4 / 4.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
50 gp
Wt —
A Caravel is a highly-maneuverable sailing ship with two or three masts. Though superficially similar to the larger carrack, caravels are capable of sailing up rivers, a task for which the larger ship is ill-suited.
Stats: cost 10,000 gp • dimensions 55' x 15' • cargo 75 tons • crew 10 • movement 20' (20') • miles per day 42 • hardness/HP 8 / 75.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
10,000 gp
Wt —
A Carrack is a large ocean-going sailing ship with three or four masts.
Stats: cost 20,000 gp • dimensions 60' x 20' • cargo 135 tons • crew 20 • movement 30' (30') • miles per day 48 • hardness/HP 10 / 120.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
20,000 gp
Wt —
A Carriage is a private coach with room for one or two passengers with a driver on the bench up front and a footman (guard) riding on the boot.
Stats: cost 150 gp • dimensions 30' x 6' • weight 500 lbs • cargo 500 lb • movement 40' (15') • hardness/HP 6 / 12.
Notes: Length x width includes hitched horses or mules. See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Land Transportation • EE1 p44
150 gp
Wt 500
A Cart is a small two-wheeled vehicle pulled by a horse, and it has enough room for two people and their traveling gear.
Stats: cost 50 gp • dimensions 15' x 4' • weight 500 lbs • cargo 500 lb • movement 40' (20') • hardness/HP 8 / 10.
Notes: Length x width includes hitched horses or mules. See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Land Transportation • EE1 p44
50 gp
Wt 500
A Cart Harness is the leather straps used to tie a single horse to a cart.
Stats: cost 2 gp • weight 10 lbs.
Animals • EE1 p38
2 gp
Wt 10
Chariot is a two-wheeled vehicle pulled by horses that is available in three different models. The Common chariot is pulled by a single war horse. The body is designed for one person. The common chariot is usually used to bring a champion warrior out to the battle field, so they aren't tired from running.
Stats: cost 400 gp • dimensions 15' x 6' • weight 300 lbs • cargo 750 lb • movement 120' (10') • hardness/HP 10 / 10.
Notes: Length x width includes hitched horses or mules. See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Land Transportation • EE1 p44
400 gp
Wt 300
Chariot is a two-wheeled vehicle pulled by horses that is available in three different models. Racing chariots are pulled by four horses that are run abreast. The body is made for just the driver.
Stats: cost 500 gp • dimensions 16' x 8' • weight 175 lbs • cargo 250 lb • movement 160' (15') • hardness/HP 10 / 12.
Notes: Length x width includes hitched horses or mules. See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Land Transportation • EE1 p44
500 gp
Wt 175
Chariot is a two-wheeled vehicle pulled by horses that is available in three different models. War chariots are pulled by two war horses. The body is made for two people including a driver and an archer or spear man.
Stats: cost 600 gp • dimensions 15' x 8' • weight 500 lbs • cargo 1000 lb • movement 120' (10') • hardness/HP 15 / 20.
Notes: Length x width includes hitched horses or mules. See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Land Transportation • EE1 p44
600 gp
Wt 500
A Coach is a long distance vehicle pulled by four to six horses hitched in pairs. A coach will be able to sit six people inside and has a bench on the front for a driver and a guard to sit if traveling through wilderness or dangerous areas. There is a place for storage of one or two chests per passenger, either on the top of the coach or on the boot located at the back of the vehicle.
Stats: cost 1,500 gp • dimensions 30' x 8' • weight 1,000 lbs • cargo 2,000 lb • movement 40' (15') • hardness/HP 6 / 12.
Notes: Length x width includes hitched horses or mules. See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Land Transportation • EE1 p44
1,500 gp
Wt 1,000
A Coach cab includes the cost of transporting passengers overland and light cargo rates. For travel within most cities, 1 cp per person will get you a coach ride to your destination.
Stats: cost 3 cp.
Services • EE1 p39
3 cp
Wt —
A Coaster is a small merchant ship used to transport goods along the coast of an ocean or sea. It has a single mast and small sail. It is not designed for river travel. A coaster can anchor on a beach, but may need to wait for high tide to float off again.
Stats: cost 5,000 gp • dimensions 65' x 20' • cargo 100 tons • crew 25 • movement 20' (10') • miles per day 24 • hardness/HP 10 / 100.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
5,000 gp
Wt —
A Cog is a single-mast ship used on open seas and oceans to transport cargo over very long distances. The mast is taller and the sail larger than those used on a coaster. A cog needs to anchor at a port, and it can have small siege engines on its deck for protection.
Stats: cost 20,000 gp • dimensions 80' x 25' • cargo 150 tons • crew 30 • movement 40' (20') • miles per day 24 • hardness/HP 12 / 125.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
20,000 gp
Wt —
A Dog cart is a small two-wheeled cart that is pulled by a large dog. There is enough room in the seat for one adult or two children or Halflings. A Dog sled is a large sled pulled by 6 dogs attached in teams of two. The sled has room for one or two people. However, if two people are sitting, there will not be enough room to carry supplies for feeding the animals or humans. When the day is done, if the dogs are not cared for first, the dogs may balk at being hooked up the next day.
Stats: cost 40 gp • dimensions 6' x 3' • weight 30 lbs • cargo 300 lb • movement 20' (10') • hardness/HP 6 / 8.
Notes: Length x width includes hitched horses or mules. See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Land Transportation • EE1 p44
40 gp
Wt 30
A Galleon is a two or three-mast merchant ship with multiple levels for crew and passenger cabins. These can be armed with siege engines for protection, and have a compliment of troops if the merchant is carrying expensive items. A galleon is built for ocean travel, and will only anchor at ports that are built to handle the deep draft of these boats.
Stats: cost 65,000 gp • dimensions 130' x 30' • cargo 500 tons • crew 130 • movement 30' (30') • miles per day 30 • hardness/HP 10 / 150.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
65,000 gp
Wt —
Galleys are equipped with both sails and oars. The second listed movement rate for galleys is the rowing speed. A small galley will have around 20 rows of oars, with each oar pulled by two men (for a total of 80 rowers), while a large galley will have around 35 rows of oars (for a total of 140 rowers). Galleys are generally much more maneuverable than sailing ships such as the carrack or caravel, and may be outfitted with rams. Large galleys can sail on open seas but need to anchor near a shore in stormy conditions. The boat's pilot will use a sail on the open seas and will only use the rowers for combat or anchoring near a shore.
Stats: cost 30,000 gp • dimensions 120' x 20' • cargo 375 tons • crew 160 • movement 30' / 20' (25') • miles per day 42 / 24 • hardness/HP 10 / 120.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
30,000 gp
Wt —
Galleys are equipped with both sails and oars. The second listed movement rate for galleys is the rowing speed. A small galley will have around 20 rows of oars, with each oar pulled by two men (for a total of 80 rowers), while a large galley will have around 35 rows of oars (for a total of 140 rowers). Galleys are generally much more maneuverable than sailing ships such as the carrack or caravel, and may be outfitted with rams. Large galleys can sail on open seas but need to anchor near a shore in stormy conditions. The boat's pilot will use a sail on the open seas and will only use the rowers for combat or anchoring near a shore.
Stats: cost 15,000 gp • dimensions 100' x 15' • cargo 210 tons • crew 90 • movement 20' / 15' (20') • miles per day 36 / 24 • hardness/HP 8 / 75.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
15,000 gp
Wt —
A Knarr is a small cargo version of a longship without any manned warriors. With its shallow draft, it is able to go further upriver than caravels.
Stats: cost 3,000 gp • dimensions 60' x 15' • cargo 30 tons • crew 12 • movement 40' (15') • miles per day 36 • hardness/HP 8 / 60.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
3,000 gp
Wt —
The Longship, commonly used by northern raiders, is similar to the large galley. However, where more civilized nations have specialist rowers, sailors, and marines, the crew of a longship is more generalized with every crewman usually being qualified for all of these tasks. Longships are generally flat-bottomed, allowing them to easily sail down rivers as well as across seas. A Karfi or Skeia is a warship powered by about thirty rowers. While a Drakkar is a large warship used for raiding powered by up to sixty rowers. but does not have much cargo capacity.
Stats: cost 25,000 gp • dimensions 110' x 15' • cargo 10 tons • crew 70 • movement 30' (25') • miles per day 42 / 24 • hardness/HP 9 / 110.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
25,000 gp
Wt —
The Longship, commonly used by northern raiders, is similar to the large galley. However, where more civilized nations have specialist rowers, sailors, and marines, the crew of a longship is more generalized with every crewman usually being qualified for all of these tasks. Longships are generally flat-bottomed, allowing them to easily sail down rivers as well as across seas. A Karfi or Skeia is a warship powered by about thirty rowers. While a Drakkar is a large warship used for raiding powered by up to sixty rowers. but does not have much cargo capacity.
Stats: cost 10,000 gp • dimensions 80' x 10' • cargo 50 tons • crew 30 • movement 30' (25') • miles per day 42 / 24 • hardness/HP 8 / 75.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
10,000 gp
Wt —
Oars come in two styles: one for small vessels like row boats and a larger version used on galleys and longships. A row boat will have two oars, and the rower will grasp both oars and maneuver the boat by putting the blades of the oars in the water and pulling. Turns can be made by using one oar or the other to put a drag on the inside corner of the turn. Galleys and long boats use an oar that is much longer and is operated by two people per oar. The timing of the rowing is kept with the use of a drummer. Galleys are often rowed by slaves or indentured servants. A longship is rowed by warriors with a rhythm kept again with the use of a drum. A sail will be used on open water to save the strength of the rowers. There are two basic versions of Sail: square and triangular. On tall mast ships like galleons and cogs, there can be up to three sails from the yards (horizontal beam) attached to the mast. The largest sails are hung from the lowest yard and decrease in size going up the mast. The yard is hung at a slant for triangular sails. Triangular sails are also hung from the foremast (front mast) to the bow (front) of the ship.
Stats: cost 10 gp • weight 50 lbs.
Vehicles • EE1 p45
10 gp
Wt 50
A Raft is a set of logs bound together for a one way trip, usually downriver. A Barge is a shallow, flat-bottomed vessel that is built to go up or down a river or across a lake. Both crafts use poling and current as its means of propulsion. Poling is using a long pole to poke into the river bed and pull or push on the pole to help move the craft. The pole can also be used as a brace to prevent the craft from bumping into a snag or submerged rock. A barge is dragged up river using ropes and a teamster leading a team of horses or oxen on shore pulling against the current. There is not enough room on the vessels for overnight accommodations and so it will need to be brought to shore and a camp made for the nights.
Stats: cost 100 gp • dimensions Per 10' x 10' • cargo 1 ton • crew 2 • movement 40' (10') • miles per day 18 • hardness/HP 6 / 12.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
100 gp
Wt —
Riverboats are built similar to a barge with a small cabin for the crew and a merchant that is transporting goods. The crew will tow the riverboat upstream using ropes and the crew walking on the shore similar to a barge. Going downriver, the crew uses the poling technique. A riverboat will normally pull ashore for the night, and the pilot and merchant will sleep in the cabin. The crew will have a watch and sleep on the deck, but they can sleep inside during inclement weather.
Stats: cost 3,500 gp • dimensions 50' x 20' • cargo 50 tons • crew 10 • movement 20' (20') • miles per day 30 • hardness/HP 8 / 30.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
3,500 gp
Wt —
A Rowboat uses two oars for propulsion. It is not meant for open oceans and must be pulled ashore for the night.
Stats: cost 60 gp • dimensions 15' x 6' • cargo 1 ton • crew 1 • movement 30' (10') • miles per day 24 • hardness/HP 6 / 8.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
60 gp
Wt —
Sailboats are usually for recreational sailing on lakes, seas, and coastal waters. There is room for the pilot to stay on-board during the night. But, since there isn't another crewman or navigator, the ship will anchor for the night and will not do night sailing.
Stats: cost 2,000 gp • dimensions 40' x 8' • cargo 5 tons • crew 1 • movement 40' (15') • miles per day 36 • hardness/HP 7 / 20.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
2,000 gp
Wt —
A Sedan chair is carried by 4 bearers, who can be anything from slaves to bodyguards, and is only large enough for a single person to sit. The sedan chair has sides and a top, and the sides have windows cut out and will have cloth curtains. A Rickshaw is a two-wheeled cart that is pulled by a single person, and has enough room for two people to sit side-by-side.
Stats: cost 100 gp • dimensions 8' x 3' • weight 75 lbs • cargo 400 lb • movement 10' (5') • hardness/HP 4 / 8.
Notes: Length x width includes hitched horses or mules. See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Land Transportation • EE1 p44
100 gp
Wt 75
A Sledge is a short-sided wagon box on large timber runners pulled by a team of draft horses or oxen.
Stats: cost 400 gp • dimensions 15' x 8' • weight 300 lbs • cargo 1,000 lb • movement 10' (20') • hardness/HP 12 / 16.
Notes: Length x width includes hitched horses or mules. See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Land Transportation • EE1 p44
400 gp
Wt 300
A Sleigh is an open-topped coach body on a set of iron or steel runners. A sleigh can be pulled by a horse or reindeer (use the antelope entry from the Basic Fantasy RPG Core Rules).
Stats: cost 300 gp • dimensions 15' x 6' • weight 150 lbs • cargo 500 lb • movement 20' (10') • hardness/HP 10 / 10.
Notes: Length x width includes hitched horses or mules. See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Land Transportation • EE1 p44
300 gp
Wt 150
Keelboats are small versions of riverboats and will have a team of horses or mules on shore that will pull the boat up river. They can also be moved by poling.
Stats: cost 100 gp • dimensions 20' x 5' • cargo 1 ton • crew 1 • movement 40' (20') • miles per day 24 • hardness/HP 6 / 12.
Notes: See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Water Transportation • EE1 p44
100 gp
Wt —
1 sp
Wt —
Travois is a pair of long poles tied to the back of a horse or dog, and on rare occasions humans, that are dragged on the ground after them. There is a rope or canvas across the poles and goods are piled onto it. The poles can be tent poles if the party has a tent. Anything loaded on the travois (including people) only counts as 1/3 of its weight against carrying capacity. Anyone hauling a travois moves as if heavily encumbered, regardless of how much weight is actually being pulled.
Stats: cost 10 gp • dimensions 12' x 2' • weight 15 lbs • cargo 70 lb • movement 40' (10') • hardness/HP 4 / 6.
Notes: Length x width includes hitched horses or mules. See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Land Transportation • EE1 p44
10 gp
Wt 15
Travois is a pair of long poles tied to the back of a horse or dog, and on rare occasions humans, that are dragged on the ground after them. There is a rope or canvas across the poles and goods are piled onto it. The poles can be tent poles if the party has a tent. Anything loaded on the travois (including people) only counts as 1/3 of its weight against carrying capacity. Anyone hauling a travois moves as if heavily encumbered, regardless of how much weight is actually being pulled.
Stats: cost 20 gp • dimensions 16' x 3' • weight 50 lbs • cargo 400 lb • movement 40' (10') • hardness/HP 4 / 8.
Notes: Length x width includes hitched horses or mules. See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Land Transportation • EE1 p44
20 gp
Wt 50
A Wagon is a large vehicle used to transport goods from farms into towns or transport all a family's possessions across a frontier. A wagon is pulled by a team (pair) of horses or oxen. The sides of a wagon are 4 to 6 feet high.
Stats: cost 500 gp • dimensions 35' x 8' • weight 2,000 lbs • cargo 4,000 lb • movement 20' (15') • hardness/HP 6 / 16.
Notes: Length x width includes hitched horses or mules. See the Basic Fantasy RPG Core Rules for explanations of crew, cargo, movement, hardness, and HP.
Land Transportation • EE1 p44
500 gp
Wt 2,000
5 gp
Wt 7
weapon 73
Arrowheads are spares for repairing or making new arrows. Bowstrings are needed for fixing or building bows.
Stats: cost 5 cp • weight *.
Fighters' Fittings • EE1 p20
5 cp
Wt *
Arrowheads are spares for repairing or making new arrows. Bowstrings are needed for fixing or building bows.
Stats: cost 15 sp • weight *.
Fighters' Fittings • EE1 p20
15 sp
Wt *
These are weapons used to attack strongholds or sometimes ships. Their cost may be up to twice as high in a remote location. A siege engine that throws missiles (a ballista, onager, or trebuchet) must have a trained artillerist to fire it; this is person making the attack rolls for the weapon. Missile-throwing engines have attack penalties, detailed below. Note that siege engines are not generally usable against individuals or monsters; the GM may make exceptions for very large monsters like giants or dragons.
Stats: cost 100 gp • rate of fire 1/4 • attack penalty -3 • damage 2d8 • range short (+1) 50 ft • medium (+0) 100 ft • long (-2) 150 ft.
Siege Engines • EE1 p47
100 gp
Wt —
5 sp
Wt —
These are weapons used to attack strongholds or sometimes ships. Their cost may be up to twice as high in a remote location. A siege engine that throws missiles (a ballista, onager, or trebuchet) must have a trained artillerist to fire it; this is person making the attack rolls for the weapon. Missile-throwing engines have attack penalties, detailed below. Note that siege engines are not generally usable against individuals or monsters; the GM may make exceptions for very large monsters like giants or dragons.
Stats: cost 200 gp • rate of fire 1/3 • attack penalty +0 • damage 2d8.
Siege Engines • EE1 p47
200 gp
Wt —
7 gp
Wt 7
Blowguns are long, hollow tubes of metal or wood, which use the wielders' own lung power to fire small darts (or potentially other projectiles). These weapons are typically around 4 feet in length, but lengths of up to 7 feet are not unheard of. Traditionally a hunting weapon, a blowgun will occasionally find use in combat, and are particularly popular among assassins. Darts are short, weighted missiles, similar in size and design to a blowgun dart or hand crossbow bolt. Javelins are lightweight cousins of the spear with better range but inflicting less damage.
Stats: cost 2 gp • size M • weight 2 lbs.
Slings & Hurled Weapons • EE1 p8
2 gp
Wt 2
Spears and Polearms cover a variety of hafted or pole-handled weapons, most based on the simple Spear. A Boar Spear adds a crossbar partway back from the head, not unlike the crossguard of a sword or dagger. Some examples and combinations include the Glaive, Voulge, Bardiche, and Bisento (blade), Halberd (axe & spear), Guisarme (blade and hook), Partisan (Spear), Ranseur (Spear – akin to boar spear), Bill (Blade and Hook), Bec de Corbin (bludgeon and spike), and Fork (Spike and "hook").
Stats: cost 6 gp • size M • weight 5 lbs.
Damage by use: thrown (one handed) 1d6 • melee (one handed) 1d6 • melee (two handed) 1d8.
Melee Weapons • EE1 p7
6 gp
Wt 5
Stats: cost 2 gp • size S • weight 2 lbs • damage 1d3.
Notes: (E): Entangling: This weapon may be used to snare or hold opponents.
Slings & Hurled Weapons • EE1 p8
2 gp
Wt 2
Slings represent a variety of simple tools that arc or launch a small projectile at high speed. Sling Bullets are shaped, typically metal (lead, bronze), and roughly marble-sized.
Stats: cost 1 sp • weight * • damage 1d4.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Slings & Hurled Weapons • EE1 p8
1 sp
Wt *
30 gp
Wt 7
Chain Weapons incorporate a length of chain or other flexible material to allow the weapon to swing, using momentum to deliver more damage. The Chain is the simplest form – a length of chain, swung as a weapon. Flails extend this by adding a weighted striking head of some kind, from long heads mounted on a short cord or hinge, to a variety of ball and chain weapons this includes weapons like nunchaku.
Stats: cost 9 gp • size M/L • weight 3 lbs • damage 1d4.
Notes: †: Silver tip or blade, for use against lycanthropes; ††: Minimum weight and price.
Melee Weapons • EE1 p7
9 gp
Wt 3
Stats: cost 2 sp • size M • weight 1 lb • damage 1d4.
Other Weapons • EE1 p7
2 sp
Wt 1
Daggers represent a variety of short blades (typically under 12 inches in length). While most daggers will have sharpened edges, these weapons are most often used as thrusting weapons. Daggers are assumed to be balanced for throwing, unless otherwise specified by the GM. Daggers include the dirk, seax, poniard, stiletto (a spike-like dagger), tanto, punch daggers, and smaller types of katar. Defending Daggers follow the same basic design, but incorporate additional features to help catch or defend against other blades such as an extended or upturned crossguard, basket hilt, bell guard, or forks or tines. When used defensively (including as an off-hand weapon, see Combat Options), this weapon is treated as a Buckler against swords and daggers only. Defending daggers will rarely be balanced for throwing.
Stats: cost 2 gp • size S • weight 1 lb • damage 1d4.
Melee Weapons • EE1 p7
2 gp
Wt 1
Hurled Weapons are weapons meant to be thrown or hurled. Darts are short, weighted missiles, similar in size and design to a blowgun dart or hand crossbow bolt. Javelins are lightweight cousins of the spear with better range but inflicting less damage.
Stats: cost 1 sp • weight * • damage 1d3.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Slings & Hurled Weapons • EE1 p8
1 sp
Wt *
Hurled Weapons are weapons meant to be thrown or hurled. Some hurled weapons may be usable in melee, but with a -2 to strike. Throwing blades are light, edged or pointed throwing weapons. Darts are short, weighted missiles, similar in size and design to a blowgun dart or hand crossbow bolt. Javelins are lightweight cousins of the spear with better range but inflicting less damage.
Stats: cost 1 gp • size S.
Slings & Hurled Weapons • EE1 p8
1 gp
Wt * to ½
Daggers represent a variety of short blades (typically under 12 inches in length). Defending Daggers follow the same basic design, but incorporate additional features to help catch or defend against other blades such as an extended or upturned crossguard, basket hilt, bell guard, or forks or tines. Defending daggers will rarely be balanced for throwing.
Stats: cost 7 gp • size S • weight 2 lbs • damage 1d4.
Melee Weapons • EE1 p7
7 gp
Wt 2
4 gp
Wt 1
Chain Weapons incorporate a length of chain or other flexible material to allow the weapon to swing, using momentum to deliver more damage. Flails extend this by adding a weighted striking head of some kind, from long heads mounted on a short cord or hinge, to a variety of ball and chain weapons this includes weapons like nunchaku. Most flails are usable by Clerics, though spiked flails (similar to a morningstar) may be prohibited.
Stats: cost 8 gp • size M • weight 6 lbs • damage 1d8.
Melee Weapons • EE1 p7
8 gp
Wt 6
Spears and Polearms cover a variety of hafted or pole-handled weapons, most based on the simple Spear. Forks and Tridents use a double or triple-pronged head. Some examples and combinations include the Glaive, Voulge, Bardiche, and Bisento (blade), Halberd (axe & spear), Guisarme (blade and hook), Partisan (Spear), Ranseur (Spear – akin to boar spear), Bill (Blade and Hook), Bec de Corbin (bludgeon and spike), and Fork (Spike and "hook").
Stats: cost 6 gp • size M • weight 5 lbs.
Damage by use: thrown (one handed) 1d6 • melee (one handed) 1d6 • melee (two handed) 1d8.
Notes: (E): Entangling: This weapon may be used to snare or hold opponents.
Melee Weapons • EE1 p7
6 gp
Wt 5
Stats: cost – • size – • weight – • damage 1d3.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; **: This weapon only does subduing damage – see Basic Fantasy RPG Core Rules.
Other Weapons • EE1 p7
–
Wt –
14 gp
Wt 15
Chain Weapons incorporate a length of chain or other flexible material to allow the weapon to swing, using momentum to deliver more damage.
Stats: cost 12 gp • size L • weight 15 lbs • damage 1d10.
Melee Weapons • EE1 p7
12 gp
Wt 15
Clubs, Cudgels, and Walking Sticks represent a variety of simple bludgeoning weapons and objects. The Greatclub is a heavy, two-handed club, possibly with reinforcing bands or wraps.
Stats: cost 3 gp • size L • weight 8 lbs • damage 1d8.
Other Weapons • EE1 p7
3 gp
Wt 8
4 gp
Wt 5
150 gp
Wt 3
Stats: cost 2 sp • weight * • damage 1d3.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Ranged Weapons • EE1 p8
2 sp
Wt *
50 gp
Wt 14
Stats: cost 4 sp • weight * • damage 1d8.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Ranged Weapons • EE1 p8
4 sp
Wt *
Hurled Weapons are weapons meant to be thrown or hurled. Darts are short, weighted missiles, similar in size and design to a blowgun dart or hand crossbow bolt. Javelins are lightweight cousins of the spear with better range but inflicting less damage.
Stats: cost 1 gp • size M • weight 2 lbs • damage 1d4.
Slings & Hurled Weapons • EE1 p8
1 gp
Wt 2
Stats: cost – • size – • weight – • damage 1d4.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; **: This weapon only does subduing damage – see Basic Fantasy RPG Core Rules.
Other Weapons • EE1 p7
–
Wt –
Spears and Polearms cover a variety of hafted or pole-handled weapons, most based on the simple Spear. The Lance is a larger, sturdier spear, and not suited for throwing. A properly balanced lance may be used one-handed while mounted. Pole arms are long pole weapons, usually 6 to 8 feet long with a weapon head placed on top.
Stats: cost 10 gp • size L • weight 10 lbs • damage 1d8.
Melee Weapons • EE1 p7
10 gp
Wt 10
30 gp
Wt 7
Hammers and Maces are weapons that use weight and force to deliver damage. The Light Mace is a smaller, lighter mace, better suited for mounted combat (or Halflings).
Stats: cost 5 gp • size S • weight 5 lbs • damage 1d6.
Melee Weapons • EE1 p7
5 gp
Wt 5
Stats: cost 2 sp • weight * • damage 1d6.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Ranged Weapons • EE1 p8
2 sp
Wt *
60 gp
Wt 3
Stats: cost 2 sp • weight * • damage 1d8.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Ranged Weapons • EE1 p8
2 sp
Wt *
Swords cover a variety of hilt blade weapons, designed for cutting or thrusting strikes. This includes the aforementioned cutlass, hangars, and machetes, as well as short reverse-curve blades such as the kukri and kopis. Long Swords represent a wide range of straight bladed swords, primarily designed for one-handed use. The Scimitar group includes single-edged, curved swords, designed primarily for slashing – though specific types may be straight or balanced enough to be an effective thrusting weapon. Most European-style fantasy two-handers tend to be large, straight double-edged blades, including claymores, zweihanders, flamberges, and other "greatswords." This also includes curve-bladed single-edged swords such as kriegsmessers, nodachis, great scimitars, and dadaos.
Stats: cost 10 gp • size M • weight 4 lbs • damage 1d8.
Melee Weapons • EE1 p7
10 gp
Wt 4
Stats: cost 8 gp • size M • weight 6 lbs • damage 1d8.
Melee Weapons • EE1 p7
8 gp
Wt 6
Hammers and Maces are weapons that use weight and force to deliver damage. The Maul and Great Mace are larger, two-handed versions of the hammer and mace, respectively.
Stats: cost 10 gp • size L • weight 16 lbs • damage 1d10.
Melee Weapons • EE1 p7
10 gp
Wt 16
Hammers and Maces are weapons that use weight and force to deliver damage. A vicious variation of the mace is the Morningstar, which mounts spikes or blades on the head. Whether or not a morningstar may be used by Clerics in a setting is up to the GM.
Stats: cost 7 gp • size M • weight 7 lbs • damage 1d8.
Melee Weapons • EE1 p7
7 gp
Wt 7
Stats: cost 20 gp • size M • weight 5 lbs • damage -.
Notes: (E): Entangling: This weapon may be used to snare or hold opponents.
Slings & Hurled Weapons • EE1 p8
20 gp
Wt 5
These are weapons used to attack strongholds or sometimes ships. Their cost may be up to twice as high in a remote location. A siege engine that throws missiles (a ballista, onager, or trebuchet) must have a trained artillerist to fire it; this is person making the attack rolls for the weapon. Missile-throwing engines have attack penalties, detailed below. Note that siege engines are not generally usable against individuals or monsters; the GM may make exceptions for very large monsters like giants or dragons.
Stats: cost 300 gp • rate of fire 1/6 • attack penalty -6 • damage 2d12 • range short (+1) 100 ft • medium (+0) 200 ft • long (-2) 300 ft.
Siege Engines • EE1 p47
300 gp
Wt —
6 gp
Wt 4
1 gp
Wt 3
Spears and Polearms cover a variety of hafted or pole-handled weapons, most based on the simple Spear. A properly balanced lance may be used one-handed while mounted. Pole arms are long pole weapons, usually 6 to 8 feet long with a weapon head placed on top. Pole arms sometimes combine different attack forms including blade/axe, spear, pick/spike, bludgeon, or hook.
Stats: cost 9 gp • size L • weight 15 lbs • damage 1d10.
Melee Weapons • EE1 p7
9 gp
Wt 15
Stats: cost – • size – • weight – • damage 1d3.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; **: This weapon only does subduing damage – see Basic Fantasy RPG Core Rules.
Other Weapons • EE1 p7
–
Wt –
Spears and Polearms cover a variety of hafted or pole-handled weapons, most based on the simple Spear. The Quarterstaff is included here as it functions as a headless spear (or if you prefer, a spear is a quarterstaff with a pointy bit on one end).
Stats: cost 2 gp • size L • weight 4 lbs • damage 1d6.
Melee Weapons • EE1 p7
2 gp
Wt 4
1 gp
Wt 1
Stats: cost 1 gp • size S • weight 1 lb • damage 1d4.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; **: This weapon only does subduing damage – see Basic Fantasy RPG Core Rules.
Other Weapons • EE1 p7
1 gp
Wt 1
These are weapons used to attack strongholds or sometimes ships. Their cost may be up to twice as high in a remote location. A siege engine that throws missiles (a ballista, onager, or trebuchet) must have a trained artillerist to fire it; this is person making the attack rolls for the weapon. Missile-throwing engines have attack penalties, detailed below. Note that siege engines are not generally usable against individuals or monsters; the GM may make exceptions for very large monsters like giants or dragons.
Stats: cost 200 gp • rate of fire 1 • damage 1d8*.
Siege Engines • EE1 p47
200 gp
Wt —
Sickles and Scythes cover a variety of inward-curved cutting weapons, derived from grain harvesting tools.
Stats: cost 7 gp • size L • weight 10 lbs • damage 1d8.
Other Weapons • EE1 p7
7 gp
Wt 10
25 gp
Wt 2
Stats: cost 1 sp • weight * • damage 1d6.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Ranged Weapons • EE1 p8
1 sp
Wt *
Swords cover a variety of hilt blade weapons, designed for cutting or thrusting strikes. Note that at each size, there are two versions; one straight-bladed, one curved. Short Swords are straight thrusting weapons, much like a dagger, but with a longer blade (typically around 2 feet). The Cutlass group represents short blades – curved or straight single-edged – designed for hacking or slashing rather than thrusting. This includes the aforementioned cutlass, hangars, and machetes, as well as short reverse-curve blades such as the kukri and kopis. Long Swords represent a wide range of straight bladed swords, primarily designed for one-handed use.
Stats: cost 6 gp • size S • weight 3 lbs • damage 1d6.
Core • EE1 p7
6 gp
Wt —
Swords cover a variety of hilt blade weapons, designed for cutting or thrusting strikes. Note that at each size, there are two versions; one straight-bladed, one curved. Short Swords are straight thrusting weapons, much like a dagger, but with a longer blade (typically around 2 feet). The Cutlass group represents short blades – curved or straight single-edged – designed for hacking or slashing rather than thrusting. This includes the aforementioned cutlass, hangars, and machetes, as well as short reverse-curve blades such as the kukri and kopis. Long Swords represent a wide range of straight bladed swords, primarily designed for one-handed use.
Stats: cost 6 gp • size S • weight 3 lbs • damage 1d6.
Melee Weapons • EE1 p7
6 gp
Wt 3
Sickles and Scythes cover a variety of inward-curved cutting weapons, derived from grain harvesting tools.
Stats: cost 2 gp • size S • weight 2 lbs • damage 1d6.
Other Weapons • EE1 p7
2 gp
Wt 2
These are weapons used to attack strongholds or sometimes ships. Their cost may be up to twice as high in a remote location. A siege engine that throws missiles (a ballista, onager, or trebuchet) must have a trained artillerist to fire it; this is person making the attack rolls for the weapon. Missile-throwing engines have attack penalties, detailed below. Note that siege engines are not generally usable against individuals or monsters; the GM may make exceptions for very large monsters like giants or dragons. A Siege tower is a tall structure used in the siege of a fortified walled structure. The tower will not directly attack a wall, but will be tall enough to allow the attackers to get to the top of the wall. The tower will be built on wheels and pushed against a wall. Once in place, it will drop the front doors, and allow the attackers to run across to the top of the wall. The attackers will use stairs or ladders inside the tower to climb to the top. The Hardness and HP for a tower is 10/300.
Stats: cost 600 gp • hardness/HP 10 / 300.
Siege Engines • EE1 p47
600 gp
Wt —
Stats: cost 1 gp • weight * • damage 1d4.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; †: Silver tip or blade, for use against lycanthropes.
Slings & Hurled Weapons • EE1 p8
1 gp
Wt *
Daggers represent a variety of short blades (typically under 12 inches in length).
Stats: cost 25 gp • size S • weight 1 lb • damage 1d4.
Notes: †: Silver tip or blade, for use against lycanthropes.
Melee Weapons • EE1 p7
25 gp
Wt 1
Stats: cost 5 gp • weight * • damage 1d3.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; †: Silver tip or blade, for use against lycanthropes.
Ranged Weapons • EE1 p8
5 gp
Wt *
Stats: cost 10 gp • weight * • damage 1d8.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; †: Silver tip or blade, for use against lycanthropes.
Ranged Weapons • EE1 p8
10 gp
Wt *
Stats: cost 5 gp • weight * • damage 1d6.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; †: Silver tip or blade, for use against lycanthropes.
Ranged Weapons • EE1 p8
5 gp
Wt *
Stats: cost 4 gp • weight * • damage 1d8.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; †: Silver tip or blade, for use against lycanthropes.
Ranged Weapons • EE1 p8
4 gp
Wt *
Stats: cost 2 gp • weight * • damage 1d6.
Notes: *: These items weigh little individually. Ten of these items weigh one pound; †: Silver tip or blade, for use against lycanthropes.
Ranged Weapons • EE1 p8
2 gp
Wt *
Slings represent a variety of simple tools that arc or launch a small projectile at high speed. Depending on the exact design, most slings can be "fired" one-handed, but take two hands to load. Sling Bullets are shaped, typically metal (lead, bronze), and roughly marble-sized. A sling may be used to hurl small, roundish objects (gems, eggs, tiny jars), but with diminished range and accuracy.
Stats: cost 1 gp • size S • weight *.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Slings & Hurled Weapons • EE1 p8
1 gp
Wt *
These are weapons used to attack strongholds or sometimes ships. Their cost may be up to twice as high in a remote location. A siege engine that throws missiles (a ballista, onager, or trebuchet) must have a trained artillerist to fire it; this is person making the attack rolls for the weapon. Missile-throwing engines have attack penalties, detailed below. Note that siege engines are not generally usable against individuals or monsters; the GM may make exceptions for very large monsters like giants or dragons.
Stats: cost 100 gp.
Siege Engines • EE1 p47
100 gp
Wt —
Spears and Polearms cover a variety of hafted or pole-handled weapons, most based on the simple Spear. The Quarterstaff is included here as it functions as a headless spear (or if you prefer, a spear is a quarterstaff with a pointy bit on one end). A Boar Spear adds a crossbar partway back from the head, not unlike the crossguard of a sword or dagger. This is meant to prevent an impaled opponent (such as a boar) from running up the spear and striking the wielder. The Lance is a larger, sturdier spear, and not suited for throwing. Pole arms sometimes combine different attack forms including blade/axe, spear, pick/spike, bludgeon, or hook. Some examples and combinations include the Glaive, Voulge, Bardiche, and Bisento (blade), Halberd (axe & spear), Guisarme (blade and hook), Partisan (Spear), Ranseur (Spear – akin to boar spear), Bill (Blade and Hook), Bec de Corbin (bludgeon and spike), and Fork (Spike and "hook").
Stats: cost 5 gp • size M • weight 5 lbs.
Damage by use: thrown (one handed) 1d6 • melee (one handed) 1d6 • melee (two handed) 1d8.
Melee Weapons • EE1 p7
5 gp
Wt 5
A Torch is normally fashioned out of a short wooden stick with tightly wrapped rags at one end that have been soaked in animal fat or paraffin to allow it to burn for extended periods of time. When lit, the burning wick sheds light over a 30 foot radius, with dim light extending about 20 feet further, and burns for 1d4+4 turns. Of course, a torch is also useful for setting flammable materials (such as cobwebs or oil) alight.
Stats: cost – • size S • weight * • damage 1d3.
Notes: *: These items weigh little individually. Ten of these items weigh one pound.
Other Weapons • EE1 p7
–
Wt *
These are weapons used to attack strongholds or sometimes ships. Their cost may be up to twice as high in a remote location. A siege engine that throws missiles (a ballista, onager, or trebuchet) must have a trained artillerist to fire it; this is person making the attack rolls for the weapon. Missile-throwing engines have attack penalties, detailed below. Note that siege engines are not generally usable against individuals or monsters; the GM may make exceptions for very large monsters like giants or dragons.
Stats: cost 400 gp • rate of fire 1/10 • attack penalty -8 • damage 3d10 • range medium (+0) 300 ft • long (-2) 400 ft.
Siege Engines • EE1 p47
400 gp
Wt —
Swords cover a variety of hilt blade weapons, designed for cutting or thrusting strikes. This group includes sabers, falchions, daos, and katanas. The Two-Handed Sword is simply any sword requiring two hands to use – due to weight and balance.
Stats: cost 18 gp • size L • weight 10 lbs • damage 1d10.
Melee Weapons • EE1 p7
18 gp
Wt 10
Hammers and Maces are weapons that use weight and force to deliver damage.
Stats: cost 4 gp • size S • weight 6 lbs • damage 1d6.
Melee Weapons • EE1 p7
4 gp
Wt 6
Chain Weapons incorporate a length of chain or other flexible material to allow the weapon to swing, using momentum to deliver more damage. The Whip operates on similar principle, with an even greater emphasis on speed – to the point that it acts more as a slashing weapon. Whips do poorly against hard armors or thick hides, and will not do damage to targets with an armor or natural AC of 14 or higher.
Stats: cost 3 gp • size M • weight 2 lbs • damage 1d3.
Melee Weapons • EE1 p7
3 gp
Wt 2
Source: EE1 Equipment Emporium r33 — extracted via pymupdf (names, price, weight, damage/AC). Filter by category or search.