QUICK START GEAR SETS How to Use
Elf, Dwarf, Halfling
These gear sets are the same value as the average amount of starting gold. To play quickly, choose one of these.
The demihumans use the Fighter gear set.
Item
Cleric Cost (gp)
Weight (cn)
Mace (1d6 damage)
5
30
Plate Mail (AC 3 [16])
60
Shield (AC -1 [+1])
10
5 Rations, Iron (2) 4.3 Waterskin 1 Lantern 10 Oil (1) 2 Tinder Box 3 Rope, 100’ 2 Coins 2.7 105gp Total: Backpack
Elves receive a spellbook.
Cost (gp)
Weight (cn)
Sword (1d8 damage)
10
60
500
Plate Mail (AC 3 [16])
60
500
100
Shield (AC -1 [+1])
10
100
20 20 5 30 10 5 100 9 B719cn (829cn)
Item
Fighter
5 Rations, Iron (2) 4.3 Waterskin 1 Torches (6) 1 Tinder Box 3 Hammer 2 Iron Spikes (12) 1 Rope, 100’ 2 Coins 5.7 105gp Total: Backpack
20 20 5 120 5 10 60 100 12 B752cn (1012cn)
Magic-User
Item
Dagger (1d4 damage)
Cost (gp)
Weight (cn)
3
10 20 200 70 5 30 10 60 5 10 30 5 100 46 B136cn (601cn)
5 Spellbook Rations, Iron (7) 15 Waterskin 1 Lantern 10 Oil (6) 12 Torches (3) 0.5 Tinder Box 3 Hammer 2 Iron Spikes (6) 0.5 Mirror 5 Rope, 100’ 2 Coins 46 105gp Total: Backpack
Item
Thief
Cost (gp)
Weight (cn)
Dagger (1d4 damage)
3
10
Leather Armor (AC 7 [12])
20
200
5 25 Rations, Iron (7) 15 Waterskin 1 Torches (6) 1 Oil (3) 6 Lantern 10 Tinder Box 3 Rope, 50’ 1 Pole, 10’ 1 Hammer 2 Iron Spikes (12) 1 Coins 1 105gp Total: Backpack
Thieves’ Tools
20 10 70 5 120 30 30 5 50 100 10 60 1 B351cn (781cn)
OLD-SCHOOL ARMORY Writing, layout. etc. by Miles Hulsey. All artwork either adapted from public domain or by Miles Hulsey.
This book was only possible with the support of over six hundred backers. Thank you all so very much.
TABLE OF CONTENTS Quick-Start Gear Sets..................... Inside Front Cover Gear Sets................................................................................ 4 Kits......................................................................................... 15 Group Kits.......................................................................... 22 Additional Gear Sets........................................................ 24 Equipping Higher-Level Characters.......................... 42 Encumbrance..................................................................... 48 New Inventory System................................................... 50 Equipment........................................................................... 58 Basic Equipment............................................................... 58 Additional Equipment......................................................70 Sentient Sword................................................................ 122 The Clockwork Armory............................................... 128 Basic Equipment Tables.................. Inside Back Cover
INTRODUCTION Character creation is fun. Choosing equipment is not. That was the premise that inspired this book, and led to the Kickstarter project that funded its creation. Wouldn’t it be so much easier if we didn’t have to go through the tedious process of picking out equipment every time? If, whenever we needed a new character, we could be ready in seconds instead of minutes? If we had somewhere we could send new players to help them through this process? The solution seemed obvious: premade gear sets, ready to go. A lot of them. Multiple sets for each class. So no matter your needs you could play on the fly without needing to spend time equipping new characters. Not only were starting characters of first level considered, but so too were higher-level characters, with their need for magic items. To meet their needs, special rules for equipping higher-level characters were devised. From there, the question arose of what else would be useful for beginning a game quickly. Since it’s always such a hassle sharing one book during character creation, with each playing having to wait in turn to make their equipment selec-
tion, it seemed reasonable to think that an extra copy of the equipment section would be helpful. And once the decision was made to add equipment, the question came up: why stop there? Why not add more equipment? There are plenty of things not included in the basic list. Many of the backers wanted firearms, so those were added as well. Choosing the items isn't the only pain. Tracking them in play is troublesome as well. So to aid in this, a new inventory tracking system, with its own Inventory Sheet. Along with the project came three stretch goals. The Sentient Sword, a new class based on the classic magic item. The Clockwork Armory: an adventure for starting characters. And last, Inventory Sheets made for each of the gear sets in this book.
Ascending Armor Class
For the sake of compatibility with the most popular options, armor class and attack values are displayed for both the original and ascending armor class systems. Armor class for the ascending system is shown in brackets. For attack values, a THAC0 score is listed alongside the attack bonus used in the ascending system.
1
EQUIPMENT GENERATION METHODS
By default, a character’s starting equipment is determined by first randomly determining an amount of gold and then using that gold to go through the tedious process of selecting one’s equipment piece by piece. This allows for unparalleled character customization, but at a cost: the time required to make these decisions. This can be difficult for new players, who often lack the game knowledge needed to make their selections. For more experienced players, it can still be time consuming, and rather stressful, to carefully select equipment to fit a certain gold piece value. Given here are three alternative methods for generating starting equipment, all built around the premade gear sets found on the following pages. The referee must use their judgment in determining which of these methods to use at their table.
Clothing
All characters begin play with one suit of normal clothes. More clothing options are provided in the Additional Equipment Section, though these provide no mechanical benefit.
2
Method 0 Standard Generation
Receive 3d6x10 gold pieces and use this gold to buy items selected individually.
Method 1 Random Gear Set
Here, the player rolls on a table and receives the corresponding gear set. This gives the same average gold piece value as normally expected when rolling for gold, but the outcomes are somewhat flatter. That is, one cannot receive the highest or lowest amount of gold. For this reason, this method requires the referee’s approval. For the sake of this book, this is assumed to be the default method. If this method is determined unsuitable for a given game, consider Method 3.
Method 2 Fast Generation
The character receives the gear set for their class costing 105gp (the average value). This method is especially useful for referees wishing to equip NPCs. The tradeoff made when using this method is obvious: the loss of the variation given by the random roll. Quite a lot of a starting character’s power is determined by their equipment roll. It is the difference between plate armor and no armor, which is a very large difference indeed. The referee must weigh their decision carefully when considering this method.
Method 3 Roll Gold
Roll for gold as normal and use the gold to purchase a gear set. This method is suitable for all games. It requires no house rules of any kind, nor any judgment on the referee’s part. The only downside to this method is that occasionally a character can roll very low amounts of gold (such as 30gp) and find themselves without a suitable gear set, since the least costly gear set for each class is 40gp. If this method is used, then very rarely (once every 217 times) a player will roll a 3 when determining their starting gold and be unable to select a gear set. Of course, this method has the upside of allowing for added customization. Players may spend their gold however they please. They might choose to purchase a less costly gear set and save some of their gold for hirelings, or to purchase items that aren’t found on their preferred gear set. This method may be used in addition to Method 1. It is certainly reasonable to give players a choice between the two and have the methods mixed at the table.
GEAR SET WEIGHT The total weight of each gear set is given at the bottom. The first number given, preceded by the letter B, is the weight when using the basic encumbrance system, where all adventuring gear is treated as weighing 80cn. The second number, given in parentheses, is the total weight in coins of all the items in the gear set. This method is used in the later version of the basic rules. To find the total weight in pounds, rather than coins, simply divide this second number by ten. This is done easily by inserting a decimal point to the left of the last digit. The weight of mounts and their special equipment, such as saddles and saddlebags, is not given. If the party wishes to lift a horse, that will be handled at the referee's discretion.
3
THE GEAR SETS Types of Gear Sets
In this book there are two different types of gear sets.
Basic Gear Sets
These are fully compatible with the basic game, using only equipment found there. For each class, gear sets were carefully constructed at five different price points. These follow the 3d6 bell curve used to generate gold by the game's standard generation method, allowing for random selection of a gear set while maintaining the same level of randomness present in the original method.
Rations
To maintain compatibility with the later version of the basic rules, the Basic Gear Sets have been given Iron Rations rather than standard rations. This is because in the later version of the game (the first to make a mechanical distinction between standard and iron rations), standard rations are said to rot if taken into a dungeon. This seems a reasonable explanation for the difference between the two (why else would anyone ever choose to purchase the more expensive iron rations)? In games ignoring this difference, all iron rations should be swapped for an equal value of standard rations.
4
Additional Gear Sets
During the writing of this book, it was found that the customization allowed by the basic equipment was somewhat lacking, so many additional items were added. These items are found in the Additional Equipment section. To accommodate the character archetypes allowed by this addition, the Additional Gear Sets were added. These are found after the Basic Gear Sets. The use of these gear sets, and the items contained therein, requires special consideration by the referee. Though care has been taken to maintain balance with these items, it’s always possible that they are not compatible with a given referee’s vision of their world or their game. Their use is not to be taken as a given. Unlike the Basic Gear Sets, the Additional Gear Sets are made to represent certain archetypes rather than to function optimally at a certain gold point value. For this reason, many of them cost quite a lot of gold! The Additional Gear Sets are made using the kits presented in the Kits section. Kits are collections of equipment built around a theme. Perfect for quickly equipping a character for a specific purpose.
ADAPTING THE GEAR SETS TO ADDITIONAL CLASSES Given the popularity of certain non-standard classes, guidelines are presented here for alterations to the existing gear sets to suit the classes most commonly added through optional rules.
Assassin
Use a thief gear set, possibly with the addition of a shield, depending on which version of this class is used.
Barbarian
Any gear set for the fighter class will do. If the gear set uses plate mail armor, exchange it for chain mail and keep the difference in gold.
Bard
For versions inspired by the original printing of this class, the same treatment as the barbarian should be applied, where plate mail armor is swapped for chain mail. For other versions, where the bard is made more thief-like, a thief gear set may be called for.
Druid
mended to choose a thief gear set and replace the thieves’ tools with a shield and 15gp, and to swap the weapon for one appropriate for the class.
Illusionist
An easy one! This class is fully compatible with the magic-user gear sets. Choose one of those.
Mystic (or Monk)
The mystic was the predecessor of the monk class, which would become present in later versions of the game. Due to its lack of armor, the gear sets for the magic-user are functional. Of course, the mystic receives no spellbook! An exchange of some listed items for new weapons may also be desired.
Paladin
Another easy one. This class is fully compatible with the fighter gear sets. Any of those should be acceptable.
Ranger
The same as the barbarian. A fighter gear set will work well, though plate armor will need to be exchanged for chain mail. It is likely also desired to swap some number of the other items for a ranged weapon such as a bow (don’t forget the arrows!).
This class if fairly unique in its weapon and armor restrictions, making adaption difficult. The closest, in terms of equipment, is the thief. It is recom-
5
CLERIC Pious Pilgrim
Item
Weight (cn)
Club (1d4 damage)
3
50
Leather Armor (AC 7 [12])
20
200
3-5
Roll 3d6 Pious Pilgrim
5 4.3 1 1 3 2 .7 40gp
20 20 5 120 5 100 7 B337cn (527cn)
6-8
Parish Priest
9-12
Fighting Father
13-15 16-18
Martial Minister Battle Bishop
Backpack Rations, Iron (2) Waterskin Torches (6) Tinder Box Rope, 100’ Coins
Total:
Parish Priest
Item
Cost (gp)
Weight (cn)
Mace (1d6 damage)
5
30
Chain Mail (AC 5 [14])
40
400
Shield (AC -1 [+1])
10
100
5 4.3 1 0.67 3 1 0.63 70gp
20 20 5 80 5 50 9 B613cn (716cn)
Backpack Rations, Iron (2) Waterskin Torches (4) Tinder Box Rope, 50’ Coins
Total:
6
Method 1:
Cost (gp)
RANDOM GEAR SET
Fighting Father
Item
Cost (gp)
Weight (cn)
Mace (1d6 damage)
5
30
Plate Mail (AC 3 [16])
60
500
Shield (AC -1 [+1])
10
100
5 Rations, Iron (2) 4.3 Waterskin 1 Lantern 10 Oil 2 Tinder Box 3 Rope, 100’ 2 Coins 2.7 105gp Total: Backpack
20 20 5 30 10 5 100 9 B719cn (829cn)
BASIC GEAR SETS
Martial Minister
Item
Cost (gp)
Weight (cn)
Mace (1d6 damage)
5
30
Plate Mail (AC 3 [16])
60
500
Shield (AC -1 [+1])
10
100
5 Rations, Iron (7) 15 Waterskin 1 Lantern 10 Oil 2 Tinder Box 3 Holy Symbol 25 Rope, 100’ 2 Coins 2 140gp Total: Backpack
20 70 5 30 10 5 1 100 2 B712cn (873cn)
No Holy Symbol?! The holy symbol is so expensive that some of the cleric gear sets cannot afford one! See the Simple Holy Symbol in the Additional Equipment section for an affordable alternative.
Battle Bishop
Item
Cost (gp)
Weight (cn)
Mace (1d6 damage)
5
30
Sling (30 stones) (1d4 damage)
2
20
Plate Mail (AC 3 [16])
60
500
Shield (AC -1 [+1])
10
100
Backpack
5 15
20 70
Rations, Iron (7)
1 Lantern 10 Oil (5) 10 Torch (1) 0.2 Tinder Box 3 Holy Symbol 25 Rope, 50’ 1 Mirror 5 Hammer 2 Iron Spikes (12) 1 Coins 14.8 170gp Total: Waterskin
5 30 50 20 5 1 50 5 10 60 22 B752cn (998cn)
7
FIGHTER, DWARF, ELF, HALFLING Item
Recruit
Weight (cn)
Spear (1d6 damage)
3
30
Leather Armor (AC 7 [12])
20
200
3-5
5 4.3 1 1 3 1 1.7 40gp
20 20 5 120 5 50 8 B318 (458cn)
6-8
Town Guard
9-12
Warrior
13-15 16-18
Man-at-Arms Champion
Backpack Rations, Iron (2) Waterskin Torches (6) Tinder Box Rope, 50’ Coins
Total::
RANDOM GEAR SET
Item
Town Guard
Item
Roll 3d6 Recruit
Warrior Cost (gp)
Weight (cn)
Sword (1d8 damage)
10
60
Cost (gp)
Weight (cn)
Spear (1d6 damage)
3
30
Plate Mail (AC 3 [16])
60
500
Chain Mail (AC 5 [14])
40
400
Shield (AC -1 [+1])
10
100
Shield (AC -1 AC, +1)
10
100
Backpack
5 4.3 1 1 3 2 0.7 70gp
20 20 5 120 5 100 7 B617cn (807cn)
Backpack Rations, Iron (2) Waterskin Torches (6) Tinder Box Rope, 50’ Coins
Total::
8
Method 1:
Cost (gp)
5 Rations, Iron (2) 4.3 Waterskin 1 Torches (6) 1 Tinder Box 3 Hammer 2 Iron Spikes (12) 1 Rope, 100’ 2 Coins 5.7 105gp Total:
20 20 5 120 5 10 60 100 12 B752cn (1012cn)
BASIC GEAR SETS The Same? For equipment purposes, fighters and demihumans are identical. This is why they share gears sets. Elves, of course, receive a spellbook. Don’t forget to grab one!.
Man-at-Arms Item
Cost (gp)
Weight (cn)
Sword (1d8 damage)
10
60
Mace (1d6 damage)
5
30
Plate Mail (AC 3 [16])
60
500
Shield (AC -1 [+1])
10
100
Backpack
5
20
Rations, Iron (7)
15
70
Waterskin
1
5
Oil
2
10
Lantern
10
30
Torches (6)
1
120
Tinder Box
3
5
Hammer
2
10
Iron Spikes (12)
1
60
Rope, 100’
2
100
Coins
13
13
140gp
B783cn (1133cn)
Total:
Item
Champion Cost (gp)
Weight (cn)
Sword (1d8 damage)
10
60
Mace (1d6 damage)
5
30
Bow, Short (1d6 damage)
25
20
Arrows (20)
5 60
500
10
100
Plate Mail (AC 3 [16]) Shield AC -1 [+1])
5 Rations, Iron (7) 15 Waterskin 1 Oil 2 Lantern 10 Torches (6) 1 Tinder Box 3 Hammer 2 Iron Spikes (12) 1 Rope, 100’ 2 Coins 13 170gp Total: Backpack
20 70 5 10 30 120 5 10 60 100 13 B803cn (1153cn)
9
MAGIC-USER More Gold?
Due to their lack of armor, and non-existent selection of weapons, magic-users are special amongst the classes in that they need very little equipment to operate. And so they are not given additional gear sets. They already function very well with the equipment found on their 70gp gear set. Instead, they are given additional gold directly. This provides the magic-user with an excellent opportunity to procure hirelings, supplies needed by the group, or perhaps a mount.
Apprentice
Item
Dagger (1d4 damage) Backpack Spellbook Rations, Iron (7) Waterskin Torches (6) Tinder Box Hammer Iron Spikes (6) Mirror Rope, 100’ Coins
Total:
10
Method 1:
RANDOM GEAR SET 3-5 6-8
Wizard
9-12
Wizard + 35gp
13-15 16-18
Wizard + 70gp Wizard +100gp
Item
Cost (gp)
Weight (cn)
3
10
5 15 1 1 3 2 0.5 5 2 2.5 40gp
20 200 70 5 120 5 10 30 5 100 2 B92cn (577cn)
Roll 3d6 Apprentice
Wizard
Dagger (1d4 damage) Backpack Spellbook Rations, Iron (7) Waterskin Lantern Oil (6) Torches (3) Tinder Box Hammer Iron Spikes (6) Mirror Rope, 100’ Coins
Total:
Cost (gp)
Weight (cn)
3
10
5 15 1 10 12 0.5 3 2 0.5 5 2 11 70gp
20 200 70 5 30 10 60 5 10 30 5 100 11 B101cn (566cn)
BASIC GEAR SETS
THIEF Item
Hooligan
Dagger (1d4 damage) Sack, Small Thieves’ Tools Rations, Iron (2) Waterskin Torches (6) Tinder Box Coins Total:
Item
Cost (gp)
Weight (cn)
3
10
1 25 4.3 1 1 3 1.7 40gp
1 10 20 5 120 5 8 B98cn (179cn)
Bandit Cost (gp)
Weight (cn)
Dagger (1d4 damage)
3
10
Leather Armor (AC 7 [12])
20
200
5 25 8.58 1 1 3 2 1 0.42 70gp
20 10 40 5 120 5 100 100 6 B386cn (616cn)
Backpack Thieves’ Tools Rations, Iron (4) Waterskin Torches (6) Tinder Box Rope, 100’ Pole, 10’ Coins
Total:
12
Method 1:
RANDOM GEAR SET Roll 3d6 Hooligan
3-5 6-8
Bandit
9-12
Highwayman
13-15 16-18
Rogue Kingpin
Highwayman
Item
Cost (gp)
Weight (cn)
Dagger (1d4 damage)
3
10
Leather Armor (AC 7 [12])
20
200
5 Thieves’ Tools 25 Rations, Iron (7) 15 Waterskin 1 Torches (6) 1 Oil (3) 6 Lantern 10 Tinder Box 3 Rope, 50’ 1 Pole, 10’ 1 Hammer 2 Iron Spikes (12) 1 Coins 1 105gp Total: Backpack
20 10 70 5 120 30 30 5 50 100 10 60 1 B351cn (781cn)
BASIC GEAR SETS Item
Rogue
Cost (gp)
Weight (cn)
Sword (1d8 damage)
10
60
10
Dagger (1d4 damage)
3
10
25
20
Bow, Short (1d6 damage)
25
20
5 20
200
Arrows (20)
5 20
200
Cost (gp)
Weight (cn)
Sword (1d8 damage)
10
60
Dagger (1d4 damage)
3
Bow, Short (1d6 damage) Arrows (20) Leather Armor (AC 7 [12])
5 Thieves’ Tools 25 Rations, Iron (7) 15 Waterskin 1 Torches (6) 1 Oil (3) 6 Lantern 10 Tinder Box 3 Rope, 50’ 1 Mirror 5 Pole, 10’ 1 Hammer 2 Iron Spikes (12) 1 Coins 1 140gp Total: Backpack
20 10 70 5 120 30 30 5 50 5 100 10 60 1 B371cn (806cn)
Item
Kingpin
Leather Armor (AC 7 [12])
5 Thieves’ Tools 25 Rations, Iron (7) 15 Waterskin 1 Torches (6) 1 Oil (3) 6 Lantern 10 Tinder Box 3 Rope, 50’ 1 Mirror 5 Pole, 10’ 1 Hammer 2 Iron Spikes (12) 1 Coins 31 170gp Total: Backpack
20 10 70 5 120 30 30 5 50 5 100 10 60 31 B401cn (836cn)
13
14
KITS
A kit is a group of items purchased together as a package. Unlike the basic gear sets, kits aren’t built with a target gold piece value. Instead, they are intended to fill a certain need. Due to the sparse selection of the basic equipment, the kits presented here use the extra items listed in the Additional Equipment section. The kits are especially easy to use with the basic encumbrance system, where all equipment (other than weapons and armor) is treated as 80cn.
Using Kits
Equipping a character using kits is fast and easy. All you need to do is follow three simple steps.
Step 1: Roll for starting gold. Step 2: Choose weapons and armor. Step 3: Choose your kits. It’s that easy!
Option: Additional Starting Gold The referee may wish to increase the amount of starting gold in games using kits. Doing so will allow for more character customization at the expense of more powerful characters, but since the kits include large amounts of equipment added in the Additional Equipment section, much
KITS of what they possess is less useful in dungeon adventures. Another option is to give each beginning character an Adventurer's Kit in addition to their starting gold. This kit contains everything a beginning adventurer needs.
Kit
Kits Table
Adventurer’s Kit Alchemist’s Kit Butcher’s Kit Cartography Kit Camp Kit, Personal Climbing Kit Disguise Kit Fishing Kit Dungeoneer’s Kit Graverobber’s Kit
Cost
Weight
22gp 197gp 48gp 65.5gp 72.2gp
449cn 945cn 145cn 110cn 109.5cn
37gp 84gp 52gp 80gp
360cn 115cn 69cn 800cn
43gp
220cn
74gp Healer’s Kit 108.2gp Horse Kit 107gp Hunter’s Kit 29.5gp Interrogator’s Kit 49gp Merchant’s Kit 18gp Miner’s Kit 101gp Noble’s Kit 56gp Scribe’s Kit 76gp Seaman’s Kit 63gp Sewing Kit 19gp Stealth Kit 22gp Surveyor’s Kit 201.1gp Gunman’s Kit
415cn 141.5cn 52cn 162cn 155cn 350cn 35cn 138cn 202cn 45.1cn 59cn 146cn
15
KITS Adventurer’s Kit
Item Backpack
Rations, Standard (7) Waterskin Torches (6) Tinder Box Rope, 50’ Knife, Utility Chalk (1 stick) Bedroll
Total:
Alchemist’s Kit
Cost (gp)
Weight (cn)
Item
Cost (gp)
Weight (cn)
5 5
20 200
Chest, Wooden, Large
50
500
1 1 3 1 1 1 4 22gp
5 120 5 50 3 1 45 449cn
9 Alembic 25 Aludels (3) 75 Ampoules (5) 25 Athanor 20 Crucibles (4) 20 Cupel 10 Vessels, Glass (6) 60 Mortar & Pestle 3 197gp Total: Blankets (3)
120 100 60 5 30 20 20 60 30 945cn
Butcher’s Kit
Item
Cost (gp)
Weight (cn)
Sack, Large
2 1 3 3 20 2 1 5 1 10 48gp
5 3 7 20 20 10 50 10 10 10 145cn
Knife, Utility Cleaver Hatchet Saw, Hack Hammer Rope, 50’ Strop Whetstone File
Total:
16
KITS Camp Kit, Personal Item
Hatchet Tent, Small Pot, Cooking (2 Pints) Utensil, Eating Belt Pouch Needles (3) Thread, 100’ Wax, .2 lb. File, Small Compass Towel Fishhooks (10) Sinkers (3) Fishing Line, 100’
Total:
Cost (gp)
Weight (cn)
Item
Cost (gp)
Weight (cn)
3 25 2
20 50 1.2
Grappling Hook
1 1 3 0.2 1 3 15 2 10 3 3
1 4 0.3 3 2 3 5 5 10 3 2
25 1 2 4 5 37gp
80 60 10 200 10 360cn
72.2gp
109.5cn
Cartography Kit
Item
Cost (gp)
Weight (cn)
Chest, Wooden, Small
5
50
Paper (40 sheets)
40 1 0.5 15 3 1 65.5gp
40 5 5 5 3 2 110cn
Ink, .5 pint Pens, Reed (5) Compass Calipers Ruler
Total:
Climbing Kit
Iron Spikes (12) Hammer Rope, 200’ Gloves, Heavy
Total:
Disguise Kit
Item
Cost (gp)
Weight (cn)
Clothes, Middle-Class
5
20
Clothes, Fine
20 25
20 25
30 4 84gp
45 5 115cn
Make-Up (50 applications) Wigs (3) Dye, Hair
Total:
Dungeoneer’s Kit Item
Lantern (2) Oil (20) Hammers (2) Iron Spikes (24) Block and Tackle (2) Rope, 200’ Marbles (10) Mirror
Total:
Cost (gp)
Weight (cn)
20 40 4 2 10
60 200 20 120 200
4 1 5 86gp
200 15 5 820cn
17
KITS Fishing Kit
Item Belt Pouch
Fishhooks (5) Fishing Line, 1000’ Fishing Lure s(5) Fishing Reels (2) Fishing Rods (2) Sinkers (5)
Total:
Cost (gp)
Weight (cn)
1 5 30
4 5 20
5 2 4 5 52gp
5 10 20 5 69cn
Graverobber’s Kit
Item
Cost (gp)
Weight (cn)
Sack, Large
2 2 5 20 10 4 43gp
5 50 100 15 30 20 220cn
Shovel Pickaxe Crowbar, Large Lantern Oil (2)
Total:
Gunman’s Kit
Item
Cost (gp)
Weight (cn)
Ammunition Pouch
5
150
Ball Mold
10 5 30
10 50 20
Powder Horns (2)
10
20
Paper Cartridges (20)
10
150
2 2 74gp
10 5 415cn
Bandolier Gunpowder, Bulk (2 lbs.)
Oil Towel
Total:
18
KITS Hunter’s Kit
Healer’s Kit
Item Sack, Small
Smelling Salts Bandages (5) Soap, 1 lb. Belt Saw, Hack Needles (5) Fishing Line, 100’ Forceps Hooks, Surgical (2) Probes (2) Scalpels (4) Speculum Catheters (2) Pliers File Strop
Total:
Cost (gp)
Weight (cn)
Item
Cost (gp)
Weight (cn)
1 5 10 5 0.2 20 5 3
1 5 50 10 5 20 0.5 2
Sacks, Large (2)
4 2 3 20 0.5 29.5gp
10 10 7 20 5 52cn
5 3
5 1
1 20 10 2 3 10 5 108.2gp
1 4 10 2 5 10 10 141.5cn
Horse Kit
Item
Horse, Riding Saddle and Bridle Saddle Bags Brush, Hair
Total:
Cost (gp) 75 25 5 2 107gp
Traps, Snare (5) Cleaver Saw, Hack Twine, 100’
Total:
Interrogator’s Kit
Item
Cost (gp)
Weight (cn)
Chest, Wooden, Small
5
50
Scalpels (2)
10 2 1 5
2 3 10 30
30 6
60 2
3 5 2 5
5 30 10 10
6 5 49gp
15 10 162cn
Scissors Skewers (10) Thong, Leather, 50’ Manacles (2) Hook, Surgical (2) Pliers Saw, Hand Hammer Alcohol, Distilled (1 Pint) Towels (3) Soap, 1 lb.
Total:
19
KITS Merchant’s Kit
Item
Cost (gp)
Weight (cn)
Chest, Wooden, Small
5
50
5 3 1 1 3 18gp
30 5 50 10 10 155cn
Scale, Balance Abacus Weights Chalk Writing Slate
Total:
Miner’s Kit
Item Sack, Large Lantern Oil (5)
Chisel, Stone Crowbar, Large Pickaxe Plugs and Feathers (10) Sledgehammer Trowel
Total:
20
Cost (gp)
Weight (cn)
2 10 2 5 20 5 50
5 30 10 10 15 100 50
5 2 101gp
120 10 350cn
Noble’s Kit
Item
Cost (gp)
Weight (cn)
Clothes, Extravagant
50
30
Ring, Signet
5 1 56gp
1 4 35cn
Belt Pouch
Total:
Scribe’s Kit
Item
Cost (gp)
Weight (cn)
Chest, Wooden, Small
5
50
Ink (4 sticks)
4 3
20 30
60
20
1 1 1 1 76gp
3 10 3 2 138cn
Mortar and Pestle Parchment (20 sheets) Pumice Pens, Reed (10) Knife, Utility Ruler
Total:
KITS Seaman’s Kit
Item
Cost (gp)
Weight (cn)
Chest, Wooden, Small
5
50
Hammock
5 1 15 5 5
40 10 5 2 10
25 2 63gp
80 5 202cn
Pillow Compass Flask, Metal Alcohol, Distilled, 1 Pint Grappling Hook Towel
Total:
Sewing Kit
Item Belt Pouch
Thread (1000’) Needles (10) Awl Thimble Scissors Ruler Measuring Cord, 10’
Total:
Cost (gp)
Weight (cn)
1 2 10 1 1 2 1 1
4 30 1 3 0.1 3 2 2
19gp
45.1cn
Stealth Kit
Item
Cost (gp)
Weight (cn)
1 1 5
4 15 10
Make-Up
5
10
Scent-Blocker (1 Pint)
5
10
5 22gp
10 59cn
Belt Pouch Cloak, Long Paint, Camouflage (10 Applications)
Soap, 1 lb.
Total:
Surveyor’s Kit
Item
Cost (gp)
Weight (cn)
Backpack, Waterproof
30
60
Astrolabe
100 3 15 30 1
30 3 5 15 2
1
5
20 0.1 1 201.1gp
20 1 5 146cn
Calipers Compass Dioptra Measuring Cord, 10’ Pace Count Beads Paper (20 sheets) Pen, Reed Ink, .5 pint
Total:
21
GROUP KITS Adventure in Luxury!
There's no need to rough it in the great outdoors. With the group kits presented here, adventurers at most price levels are able traverse the wilderness in comfort. These kits are especially useful when traveling with large groups of hirelings.
Group Kits Table Kit
Cost
Weight
Camp Kit, Basic
178gp 646gp
1175cn 4465cn
120gp 129gp 647gp
803cn 673cn 2890cn
Camp Kit, Deluxe Cooking Kit Repair Kit Wagon Kit
Camp Kit, Basic
Item
Cost (gp)
Weight (cn)
10 Oil (10) 20 Tarpaulin, Large 80 Hammer 2 Iron Spikes (12) 1 Axe, Chopping 5 Hatchet 3 Shovel 2 Rope, 100’ 2 Blankets (10) 30 Tinder Box 3 Sacks, Large (3) 20 178gp Total:
30 100 300 10 60 50 20 50 100 400 5 50 1175cn
Lantern
22
Camp Kit, Deluxe Item
Cost (gp)
Weight (cn)
10 50 2 1 50
30 250 10 60 1000
Axe, Chopping
5
50
Hatchets (2)
6 2 4
40 50 40
100
600
Lantern Oil (25) Hammer Iron Spikes (12) Chair, Folding (5)
Shovel Bell and String, 100’ Traps, Foothold (2)
10 Pillows (10) 10 Mattresses (10) 10 Blankets (10) 30 Tents, Large (3) 300 Towels (10) 20 Fire Pistons (2) 10 Game, Board 1 Cards, Playing 5 Sacks, Large (10) 20 646gp Total: Rope, 500’
500 100 300 400 900 50 20 10 5 50 4465cn
GROUP KITS Cooking Kit
Repair Kit
Item
Cost (gp)
Weight (cn)
Item
Cost (gp)
Weight (cn)
Chest, Wooden, Large
50
500
Chest, Wooden, Large
50
500
Grill
10 5
100 50
Nails, Iron (20)
10 2 10
50 10 10
10 10 4
30 20 12
1 3 5 120gp
4 7 10 803cn
10 30 4 1 5 10 5 10 2 2 129gp
10 10 20 3 10 20 30 10 10 50 673cn
Pots, Cooking, 2 Gallons Pan, Frying Spit Utensils, Eating (10) Plates (10) Cups (10) Knives, Utility (4) Ladle Cleaver Soap, 1 lb.
Total:
Screws (20) Glue, 2 lb. Brush, Paint Chisel Drill, Pump Saw, Hand Rasp Hammer Shovel
Total:
Item
Wagon Kit Cost
Weight
200 160 2 10
100 500
Bucket (5 gallon)
5
40
Chest, Wooden, Large
50
500
Chain, 10’
30 80 10 100
50 300 400 1,000
647gp
2890cn
Wagon Horses, Draft (4) Barrel (8 gallon) Barrel (40 gallon)
Wagon Axles (2) Wagon Tongue Wagon Wheels (4)
Total:
23
CLERIC Crusader Item
Cost (gp)
337.2gp Weight (cn)
Mace (1d6 damage)
5
30
Chain Mail (AC 5 [14])
40
400
Shield (AC -1 [+1])
10
100
Holy Symbol
25 22 56 72.2
1 449 35 109.5
Adventurer’s Kit Noble’s Kit Camp Kit, Personal Horse Kit
Total:
Cultist Item
107 337.2gp
B610cn (1124.5cn)
98gp
Cost (gp)
Weight (cn)
Staff (1d6 damage)
2
40
Holy Symbol
25 22 49 98gp
Adventurer’s Kit Interrogator’s Kit
Total:
1 449 162 B120cn (652cn)
Fhtagn! Cultists, as members of the cleric class, can’t use daggers as weapons. That doesn’t seem very fitting. How are they to perform their sacrifices?
24
Druids as clerics?
In the basic game, you can theme your cleric however you like, even as a druid! But it would still function mechanically as a cleric, who would want a holy symbol.
Druid
Item
Cost (gp)
173.2gp Weight (cn)
Staff (1d6 damage)
2
40
Holy Symbol
25 22 52 72.2
1 449 69 109.5
173.2gp
B120cn (668.5cn)
Adventurer’s Kit Fishing Kit Camp Kit, Personal
Total:
Exorcist Item
216gp
Cost
Weight
Mace (1d6 damage)
5
30
Holy Symbol, Exquisite
100
1
Holy Symols, Simple (4)
1
4
Holy Water (3)
75 3
3 10
Stakes (3) and Mallet
10 Adventurer’s Kit 22 216gp Total: Wolfsbane
1 449 B110cn (498cn)
ADDITIONAL GEAR SETS Healer Item
Staff (1d6 damage)
157.2gp
Cost (gp)
Weight (cn)
2
40
25 Adventurer’s Kit 22 Healer’s Kit 108.2 157.2gp Total: Holy Symbol
Hermit Item
Cost (gp)
1 449 141.5 B120cn (631.5cn)
149.2gp Weight (cn)
Staff (1d6 damage)
2
40
Holy Symbol, Simple
1
1
22 52 72.2
449 69 109.5
149.2gp
B120cn (668.5cn)
Adventurer’s Kit Fishing Kit Camp Kit, Personal
Total:
Initiate25gp Item
Cost (gp)
Weight (cn)
Staff (1d6 damage)
2
40
Holy Symbol, Simple
1
1
22 25gp
449 B120cn (490cn)
Adventurer’s Kit
Total:
Priest
Item
148gp
Cost (gp)
Weight (cn)
Mace (1d6 damage)
5
30
Clothes, Fine
20 25 22 76 148gp
20 1 449 138 B110cn (638cn)
Holy Symbol Adventurer’s Kit Scribe’s Kit
Total:
War Priest 204.2gp Item
Cost (gp)
Weight (cn)
Maul (1d8 damage)
10
100
Plate Mail (AC 3 [16])
60
500
Holy Symbol, Exquisite
100
1
Adventurer’s Kit
22 72.2
449 109.5
204.2gp
B680cn (719.5cn)
Camp Kit, Personal
Total:
25
DEMIHUMAN Far From Home
The demihumans are similar enough to fighters that they can generally use the fighter gear sets, though no fighter gear sets are intended to represent a member of a demihuman race who has provisioned themselves for adventure outside their people's lands. Given here are three gear sets, one for each of the demihumans, which will represent an adventurer ready to travel into the great unknown. Choose one of these gear sets if you want to play a demihuman setting out on a great quest. These aren't suited to starving peasants willing to risk their lives in an ancient ruin so they can scrounge up the copper for a scrap of bread.
Dwarf
Item
467.2gp Cost (gp)
Weight (cn)
Axe, Hand (1d6 damage)
4
30
Dagger (1d4 damage)
3
10
Plate Mail (AC 3 [16])
60
500
Shield (AC -1 [+1])
10
100
Adventurer’s Kit
22 37 80
449 360 800
18 101 72.2
155 350 109.5
30 25
-
5 467.2gp
B720cn (2863.5cn)
Climbing Kit Dungeoneer’s Kit Merchant’s Kit Miner’s Kit Camp Kit, Personal Mule Saddle and Bridle Saddle Bags
Total:
26
ADDITIONAL GEAR SETS Elf
Item
536.7gp Cost (gp)
Weight (cn)
Sword (1d8 damage)
10
60
Dagger (1d4 damage)
3
10
Bow, Long (1d6 damage)
40
30
Arrows (20)
5 60
500
10
100
22 56 48 52 29.5 22 72.2
200 449 35 145 69 52 59 109.5
107 536.7gp
B780cn (1818.5cn)
Plate Mail AC 3 [16]) Shield (AC -1 [+1]) Spellbook Adventurer’s Kit Noble’s Kit Butcher’s Kit Fishing Kit Hunter’s Kit Stealth Kit Camp Kit, Personal Horse Kit
Total:
Large in Heart, Small in Hand
Due to their small stature, dwarves and halflings are somewhat restricted in their weapon use. They cannot use longbows or twohanded swords.
Halfling Item
Though many of the gear sets included in this book have horses, none of them have armor for their mounts. Anyone expecting to take their steed into battle should give serious consideration to purchasing some armor for it.
Weight (cn)
Short Sword (1d6 damage)
7
30
Dagger (1d4 damage)
3
10
Sling (30 Stones) (1d4 damage)
2
20
Plate Mail (AC 3 [16])
60
500
Shield (AC -1 [+1])
10
100
22 72.2
449 109.5
37 120 52 19 22 30 25
360 803 69 45.1 59 -
5 486.2gp
B740cn (2554.6cn)
Adventurer’s Kit Camp Kit, Personal Climbing Kit Cooking Kit Fishing Kit
Don’t forget barding!
Cost (gp)
486.2gp
Sewing Kit Stealth Kit Mule Saddle and Bridle Saddle Bags
Total:
27
FIGHTER Archer Item
Cost (gp)
182.2gp Weight (cn)
Executioner Item
130gp
Cost (gp)
Weight (cn)
Bow, Long (1d6 damage)
40
30
Axe, Battle (1d8 damage)
7
60
Arrows (60)
15 10
80 60
Dagger (1d4 damage)
3
10
Dagger (1d4 damage)
3
10
Leather Armor (AC 7 [12])
20
200
Adventurer’s Kit
22 72.2
449 109.5
182.2gp
B460cn (938.5cn)
Sword (1d8 damage)
Camp Kit, Personal
Total:
Desert Nomad Item
Cost (gp)
243.2gp Weight (cn)
Sword (1d8 damage)
10
60
Dagger (1d4 damage)
3
10
1 3 22 72.2
15 15 449 109.5
132
-
243.2gp
B150cn (658.5cn)
Cloak, Long Waterskin (3) Adventurer’s Kit Camp Kit, Personal Camel Kit (Horse Kit, but Camel)
Total:
28
1 22 Butcher’s Kit 48 Interrogator’s Kit 49 130gp Total: Cloak, Long
Adventurer’s Kit
Explorer Item
Cost (gp)
15 449 145 162 B150cn (841cn)
745.8gp Weight (cn)
Sword (1d8 damage)
10
60
Dagger (1d4 damage)
3
10
Crossbow, Heavy (2d4 damage)
50
80
Bolts (60)
20 20
90 200
22 37 52 86 65.5 201.1 72.2
449 360 69 820 110 146 109.5
107 745.8gp
B520cn (2503.5cn)
Leather Armor (AC 7 [12]) Adventurer’s Kit Climbing Kit Fishing Kit Dungeoneer’s Kit Cartography Kit Surveyor’s Kit Camp Kit, Personal Horse Kit
Total:
ADDITIONAL GEAR SETS Farmboy Item
40gp
Knight Item
Cost (gp)
605.2gp Weight (cn)
Cost (gp)
Weight (cn)
Spear (1d6 damage)
3
30
Lance (1d10 damage)
10
180
Dagger (1d4 damage)
3
10
Sword (1d8 damage)
10
60
Sling (30 Stones) (1d4 damage)
2
20
Mace (1d6 damage)
5
30
Shield (AC -1 [+1])
10
100
Dagger (1d4 damage)
3
10
22 40gp
449 B240cn (609cn)
Plate Mail (AC 3 [16])
60
500
Shield (AC -1 [+1])
10
100
100gp
War Horse
250 56 22 72.2
35 449 109.5
107 605.2gp
B960cn (1473.5cn)
Adventurer’s Kit
Total:
Gladiator
Cost (gp)
Weight (cn)
Noble’s Kit
10 5
100 25
Camp Kit, Personal
Dagger (1d4 damage)
3
10
Banded Mail (AC 4 [15])
50
450
Shield (AC -1 [+1])
10
100
22 100gp
449 B765cn (1134cn)
Item
Net (10’x10’) Trident (1d6 damage)
Adventurer’s Kit
Total:
Adventurer’s Kit
Horse Kit
Total:
29
FIGHTER Legionary Item
Cost (gp)
168.2gp Weight (cn)
Sword (1d8 damage)
10
60
Javelins (2) (1d6 damage)
2
40
Banded Mail (AC 4 [15])
50
450
Shield (AC -1 [+1])
10
100
2 22 72.2
50 449 109.5
168.2gp
B730cn (1258.5cn)
Shovel Adventurer’s Kit Camp Kit, Personal
Total:
Musketeer Item
Cost (gp)
458.2gp Weight (cn)
Pirate Item
Cost (gp)
Weight (cn)
Sword (1d8 damage)
10
60
Dagger (1d4 damage)
3
10
22 63 98gp
449 202 B150cn (721cn)
Adventurer’s Kit Seaman’s Kit
Total:
Ranger Item
60
Dagger (1d4 damage)
3
10
Bow, Long (1d6 damage)
40
30
Arrows (60)
15 40
80 400
22 72.2
449 109.5
52 29.5 22 107 412.7gp
69 52 59 B660cn (1318.5cn)
75
Flintlock Pistols (2)
160
40
Halberd (1d10 damage)
7
150
Camp Kit, Personal
Dagger (1d4 damage)
3
10
Fishing Kit
Gunman’s Kit
74 22 72.2
415 449 109.5
458.2gp
B355cn (1248.5cn)
Total:
30
Weight (cn)
10
120
Camp Kit, Personal
Cost (gp)
412.7gp
Sword (1d8 damage)
Flintlock Musket
Adventurer’s Kit
98gp
Chain Mail (AC 5 [14]) Adventurer’s Kit
Hunter’s Kit Stealth Kit Horse Kit
Total:
ADDITIONAL GEAR SETS Savage Item
160.7gp
Cost (gp)
Weight (cn)
306.7gp
4
Dagger (1d4 damage)
3
10
Leather Armor (AC 7 [12])
20
200
Spear (1d6 damage)
3
30
Sword (1d8 damage)
10
60
Bow, Short (1d6 damage)
25
20
22 29.5 72.2
449 52 109.5
Arrows (60)
15 3
80 10
30
300
160.7gp
B380cn (910.5cn)
107 22 29.5 72.2
449 52 109.5
306.7gp
B520cn (1050.5cn)
Adventurer’s Kit Hunter’s Kit Camp Kit, Personal
Total:
30
SteppeDweller
Axe, Hand (1d6 damage)
Item
Dagger (1d4 damage) Scale Mail (AC 6 [13]) Horse Kit Adventurer’s Kit Hunter’s Kit
Soldier Item
Cost (gp)
150.2gp Weight (cn)
Spear (1d6 damage)
3
30
Dagger (1d4 damage)
3
10
Chain Mail (AC 5 [14])
40
400
Shield (AC -1 [+1])
10
100
22 72.2
449 109.5
150.2gp
B620cn (1098.5cn)
Adventurer’s Kit Camp Kit, Personal
Total:
Camp Kit, Personal
Total:
Cost (gp)
Swashbuckler Item
Weight (cn)
45gp
Cost (gp)
Weight (cn)
Sword (1d8 damage)
10
60
Dagger (1d4 damage)
3
10
Shield (AC -1 [+1])
10
100
22 45gp
449 B350cn (619cn)
Adventurer’s Kit
Total:
31
FIGHTER Thug
Cost (gp)
30gp
Weight (cn)
Vigilante
Club (1d4 damage)
3
50
Dagger (1d4 damage)
3 2 22 30gp
Item
Sack, Large Adventurer’s Kit
Total:
Item
Cost (gp)
Weight (cn)
Dagger (1d4 damage)
3
10
10
Blackjack (1d2 damage)
5
5
5 449 B140cn (514cn)
Net (10’x10’)
10 15
100 15
20
200
Bolas (3) (1d2 damage) Leather Armor (AC 7 [12])
22 Climbing Kit 37 Stealth Kit 22 Interrogator’s Kit 49 183gp Total: Adventurer’s Kit
Town Guard Item
183gp
68gp
449 360 59 162 B410cn (1360cn)
Cost (gp)
Weight (cn)
Spear (1d6 damage)
3
30
Dagger (1d4 damage)
3
10
Scale Mail (AC 6 [13])
30
300
Shield (AC -1 [+1])
10
100
Sword (1d8 damage)
10
60
22 68gp
449 B520cn (889cn)
Axe, Battle (1d8 damage)
7
60
Dagger (1d4 damage)
3
10
Chain Mail (AC 5 [14])
40
400
Shield (AC -1 [+1])
10
100
22 63 72.2
449 202 109.5
227.2gp
B710cn (1390.5cn)
Adventurer’s Kit
Total:
Friend or foe?
Players are always quick to act, even in town. This means they often find themselves opposed by the local constabulary. The guard gear set here is excellent for equipping NPC guards. They likely do not carry their Adventurer’s Kit while on duty.
32
Viking Item
Adventurer’s Kit Seaman’s Kit Camp Kit, Personal Total:
Cost (gp)
227.2gp Weight (cn)
ADDITIONAL GEAR SETS
Woodsman Item
Cost (gp)
124.2gp Weight (cn)
Axe, Battle (1d8 damage)
7
60
Dagger (1d4 damage)
3
10
Leather Armor (AC 7 [12])
20
200
Adventurer’s Kit
22 72.2
449 109.5
124.2gp
B350cn (828.5cn)
Camp Kit, Personal
Total:
MAGIC-USER Academic Item
Dagger (1d4 damage)
Cost (gp) 3
Cartography Kit 65.5 Noble’s Kit 56 Adventurer’s Kit 22 Scribe’s Kit 76 222.5gp Total: Spellbook
Alchemist Item
Dagger (1d4 damage) Spellbook Alchemist’s Kit Adventurer’s Kit Merchant’s Kit Scribe’s Kit
Total:
222.5gp Weight (cn) 10 200 110 35 449 138 B90cn (942cn)
316gp
Cost (gp)
Weight (cn)
3
10
197 22 18 76 316gp
200 945 449 155 138 B90cn (1897cn)
Glass in the dungeon? Those alchemy supplies possessed by the alchemist are heavy! It’s assumed alchemists leave their equipment in town or have a wagon they can store their stuff in. They can carry it on a horse, but all that glass is fragile!
34
Apprentice101gp Item
Dagger (1d4 damage) Spellbook Adventurer’s Kit Scribe’s Kit
Total:
Cost (gp)
Weight (cn)
3
10
22 76 101gp
200 449 138 B90cn (797cn)
Necromancer Item
192gp
Cost (gp)
Weight (cn)
Dagger (1d4 damage)
3
10
Spellbook
22 76 48 43
200 449 138 145 220
192gp
B90cn (1162cn)
Adventurer’s Kit Scribe’s Kit Butcher’s Kit Graverobber’s Kit
Total:
ADDITIONAL GEAR SETS
THIEF Acrobat Item
Dagger (1d4 damage) Pole, 10’ Adventurer’s Kit
Total:
Cost (gp)
26gp
Weight (cn)
Assassin
3
10
1 22 26gp
100 449 B90cn (559cn)
Item
Cost (gp)
Weight (cn)
Dagger (1d4 damage)
3
10
Blowgun, 2’
3 1
6 -
Blowgun Poison (5)
50
5
Leather Armor (AC 7 [12])
20
200
Blowgun Darts (5)
25 Adventurer’s Kit 22 Climbing Kit 37 Stealth Kit 22 183gp Total: Thieves’ Tools
10 449 360 59 B301cn (1099cn)
Bandit
122.2gp
Item
Cost (gp)
Weight (cn)
Spear (1d6 damage)
3
30
Dagger (1d4 damage)
3
10
Leather Armor (AC 7 [12])
20
200
2 22 72.2
5 449 109.5
122.2gp
B320cn (803.5cn)
Sack, Large Adventurer’s Kit Camp Kit, Personal
Total:
36
183gp
ADDITIONAL GEAR SETS Bounty Hunter Item
Cost (gp)
482.7gp Weight (cn)
Cat Burglar 131gp Item
Cost (gp)
Weight (cn)
Sword (1d8 damage)
10
60
Dagger (1d4 damage)
3
10
Dagger (1d4 damage)
3
10
Leather Armor (AC 7 [12])
20
200
Net (10’x10’)
10 30
100 50
Sack, Large
10 20
200
25 22 65.5 37 49
10 449 110 360 162
22 72.2
59 109.5
107 482.7gp
B500cn (1679.5cn)
Crossbow, Light (1d6 damage) Bolts (30) Leather Armor (AC 7 [12]) Thieves’ Tools Adventurer’s Kit Cartography Kit Climbing Kit Interrogator’s Kit Stealth Kit Camp Kit, Personal Horse Kit
Total:
2 Thieves’ Tools 25 Adventurer’s Kit 22 Climbing Kit 37 Stealth Kit 22 131gp Total:
5 10 449 360 59 B290cn (1093cn)
That’s a lot of stuff!
Many of the gear sets, such as the Bounty Hunter, come extremely well provisioned! These gear sets are something beginning characters can aspire to. Plus they provide everything higher-level characters need to get going right away!
37
THIEF Charlatan155gp Item
Cost (gp)
Weight (cn)
Dagger (1d4 damage)
3
10
Leather Armor (AC 7 [12])
20
200
Thieves’ Tools
25 1
10 1
22 84 155gp
449 115 B290cn (785cn)
Holy Symbol, Simple Adventurer’s Kit Disguise Kit
Total:
Cutpurse Item
45gp
Cost (gp)
Weight (cn)
Dagger (1d4 damage)
3
10
Leather Armor (AC 7 [12])
20
200
Adventurer’s Kit
22 45gp
449 B290cn (659cn)
Total:
Highwayman 264.2gp Item
Cost (gp)
Weight (cn)
Dagger (1d4 damage)
3
10
Crossbow, Light (1d6 damage)
30
50
Bolts (30)
10 20
200
22 72.2
449 109.5
107 264.2gp
B340cn (818.5cn)
Leather Armor (AC 7 [12]) Adventurer’s Kit Camp Kit, Personal Horse Kit
Total:
Minstrel Item
The Additional Gear Sets are built to theme, not for function. That’s why even some of the more expensive ones come with inefficient weapons. They’re easily modified, though. If you want Thieves’ Tools, add them!
38
Weight (cn)
Dagger (1d4 damage)
3
10
Leather Armor (AC 7 [12])
20
200
10 22 72.2
20 449 109.5
127.2gp
B290cn (788.5cn)
Lute
No Thieves’ Tools?!
Cost (gp)
127.2gp
Adventurer’s Kit Camp Kit, Personal
Total:
ADDITIONAL GEAR SETS Monster Hunter
594.2gp
Item
Cost (gp)
Halberd (1d10 damage)
7
150
Dagger (1d4 damage)
3
10
Net (10’x10’)
10 50
100 80
20 20
90 200
2 22
5 449
48 65.5
145 110
86
820
52 29.5 72.2
69 52 109.5
107 594.2gp
B710cn (2389.5cn)
Crossbow, Hvy (2d4 damage) Bolts (60) Leather Armor (AC 7 [12]) Sack, Large Adventurer’s Kit Butcher’s Kit Cartography Kit Dungeoneer’s Kit Fishing Kit Hunter’s Kit Camp Kit, Personal Horse Kit
Total:
Weight (cn)
Rogue Item
80gp
Cost (gp)
Weight (cn)
Short Sword (1d6 damage)
7
30
Dagger (1d4 damage)
3
10
Leather Armor (AC 7 [12])
20
200
2 1 25 22 80gp
5 100 10 449 B320cn (804cn)
Sack, Large Pole, 10’ Thieves’ Tools Adventurer’s Kit
Total:
39
THIEF
Scoundrel Item
45gp
Cost (gp)
Weight (cn)
Dagger (1d4 damage)
3
10
Leather Armor (AC 7 [12])
20
200
Adventurer’s Kit
22 45gp
449 B290cn (659cn)
Total:
Scout
Item
Weight (cn)
Bow, Short ( 1d6 damage)
25
20
Arrows (40)
5 3
40 10
Leather Armor (AC 7 [12])
20
200
Adventurer’s Kit
22 65.5 72.2
449 110 109.5
107 319.7gp
B350cn (938.5cn)
Dagger (1d4 damage)
Cartography Kit Camp Kit, Personal Horse Kit
Total:
40
Cost (gp)
319.7gp
Spy
Item
Cost (gp)
422.5gp Weight (cn)
Dagger (1d4 damage)
3
10
Leather Armor (AC 7 [12])
20
200
Thieves’ Tools
25 22 65.5 84 49
10 449 110 115 162
56 76 22 422.5gp
35 138 59 B290cn (1288cn)
Adventurer’s Kit Cartography Kit Disguise Kit Interrogator’s Kit Noble’s Kit Scribe’s Kit Stealth Kit
Total:
HIRELING HIRELING GEAR SETS
Squire Item
7
30
Dagger (1d4 damage)
3
10
22 129 19 72.2
449 673 45.1 109.5
107 359.2gp
B120cn (1316.6cn)
Repair Kit Sewing Kit Camp Kit, Personal
Item
Spear (1d6 damage) Torches (6) Sack, Large Adventurer’s Kit
Total:
Cook
Item
Dagger (1d4 damage) Adventurer’s Kit Butcher’s Kit Cooking Kit Fishing Kit
Total:
28gp
Cost (gp)
Weight (cn)
3
30
1 2 22 28gp
120 5 449 B110cn (604cn)
Weight (cn)
Short Sword (1d6 damage)
Adventurer’s Kit
Torchbearer
Cost (gp)
359.2gp
Horse Kit
Total:
245gp
Cost (gp)
Weight (cn)
3
10
22 48 120 52 245gp
449 145 803 69 B90cn (1476cn)
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EQUIPPING HIGHER-LEVEL CHARACTERS OVERVIEW These rules are based on the pregenerated characters found in basic adventures. As explained below, this is the most suitable method for assigning magic items to new characters. Any characters created using this method should be suitable for appropriate-level adventures. Unlike in later versions of the game, there are no wealth-by-level guidelines. Further, it is not possible to reverse-engineer guidelines out of the treasure tables. This is for a number of reasons. The first is that the rules give no set ratio of experience to magic items received as treasure. In many areas of the game, the players are allowed, through their own choices, to alter the ratio which would emerge from a strict application of the treasure tables. For instance, a party which travels with ten hirelings will receive much lower experience for completing an adventure, but receive the same amount of magical treasure as a party which used no hirelings. The ratio is also different for parties of different sizes. The second, and far more important, reason why it’s not possible to create a wealth-by-level table is that the design-
42
ers themselves were not using any such thing when creating content, and their suggestions for referees mirror this. Referees are instructed to first place important treasures in a dungeon and then consult the treasure tables. It’s obvious when reviewing adventures written by the game’s creators and primary designers that the treasure placed in their dungeons had no relation to what would result from the application of the treasure tables. Instead, magical treasure is given extremely generous in one adventure and hardly at all in the next. It is expected that home referees, when designing their own adventures, will do much the same. The third reason is that the treasure tables themselves aren’t all that usable as given. If used as suggested, they award players with strange and powerful magics, while stingily withholding the desperately-needed weapons and armors. On top of this, different treasure tables give different experience to treasure ratios, meaning that different adventures would give different ratios. By the rules, it’s entirely possible for characters to reach the same level and have vastly different amounts and kinds of magical treasure. There is one area where the designers and writers of the game were unusually consistent: the equipping of the pregenerated characters published alongside adventures.
HIGH-LEVEL EQUIPMENT Level (Experience)
Equipment-By-Level Table
Mundane Combined Shield Gear Bonus
Misc. Items
Consumables
6 (32,000-63,999)
Normal Character Creation Gear Set + 100gp Gear Set + 500gp
7-10 (64,000479,999)
Gear Set +2,000gp
+3
+1
-
2
11-12 (480,000719,999)
Gear Set +10,000gp
+4
+1
-
3
13-15 (720,0001,079,999)
Gear Set +20,000gp
+5
+1
1
4
16-17 (1,080,0001,319,999)
Gear Set +200,000gp
+6
+2
1
4
18-20 (1,320,0001,679,999)
Gear Set +350,000gp
+7
+2
1
5
21-25 (1,680,0002,279,999)
Gear Set +500,000gp
+8
+2
2 +1 ring
6
26-29 (2,280,0002,759,999)
Gear Set +500,000gp
+8
+2
3 +2 rings
7
30+ (2,760,000+)
Gear Set +500,000gp
+9
+3
4 +3 rings
8
1-2 (0-3,999) 3-5 (4,000-31,999)
-
-
-
-
-
-
-
-
+2
+1
-
2
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That the same internal, unspoken guidelines seem to have been used for creating pregenerated characters for so long, and for such a large variety of adventures, tells us that the designers of the game expected characters equipped in this manner to be fully capable of taking on level-appropriate challenges of all sorts.
Gold
For these reasons, the pregenerated characters which appeared in published adventures have been the primary basis of the rules presented here.
At lower levels—below level six—the amount of gold listed here is pure speculation. The referee is advised to use their own judgment here. Though it seems only fitting that characters above the lowest of levels would have the resources needed to purchase equipment such as horses and wagons, or to hire hirelings to aid them on their adventures. After all, characters who had organically developed over the course of many adventures would certainly have the resources necessary for these additional expenses.
How to Use
Consult the Equipment-by-Level Table. Here, find your character’s level (or experience total). This will show what you receive. Except at the lowest levels, you may select any gear set found within this book. You will be given an amount of gold as well as bonuses used to determine your magic items, explained below.
Mundane Gear
Characters starting at first or second level generate their starting equipment as normal. Beginning at third level, characters may choose any gear set found in this book. If using kits, it would be reasonable to allow characters of third-level of higher to begin with one of each of the group kits.
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Though often neglected in low-level pregenerated characters, all characters begin with some amount of gold in addition to their starting equipment. For higher level characters, this can be an enormous amount, allowing them to enter domain-level play alongside their companions.
HIGH-LEVEL EQUIPMENT Magic-Users
There are some important differences between the Magic-User and the other classes. Magic-Users cannot use armor, and the weapons they receive are of very little use to them. For this reason, in place of the shield, Magic-Users receive a Ring of Protection, with the same bonus as a shield of the corresponding level. They receive miscellaneous items as though they were eight levels higher.
Level vs. Experience
Different classes level at different rates. This means that, for a party of a given experience level, there will likely be characters of different levels. Adventures were described as being for characters of certain levels, rather than for certain experience totals, meaning that an adventure for eighth level characters might be run by a party of eighth-level elves or a party of eighth-level thieves—two very different parties! To further add to the confusion, the levels of the pregenerated characters included in published adventures often had no relation to the experience total of the character. Often a smattering of characters of varying levels were included, with one adventure including a 5th-level Thief alongside a 7th-level Cleric, a 5th-level Elf, and
a 6th-level Magic-User. These minor level variations must not have been considered especially important. In the Equipment-by-Level Table, both character level and experience level are provided. It is recommended that the character’s experience total is used, rather than their character level, though as demonstrated in the published adventures, this is not strictly necessary. The character level provided is for the Fighter, as this seems to be the default class assumed by the game’s designers. When creating a new character for a home game, rather than for a published adventure, it is recommended to use the average experience point total of the existing party members to determine the new character’s experience point total for the purpose of their starting equipment, as shown on the table. For instance, an elf character entering a game where the average experience point total is 240,000 would begin at Elf level 7, whereas a Fighter with the same experience point total would be level 9. But since both have the same experience point total, they would receive the same magical equipment.
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Combined Bonus
This is how the power of magic items seems to be determined in the published pregenerated characters. A character has a bonus that they can distribute amongst their weapons and armors. For instance, if a character has a +4 combined bonus, they may choose either a +1 weapon and a +3 armor or a +2 weapon and a +2 armor, or a +3 weapon and a +1 armor. The pregenerated characters were occasionally given intelligent weapons, or equipment with special abilities (such as flaming swords). The referee must use their judgment when deciding whether to allow a player to use part of their bonus to pay for these special abilities. A reasonable guideline would be giving up +1 in exchange for a minor ability and +2 for a more powerful one. Magic-Users may use part of their bonus to increase the bonus of their Ring of Protection by one.
Ancillary Weapons
The published pregenerated characters often possess a number of magical weapons. These are generally of a lower bonus than their primary weapon. For instance, when a character possesses a +3 sword, they often have a magical dagger and bow as well, though always of a lower bonus. +2 in this case. Up to two such ancillary weapons are permitted per character, and their
46
bonus may be increased by spending a portion of the character’s combined bonus allotment. For instance, a character with a combined bonus of +7 may purchase a +3 sword and +2 armor, at the cost of five of their seven combined bonus points. Then, with their remaining bonus points, they could choose a +2 dagger and +2 bow as ancillary weapons and raise each to +3.
Minimum Bonus
Under this system, a bonus of at least +1 is required for all magic items. The character above, with the +4 combined bonus, could not choose to take a +4 weapon and forego magical armor entirely.
Maximum Bonus
The maximum bonus of a magical weapon or armor is +5.
Shields
Shields are distributed separately from magical weapons and armors. Each character is given a magical shield at the appropriate level. The shield value may be increased by one by spending part of the combined bonus.
Potions & Consumables
These are mentioned explicitly in many of the pregenerated characters, though their generation seems to have been ad hoc on the part of the designers. Tenthlevel characters are expected to have from four to nine potions, and the type of potions are not mentioned.
HIGH-LEVEL EQUIPMENT Many of the pregenerated characters have strange and unusual sorts of potions. It is likely safest to use healing potions where uncertain; these are unlikely to disrupt the game. Though it might be fun to spice things up by rolling potions at random! In one higher-level adventure, characters were even given potions which heal 3d6+3 points. These make an excellent addition, especially at higher levels, where normal healing potions lose much of their luster. Scrolls were also quite common as well. These should presumably be mixed in with the potions. Some of the examined pregenerated spellcasters were given magical staves, generally with fifteen to twenty charges. These are reasonable for Magic-Users and Clerics above tenth level. Magic-Users in particular have little in the way of other useful magic items.
Miscellaneous Magic Items
These are most commonly given to Magic-Users, since they cannot wear armor and benefit very little from magical weapons. All Magic-Users are given a Ring of Protection, with large numbers of them receiving Displacer Cloaks. The Staff of Striking is another common item given to premade Magic-Users.
As Magic-Users increase in level, they are given increasingly powerful items, such as Carpet of Flying, Helm of Telepathy, and Medallion of ESP, along with rings such as Ring of Animal Control, Ring of Spell Storing, Ring of Telekinesis, and Staff of Power. Most clerics receive a Scarab of Protection. Starting at tenth level, some clerics receive a magic item such as Boots of Traveling and Leaping or a Ring of Fire Resistance. Since the cleric can use powerful weapons and armors, these items are not nearly as powerful as those received by the Magic-User. In any case, the referee must use their judgment with these, since they have the potential to greatly disrupt an adventure or an entire game world. Further, it is explicitly recommended in multiple adventures that characters of all classes beginning above fifteenth level be given some number of miscellaneous magic items, as well as a number of magical rings.
Faithful Henchmen
Characters above fifteenth level are served by a number of faithful henchmen. Though outside the scope of this book, this is important to remember, especially in games with domain play.
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ENCUMBRANCE Overview
A few methods of encumbrance have been used throughout the history of the basic game. Presented here is a new optional system of encumbrance and inventory management. But first, a restatement of the rules that have come before. There are three variants given in the basic rules. The first two are from the original version of the rules, while the third is from the latter version from the early nineties.
Effect of Encumbrance
In all versions of the basic rules, a reduced rate of movement is the only effect of being encumbered. This movement decrease is important in two ways. It slows characters’ travel through the dungeon, leading to more encounters with wandering monsters, and it reduces their combat mobility.
Clothing
Regardless of which system is used, worn clothing never counts against a character’s encumbrance.
Coins
The coin is the unit of weight measurement in the basic system. It is based on the metal disk used as currency, with the weight of one coin (currency) being equal to one unit of the encumbrance measure. The unit is abbreviated as cn. 10cn equals 1 lb.
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Variant 1 Basic Encumbrance
In the original basic rules, two options for determining encumbrance were given (and presented in a rather confusing manner inside the book). This is the first, less-detailed, version. Here, encumbrance is determined by two factors: a character’s armor and whether they carry treasure. The effects of a character’s encumbrance are shown on the table below. No character may carry more than 1600cn.
Variant 1 Encumbrance Table Encumbrance Level
Movement Rate
Unencumbered 1 2 3
120’ (40’) 90’ (30’) 60’ (20’) 30’ (10’)
Unarmored Characters
Unarmored characters carrying less than 400cn are unencumbered. They become encumbered if carrying lots of treasure (one level for each 400cn).
Leather Armor
Characters wearing leather armor suffer encumbrance level 1. This increases to level 2 if carrying treasure.
Mail or Plate
Characters wearing mail or plate armor suffer encumbrance level 2. This increases to level 3 if carrying treasure.
ENCUMBRANCE Variant 2 Tracked Encumbrance
This version, still from the original basic rules, is likely the more well known of the two, and the one used by most people who track encumbrance. This sytem is much like the first, except that the weapon of a character’s equipment is tracked and used to determine their level of encumbrance.
Variants 2 & 3 Encumbrance Table Weight Carried
Movement Rate
0-400cn 401-800cn 801-1200cn 1200-1600cn
120’ (40’) 90’ (30’) 60’ (20’) 30’ (10’)
Here, the weight of weapons, armor, and treasure is tallied and compared against the table. The weight of other equipment is not tallied. Instead, it is considered to weigh 80cn regardless of its actual weight.
Variant 3 Full Accounting
This variant, found in the later version of the basic rules, is very similar to Version 2, the only difference being that the weight of all equipment carried is tallied (rather than treating adventuring gear as weighing 80cn) and this number is used to determine a character’s encumbrance.
49
NEW INVENTORY TRACKING AND ENCUMBRANCE SYSTEM How it Works
In the previous systems, tracking encumbrance is somewhat painful. It requires calculation. There is no way to know, at a glance, how much you’re carrying and how much more you can carry. This is made even more tedious by the weight limits of the containers. You have to track not only the total amount of weight carried by your character, but also the amount carried inside each container. In this new system, this is all tracked automatically as soon as you write the items on your character’s sheet. This is achieved through the use of an abstract graphical representation of the character’s encumbrance. Each container has so many “slots” for items. It’s obvious at a glance how much more a character can carry, what is inside each of their containers, and how encumbered the character is. As an abstract system, this method does not exactly replicate the weight of the objects or of the total amount of weight a character could carry in the basic rules. Ease of use takes priority over accuracy. As normal, worn clothing never counts against a character’s encumbrance. It goes in a separate place on the sheet.
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The Inventory Sheet
The core of this system is the Inventory Sheet, which consists of six rows each consisting of six slots, creating a grid with thirty-six slots.
Slots
A slot is a square on the Inventory Sheet which can hold an item or items. Each slot holds around four pounds (40cn) of equipment. The way items stack, and how many slots they take up, is detailed below.
Stacking
Each slot may only hold one kind of item. For smaller items, a slot may hold multiples of the same kind of item. For example, a single slot can hold up to twenty arrows or four torches. But since a slot can hold only one kind of item, it cannot be used to hold ten arrows and two torches. The character must choose which to put in the slot. How many of a given item fit in one slot is determined by the item’s type.
Fitting Items
Items may be rotated as desired to fit them on the Inventory Sheet. Humming a Russian folk song while doing so is recommended.
NEW INVENTORY SYTEM
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ITEM TYPES
To represent items of different weights and sizes, items are assigned types. This is an abstraction meant to represent a combination of both weight and bulk. It is the same in the default rules. The grappling hook is listed as 80cn. It doesn’t actually weigh eight pounds! But, with its metal prongs, it is fairly difficult to store and carry. An item’s type determines how many can fit in a single inventory slot. Some items are so large, or so bulky, that they require multiple slots. This is explained in the type descriptions. These types are abstract. The purpose of this system is to eliminate tedious calculation. Therefore the items are sorted into a few loose categories. That some items aren’t an exact fit with a category isn’t that big a deal. It evens out in the end, or close enough.
Coins
40 per slot Game coins are extraordinarily heavy!
Light
20 per slot Around 2cn or two-tenths of a pound. Example: A single arrow. Light items are the smallest among those found in the basic equipment. Few items are this small.
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Medium
4 per slot Around 10cn or one pound. Examples: torch, hammer, oil flask Medium items are fairly common. Much of a character’s equipment will be made up of this type.
Heavy
1 per slot Around 40cn or four pounds. Examples: mace, lantern, hand axe Single-handed melee weapons generally fall into this category.
Large
Requires 2 connected slots Around 80cn or eight pounds. Examples: spear, longbow, battle axe Large items are defined as much by their size as by their weight. Many of the items in this category are light enough to fit into the Heavy category, but are awkward and unwieldy to carry, taking up much more room than their weight might suggest.
Bulky
Requires 3 connected slots Around 120cn or twelve pounds. Examples: Polearm, Two-Handed Sword Bulky items are similar to Large ones, only moreso. They are either heavier, larger, or both.
NEW INVENTORY SYTEM
Sample Inventory Sheet
Here you can see a sample filled-in inventory sheet. If this character had Strength 14, they would suffer no encumbrance. With Strength 11, they would suffer one level.
And if they had a Strength score of 6, they would suffer two levels of encumbrance, since they have items in two rows for which they do not possess the corresponding Strength score.
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ARMOR
Armors take up multiple slots. The number of slots is given below.
Helmet, Worn Alone One Slot
Shield
Two connected slots
Leather
Leather armor uses four slots in the shape of a square
Mail and Plate
Both take nine slots, also in the shape of a square
ARMOR TYPES HELMET SHIELD LEATHER
CONTAINERS
Containers allow a character to carry items. Containers used for carrying items do not themselves take up inventory slots. Rather, they allow the use of inventory slots. Some items can be carried without using containers; this requires the referee’s judgment. It is reasonable to assume that characters can carry small items inside their clothing. A few larger items might be stuck through a belt, etc. but this is very limited. Generally, a character needs containers for carrying items. It’s usually obvious what should be allowed. Many items, such as swords, come with their own built-in method of carrying. This will be apparent when it comes up. Containers are represented on the Inventory Sheet by drawing a line around the enclosed slots. See the provided example sheet.
Container Types
Containers come in three types. Each type holds a different number of slots on the Inventory Sheet.
Small CHAIN, PLATE
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Small containers consist of a single slot. The belt pouch and the quiver are two examples of small containers.
NEW INVENTORY SYTEM CONTAINER TYPES LARGE
Odds & Ends
To make up for the fact that some objects are tiny, and thus don’t need to take up an entire slot, or are more convenient to be tracked in some other way (such as items carried in a saddlebag), a separate space for this sort of tracking is provided at the bottom of the Inventory Sheet.
MEDIUM SMALL
Medium
Medium containers hold four slots. An example is the small sack.
Large
Large contains hold nine slots. Included here are the backpack and the large sack.
Specialized Containers
The referee might wish to allow special containers to hold more items in a slot than is normally allowed. For instance, a referee might allow the quiver, or specially-designed quivers, to hold more arrows than if they were shoved into a backpack. A fifty percent or even one hundred percent increase in capacity and container cost would be reasonable options.
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ENCUMBRANCE
Each row has a corresponding Strength score. Characters may carry items in rows with Strength scores equal to or lower than their own Strength score without incurring encumbrance. Encumbrance is gained by having an item in a row with a Strength score higher than the character’s own Strength. For instance, a character with a Strength score of 10 could have items in the first three rows without incurring any encumbrance. However, as soon as they place an item in the fourth row, they gain one level of encumbrance. A single item in a row is as encumbering as if the entire row is full, the same way that in the basic game carrying 625cn is as encumbering as carrying 775cn.
Effects of Encumbrance
Under the default system given in the basic rules, there are three levels of encumbrance. A character begins unencumbered with a movement rate of 120’ (40’), then each level of encumbrance reduces this movement rate by a set amount: 30’ (10’). In these rules, there are five possible levels of encumbrance, with each level suffered halving movement rate. How encumbered a character can become is determined by their Strength score.
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A character with a Strength score of 3 or 4 can suffer all five levels of encumbrance, whereas a character with a Strength score of 18 cannot become encumbered at all; they are able to bear the weight of all the bulk that can be strapped to their body. Any more is so unwieldy that they cannot move at all. While not strictly realistic, this abstraction provides for clean gameplay. That is, after all, four full backpacks and well over a hundred pounds of equipment. Carrying any more than this would require the use of the hands (such as in the case of carrying a fallen ally to safety), and adjudicating such situations is within the referee’s purview rather than the rules’.
Optional Rule: Attack Penalty
If the effects of encumbrance are not deemed sufficiently debilitating, one option is to provide a penalty to attack rolls for each level of encumbrance. Another might be a penalty to saving throws where encumbrance might affect one’s ability to resist an effect (such as dodging a dragon’s breath or leaping out of the way of a falling boulder).
NEW INVENTORY SYTEM Optional Encumbrance Effects Table Level Unencumbered 1 2 3 4 5
Movement Rate 120’ (40” 60’ (20’) 30’ (10’) 15’ (5’) 7’ (2’) 3’ (1’)
Optional Attack Penalty -0 -1 -2 -3 -4 -5
Possible Adjustments
One effect of these rules is to reward characters with a high Strength score. Strong characters with armor can now move their full movement rate, making the luck of the dice even more important. In games where a less radical change is desired, it is possible to adjust these rules so that they function more similarly to the default rules. To accomplish this, have the penalties apply directly to each row, as shown here. This allows for all characters to suffer the same effects of encumbrance, as in the basic rules. Here characters are not rewarded (or penalized) for their Strength score. Like in the default rules, stronger characters move more slowly due to their armor, and characters with low Strength scores are no more encumbered by their equipment than are their friends.
Make these changes if an adjustment to function more like the basic encumbrance system is desired.
57
BASIC EQUIPMENT
Coin Values Table
COINS
Ten coins weigh one pound. Copper, silver, and gold coins are the threetypes of coins used in the basic game. See the Coin Values Table for their relative values.
ARMOR Type
Armor Table AC
7 [12] Chain Mail 5 [14] Plate Mail 3 [16] Shield -1 [+1] Leather
Leather
Cost Weight (gp) (cn) 20 40 60 10
200 400 500 100
Treated leather worn as body armor. Given its limited AC, it likely consists of little more than a leather cuirass.
Chain Mail
Suit of armor composed of tens of thousands of interlocking links.
Plate Mail
cp
sp
gp
Copper (cp)
Coin
1
1/10
1/100
Silver (sp)
10
1
1/10
Gold (gp)
100
1/10
1
MELEE WEAPONS Axe, Battle
Large, two-handed axe. Cannot be used by halflings or other small characters.
Axe, Hand
One-handed version of the axe. Can be thrown. 5’–10’/11’–20’/21’–30’.
Dagger
One-handed blade. Can be thrown. 5’–10’/11’–20’/21’–30’. A silvered version is also available.
Mace
Wooden shaft with a heavy mass affixed to the end. One-handed.
Armor composed of a combination of plate and mail armor. Provides exceptional protection.
Club
Shield
Hammer weapon. One-handed.
Wooden defensive barrier held in the hand. A hand holding a shield cannot hold other objects.
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Wooden stick weapon. One-handed.
Hammer, War Javelin
Short spear usable in melee. Can be thrown.. 5’–30’/31’–60’/61’–90’
BASIC EQUIPMENT Type
Melee Weapons Table Damage
Cost (gp) Weight (cn)
Axes Axe, Battle (two-handed) Axe, Hand
1d8 1d6
7 4
60 30
1d4 1d4
3 30
10 10
1d6 1d4 1d6 1d6
5 3 5 2
30 50 50 40
1d6 1d10 1d6
1 7 3
20 150 30
1d6 1d8 1d10
7 10 15gp
30 60 100cn
Daggers Normal Dagger Silver Dagger
Bludgeoning Mace Club Hammer, War Staff (two-handed)
Polearms Javelin Polearm (two-handed) Spear
Swords Short Sword Normal Sword Two-Handed Sword
Lance
Long spear for use on horseback. Deals double damage on mounted charges of sixty or more feet..
Polearm
Two-handed pole weapon similar to a spear. Has a variety of different heads.
Spear
Staff
Long pole usable as a weapon.
Sword
Flat metal blade with a handle. Comes in a variety of sizes. The short sword and regular sword are one-handed, while the two-handed sword is, obviously, used in two hands.
Pointed head on a stick. Deals double damage when set against charges. Can be thrown. 5’–20’/21’–40’/41’–60’.
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Type
Ranged Weapons Table
Damage
Range
Cost (gp)
Weight (cn)
1d6 1d6 1d6 1d4
5’–50’/51’–100’/101’–150’ 5’–70’/71’–140’/141’–210’ 5’–80’/81’–160’/161’–240’ 5’–40’/41–80’/81–160’
25 40 30 2
20 30 50 20
Bow, Short Bow, Long Crossbow, Light Sling
Ammunition Table Type
Arrow (1) Arrows (20) Silver Arrow (1) Quarrel or Bolt (1) Quarrels or Bolts (30) Sling Stone or Pellet (1) Sling Stones or Pellets (30)
Cost (gp)
Weight (cn)
.25 5 5 .3 10 Free Free
2 40 2 3 90 5 150cn
RANGED WEAPONS
The weight of one full container of ammunition is included in the weight of each ranged weapon.
Bow
Weapon for shooting arrows. Comes in two varieties, shortbow and longbow.
Crossbow, Light
Similar to the bow, but with the mechanism held in a frame. Shoots bolts or quarrels.
Sling
Projectile weapon used for hurling stones, pellets, or other projectiles.
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Weapon Range Table Range
Short Medium Long
Effect
+1 to attack No modifier -1 to attack
There are three ranged categories shown using slashes. Attacks with ranged weapons use the table above for the effect of range.
BASIC EQUIPMENT
ADVENTURING GEAR The weights of the items given here are not used in the basic game, where encumbrance does not take into account the weight of adventuring gear. These weights are included to retain compatibility with the later version of the basic rules, where these numbers are used.
Backpack
Hefty leather pack. Two straps allow it to be worn on the back. Flaps and pouches, both internal and external, allow for the safe and easy carrying of nearly all types of supplies. A backpack holds up to 400 coins of weight.
Crowbar
Adventuring Gear Table Item
Backpack Crowbar Garlic Grappling Hook Hammer Holy Symbol Holy Water Iron Spike Iron Spikes (12) Lantern Mirror Oil
A piece of metal with a curved point in the shape of a crow’s beak (hence the name). Also called a prybar. Used for prying open doors, chests, etc.
Pole, 10’
Garlic
Sack, Small
Rations, Iron (7) Rations, Standard (7) Rope, 50’
Type of flowering plant. The bulb is used as a spice and in many questionable medical concoctions. Primarily of interest to adventurers for its use against vampires.
Sack, Large
Grappling Hook
Torches (6)
Metal device with multiple curved hooks. When tied to a rope, it allows for climbing and rappelling otherwise unclimbable surfaces. Commonly used for naval boarding operations, scaling walls, and caving.
Stakes (3) and Mallet Thieves’ Tools Tinder Box Torch (1) Waterskin Wine (1 quart) Wolfsbane
Cost (gp)
Weight (cn)
5 10 5 25 2 25 25 .1 1 10 5 2 1 15 5 1 1 2 3 25 3 .2 1 1 1 10
20 50 1 8 10 1 1 5 60 30 5 10 100 70 200 50 1 5 10 10 5 20 120 5 30 1
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Oil
Any of a variety of substances burned to create light. Plant and seed oils are common, as is whale oil. A lantern burns for four hours (24 game turns) on one flask of oil. Alchemical concoctions, petroleum products such as pitch, and other exotic and fantastical materials, where available, can be used for this purpose as well—and as fiery weapons. This type of burning oil deals 1d8 damage. If ignited and thrown, it deals its damage for two rounds. These might best be understood as naphtha bombs with burning wicks. Thrown oil flasks have a range of 5’–10’/11’–30’/31’–50’. If poured on the ground and set alight, this sort of oil continues to burn for ten minutes (1 game turn), damaging any creatures who pass through the burning area. Burning oil cannot harm creatures that possess a natural fire attack such as a dragon’s fire breath. The presence of these weapons is difficult to justify in the game. This use of oil wasn’t present in the original version of the game; it was a later addition to the basic game. Kerosene (what the original designers seem to have had in mind) is strangely out of place, and the list price is implausibly low. As such, the referee may wish to increase the price of this item (a tenfold or even hundredfold increase would be reasonable) or limit availability.
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Hammer
Hand tool used for driving objects, such as nails or spikes, into other objects.
Holy Symbol
Outward representation of a cleric’s faith. In the original and basic versions of the game, no restrictions were placed on cleric equipment. However, in the expert rules it is stated that all clerics must carry a holy symbol. For the purpose of the gear sets in this book, this has been ignored (though see the additional options for holy symbols found in the additional equipment). Requiring characters who may begin with only 30gp to purchase a 25gp holy symbol does not seem reasonable—and since this rule wasn’t in the basic rules, which most players would have used to make their characters, it seems this was meant to be a stylistic descriptor rather than a character creation requirement. Of course, the referee is free to disagree.
Holy Water
Water which has been blessed by a high-level cleric. When used against the undead, it causes 1d8 damage for two rounds. Thrown holy water has a range of 5’-10’/11’-30’/31’-50’.
Iron Spike
Sharpened metal bar, used for hammering doors shut or creating anchor points for ropes.
BASIC EQUIPMENT Lantern
Container for carrying and protecting a light source, usually burning oil. One flask of oil lasts four hours (24 game turns). Illuminates a 30’ radius area.
Mirror
Shiny, polished reflective surface. Useful for peering around corners and fighting medusae.
Pole, 10’
Multi-purpose turned wooden pole. Can be used for everything from pole vaulting to measuring to testing the safety of walking surfaces.
Rations
Preprepared food. Comes in two types, standard and iron. Standard rations are normal foods, such as apples and bread. Iron rations resemble modern hardtack and are specially prepared and packaged to survive long periods and poor conditions. In the later version of the basic game, to encourage the use of iron rations, standard rations are said to rot overnight if taken into a dungeon. In the original version of the game, there is no game mechanical reason to favor iron rations over standard rations.
Rope
Fibers woven into a sturdy piece of cordage. This rope can hold around eight hundred pounds.
Sack
Simple bag. Usually carried over the shoulder, but can be worn through a belt. The small sack holds 200 coins of weight. The large sack holds 600.
Stakes and Mallet
Sharpened wooden spikes and the special hammer used for driving them.
Thieves’ Tools
An assortment of tools consisting primarily of lockpicks.
Tinder Box
Set of fire-starting tools. It takes one round to use a tinder box, and there is a 2-in-6 chance of success each round.
Torch
Burning material on the end of a handle. A torch illuminates a 30’ radius for one hour (6 game turns) and can be used as a weapon in combat dealing 1d4 damage.
Waterskin
Container for liquid. Holds one quart.
Wine
Inebriating drink made from fruit.
Wolfsbane
Herb reviled by lycanthropes. If touched to a lycanthrope, it may drive them away.
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SPELLBOOKS
In the original and basic versions of the game, Elves and Magic-Users were assumed to have spellbooks. Yet no cost, weight, or other rules were given for them.
Later, two versions of the spellbook were given. The second version given here, from the 1991 version of the basic rules, is assumed as the default here.
Standard Spellbook (1982)
Cost: 1,000gp (plus 100gp for each level of spell contained) Weight: 450cn. This book is 16” x 12” x 6”. It holds up to 24 spells of 4th level or lower, 16 spells of 6th level or lower, or 8 spells of 7th, 8th, or 9th levels. This spellbook has a thick leather cover and a sturdy construction, giving it a +2 bonus on saving throws against most effects.
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Traveling Spellbook (1982)
Cost: 500gp (plus 100gp for each spell contained) Weight: 60cn As the standard spellbook (above), but with dimensions of 9” x 9” x 1”. This book holds only one-quarter the spells of the standard spellbook. It does not receive the standard spellbook’s +2 bonus to saving throws.
Spellbook (1991)
Cost: 100gp Weight: 200cn
This version of the spellbook has dimensions of 24” x 24” x 6”. It holds twenty-four spells. This version’s more reasonable price and weight (though it is still extremely heavy!), along with the simplicity of its number of spells (twenty-four total— no muss, no fuss), make it the default version assumed in this book.
ANIMALS
BASIC EQUIPMENT
Camel
AC 7 [12]; HD 2 (9); MV 150’ (50’); Attacks: 1x bite (1) and 1x hoof (1d4); THAC0 18 [+1]; ML 7; Al N; XP 20 Treats desert and barren terrain as clear terrain. Carries 3,000cn unencumbered. Max load of 6,000cn. Can go two weeks without water.
Mule
AC 7 [12]; HD 2 (9); MV 120’ (40’); Attacks: 1x kick (1d4) or 1x bite (1d3); THAC0 18 [+1]; ML 8; Al N; XP 20 Half-horse, half-donkey. Mules may be allowed into some dungeons. Mules can carry up to 2,000cn unencumbered, with a maximum load of 4,000cn. Mules will fight if provoked, but are not trained for combat.
Animals Table
Draft Horse
AC 7 [12]; HD 3 (13); MV 90’ (30’); Attacks: None; THAC0 17 [+2]; ML 6; Al N; XP 35 Draft horses are working animals. Would rather flee than fight. Carries 4,500cn unencumbered. Max load of 9,000cn.
Riding Horse
AC 7 [12]; HD 2 (9); MV 240’ (80’); Attacks: 2x hooves (1d4 each); THAC0 18 [+1]; ML 7; Al N; XP 20 Carry up to 3,000cn unencumbered. Max load of 6,000cn.
War Horse
AC 7 [12]; HD 3 (13); MV 120’ (40’); Attacks: 2x hooves (1d6 each); THAC0 17 [+2]; ML 9; Al N; XP 35 Will fight. Can lance charge. Carry 4,000cn unencumbered. Max load of 8,000cn.
Type Camel Horse, Draft
Horse, Riding Horse, War Mule
Cost (gp) 100 40 75 250 30
Animal Equipment Table Type
Barding Saddle and Bridle Saddle Bags
Cost (gp) 150 25 5
Barding
Horse armor. AC 5 [15], weighs 600cn.
Saddle and Bridle
Everything needed to ride a horse. Includes saddle, blanket, bit and bridle, reins, halter, lead ropes, and stirrups.
Saddle Bags
Leather pouches which hang to the side of the saddle. Hold 300cn.
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VEHICLES LAND VEHICLES
WATER VEHICLES
Land Vehicles Table Type
Cost (gp)
Cart (2 wheels)
100
Wagon (4 wheels)
200
Cart
Two-wheeled conveyance. Mostly used for transporting goods. For the price (more than two full suits of mail armor), it must be quite sturdy. Carts can be pulled by either one or two draft horses or two or four mules. For one horse or two mules, it carries 4,000cn. When pulled by two horses or four mules, it carries 8,000cn. Carts move at 60’ per turn. Carts cannot move through deserts, mountains, forests, or swamps unless except on roads.
Wagon
Similar to the cart, but with four wheels. It can be pulled by two or four horses, or four or eight mules, and it moves at the same speed as the cart, with the same terrain restrictions. The lesser amount of animals can pull 15,000cn. The greater number can pull 25,000cn.
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Boat, River
Boat designed for use on rivers. 20'–30' long, 10' wide, and 2'–3' deep. It is moved either by rowers or with poles. Eight rowers is standard. A wooden roof may be added for 1,000gp. Carries up to 30,000cn.
Boat, Sailing
Small sailboat with a single mast. 20'–40' long, 10'–15' wide, and 2'–3' deep. Requires one or more sailors to operate. Carries up to 20,000cn.
Canoe
Small, long boat either carved directly from a tree or made with a frame and some sort of cover. Likely comes with two paddles. A canoe weighs 500cn, allowing it to be carried by two people. A canoe can carry up to 6,000cn.
Small Galley
60’–100’ long, 10'–15' wide, and 2'–3' deep. Standard complement is sixty rowers, ten sailors, twenty marines, and a captain. It carries 20,000cn and may be fitted with up to two light catapults and a ram. The ram costs onethird the price of the vessel and attacks at THAC0 19 [+0], dealing 1d4+4 x 10 hull points of damage against ships and 3d8 damage against creatures.
BASIC EQUIPMENT Type Boat, River Boat, Sailing Canoe Galley, Large Galley, Small Galley, War Lifeboat Longship Raft Sailing Ship, Large Sailing Ship, Small Troop Transport
Water Vehicles Table
AC
Hull Points
Mi./day
Ft./rd
Cost (gp)
8 [11] 8 [11] 9 [10] 7 [12] 8 [11] 7 [12] 9 [10] 8 [11] 9 [10] 7 [12] 8 [11] 7 [12]
20-40 20-40 5-10 100-120 80-100 120-150 10-20 60-80 5gp/10’ sq’ 120-180 60-90 120-180
36 72 18 18/72 18/90 12/72 18 18/90 12 72 90’ 72
60’ 120’ 60’ 90’/120’ 90’/150’ 60’/120’ 30’ 90’/150’ 30’ 120’ 150’ 120’
4,000 2,000 50 30,000 10,000 60,000 1,000 15,000 1/sq. ft. 20,000 5,000 40,000
Where two numbers are given for a ship’s movement rate, the number before the slash is the ship’s speed when oared. The second number is speed while using sails.
Large Galley
The large galley is 120'–150' long, 15'–20' wide, and 3' deep. Its standard complement is one hundred and eighty rowers, twenty sailors, fifty marines, and a captain. It carries up to 40,000cn. It can be fitted with up to two light catapults and a ram. It may have a ram added, at a cost of one-third the price of the vessel; the ram attacks at THAC0 19 [+0], dealing 1d6+5 x 10 hull points of damage against ships and 6d6 damage against creatures.
War Galley
The war galley is a galley specialized for war. It is the same length as the large galley, though with a width of
20'–30' and a depth of 4'–6'. Its standard complement is three hundred rowers, thirty sailors, seventy-five marines, and a captain. It always includes a ram, identical to the one found on the large galley. Unlike the other galleys, which have only a single mast, the war galley has two masts, along with two towers and a platform covering and protecting the rowers. The war galley can be fitted with up to three light catapults. It carries up to 60,000cn.
Lifeboat, Ship’s
Smaller boat carried aboard ships. Lifeboats are 20' long, 4'–5' wide, and 1'–2' feet deep. They have collapsible masts and carry provisions for ten
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men for one week. They carry up to 15,000cn in weight. Small ships tend to carry one or two lifeboats. Larger ships carry three or four. Lifeboats weigh 5,000cn and count against the encumbrance of the carrying ship. Lifeboats must be purchased separately.
Where wood is available, characters may construct their own rafts. This takes one to three days for each tenfoot square, with a maximum size of twenty by thirty feet. These crude rafts support only 5,000cn for each ten-foot square.
Longship
Ship, Sailing
Very versatile, all-purpose ship. Excellent for use on rivers, coasts, and even open ocean. 60'–80' long, 10'–15' wide, and 2'–3' feet deep. They can be either rowed or propelled by their sails. The standard complement of a longship is seventy-five sailors, who also act as rowers and marines, as well as a captain. It takes only sixty rowers to reach full speed. The longship can carry up to 40,000cn.
Raft
Flat watercraft ranging from simple makeshift designs to expertly-constructed barges. Rafts are moved using poles or oars. Professionally constructed rafts often come with a hut or other structure to protect against the elements. Rafts reach up to thirty by forty feet in size, though they are usually much smaller. When disassembled, rafts sell for one-quarter their original price as scrap wood. Each tenfoot square supports 10,000cn.
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Large, deep ship well-suited to use on the open ocean. There are two types of sailing ship: small and large. The small sailing ship has a single mast, is 60'–80' long, 20'–30' wide, and 5'–8' deep (below water). Its standard complement is ten sailors and one captain. The small sailing ship can carry up to 100,000cn. The large sailing ship is similar, but much larger, with three masts and tall raised decks with enclosed platforms for archers. It is 100'–150' long, 25'–35' wide, and 10'–12' deep. Standard complement is twenty sailors plus a captain. The large sailing ship carries up to 300,000cn and can be fitted with up to two light catapults.
Troop Transport
Large sailing ships modified for carrying men or horses. Double the number of men and horses carried.
BASIC EQUIPMENT
SHIP WEAPONS Catapult
Torsion-based projectile weapon. Launches either rocks or burning pitch. Can shoot at targets 150 to 300 yards away, but not closer. Rocks deal 3d6 hull points of damage in a 10’ square. Burning pitch ignites a 10’ square; the fire deals 1d6 hull points of damage per turn until extinguished. The flames burn for at least one turn, and can be extinguished in one turn by fifteen crew, two turns by ten crew, and three turns by five crew.
Ship Weapons Table Type
Catapult, Light Catapult Shot Catapult Shot, Pitch
Cost (gp) 100 5 25
Catapults require at least two people to operate. They are fired once every five rounds if crewed by four, once every eight rounds when crewed by three, and every ten rounds when crewed by two. The catapult’s attack is the same as that of a fighter equal in level to the number of crew. E.g., a catapult operated by four crew has the same “to hit” as a fourth-level fighter.
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ADDITIONAL EQUIPMENT ARMOR
These new armors come from the later verion of the basic rules. With this addition, there is armor at every armor class value from 3 to 7, as well as at 0.
Banded Mail
Armor consisting of many strips, or bands, of metal. The strips overlap, forming a solid shell around the body.
Scale Mail
Leather or cloth armor with a layer of protective metal scales—small plates— sewn on in an overlapping pattern.
Suit Armor
This is the full plate armor of the very late middle ages. The body is fully encased in steel, with openings only where absolutely necessary. This is made possible through the use of complex articulating joints. Each suit must be constructed to the exact dimensions of its wearer. The wearer of suit armor receives a +2 bonus on saving throws against most area effects, such as a dragon’s breath (but not gaze attacks or electricity). The damage of any such attack is reduced by 1 per die, to a minimum of 1 per die. Magical suit armor further reduces this damage. Reduce damage by one more point per die for each +2 enchantment possessed by the
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Additional Armor Table Type
AC
6 [13] Banded Mail 4 [15] Suit Armor 0 [19] Scale Mail
Cost Weight (gp) (cn) 30 50 250
300 450 750
armor (rounding down). So a +4 suit would reduce damage by three per die. Enchanting suit armor costs 50% more than enchanting normal armor. As originally printed, this armor has a number of non-realistic drawbacks based on a misunderstanding of how the real armor functioned and, presumably, out of a desire for game balance. These drawbacks are reproduced here, though their use is not recommended (the surprise penalty is okay). Drawbacks: When attempting to stand from prone or mount a horse alone, there is a 1-in-6 chance of failure. Suit armor is so loud that it can be heard up to 120 feet away, and those in suit armor can never achieve surprise. The wearer moves at a speed of 30’ (10’) and suffers a -5 penalty to use all ranged weapons other than crossbows. It takes two full turns to don suit armor, and one turn to take it off. If alone, the wearer suffers a -1 penalty to be surprised (which seems more than reasonable, given the muffling effect of the helmet plus the tiny eye slit).
ADDITIONAL EQUIPMENT
WEAPONS
For the sake of maintaining game balance, only weapons from official sources have been included here. The one exception is the maul, a twohanded version of the war hammer. At 1d8 damage, it is very low risk to add to an existing game. Clerics dealing an average of 1 more damage on each attack at the cost of their shield seems a reasonable trade-off and very unlikely to unbalance the game. Many of the weapons added here have complicated effects and mechanics that don’t seem to fit the ethos of the basic game. These weapons are official. They come from the later version of the basic game (the one from the 1990s), which was extremely popular. Care is recommended in their use; some of these seem to risk unbalancing the game.
MELEE WEAPONS Blackjack
Leather bag containing sand or shot. An attached strap serves as a handle. The blackjack has special effects when used to strike a victim in the head. This doesn’t work on someone wearing a metal helmet (banded, chain, scale, or plate armor) or on monsters with AC 0 [19] or better. The referee decides whether a given target can be struck in the head, and the penalty to attempt to do so (-4 is given as an example).
Weapon Special Effect Table Enemy Hit Dice
Effect Level
Save Bonus
Up to 1 1+1 to 3 3+1 to 6 6+1 to 9 9+1 to 12 12+1 or more
1 2 3 4 5 6
+0 +1 +2 +3 +4 +5
The victim makes a saving throw versus Death. Higher hit dice enemies receive a bonus on this saving throw. If the target fails, they suffer an effect determined by their hit dice. See the Weapon Special Effect Table (above). Effect Level 1 and 2: Knockout. The victim falls unconscious. They wake after 1d100 rounds. Effect Level 3 and 4: Stun. The victim is stunned. They make a new saving throw each round to recover. Effect Level 5 and 6: Delay. The victim loses initiative next round.
Hammer, Throwing
Hammer weapon balanced for both melee and throwing.
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Type Bludgeons
Additional Melee Weapons Table Damage
Cost (gp)
Weight (cn)
1d2 1d4 1d8
5 4 10
5 25 100
1d10 1d10 1d10 1d10 1d6
7 10 3 5 5
150 180 80 120 25
Bastard Sword (Used One-Handed)
1d6+1
15
80
Bastard Sword (Used Two-Handed)
1d8+1
15
80
1d3
5
10
1d2 1d4+1 1d4+2 1d4+1
15 65 200 200
20 70 185 275
Blackjack Hammer, Throwing Maul
Pole Weapons Halberd Lance Pike Poleaxe Trident
Swords
Other Cestus
Shield Weapons Shield, Horned Shield, Knife Shield, Sword Shield, Tusked
Pole Weapons
Large category consisting of a variety of pole weapons with attached weapons such as axe heads, hammers, hooks, spear heads, etc. Includes those listed under polearms in the table as well as the bardiche, bill, guisarme, glaive, lochaber axe, partisan, ranseur, spetum, spontoon, voulge, and
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many others. These are effectively interchangeable as far as their game effect (the only differences being found in the weapon mastery system of the later version of the basic rules). For polearms not listed specifically in the weapon tables, such as the glaive, use the statistics for the polearm (found in the basic equipment section).
ADDITIONAL EQUIPMENT Polearms may be used to attack over and around allies in combat. Characters using polearms take the following penalties: -3 if a dwarf, -3 if attacking from behind a larger ally, and -3 if attacking from behind an ally wielding a two-handed weapon. These rules are from the later version of the basic rules and, as such, may not be appropriate for all games. Still, they give reasonable guidelines for allowing characters to attack from the second rank.
Halberd
Pole weapon with axe head.
Lance
Poleaxe
Chopping axe similar to the battle axe, but on an extra-long handle (5’-15’).
Trident
Weapon similar to a spear, but with three sharp prongs on the end. Designed for use underwater. Small animals become stuck when struck with a trident; to escape requires a strength check (their strength against the wielder’s—and the animal will likely have a very low strength score). Halflings and other small creatures may use tridents. When used twohanded, the user of a trident does not go last as with other two-handed weapons.
Long spear designed for use on horseback. If used as part of a mounted charge with at least 20 yards of movement before striking, the weapon’s damage is increased to 2d10. Only fighters, dwarves, and elves gain this increase to damage.
Sword, Bastard
Maul
Leather handwraps, often with imbedded metal plates or blades. If using optional rules for allowing off-hand attacks, no penalty is taken when using a cestus as an off-hand weapon.
Larger, two-handed version of the war hammer. This item originates in this book, so care must be taken when allowing it, though it seems innocuous.
Also called a hand-and-a-half sword. This sword is of a length between the normal sword and the two-handed sword, with a handle allowing for either one- or two-handed use.
Cestus
Pike
Very long (12’–18’) spear designed for use as part of a mass formation.
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SHIELD WEAPONS Shields modified with attached weapons. These weapons can be used in the same way as normal weapons, and only by demihumans, fighters, and thieves. If using an optional two-weapon fighting system, these make for excellent off-hand weapons. They have a drawback, however: the heavier of them can break (which particular shield weapons this refers to is up for debate—presumably it does not include the small knife shield). There is a chance the weapon will break whenever a character wielding one attacks or is attacked. In either case, if the attacker (whether the character with the shield or the character attacking the shield-wielder) rolls the exact number needed to hit. When this happens, there is a 5-in-10 chance that the weapon breaks. This chance is modified in the case of magical weapons. A magical shield weapon is less likely to break; it applies its magical bonus to the breakage roll. Conversely, a magical weapon is more likely to break a shield weapon; its magical bonus is applied as a penalty. A further penalty is applied based on the maximum damage the foe’s attack could deal; for each ten points of possible damage, a -1 penalty is applied. A giant with a club possibly dealing 30 damage is quite likely to break a small weapon attached to a blocking shield!
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Horned Shield
Large, round shield carried on the arm with a leather strap called a guige. Has an attached spike, which protrudes from the front, and may be used as a weapon. This is a very sturdy shield; it does not break like the others.
Knife Shield
Buckler, but with a knife (or two) attached on the side.
Sword Shield
Any of a number of shield designs with a sword or spear attached.
Tusked Shield
Large shield with spikes. So large it requires two hands to use. As a twohanded weapon, its users goes last in the initiative. It may not be used by halflings or other small characters.
ADDITIONAL EQUIPMENT
GUNPOWDER WEAPONS Though not traditionally thought of as fitting in the game’s quasi-medieval milieu, there is much fun to be had in the adventures of pirates, musketeers, and explorers from the age of firearms. Outside the question of genre, the concern has always been one of game balance. How can firearms be included in the game without invalidating both the characters and the monsters? With many decades of experience, we now know that this can be done quite easily, and in a way that fits with the game’s mechanics. All it requires is an understanding that the wounds inflicted by axes and swords are every bit as grievous as a shot from a musket. In effect, these weapons are merely crossbows dealing increased damage. This may have the effect of a higher lethality game, but this can be alleviated somewhat by clever play.
A number of different types of gunpowder weapons are included here. Care has been taken to maintain compatibility with the most popular rules options; deviations come only in the form of new inclusions. While bombs and cannons play a larger role in warfare, for game purposes firearms are clearly the star of the show. The firearms provided here are primitive compared to contemporary weapons, or even those seen in popular media such as western films. As detailed below, these firearms are finicky, difficult to reload (requiring a multi-step process involving a ramrod), dirty, smelly, slow to shoot, etc. This is another reason they do not unbalance the game in the way that many imagine they will. All firearms, save the pistol, require the use of two-hands.
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GUNPOWDER
An explosive substance made from sulfur, potassium nitrate (also called saltpeter), and charcoal, which must be combined in the proper ratio, which generally consists of around seventy-five percent potassium nitrate, fifteen percent charcoal, and ten percent sulfur, though this does not require extreme precision, with different ratios also functioning. The quality of each component impacts the powder’s effectiveness. Historically, the evolution of gunpowder was a long and slow process, with early powders being much less powerful than later versions made using the same ingredients. This was largely the result of improved manufacturing and storage techniques which are beyond the scope of these rules. One of the primary challenges faced by those desiring gunpowder is access to the raw materials. The charcoal is trivial; it can come from any number of readily-available organic sources. The other two can be extremely difficult to acquire. Sulfur is not rare, but its presence is not uniform, leading to abundance in some areas and non-existence in others. Potassium nitrate is by far the rarest of the three, and it makes up the bulk of the mass of the powder. It is found naturally in bat guano, and only in the necessary bulk in caves which have been occupied by bats for long periods
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Gunpowder Table
Type
Gunpowder, Bulk, 1 lb.
Cost (gp)
Weight (cn)
15
10
of time. Wars have been fought over control of a single bat cave! This makes the primary ingredient very rare and its location unpredictable. It also means that its location might occur nowhere near a source of sulfur, making it logistically difficult to bring the two ingredients together. Add the risk of cave-dwelling monsters in a fantasy world and gunpowder might be much rarer, and thus more expensive than in history.
Rarity
Even if gunpowder is available, it need not be common. It would be reasonable to increase the cost due to rarity. Here, the referee’s judgment is required, but a cost increase of two, four, or even ten times could be justified.
ADDITIONAL EQUIPMENT
FIREARMS
Simplicity is the key in the basic rules. For this reason, all firearms are assumed to use the same powder and in the same amount. One pound of gunpowder provides eighty shots.
Advantages Power
This much is obvious. A firearm allows someone with very low strength to deal a relatively large amount of damage.
Less Required Training
Historically, it took many years to train a man to be a longbowman. The muscles needed took a long time to develop. Less powerful ranged weapons, such as short bows, were much less effective as battlefield weapons. And it is not only muscle that requires training. A bow is not as simple as point and fire. It takes many long hours of training to send an arrow in the enemy’s direction. Even though this isn’t represented in the game, it played a large part in the historical adoption of firearms, and is one of the primary reasons why the weapons were so widely used, even in their early forms which came with many drawbacks.
Armor Penetration
The second primary advantage possessed by firearms is their ability to pierce armor. With the introduction of
firearms, suits of plate—not to speak of lesser armors!—which had before made their wearers all but impervious now left them vulnerable. This led to an arms race between weapon and armor. Weapons technology developed organically as more was learned and gunpowder, along with the firearms it was used in, were refined. This was not so for the armor. To make armor more protective, there was only one very obvious option: more steel. Increasing the thickness of the armor increased the weight, as well as the cost, of the armor. In the advanced version of the game, this would be represented by a large table indicating each armor’s AC against each individual weapon. But for the basic version of the game, simpler rules seem more appropriate. Here, two optional rules are presented for the referee’s consideration. The first option is taken from a popular version of the basic rules. In this option, firearms gain a +2 bonus on attack rolls against targets wearing non-magical metallic armor. The second, more complex option, is intended to more accurately represent the devastating impact firearms had against armor—all armor. For it is not only metal armor which is affected. A gambeson or suit of leather is shredded, effectively ignored completely, by
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a 25g musket ball traveling in excess of 450 meters per second. In this option, shooters gain a bonus on attack rolls against all armored foes. This effectively halves all armor values (rounding down). Leather: +1, Chaimail: +2, Platemail +3. Here, shields provide no bonus. There is also the question of the effectiveness of firearms against monsters, which often possess organic armor such as scales. Surely it is easier to damage a bronze golem with a musket than with a sword! For such creatures, the referee may wish to give a bonus equal to half of the creature’s AC below 9 (or above 10, if using ascending AC). In these cases, the referee’s judgment is required to determine when a creature’s AC is from armor-like defenses which can be shot through with bullets and when it is from some other means of evading attacks, such as small size or quick reflexes.
Drawbacks Reload Time
All pre-modern firearms are slow to reload. In game terms, these weapons may be shot every other round—one entire round is spent reloading after each shot. This is very generous, but possible, if just barely. Reloading requires a lengthy process consisting of a number of steps. These
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are usually numbered twelve, but what counts as a distinct step is not immediately obvious. Based on one general’s ordering, we have, for the arquebus (though all are similar): First, the powder is poured. Second, the powder is tamped down. Third, the projectile is dropped into the barrel. Fourth, the projectile is driven down. Fifth, the paper is added. Sixth, the paper is driven down. Seventh, the flashpan is opened. Eighth, the flash powder is added. Ninth, the flashpan is closed and the fuse is clamped. Only then is the weapon ready to be used. From here, the flashpan is opened, the weapon is aimed, and finally fired. To shoot again, the process must be repeated. This requires placing the butt of the weapon on the ground, the manipulation of gunpowder, paper, and the projectile, pulling out the ramrod, using the ramrod, and returning the ramrod. For matchlock weapons, all of this is done while holding a burning wick which must not go anywhere near all of the powder that is involved.
Fouling
Weapons fired repeatedly build a thick residue of unburned gunpowder in the barrel. This eventually causes a misfire. Though not addressed separately in these rules, this is a serious problem faced by all black powder weapons, and means that all such weapons must be
ADDITIONAL EQUIPMENT cleaned frequently. If not cleaned after multiple firings, the referee is encouraged to increase the chance of misfire.
Misfires
Gunpowder weapons are very vulnerable to misfires. A misfire occurs when the attack roll (the number shown on the die, without any modifiers. E.g. a 3 rolled on a d20 is a misfire, even when using a magical +5 hand cannon) matches the number appearing on the misfire table. When a misfire occurs, the weapon does not fire properly. It must be cleaned before it can be fired again; this cleaning takes 1 turn.
Misfire Table
Type
Matchlock and Earlier Wheellock Flintlock
Normal
Damp
1–3
1–6
1 1–2
1–2 1–4
Noise
Firearms are loud. The first time a firearm is discharged each combat, animals (or, at the referee’s discretion, humanoids of 2 HD or less) who are not accustomed to the sound of firearms must make morale checks or flee. This loud noise also triggers a wandering monsters check (but only the first time each combat).
Smell
The lead projectile isn’t the only thing that comes out when a firearm is
discharged. A heavy plume of acrid smoke is emitted as well. It would be very unpleasant to spend time in a small, unventilated room where firearms had recently been discharged. This smell will be obvious in a dungeon, attracting monsters.
Smoke
Where there’s fire, there’s smoke. On the battlefield, there would be so much smoke that the enemy was often invisible, hidden behind a black cloud. This might occur in the dungeon as well. The referee may wish to develop rules to represent this, though it seems unlikely to come up all that often unless there are multiple firearms users on both sides of a combat.
Vulnerability to Humidity
Care must be taken at all times to keep gunpowder away from moisture. Something as seemingly innocuous as storm clouds might carry enough moisture to increase the misfire rate of open gunpowder; that’s why it is always carried inside a watertight container and only handled immediately before using. This is represented by the increased misfire chance on the misfire table. The referee must use their judgment when determining whether the given humidity is enough to cause a potential misfire. Be careful fighting in swamps and rainstorms!
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Firearms Table Type
Cost Weight (gp) (cn)
Damage
Range
1d10 1d10
10’ 5’–25’/26’–50’/51’–90’
+50 50
20 125
1d10 1d10 1d8 1d6
5’–50’/ 51’–100’/101’–140’ 5’–70’/ 71’–140’/141’–210’ 5’–25’/26’–50’/51’–90’ 5’–10’/11’–25’/26’–40’
30 35 20 25
75 150 20 45
1d10 1d10
5’–50’/ 51’–100’/101’–140’ 5’–70’/ 71’–140’/141’–210’
250 300
75 150
1d8 1d6
5’–25’/26’–50’/51’–90’ 5’–10’/11’–25’/26’–40’
170 200
20 45
1d10 1d10 1d8 1d6
5’–50’/ 51’–100’/101’–140’ 5’–70’/ 71’–140’/141’–210’ 5’–25’/26’–50’/51’–90’ 5’–10’/11’–25’/26’–40’
120 140 80 100
75 150 20 45
Early Firearms Fire Lance Hand Cannon
Matchlock Weapons Arquebus (Musket) Heavy Musket Matchlock Pistol Matchlock Blunderbuss
Wheellock Weapons Wheellock Musket Wheellock Heavy Musket Wheellock Pistol Wheellock Blunderbuss
Flintlock Weapons Flintlock Musket Flintlock Heavy Musket Flintlock Pistol Flintlock Blunderbuss
Other Gunpowder Weapons Table Type Gunpowder Pot Bomb Cannon Large Cannon Grenade Iron-Cased Bomb Large Bomb
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Damage
Range
1d6 3d8 3d6 4d6 1d6 1d10 4d8
15'–1500' 15'–2250' 5’–10’/11–20’/21–30’ -
Cost Weight (gp) (cn)
20 250 5,000 7,500 30 50 500
50 500 75 750
ADDITIONAL EQUIPMENT
EARLY GUNPOWDER WEAPONS Fire Arrow
Arrow with an attached metal cage, which holds a small bag of gunpowder. The fuse is lit before shooting and the gunpowder combusts after reaching the target. Much more reliable than normal flaming arrows, which come with a whole host of problems. The gunpowder is easy to store and transport, and provides its own oxygen, almost guaranteeing a fire. When used in mass combat, the effect of massed archers shooting fire arrows should be similar to that of catapults launching burning pitch.
Gunpowder Pot
Type of primitive explosive weapon. Simple clay pot filled with gunpowder and small projectiles, such as rocks or lead shot. A fuse is lit and the bomb is placed on or near the target. These are left in an area with a fuse that allows for a rough estimate of detonation time. The player should choose when they wish the pot to detonate, then the referee will roll in secret to determine whether it goes off the chosen round (1 or 2 on a d6), the round before (3 or 4), or the round after (5 or 6).
When the pot detonates, it deals its damage to all creatures within ten feet. They may make saving throws versus Breath to reduce the damage by half.
Bomb
Larger version of the gunpowder pot. Functions identically. These can be launched with siege engines during ship-to-ship combat, dealing 3d8 hull points of damage.
Fire Lance
The earliest type of firearm. This consists of gunpowder placed inside a tube (first made of bamboo or wood and then later, as the weapon developed, metal) placed on the end of a polearm. Before engaging in melee, the gunpowder is detonated, which creates a stream of fire in the enemy’s direction. This has a chance of igniting anything flammable. Some come with two tubes, allowing for an additional shot. The range is very limited, only ten feet. In more advanced versions, projectiles such as porcelain shards or metal scraps are added, and the casing holding the incendiary device is made of stronger material. Still, the projectile does not fully occlude the bore, and the early form of gunpowder used in these weapons is a low-nitrate variety, leading to a fairly weak blast; the barrel could not withstand the force of an explosion from high-nitrate powder. This weapon leads directly to the development of the hand cannon.
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To use, the burning match must be inserted by either the wielder of the lance or by an assistant, making this an unwieldy weapon. Anyone attempting to activate a fire lance in combat always goes last in the round. To attack with the fire lance, make an attack roll as normal. The weapon deals 1d10 damage. The target may save versus Breath for half. If they fail their saving throw, there is a chance that any objects carried may catch on fire. Fire lances cannot effectively be reloaded in combat. The listed damage is for the gunpowder device; the polearm uses its normal damage.
Hand Cannon
An evolved form of the fire lance. The polearm is gone, replaced by a short metal pole, which acts as a handle. The projectile is now the primary weapon. Early versions shoot a stone ball; this is replaced by an iron ball as the weapon becomes more developed. The casing containing the incendiary has now taken on the familiar form of a sturdy metal barrel. A small hole allows access to the gunpowder, which must be ignited with direct manual application of a burning wick (see the slow match).
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The hand cannon is the direct antecedent of all other handheld firearms. It leads directly into matchlock weapons and the familiar arquebus. Like with the fire lance, the wielder must either insert the burning match or have an assistant do so. This limits aiming in what is already an inaccurate weapon.
Cannon
Larger cousin of the hand cannon, developed in tandem with the hand cannon for use in war. Two types of cannons are detailed here. The cannon has a range of 5–500 yards. The large cannon 5–750 yards. The regular cannon deals damage as a catapult against ships (3d6 hull points of damage). Its primary benefit is that it can be operated with fewer crew and more can be fitted on a ship. It takes half as many crew to operate a cannon and a ship can hold 50% more cannons than catapults. The large cannon replaces the catapult one-to-one while maintaining the cannon’s need for reduced crew. It deals more damage (4d6 hull points). Both can be used to target individuals, though their bulky nature makes this difficult. Shooters suffer a -4 penalty when attempting to shoot individuals with a cannon.
ADDITIONAL EQUIPMENT Rocket-Propelled Fire Arrow
Requiring a more refined type of gunpowder, rockets are first used to extend the range of arrows (and crossbow bolts). This is especially useful in the case of fire arrows, which can be devastating when used en masse in naval warfare. These lack the precision needed for small-scale combat. Precision targeting is not needed in a large battle; as long as the arrows are headed in the enemy’s direction, some of them will hit something. This is not the case when a single archer is attempting to hit a single target.
Grenade
Similar to the earlier gunpowder pot, but these are in an iron casing, which makes them sturdier and adds shrapnel. They also have an adjustable fuse, making them suitable for throwing, where their predecessors, with their long detonation times, required careful planning in regards to their placement.
Iron-Cased Bomb
Similar to the gunpowder pot, but with an iron casing and internal shrapnel, leading to increase damage.
Large Bomb
Large is an understatement here. Some historical bombs were said to be so large that they required hundreds of men to launch from trebuchets, though this is likely an exaggeration. These are siege weapons for use against fortifications. While they can be used against ships, they are very heavy, making them difficult to carry on a ship and even more difficult to launch. Very useful from land against attacking ships, however. When used against ships, they deal 4d8 hull points of damage.
Grenades function like other explosives, but they are designed to be thrown rather than placed ahead of time. To use a grenade, choose a spot within range and make an attack roll against AC 9 [10]. On a hit, the grenade lands in the target area. On a miss, the referee determines where the grenade lands (likely at random).
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MATCHLOCK WEAPONS The next step forward in firearms technology. These weapons still require the application of a burning wick, but here this is accomplished using a lever or trigger mechanism. This is where the primary types of firearms first emerge, taking shapes familiar to modern people. These remain consistent throughout the development of firearms; there is no functional change to damage or range until the emergence of modern weapons, and accuracy only improves once rifling becomes available alongside the development of the flintlock mechanism.
Arquebus
Also sometimes called a musket. The first “real” firearm. This has a number of innovations that make it instantly recognizable as a true firearm. It includes a wooden shoulder stock, giving it the familiar profile of a modern weapon, and it has a trigger mechanism—the first firearm to possess one. One other innovation is the addition of a flash pan, so that the powder inside the barrel need not be directly ignited; this becomes very important later once other ignition mechanisms are invented. The weapon still includes the use of a burning wick. This makes it very tricky to reload, since the wick, still on fire, has to be removed from the
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weapon while it is being reloaded, then replaced afterward. The upside of this added complication is the ability to aim. For the first time, a single shooter can (somewhat) accurately aim and shoot their weapon. The arquebus may be used as a club, dealing 1d6 damage. When used this way, the weapon breaks on attack rolls of 1–3 and it cannot be shot again until repaired. Matchlocks, such as the arquebus, remained in use for centuries despite being superseded by more advanced weapons. This was due to their simplicity and low cost of production. Having a large smoothbore barrel, the arquebus is capable of shooting shot in addition to solid balls. If so used, it will function in the same way as the blunderbuss, seen below. This use is realistic, but not present in the original version of these firearm rules. The referee should be consulted to determine the compatibility of these rules. A number of variants exist. One given here as the heavy musket is sturdier, being able to use more powder, and shoots larger caliber projectiles, giving additional range. These are very large (some comically so), and as such cannot be used as clubs.
ADDITIONAL EQUIPMENT Matchlock Pistol
Similar to the arquebus, but small enough to be operated with one hand. The major drawback is the burning wick, which makes the weapon very difficult to carry, negating much of the benefit of a smaller size. You can’t holster a weapon while it has a burning wick attached, and for “quick” access, you must keep a burning wick at the ready. The pistol may be used as a club, dealing 1d4 damage. When used this way, the weapon breaks on attack rolls of 1–3 and it cannot be shot again until repaired. Pistols may be fired in melee range (within 5’); they receive a +1 bonus on attack rolls when used in this way.
Matchlock Blunderbuss
Wide-mouthed firearm specialized for shot rather than single projectiles. Seemingly not present during the time of matchlocks, there were no technological impediments to their production. Rather, they came into favor as caliber size decreased and rifling became common, both of which necessitated a specialized weapon for the use of shot. As mentioned with the arquebus, early firearms were themselves capable of shooting shot. In this way, a matchlock blunderbuss is very similar to an arquebus—almost indistinguishably so.
Unlike other weapons, the blunderbuss may attack an area rather than a single target. This is only possible at medium range and beyond. Up close, its attack is as normal. At medium range, a 10’ square is targeted. Beyond that, a 5’ square. The attack roll is made as normal, but used against all targets in the area rather than against only one. Damage is rolled separately for each target struck. This is especially effective against small targets who remain close together, such as flocks of birds or groups of vermin. The blunderbuss may be used as a club, dealing 1d4 damage. When used this way, the weapon breaks on attack rolls of 1–3 and it cannot be shot again until repaired. Blunderbusses may be fired in melee range (within 5’); they receive a +1 bonus on attack rolls used this way.
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WHEELLOCK WEAPONS
FLINTLOCK WEAPONS
These are the first self-igniting firearms. They have a complex springdriven mechanism, similar to a modern lighter, in which a grooved wheel is made to spin, creating friction with a piece of pyrite, which creates the sparks needed to ignite the powder.
The final evolution of the firearm before the emergence of “modern” weapons. Here the powder is ignited by sparks created by a piece of flint (hence the name) hitting a steel striker called a frizzen. As with wheellocks, the same types of weapons are available; once again the only difference is the ignition mechanism. So that there is a flintlock musket, flintlock pistol, and so on.
For the first time, a shooter is able to draw their weapon and quickly shoot. No more messing about with a burning wick. There is no need to keep a fire constantly going, or carry lengths of wick. The downside is the complexity of the mechanism, which makes the device relatively expensive. Due to this added cost, these weapons are used alongside matchlock weapons rather than supplanting them. The weapon designs available do not change here. The wheellock augments the existing types; it doesn’t allow for new varieties. There is now a wheellock musket, wheellock pistol, etc.
Rifling
It is around the time of the introduction of flintlock firearms that rifling becomes prominent. Rifling is achieving by adding a spiral groove to the inside of the barrel and decreasing the diameter of the barrel relative to the projectile, fitting the projectile snugly inside the barrel. The effect is that the projectile is given a spin by the spiral groove, which stabilizes its flight, making the weapon much more accurate. This allows for the first accurate longrange shooting. Rifling is an option for muskets once flintlock weapons are available; rifled weapons cost double the listed price and their range is increased by 50% (for each category).
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ADDITIONAL EQUIPMENT
FIREARM ACCESSORIES
Firearm Accessories Table Item
Cost (gp)
Weight (cn)
Ammunition Pouch
5
150
Ball Mold
10 5 5 10
10 50 10 150
5
50
Bandolier Powder Horn Paper Cartridges (20) Slow Match, 50’
Ammunition Pouch
Contains all the supplies, including ammunition, powder, and wadding needed for twenty shots.
Ball Mold
Lead melts at low temperatures. It’s easy enough to cast your own ammunition. All you need is a fire, some lead, and a mold. This is the mold. This can only make balls. Shot is made in a tower, by dropping molten lead from a great height. As it falls, it takes on a round shape. There are a variety of methods for producing makeshift shot, such as by pouring the molten lead through a metal spoon with a hole, using a screen, dropping the molten lead into a bucket of water using a ladle, or manually carving up pieces of lead. These don’t have the convenience offered by a ball mold for someone who wants ball ammunition.
Bandolier
Shoulder strap used for carrying the parts needed in loading a firearm. Small bottles now colloquially referred to as ‘apostles’ (which are included with the bandolier) make reloading much faster. The only way the oneround reload is realistically possible is with the use of these. The bottle hangs from the strap and is simply lifted to the barrel when the time comes to add the powder. A second bottle hangs at the waist with the flash powder. With proper training and equipment, reloading can be fairly speedy. This is what is assumed in these rules.
Powder Horn
Container made from animal (usually cow or ox) horn. It holds one pound of powder. Enough for eighty shots. It serves two other important functions. The first is to keep the powder dry. The second is as a separate store of powder. The powder intended for loading the weapon is usually stored separately from the larger main store, either in a pouch, small cotton bags, inside paper cartridges, or in the apostles on a bandolier; this is so that a spark or burning ember (which occasionally remains inside the barrel) does not ignite the entire supply. Imagine an entire horn of powder going off in your hand!
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Paper Cartridges
Self-contained packages containing the powder and shot needed to fire a firearm. These are waxed to keep out water and to help with loading. The bulk of the cost and weight of this item is the gunpowder and the shot contained within.
Proofed Armor
This is an option for plate or suit armor. For quadruple the normal cost, the armor can be made “proof” against firearms. The referee must use their judgment here and decide how this sort of armor works with the firearms rules they have implemented. Speaking generally, the wearer of this armor is fully protected against the firearms presented here, meaning its wearer receives the armor's full AC against attacks from firearms. This comes with a downside: increased weight leading to decreased mobility. Calculate the wearer’s encumbrance normally, then the wearer suffers the next level of encumbrance. Alternatively, depending on which encumbrance system the referee is using, they may wish to increase the armor’s weight by 50% or otherwise heavily penalize its use. This armor is excellent for use on horseback
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Slow Match
Specially-treated cordage used as the fuse for incendiary devices and for igniting the gunpowder inside firearms. What’s special about this type of treatment is that it causes the fuse to burn much more slowly, at a rate of around one foot per hour, which allows for a single piece to last for a long while without the need for a replacement.
ADDITIONAL EQUIPMENT
ADDITIONAL ADVENTURING GEAR
Additional Adventuring Gear Tables Item Axe, Chopping Bedroll Bell and String, 100’ Blanket Block and Tackle Bucket, 5 Gallon Caltrops, 20 Chain, 10’ Chair, Folding Collapsible Pole, 10’ Earplugs Handkerchief Hatchet Holy Symbol, Exquisite Holy Symbol, Simple Knife, Utility Listening Cone Magnet
Item
Cost Weight (gp) (cn) 5 4 4 3 5 5 1 30 10 10 1 1 3 100 1 1 5 5
50 45 40 40 100 40 50 50 200 150 1 2 20 1 1 3 10 10
Manacles Marbles, 10 Net, 5’ Paint, Camouflage Shovel or Spade Sieve Soap, 1 lb. Speaking Trumpet Still, Solar Sunscreen, 1 Jar Tarpaulin, Small Tarpaulin, Large Tent, Small Tent, Large Towel Wax, 1 lb. Whetstone Whistle
Cost Weight (gp) (cn) 15 1 2 5 2 1 5 2 50 1 20 80 25 100 2 5 1 1
30 15 75 10 50 5 10 10 20 10 50 300 50 300 5 10 10 1
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Axe, Chopping
Bucket
Bedroll
Caltrops
Large, two-handed axe with a heavy head specialized in chopping and splitting wood. Big, but unwieldy, it deals 1d6 damage in combat. Heavy blanket with a strap used to secure it in a bundle and carry it across the shoulder or at the waist.
Bell and String
String with a series of small bells attached, which ring when the string is disturbed. Useful for camp defense.
Blanket
Heavy wool blanket.
Block and Tackle
System of pulleys used in combination with rope to lift heavy objects. One pulley must be fixed, while the other moves with the load. In this way, force can be applied to the rope over a longer distance, allowing the user to lift much heavier weights. The listed version allows lifting weights up to four times heavier than a character’s (or characters’ combined) strength would allow. Be careful, though, as the rope’s weight limit comes into play here.
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An open-topped, cylindrical wooden container with a handle. Watertight for carrying liquid. If a lid is added, it becomes a pail. Metal spikes constructed in such a way that one spike always points upwards. Inflicts terrible damage on anyone who steps on one. A bag of caltrops covers an area of five square feet. Characters who walk into the area must save versus Paralysis. Those who fail step on a caltrop. They take 1d4 damage and their movement is halved as long as the caltrop remains in their foot. Removing the caltrop takes a round. A second save is then required. On a failure, the character moves at one-third speed for the next 1d4 days.
Chain
A “rope” made of connected metal links. This version is very sturdy. Smaller and larger versions are available. Some chains are so large they can be used to block ship access in harbors! Scale price and weight proportionally.
ADDITIONAL EQUIPMENT Chair, Folding
Wooden-framed chair that folds into a much more compact shape.
Collapsible Pole, 10’
Pole which is much easier to carry and store. The collapsible pole folds up or otherwise breaks down into the length of its component parts. Perfect for any backpack! It is made using either hinges or rope inside lengths of hollow tubes, such as bamboo, which become solid when the rope is pulled taut.
Earplugs
Wax or cotton plugs for the ears. Protects against loud or unwanted sounds.
Handkerchief
Small, all-purpose cloth.
Hatchet
Small, general purpose axe useful for the same daily tasks as a knife. Can be used to split small pieces of wood. Deals 1d3 damage in combat.
Holy Symbols
These are additions to the basic Holy Symbol, for referees who wish to allow them. The simple holy symbol is made of bone, horn, wood, or any other readily-available material. It gives a -1 penalty on rolls to turn undead. The exquisite symbol is made of gold, inlaid with gems, or similarly embellished; it gives a +1 bonus to turn undead rolls.
Knife, Utility
Small, all-purpose knife. Smaller than a dagger. Has a fixed blade around 4” in length. Useful for daily tasks. Though not something usually considered a weapon, it deals 1 damage if used in combat.
Listening Cone
Also called an ear trumpet. A funnel-shaped object which concentrates sound into a small area. When held to the ear, it allows one to hear sounds that are otherwise undetectable. Commonly in use by the hard of hearing, but also of interest to adventurers concerned with hearing through doors. Perhaps gives a +1 bonus when listening at doors.
Magnet
Lump of metal that produces a magnetic field, meaning that it attracts magnetic materials such as iron and nickel.
Manacles
Iron shackles that can be locked or riveted shut. Unbreakable without assistance, tools, or inhuman strength.
Marbles
Small round balls made of clay, stone, glass, or metal. Often used to check for sloping passages. May be allowed to double as sling ammunition. Depending on type, the referee may wish to penalize damage.
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Net
Tool consisting of fibers tied into a grid, allowing water and smaller objects to pass through while holding onto larger objects and prey. Useful for carrying objects and catching fish and other small prey animals. Weighted nets are used in combat and for catching large prey animals such as deer.
Paint, Camouflage
Paint for disguising a person or object so that it blends in with its surroundings. This varies by environment. You would not use the same paint to blend in with snowdrifts as you would with tropical rainforest. Specify which environment upon purchase. Gives enough paint for five people.
Shovel or Spade
Tool consisting of a long wooden handle with a large, flat metal blade on one end. Used for digging. A spade is a slightly pointier variation. In a pinch, either can be used in combat as an awkward weapon. 1d6 damage, -1 to hit, two-handed.
Sieve
Fine mesh used to sift objects.
Soap
Substance used for cleaning. Created by mixing fat with a base, usually potash.
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Speaking Trumpet
Horn or wood cone used to channel and amplify the voice.
Still, Solar
Turning seawater into drinkable water is easy. Boil water in a pot and capture the vapor with a sponge. However, this requires kindling and a place where fire can be used. This is not always possible on a ship. Hence the solar still, which uses sunlight to evaporate the water. This can be accomplished in a variety of ways, the simplest of which requires the use of a glass pane to allow sunlight to shine onto the water, which then evaporates (leaving the salt behind), rises, and solidifies on the glass, from which it then rolls down into a collector. Speculatively, a more complex, but less costly version to make would involve the use of mirrors to reflect light onto the water rather than using expensive glass. The glass version is given here. The apparatus is extremely bulky, being a cube two feet on each side, and is quite fragile, with a screen made of glass on top. It generates two quarts of clean drinking water from seawater each day it is in clear sunlight and half that amount in less ideal weather. Larger versions can be made by adding more wooden frame and more glass panes, but it is simpler and easier to simply add more stills.
ADDITIONAL EQUIPMENT Sunscreen
Any of a variety of pastes or substances applied to the skin to protect against the sun. Many local variations exist—some are little more than mud. A single jar contains enough for ten applications to the face and arms, and each application lasts one day.
Tarpaulin
Or ‘tarp’ for short. A heavy-duty piece of canvas coated in tar (hence the name). Water-resistant. In use by sailors and others who wish to protect themselves, their equipment, etc. from water. In a pinch can be used as a tent, but doesn’t come with the poles or ropes. Similar items can be created using oil rather than tar. Linseed oil in particular is quite common for producing water-resistant cloths.
Tent
Specially-crafted piece of canvas or other material sewn into a functional shape. The canvas is formed into a shelter designed to protect against the environment. This is usually done by treating a large piece of canvas with paint, oil, or tar (hence the word ‘tarpaulin’ or ‘tarp’), making it water-resistant. Small tents are held up with ropes. Larger models are available; these require the use of poles, which might be carried or found readily available in nature. The small tent fits one person. The large tent fits four. Tents of any desired size are available. Adjust cost and weight accordingly.
Towel
Large, all-purpose cloth. Fuzzy and more absorbent versions are available at a higher cost.
Wax
Oily substance produced by bees. Used for waterproofing, making candles, and a whole host of other things.
Whetstone
Small abrasive stone used for sharpening cutting tools. Much larger versions are in use by professionals.
Whistle
Signal device made of almost any material. They can be bone, horn, wood, metal, glass, etc.
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ALCHEMY
Equipment consisting largely of glass vessels, tubes, etc. which are subjected to high heat. For this reason, great care must be taken in their construction and the highest quality glass must be used, leading to these items' high cost.
Alchemy Table
Item Alembic Aludel
Ampoule Athanor Crucible Cupel Vessel, Glass
Alembic
Cost (gp)
Weight (cn)
25 25 5 20 5 10 10
100 20 1 30 5 2 10
Still made of two connected vessels, used for distillation.
Aludel
A series of glass pots used to sublimate (turn to gas) and condense alchemical substances. The substance is heated in the lower pot, where it turns to gas. It then condenses in the upper pots, where it can be collected.
Ampoule
Small glass vial. Heat-sealed to contain and protect whatever is contained inside. Opened by breaking the glass neck.
Athanor
Furnace with a clever design which allows the easy maintenance of a constant, regular heat. This is a small, somewhat portable version. Much larger versions are available!
Crucible
Ceramic bowl for heating objects in extremely high heat. Generally single-use.
Cupel
Inverted cone made of bone ash. Used for refining metals.
Vessel, Glass
One of any number of glass vessels used in alchemical work. Resemble the familiar beakers, flasks, etc. used in modern laboratory equipment.
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ADDITIONAL EQUIPMENT
ALCHEMICAL PRODUCTS
Alchemical Products Table Item
Cost Weight (gp) (cn)
Acid, 1 Vial
10
1
Alcohol, Distilled, 1 Pint
5
10
Arsenic Mercury Naphtha
Acid
See below 10 5 See below
Sulphuric, hydrochloric, and nitric varieties are available. Difficult to produce and store, with poorly understood effects, they are useful in some alchemical processes. Far too expensive and difficult to produce to be of interest anywhere else. Though that won’t stop players from trying! Aqua regia is one notable variant, consisting of a mixture of hydrochloric and nitric acid; it is used to dissolve gold.
Alcohol, Distilled
Up to 80% alcoholic content or more is possible, depending on how advanced alchemy is in a given setting.
Arsenic
A type of poison producible through alchemical methods. See Poison.
Mercury
Metal refined from cinnabar. Used for forming amalgams with other metals as a form of processing. Extremely toxic, though those possessing this knowledge often seem to disregard it.
Naphtha
Primitive distilled form of petroleum. A primary ingredient in fire-based weapons, such as the historical Greek fire. Can also be used as an effective lamp oil. See the description for oil in the Basic Equipment section.
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Elephant Armor Table
ANIMALS Type
Animals Table
Cost (gp) 35 200 1,000
Pony Elephant, Draft Elephant, War
Expanded Barding Table
Type
AC
Cost (gp)
Weight (cn)
Leather
7 [12] 6 [13] 5 [14] 4 [15] 3 [16] 2 [17] 0 [19]
40 75 150 400 500 600 700
250 400 600 1,500 3,000 4,000 5,000
Scale Chain Banded Plate Field Joust
Elephant
AC 5 [14]; HD 9 (40); MV 120’ (40’); Attacks: 2x tusks (2d4 each), or trample (4d8); THAC0 12 [+7]; ML 8; Al N; XP 900 Elephants begin combat by charging at their foes. Their tusks deal double damage when they charge. After the first round of combat, there is a 75% chance they trample each round, dealing. This attack receives a +4 bonus against man-sized or smaller targets. Otherwise they attack using their tusks. The referee determines how much they carry. It is at least 1,000 lbs. (10,000cn).
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Type
AC
Cost (gp)
Weight (cn)
Banded Armor
4 [15]
1,200
4,600
Plate Armor
3 [16]
1,500
9,000
Elephants are enormous pachyderms trained as beasts of burden or for war. Cannot be bred in captivity; must be captured in the wild and trained. As such, they are only commonly found near their natural habitats. Imported elephants may occasionally be found for sale elsewhere, but only at exorbitant prices. Their trainers’ services, which don’t come cheap, are required. Come in two varieties. The draft elephant will not fight unless cornered, and will flee from battle. It is useful only as a beast of burden. The war elephant, on the other hand, makes a most formidable foe. War elephants will stand and fight as directed, though they are known to become uncontrollable when injured or frightened. Elephants can benefit from banded or plate armor. Other armors would not raise their AC above their natural AC value and so are not worth using in the basic rules.
Pony
Smaller breed of horse. Useful for riding and labor. Excellent general-purpose animal.
ADDITIONAL EQUIPMENT
APPEARANCE SUPPLIES Appearance Supplies Table
Type Dye, Hair
Make-Up, 10 Applications Wig
Cost (gp)
Weight (cn)
4 5
5 10
10
15
Dye, Hair
Any of a variety of substances used to alter the color of hair. Enough for one use.
Make-Up
Paint and other substances used to alter the appearance of the face. Comes in a variety of forms, such as pastes and powders. Lead is a common ingredient, though it is known to be toxic.
Wig
Contrivance made of hair (not always from humans) which, when worn, gives the appearance of a different hair type or style. Some wigs mimic extremely complex hairstyles. These are much more expensive.
ART SUPPLIES Art Supplies Table Item
Brush, Paint Charcoal, Artists’ Paint, 5 pint
Cost (gp)
Weight (cn)
1 1
3 1
5
5
Brush, Paint
Painting tool consisting of a bundle of fibers, hairs, etc. that are used to deposit paint, ink, or some other medium onto a surface. Comes in many shapes and sizes. This is a medium-sized brush usable for a variety of generalist purposes.
Charcoal, Artists’
Charcoal made from specific types of wood, which is carved into the appropriate shape, usually a pointed stick, before heating. Alternatively, charcoal dust used on the artist’s surface.
Paint
Pigment which, when mixed with water or another liquid, forms a paste that can be applied to a surface to create images. Comes in a great many colors and types, some at a much higher price. Many artists create their own paints.
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CLIMBING SUPPLIES
BEDDING Bedding Table
Item
Cost (gp)
Weight (cn)
5 1 1 5
40 30 10 20
Hammock Mattress Pillow Sheet
Hammock
Netting made of rope which, when stretched between two posts, allows for a comfortable lying surface. This same effect can be achieved with fabric.
Mattress
Climbing Supplies Table Item
Cost (gp)
Weight (cn)
Climbing Hook
5 5 5
40 150 50
Ladder, 10’ Ladder, Rope, 10’
Climbing Hook
Bolt with attached hook. Bolt is hammered into stone. The hook holds the rope, allowing easy, safe climbing. Holds up to 250 lbs.
Simple straw mattress, easily rolled up and stored away. More expensive versions, such as those resembling blankets, or even stuffed with feathers, are available. As luxury goods, the sky is the limit when it comes to price!
Ladder
Pillow
Ladder, Rope
Sack filled with straw, used as a cushion for the head while sleeping. Luxury versions can become very expensive.
Sheet
Big piece of lightweight fabric for covering a bed.
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Simple ladder made of wood. Different lengths are available. Adjust height and weight appropriately. Siege ladders, used for scaling city walls, can be more than thirty feet long. Ladder made of rope, with the rungs being wood or rope. More difficult to climb, but more compact and significantly easier to transport. The referee may wish to require a roll to climb a rope ladder. Climbing time should be halved (or more). Like with the regular ladder, length may be adjusted as desired. Large nets can double as rope ladders while allowing multiple climbers at the same time. For nets, increase the cost and weight of the rope ladder proportionally.
ADDITIONAL EQUIPMENT
CLOTH AND LEATHER WORKING SUPPLIES
Shears
Much larger pair of scissors with thick wooden handles.
Spindle
Cloth & Leatherworking Supplies Table Item
Awl Loom, Vertical Needle Scissors Shears Spindle Thimble
Cost (gp)
Weight (cn)
1 10
3 300
1 2 10 1 1
.1 3 50 5 .1
Awl
Long, thin tool used for piercing holes in leather and fabric. Has a bulbous wooden handle.
Loom, Vertical
Very large wooden frame used for weaving.
Needle
Tiny pointed tool with a hoop on the end, used for pulling thread through cloth.
Scissors
Tool consisting of two sharp blades connected together, either with a rivet in the center or as part of a single curving piece of metal. The blades slice toward each other, allowing for easy cutting or shearing of anything trapped between them.
Handheld tool, usually made of wood, used to spin fibers into yarn.
Thimble
Small, hard cap for the end of a finger, to protect against needle pokes while sewing. Can be leather, horn, bone, metal, or any other hard material.
CLOTHING
Clothing Table
Item Belt
Boots, Plain Boots, Riding or Swash-Topped Cloak, Short Cloak, Long Clothes, Plain Clothes, Middle-Class Clothes, Fine Clothes, Extravagant
Cost (gp)
Weight (cn)
.2 1 5
5 10 15
.5 1 .5 5
10 15 20 20
20 50+
20 30
5 10 Gloves, Soft 1 5 Hat or Cap .2 3 Shoes .5 8 Individual clothing items are not detailed here, for obvious reasons. Gloves, Heavy
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CONTAINERS
Lock
The weight given on the table is for the container alone. Add the weight of anything carried inside to find the total weight carried. For ease of use, scale cost and weight proportionally. For a chest that holds twice as much, double cost and weight. The referee’s judgment is required for determining maximum (or minimum!) size.
Up to four steps of complexity may be allowed, with the basic lock being Complexity 1. Each additional step multiplies cost five times and gives a cumulative -20% penalty to any would-be lockpickers, for a maximum of -60% at Complexity 4. Locks may be added to any door, chest, or similar. Cheaper locks exist as well, with each step giving a +15% bonus to lockpicking and halving price.
Containers Table
Item
Backpack, Explorer’s Backpack, Waterproof Barrel (40 gallon) Barrel (8 gallon) Basket, Wicker, Large Basket, Wicker, Small Chest, Iron, Large Chest, Iron, Small Chest, Wooden, Large Chest, Wooden, Small Flask, Metal Jug, Ceramic Pouch, Belt Toolbox, Large Vial, Glass, .5 pint Lock Quiver Bolt Case
100
Capacity (cn)
Cost (gp)
Weight (cn)
800 300 3,300 660 500 50 10,000 1,000 10,000 1,000 10 10 50 3,000 5 20 30
10 30 10 2 5 .5 200 20 50 5 5 1 1 100 1 20 1 1
80 60 500 100 30 3 3000 300 500 50 2 20 4 1000 10 10 5 5
ADDITIONAL EQUIPMENT
COOLING SUPPLIES
Cooling Supplies Table Item
Fan, Hand Fan, Large Parasol Umbrella
Cost (gp)
Weight (cn)
1 5 1 3
2 5 5 5
Fan
COOKING AND EATING SUPPLIES
Cooking & Eating Table Item
Cost (gp)
Weight (cn)
3 1 3 10 1 15 3 2 10 3 1 5
7 2 5 100 4 150 30 4 50 4 3 50
Pot, Cooking, 2 Pints
2
1.2
Skewers, 10
1 10 2 5 1
10 10 10 6 1
Cleaver Cup Grater Grill
Broad, flat tool used to move air for the purpose of cooling. Handheld versions are common. Servants might be employed to use large fans.
Ladle
Parasol or Umbrella
Pan, Frying
Tool consisting of a canopy, usually cloth, on a stick. Most versions are collapsible. Parasols protect only against sunlight and can be made of cloth or even leaves. Umbrellas are water-resistant, giving protection against rain, and can be made of leather or oiled cloth. This is a single-person version. Larger versions are available. Scale cost proportionally.
Mill, Hand Mortar & Pestle Mug Pitcher Plate Pot, Cooking, 2 Gallons
Salt, 1 lb. Spit Tankard Utensil, Eating
Cleaver
Large chopping or carving knife. Comes in a variety of shapes. Some are merely scaled-up regular knives, while others have broad, flat blades. Can be used in combat, dealing 1d3 damage.
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Cup
Simple drinking vessel, usually wood.
Grater
Device for shredding food. It consists of a flat piece of metal with bits of the metal hammered out and sharpened. When food is pushed into the bits, it is ripped into many small pieces.
Grill
Heavy metal frame with horizontal bars. Used for cooking food directly in a fire.
Ladle
Cooking implement used as a scoop. Has a long handle with a bowl on the end.
Mill, Hand
Small, portable mill, used for turning grain into flour. Commonly in use among soldiers, who are often issued rations in the form of grain, which must then be processed. Quite useful for adventurers as well, who may wish to do the same.
Mortar and Pestle
Bowl, often stone with a rough interior (the mortar), which is used in combination with a rod-shaped blunt object (the pestle) to grind objects which are placed inside the bowl. This version holds six ounces of material. Larger versions, including very large ones for industrial use, are available. Scale price proportionally.
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Mug
Similar to a cup, but designed for drinking hot liquids. Has a handle and usually a much sturdier construction.
Pan, Frying
Flat-bottomed piece of metal with an attached handle. Used for cooking on an open flame. Usually has long legs so it can sit directly above a fire.
Pitcher
Deep, open-topped container with a spout, used for containing and pouring liquids.
ADDITIONAL EQUIPMENT Plate
Flat disc for eating off of. Wood is most common, but can be made of nearly any material. Lead is discouraged due to its toxic nature, but is still used by the wealthy.
Pot, Cooking
Vessel for boiling water and cooking food. This is a metal version, generally made of tin. Pottery is used by the poor, and costs considerably less (2 silver pieces). Larger and smaller versions are available. Scale price and weight proportionally.
Salt
CORDAGE
Cordage Table
Item
Cost (gp)
Weight (cn)
String, 100’
.1 .2 5
1 3 30
.5 5
5 20
Thread, 100’ Thong, Leather, 50’ Twine, 100’ Wire, 100’
String
Thin cord, between thread and twine.
One pound can preserve five pounds of meat.
Thread
Skewers
Thong, Leather
Thin sticks made of wood or metal. Used for impaling and holding food.
Spit
Very thin yarn used for sewing. Long, thin strip of strong leather.
Twine
Straight metal rod with a handle for turning. Also called a rotisserie. Used for cooking meat on a fire.
Strong, but still thin type of cordage. Like rope but not as thick. Wool, cotton, and hemp are the most common materials.
Tankard
Wire
Large drinking vessel, often made of pewter or metal. Has a large handle. Often comes with a hinged lid.
Utensil, Eating
Spoon, fork, knife, etc. used for eating food. Interchangeable in use and price.
Thin strand of metal. Made by pulling a bar through consecutively smaller holes in a tool called a draw plate. This is fairly thick iron wire, suitable for repairing mail armor. Wire of almost any size is readily available. Scale cost and weight proportionally.
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FIRE AND LIGHT
Candlestick
Fire and Light Table Item
Cost (gp)
Weight (cn)
5 .5 1 3 5 1
30 .25 5 10 10 300
Lantern, Bullseye
20
30
Rushlight
.1 5
1 30
Brazier Candle Candlestick Charcoal, 1 lb Fire Piston Firewood, Bundle
Warming Pan
Brazier
Metal container used for burning charcoal. Usually has a bowl shape with feet. Attached chains aid in carrying.
Candle
Stick of wax, tallow, or a mixture of wax and various fats, with a wick for burning. Casts light in a 15' radius for four hours (24 game turns). Lanterns are commonly designed to be used with candles rather than oil. A lantern containing four candles used together illuminates a 30' radius, the same as the standard oil lantern. Note that there is no cost or weight difference to fuel these two different types of lanterns and that they burn for the same time.
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Device with a cup for holding a candle. Can be made of nearly any material. Wood is cheapest, and so is used here.
Charcoal
Combustible substance burned as fuel. Produced by heating wood in an oxygen-free or low-oxygen environment.
Fire Piston
Exotic tube-and-piston system for starting fires. The piston, which is fitted inside a tube, is struck against an object, rapidly compressing the air in the tube and igniting tinder placed inside. There are a number of advantages and drawbacks to this system. It is somewhat bulky and complex, requiring a seal made using string and some form of sealant, such as fat or wax. It does, however, work in conditions where flint and steel falter, such as in driving rain, or in areas where flint or steel are unavailable.
Firewood, Bundle
Wood for burning. In rural areas, this is available at a heavily discounted price, or even for free to those willing to put some muscle into swinging an axe. One bundle lasts for around two hours in a campfire or wood stove. For smaller uses, lasts up to eight hours.
ADDITIONAL EQUIPMENT Lantern, Bullseye
Similar to a normal lantern, but with a design incorporating reflectors or mirrors, which channel the light through a hole, concentrating it in one direction. This increases the visible distance by 50% to 45’, but only in one direction.
Rushlight
Extremely inexpensive light source. Made from the pith of the rush plant soaked in fat. Casts light in a 5' radius for ten minutes (1 game turn).
Warming Pan
Enclosed metal box with a wooden handle, used for containing smoldering charcoals. Will keep one bed warm throughout the night.
FISHING SUPPLIES
Fishhook Fishing Spear Fishing Line, 1000’ Fishing Lure Fishing Reel Fishing Rod Fish Trap Sinker
Curved piece of bone or metal with an attachment point for a cord or line. When a fish bites, the hook becomes stuck, allowing the fish to be pulled out of the water.
Fishing Spear
Small spear designed for use in catching fish. Can be used in combat, dealing 1d4 damage.
Fishing Line
Spool of special line made from silk.
Fishing Lure
Piece of shaped bone or metal used to attract fish to a hook. Many types, some at exorbitant prices, are available. The benefit of these is questionable.
Fishing Reel
Fishing Supplies Table Item
Fishhook
Cost (gp)
Weight (cn)
1 5 30
1 30 20
1 1 2 5 1
1 5 10 30 1
Winding attachment for a fishing rod, used to aid in retrieving the line.
Fishing Rod
Long, flexible rod, made of bamboo or lightweight wood, used to aid in holding the fishing line. Poorer fishermen cast their lines by hand.
Fish Trap
Basket shaped or lined with spikes so that fish may enter, but struggle greatly to leave.
Sinker
Lead weight. Allows fishhooks to be cast farther and sink faster.
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MAPPING AND NAVIGATION TOOLS Mapping & Navigation Tools Table Item
Cost (gp)
Weight (cn)
100 3 15 30 1
30 3 5 15 2
Pace Count Beads
1
5
Ruler
1
2
Astrolabe Calipers Compass Dioptra Measuring Cord, 10’
Astrolabe
Circular metal device containing a number of tools with a large variety of functions. On one side is a dioptra, which can be used to measure vertical angles, such as the angle of the sun or a star relative to the horizon. On the other is a rotatable two-dimensional representation of the heavens, with the celestial bodies on a surface in the proper relation to one another. Around the edge is the date and the time, each assigned to an angle on the circle. By rotating the celestial bodies, information can be derived from their position and knowledge of the visible angles. In this way, an astrolabe can be used to determine the latitude, but not the longitude.
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Calipers
Two-armed tool used for measuring. Especially useful for producing maps, gears, sculptures, and anything else where precision is required.
Compass
Device for determining direction. It consists of a magnetized needle, which is either placed in water or built into the device in such a way that it can spin freely. The needle rotates until it points north.
Dioptra
Surveying and astronomical tool used for measuring angles. It has a round disc marked with angles, and a sight used for lining up and measuring.
Measuring Cord
Thin rope with knots at pre-measured intervals, used for measuring lengths. Especially useful for accurately representing distances on a map.
Pace Count Beads
Two groups of beads on a cord, separated by a knot in the middle. The beads can be moved to track the number of paces walked, giving a fairly accurate measure of distance traveled.
Ruler
Marked stick, used for measuring.
ADDITIONAL EQUIPMENT
MEDICAL SUPPLIES
Catheter
Medical Supplies Table Item
Bandages Catheter Crutches, Pair Forceps Hook, Surgical Probe Scalpel Smelling Salts Speculum
Bandages
Cost (gp)
Weight (cn)
2 1 1 5 3 1 5 5 10
10 1 100 5 1 1 1 5 10
Cloth wraps used to apply pressure and keep wounds clean. In the later iteration of the basic game, the healing skill allowed characters to heal for 1d3 points by treating wounds with bandages and other supplies. A given wound cannot be healed in this way more than once. This may be a reasonable rule to allow, at the referee’s discretion. Perhaps the use of an attribute roll or similar could substitute for the missing skill mechanic. Alternatively, bandages might be used on a character at zero hit points, allowing them a chance to live, perhaps with a saving throw versus Death. Any number of house rules could be reasonable depending on the desired tone and lethality level.
Tube which can be inserted into the body to allow for drainage. They are usually made from hollow plants such as reeds, though metal tubes are also in use.
Crutches, Pair
Wood supports that aid walking by transferring weight from the legs to the upper body.
Forceps
Grasping tool similar to tweezers or pliers, depending on size. These are medium-sized. Others are available.
Hook, Surgical
Curved tool used for the manipulation of internal tissues such as nerves, vessels, and bone. Comes in many different shapes and sizes.
Probe
Long, thin metal rod used to explore wounds, body cavities, etc.
Scalpel
Extremely sharp surgical knife.
Smelling Salts
Noxious compound for waking the sleeping or those who have fainted.
Speculum
Medical device used to view inside the body. Some possess complex mechanisms for opening and remaining open.
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MERCHANT TOOLS
Chisel, Stone
Specialized blade for cutting stone.
Merchant Tools Table Item
Abacus Scale, Balance Weights
Cost (gp)
Weight (cn)
3 5 1
5 30 50
Abacus
Counting device consisting of rods on a wooden frame. On the rods are beads moved to track numeric values.
Scale, Balance Weights
Stone or metal objects of a pre-defined weight, used along with a scale.
MINING AND TUNNELING EQUIPMENT Mining and Tunneling Equipment Table Chisel, Stone Crowbar, Large Pickaxe Plug and Feather Sledgehammer Trowel
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Much larger version of the regular crowbar. Can be used two-handed in combat, dealing 1d8 damage.
Pickaxe
Wooden-hafted tool with a T-shaped metal head consisting of a flat blade on one side and a pointed end on the other. An extremely versatile tool, the pickaxe is used widely in agriculture and mining for varied tasks such as digging, breaking, chopping, etc.
Plug and Feather
Scale for measuring weights.
Item
Crowbar, Large
Cost (gp)
Weight (cn)
5 20 5 5 5 2
10 15 100 5 120 10
Set of tools used for splitting stone. Two feathers, which are tapered and curved metal shims, are inserted into a stone and pushed apart by the hammering in of the plug, which is a wedge-shaped piece of metal. Multiple sets are used together for splitting large pieces of stone.
Sledgehammer
Large, two-handed hammer resembling a maul. Though extremely unwieldy, they can be used in combat, dealing 1d8 damage, but giving a -2 penalty to hit.
Trowel
Flat-bladed tool used for applying and spreading cement, plaster, and mortar. Curved versions exist which are very similar to a small, handheld spade.
ADDITIONAL EQUIPMENT MUSICAL INSTRUMENTS
MOVEMENT TOOLS
Movement Tools Table Item
Skates Skis Travois Wheelbarrow
Cost (gp)
Weight (cn)
5 5 2 5
30 100 100 30
Skates
Ice, not roller, skates. Blades set into shoes or otherwise strapped to the feet, which are used to glide over ice.
Skis
Two long, flat pieces of wood worn on the feet while skiing. In most cases, skiing on water is not possible.
Travois
Poles lashed together with a lightweight platform between them. Used for hauling loads. Lightens loads when pulled: reduce hauled weight by one-third. This is a man-sized version. Larger versions for horses are available. Double cost and weight.
Wheelbarrow
Wooden box with handles. Holds 2,000cn. Has a single wheel at the front, which allows for easy movement. Greatly reduces the load of objects carried inside: divide weight by five. Models of different sizes are possible. Scale cost and weight proportionally.
Musical Instruments Table Item
Cost Weight (gp) (cn) Percussion Instruments Bell, Hand Cymbals Drum Rattle Tambourine Xylophone, Wooden
3 30 5 1 2 5
5 80 70 2 3 100
String Instruments Lute Lyre Harp Zither
10 25 50 75
20 30 70 100
Wind Instruments Bagpipes Flute Horn Organ, Portative
25 5 10 100
40 10 20 200
There are far too many types of musical instruments to detail them all here. The primary groups are percussion, string, and wind. Percussion instruments produce sound by being struck, scratched, shaken, etc. They consist of bells, cymbals, drums, rattles, tambourines, xylophones, and many others.
109
The vibrating strings of string instruments give them their unique sound. Examples are lutes, harps, and zithers. In wind instruments, sound is produced by blowing air into or over a mouthpiece. Bagpipes, flutes of all kinds, organs, and horns are the most common sort. Wood, bone, etc. are the usual materials. Brass is not in use.
Personal Supplies Table Item
Brush, Hair Comb Razor Strop Tweezers
OPTICS Cost (gp)
Weight (cn)
25 10 200
2 10 50
Eyeglasses Magnifying Lens Spyglass
Cost (gp)
Weight (cn)
2 3 5 5 3
5 1 2 10 1
Brush, Hair
Optics Table
Item
PERSONAL SUPPLIES
Eyeglasses
Wooden tool consisting of a handle with many inlaid bristles.
Comb
Small hand tool with a row of teeth. Used for holding or shaping hair.
Razor
Pair of very simple optics for correcting eyesight. Comes in a frame.
Sharp blade for scraping and cutting. The most common use is the removal of hair.
Magnifying Lens
Strop
Primitive glass optic possessing magnifying power somewhere between 1 and 2
Spyglass
Given the presence of eyeglasses and other forms of optics, it might be reasonable to allow early forms of telescopes—and that’s exactly what a spyglass is. Up to 4x magnification is achievable before the technology becomes significantly advanced.
110
Leather strip used for straightening and polishing blades, which is needed frequently by thinner blades such as razors and chisels.
Tweezers
Tool which resembles a very small pair of tongs. Excellent for manipulating objects too small to grasp with the fingers. Commonly used by surgeons and for removing hair.
ADDITIONAL EQUIPMENT
POISONS
Ingested Poison
Bloodstream Poison Applied to a bladed weapon. Takes one turn to apply. A single vial coats one melee weapon or six pieces of ammunition. A poison lasts for two days or two hits. After one day or one successful attack, the poison is at half effectiveness (it deals half damage; for non-damaging poisons, the target gets an additional +4 bonus on their saving throw). Bloodstreawm poisons are all-ornothing. On a successful saving throw, the target suffers no effect.
Cost (gp)
1
10 75 600 1,500
3 4
Type 1 2 3 4
Cost (gp) 5 30 200 500
Unlike bloodtream poisons, these have an effect even when the saving throw is successful. The drawback is that the target must somehow be induced to consume the poison. For monsters or other creatures of less than human intelligence, this is often easy. Meat or even simple rations can be poisoned and left for the monster to discover. This is not so simple with intelligent beings, who may question food appearing out of nowhere, and take precautions against any danger.
Bloodstream Poisons Table
Type 2
These take effect when consumed. One dose is enough to poison one person.
Save Detect% +6 +5 +4 +3
80% 65% 40% 15%
Onset
1d4+1 rounds None/15 damage 1d3 rounds None/25 damage 1 round None/35 damage Instant None/Death
Ingested Poisons Table Save
Detect%
+6 +5 +4 +3
80% 65% 40% 15%
Effect (save/fail)
Onset
Effect (save/fail)
2d4 rounds 10/20 damage 1d4+1 rounds 15/30 damage 1d2 rounds 20/40 damage Instant 25 damage/Death
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SCENT ITEMS Scent Items Table Item
Cost (gp)
Weight (cn)
Insect Repellant, .5 Pint
5
5
Bait
5 10
10 10
5
10
Perfume, 10 Doses Scent-Blocker, 1 Pint
Insect Repellant
Paste made from a mixture of animal fat and ground plant material. Local variations are extremely common. Protects against most insect bites (a 5-in-6 chance seems reasonable). A half-pint provides protection for one day.
Bait
Attractant used to lure prey. Preserved meat is common, though specific forms of urine can be used to lure particular animals or monsters.
Perfume
Any of a variety of scented substances used to disguise or augment one’s scent. Luxury versions are available.
Scent-Blocker
Either a paste made of various herbs and plant materials or animal urine used to cover one’s scent. One pint provides protection for one day.
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SMITHING EQUIPMENT Smithing Equipment Table Item Anvil Bellows, Large Bellows, Portable Draw Plate File File, Small Hammer, Smithy Pliers Tongs
Cost (gp)
Weight (cn)
20 45 15
100 400 100
20 10 3 10
30 10 3 40
3 3
5 5
Anvil
Tool consisting of a large metal block with a flat surface used for striking objects. Most anvils possess a rounded horn on the front to aid in shaping the objects as they are worked. This is a field version used to make and repair small objects. Much larger versions are used for more serious work.
Bellows
Tool for directing air, consisting of leather chambers inside a wooden frame. The chambers are opened and closed through the use of handles, which pulls air in from the outside and pushes it out a nozzle at the front. This is made possible through the clever use of valves inside the chambers. The
ADDITIONAL EQUIPMENT most common version is a large bellows used alongside a forge or a kiln. Small portable versions, usually used in fireplaces, but also of use to traveling blacksmiths, are available.
Draw Plate
Small metal plate with multiple holes of different sizes. Rods are drawn through progressively smaller holes, turning them into wire.
File
Long, flat piece of hardened metal with many grooves created by a chisel. Simpler files have only a single row of grooves, while more complex versions have two perpendicular rows. Used to remove material, such as when sharpening blades. The small file is identical in design to its larger sibling, only smaller in size.
Hammer, Smithy
Large hammer used while working metal. Has a flat end for pounding on one side and a wedge-shaped edge on the other for separating metal.
STONE KNAPPING TOOLS
Stone Knapping Table Item
Abrader Billet Flaker Hammerstone Pad, Leg
Cost (gp)
Weight (cn)
1 1 3 1 5
5 10 5 30 20
Abrader
Rough stone used to sharpen and polish.
Billet
Small or medium-sized shaped horn or antler used as a hammer. Used for more delicate work than the larger hammerstone.
Flaker
Pointed piece of horn used to chip pieces away from a stone.
Pliers
Hammerstone
Tongs
Pad, Leg
Small, one-handed tool used for grasping and manipulating objects. Tool consisting of two short connected arms. Used in place of the hands to lift objects, such as hot coals or molten metal.
Round stone, used for hammering flint. Simple piece of protective leather, placed on the leg while working with flint.
113
SWIMMING SUPPLIES
Swimming Supplies Table Item
Air Bladder Snorkel Weighted Diving Belt
Cost (gp)
Weight (cn)
5 1 3
30 5 200
Air Bladder
Inflatable leather bag which can be used as a flotation device and as a source of breathable air while underwater. Extends time underwater by around five minutes. Requires heavy ballast to take underwater.
Snorkel
Hollow tube, usually bamboo or reed, designed to fit in the mouth. Allows user to breathe underwater by drawing in air from the surface. The maximum safe length is a little over a foot.
Weighted Diving Belt
Belt holding rocks or other heavy weights. Allows divers to sink easily in water while maintaining the use of their hands. Without one, a heavy rock must be held. To surface, the belt is removed. An attached rope, which trails from the surface, allows for easy retrieval of the belt.
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TIMEKEEPING TOOLS Timekeeping Tools Table Item
Cost (gp)
Weight (cn)
5
20
Clock, Mechanical
200
2000
Clock, Pendulum
500
500
Clock, Water
20 20 5
400 40 20
Clock, Candle, 10
Hourglass Sundial, Portable
Clock, Candle
Candle of a consistent thickness, marked at regular intervals. As the candle burns, the markings indicate how much time has passed.
Clock, Mechanical
Large and very heavy contraption consisting of weights and gears. Used for telling time. These are still not all that precise, and in some ways are less precise than water clocks. They do have certain advantages, however. They don’t require lugging around lots of water, nor do they measure time at different rates depending on the temperature.
ADDITIONAL EQUIPMENT Clock, Pendulum
The first accurate clock. This style incorporates a number of important innovations, namely the pendulum. This is a highly complex piece of machinery that requires advanced understanding of certain physical laws. Like firearms and some other items, it will not fit into most settings. It is presented here for the sake of completeness.
Clock, Water
A fairly precise timekeeping instrument. A large container with a nozzle at the bottom. When the container is filled with water, the water flows out at a constant rate such that the water level indicates how much time has passed. A valve inside controls the rate of flow. Temperature variations in the water impact the rate of flow, preventing perfect precision. Still greatly useful for cooking, alchemical procedures, etc. Extremely large and complex versions incorporating gears and mechanical displays are possible; these can be quite accurate. The version given here is of the simpler sort. It can measure up to twelve hours.
Hourglass
A device that measures time by the flow of a granular material. Various materials, such as marble dust and pulverized eggshells, are used, with sand being generally unsuitable. The standard size, given here, measures a half-hour. Larger models are available, but it becomes more and more expensive to produce larger glass ampoules. Hourglasses of different time intervals can be arranged in sequence to give more precise time measures. For instance, a frame fitted with an hour, a three-quarter, a half-hour, and a quarter-hour glass would give time in much more precise measurements than would a single hourglass. The downside of the hourglass is that, for constant measurement, it must be reset frequently.
Sundial, Portable
Device for measuring the time by the position of the sun. An object called a gnomon creates a shadow on a plate with time markings, with the position of the shadow indicating the time. Extremely accurate, but only at the latitude the sundial was created for. The markings can be adjusted for new conditions, however. This is a small, easily-carried version. Permanent sundials tend to be much larger.
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TOYS AND GAMES
Doll
Toys and Games Table Item
Ball Cards, Playing Dice Doll Dominoes Firework Game, Board Kite Stick
Cost (gp)
Weight (cn)
1 5 2 1 5 20 1 20 1
5 5 5 10 10 20 10 20 10
Ball
Round toy made from stuffed animal skin or organs. Used in playing games. In some areas, an exotic tree sap called rubber might be used.
Cards, Playing
Paper cards with printed faces used in games. Tarot cards are similar.
Dice
Small objects made in geometric shapes. Used for playing games of chance. Each side is marked with a number and when the die is thrown the number facing up is used. A great many varieties are known, with some versions having as many as twenty sides. Six sides is most common.
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Small toy in the shape of a human, animal, or some other form. Can be made from even the humblest materials.
Dominoes
Small, consistently-shaped tiles used in games. One side is marked with information for play.
Firework
Primitive device which produces loud noise and a colorful explosion.
Game, Board
Wooden board marked for play. Includes stone pieces.
Kite
Flying toy usually made of lightweight paper, silk thread, and bamboo.
Stick
Stick for playing games. Can be used as a weak club in combat, dealing 1d3 damage.
ADDITIONAL EQUIPMENT
TRAPPING SUPPLIES
Trapping Supplies Table Item
Net, Butterfly Trap, Cage Trap, Foothold Trap, Net Trap, Snare
Cost (gp)
Weight (cn)
1 10 50 5 2
10 50 300 50 10
Net, Butterfly
Small net on a stick, used to catch butterflies, insects, and other small flying things.
Traps
Traps come in a variety of types. Some, such as the deadfall trap and the pit trap, are made from available materials in the wilderness. Those easily carried are listed here. In game terms, a trap might be used to increase the chance of capturing prey while using the wilderness exploration rules. Increase the chance of success while hunting in areas where the trap would be effective. A bonus of +1 or +2 to the 1-in-6 chance of finding animals seems reasonable. Cages are obvious; they are for use in capturing live game. The animal is lured into the cage, which is then closed using any of a number of different mechanisms. Cages can be made of most materials. Wicker is common for
smaller game, metal for larger. Large cages are available for larger game; increase the price and weight proportionally. The foothold trap is the familiar modern bear trap. Largely anachronistic, the technology to produce it does exist. Originally created for use on men. Use the rules for caltrops, but deals 1d6 damage. Nets are most useful for fish and birds. Snare traps are wires or ropes which, much like the net, allow the animal to entrap itself as it struggles. Improvised snare traps are possible, though without the proper materials on hand to construct them, they are much less effective.
VEHICLE PARTS Vehicle Parts Table Item
Wagon Axle Wagon Tongue Wagon Wheel
Cost (gp)
Weight (cn)
40 10 25
150 400 250
Wagon Axle, Tongue, and Wheel
Replacement parts for wagons. Needed on long, cross-country journeys.
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WOOD WORKING TOOLS
Adze
Cutting tool similar to an axe, but with a perpendicular blade.
Woodworking Tools Table Item
Adze Auger Carpenter’s Square Chisel Drill, Bow Drill, Pump Drill, Brace and Bit Glue, .5 lb. Lathe Mallet Nails, Iron (20) Plane Rasp Saw, Hand Saw, Bow Saw, Hack Screws (20)
Auger
Large drill designed for use on wood. Has a hand-turned handle, giving the tool a T shape.
Cost (gp)
Weight (cn)
2 4 1
20 30 10
Carpenter’s Square
5 5 10 30
10 10 20 30
Chisel
1 100 1 10 1 10 5 10 20 30
5 400 20 10 5 10 30 50 20 10
L-shaped object used to measure both length and right angles. Specialized blade for cutting wood.
Drill
Drills come in a variety of types. They all consist of a sharpened bit on the end of a shaft, which is rotated. In dire circumstances, this rotation can be accomplished by hand, but no one would ever choose to do so with any alternative available. Bits need changing often, and specialized bits are required for drilling through many materials, such as harder rocks and metals. Local factors will influence prices, but 1gp per week of use is reasonable in areas of low supply. Specialized bits cost up to ten times more. A bow drill is the simplest design. Here, the motion of a bow moved back and forth turns the shaft. A pump drill consists of a counterweight affixed to the shaft near the bit, with cordage attached at the top of the
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ADDITIONAL EQUIPMENT shaft. By moving the cords, the shaft can be made to rotate. This is usually assisted by the addition of a board to which the cords are attached. The most advanced sort of drill is the brace and bit drill. The brace, in this case, is a U-shaped grip, which acts as a crank. The brace and bit drill can be used to drill holes that are impossible to create with other sorts of drills, drastically reducing the effort required to produce a great many goods.
Glue
Sticky substance used for adhering objects together. Comes in a variety of forms, many with specialized uses. Made from such varied sources as animal hides, cheese, eggs, starchy plants, gum arabic, and resin. Very commonly available in all its forms. The most common form is wood glue, which is sold as dried flakes and activated by the addition of water. The different kinds share the same price.
Lathe
A tool used for turning a large piece of wood. Very similar to the bow drill in function, only in this case the “bow” is usually a small tree, a branch, or a curved pole with a rope attached. Lathes are foot-powered, with each depression of the foot causing the rope to pull the attached object, turning it. Upon release, the spring pulls the object back, resetting the mechanism.
Mallet
Wooden hammer.
Nails, Iron
Small, sharp pegs used as fasteners. Any blacksmith is capable of making them, but production is slow and tedious, hence their price.
Plane
Holder for a chisel so that it may be pushed across a surface.
Rasp
File used for wood. Comes in a variety of shapes and sizes.
Saw
Metal blade with sharpened teeth. Versions exist for wood, metal, and stone. There are three types: the hand saw is the sort most familiar to modern people, though the common version is less resilient and can often be used in a pull-only manner. Bow saws come in a frame shaped like a bow, which is attached at each end. Hacksaws are similar to bow saws in design, but smaller with finer teeth; they are mostly used for cutting through metal.
Screws
Spiraled fasteners similar to nails, except even more labor-intensive to produce.
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WRITING SUPPLIES
Ink
Writing Supplies Table Item
Chalk Ink, .5 pint Paper, 1 sheet Parchment, 1 sheet Papyrus, 1 sheet Pen, Reed Pen, Quill Pencil Pumice Ring, Signet Scroll Case Stylus Tablet, Wax Writing Slate
Chalk
Cost (gp)
Weight (cn)
1 1 1 3
10 5 1 1
1 .1 1 5 1 5 1 1 2 3
1 1 1 1 3 1 10 2 10 10
Crumbly white rock composed of limestone. Used for writing on stone and other surfaces. Readily available in raw, unprocessed form, and in smaller sticks (cost and weight may be divided as desired; for instance, a stick weighing 1cn would cost 1 silver piece). Many different colors are available from different types of rocks. Double the price for these.
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Liquid containing a pigment, used for writing, drawing, dyeing objects, etc. The most common ink is composed of lampblack, a type of soot, suspended in water. It is also sold in sticks, which may be ground down and mixed with water as needed. Black and brown are readily available at the listed price, with red costing four times more, and blue and green each eight times the listed price. Other colors may be available at the referee’s discretion. Ink can be stored in a variety of containers, such as wooden cups, clay pots, and glass jars, though when in use it is usually stored in an upright animal horn called an inkhorn (1gp, sold separately). Depending on text and paper size, one half-pint of ink is enough to write between three hundred and a thousand pages.
Paper, Parchment, and Papyrus
Paper is a thin sheet made from cotton or wood pulp. Since these materials are readily available in most areas, paper can be produced quite inexpensively. Parchment, on the other hand, is made from the flesh of animals (usually sheep or goats), and it must be specially treated in a labor-intensive process, making it more costly. Papyrus is made from the pulp of the papyrus plant, and quickly degrades in humid climates. In terms of function, they are effectively interchangeable for most game purposes. The listed sheets
ADDITIONAL EQUIPMENT are quite large at 15”x10”. When used for making books, one sheet is folded in half, giving four 7.5”x10” pages, two on the front and two on the back. In this way, a book consisting of one hundred pages would require twenty-five sheets of parchment. Smaller books are produced by folding the sheets more times, giving us the names quarto and octavo for these sorts of pages.
Pen
Sharpened hollow objects used for writing. The ink is placed in the hollow channel and flows down onto the page. Reed pens are made of reed. Readily available, reed pens must be sharpened much more frequently than quill pens, but they create bolder lettering. Quill pens are made from feathers, which are more durable and create a finer line.
Pencil
Not the lead (carbon, really) variety familiar to modern readers. These pencils are made of silver, which is deposited as the point moves along the surface, in a style called silverpoint. Due to their expense, pencils are used almost exclusively for art, where they create a unique style of linework.
Ring, Signet
Ring with a carved surface, which leaves a recognizable impression when pressed into wax.
Scroll Case
Any of a variety of containers for scrolls, from a simple wooden box to a leather tube. Horn and metal are common materials. The listed price is for a simple container. Multiply by ten for a water- and fire-resistant version.
Stylus
Pointed instrument used for writing in wax. The back end has a broad, flat tip used to smooth the wax, effectively functioning as an eraser.
Tablet, Wax
Wooden frame containing a thick layer of wax, which is used for writing. Comes with two tablets connected by cords. These are folded together to protect the wax.
Writing Slate
Flat piece of rock held in a wooden frame. Useful for writing with chalk, which can be easily erased from the slate’s surface.
Pumice
Coarse stone used as an abrasive. Along with a knife, one of the tools used for scraping parchment. Unlike with an eraser on paper, this is how erasing is performed on parchment.
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NEW CLASS: SENTIENT SWORD You are a magical sword imbued with a will of its own. You were created for a purpose, but you are no mere servant. You may follow your own path. Do you do as your creators intended? Have you fulfilled your purpose? Or have you cast it aside in favor of a personal quest? Were you lost long ago and only recently rediscovered? It's all up to you. Two versions of the class are presented here. Both use the same level progression and saving throws, and share the following abilities.
LITERALLY A SWORD The Sentient Sword is, as the name suggests, literally a sword. It can be wielded as a sword. The wielder gains the sword's magical bonus as a bonus to attack and damage rolls, as usual with a magic sword. It is also indistinguishable from a normal sword. This is useful for hiding, sneaking, etc.
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SENSES
The Sentient Sword has the magical ability to see, hear, and feel. It cannot smell or taste. It can see up to 60' in the dark with Infravision.
ARMOR
The sword is made of hard metal. The Independent Sword flits and zips out of harm's way with ease, while the Wielded Sword's empathic connection with its wielder allows them to see danger and move the sword defensively as needed. Either way, the sword itself has the same armor class given by Plate Mail: AC 3 [16].
ITEM USE
Due to its physiology, a sword cannot wield weapons or wear armor. It can wear two magic rings, one on each side of its crossguard. It cannot use potions. Whether it can use any other magic item is at the referee’s discretion.
SENTIENT SWORD Sentient Sword Level Table Saving Throws Level
XP
HD
THAC0
Magical Bonus
D
W
P
B
S
1
0 2,200 4,400 8,800 17,000 35,000 70,000 140,000 270,000 400,000 530,000 660,000
1d8 2d8 3d8 4d8 5d8 6d8 7d8 8d8 9d 9d+3* 9d+6* 9d+9*
19 [0] 19 [0] 19 [0] 17 [+2] 17 [+2] 17 [+2] 14 [+5] 14 [+5] 14 [+5] 12 [+7] 12 [+7] 12 [+7]
+0 +0 +0 +0 +1 +1 +1 +1 +1 +2 +2 +2
12 12 12 8 8 8 4 4 4 2 2 2
13 13 13 10 10 10 7 7 7 4 4 4
13 13 13 10 10 10 7 7 7 4 4 4
15 15 15 11 11 11 7 7 7 3 3 3
15 15 15 11 11 11 7 7 7 3 3 3
2 3 4 5 6 7 8 9 10 11 12
The Sentient Sword gains no new hit dice after ninth level. They gain three additional hit points at each of tenth, eleventh, and twelfth level. Their Constitution provides no additional hit points beyond ninth level.
IMMUNITIES As a non-biological creature, the Sentient Sword is unaffected by any ability which affects biological functions. This renders it immune to poisons and disease. It is, however, vulnerable to most forms of magic, such as mind control. As a magical construct, the Sentient Sword does not need to eat, breathe, or sleep.
MAGICAL BONUS
Beginning at fifth level, the Sentient Sword gains a +1 magical bonus to attack, damage, and AC. This bonus increases by +1 at tenth level. If using rules to play at higher levels, this bonus increases at the xp equivalent of every five levels thereafter until it reaches a maximum of +5. Each level beyond 12th costs an additional 130,000xp. This gives +3 at 1,050,000xp, +4 at 1,700,000, and +5 at 2,350,000.
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SPECIAL ABILITY At 3rd level, the Sentient Sword gains one of the following special abilities. This ability takes no action to activate and lasts the length of one combat. Abilities that increase the sword's bonus may increase it beyond +5. This ability is usable once each day at 3rd level, twice a day at 7th, and is always active at 12th.
Aquatic
The sword or its wielder can move and attack freely underwater. Raise the sword's bonus by 2 while underwater.
Enemy
Choose an enemy from: dragons, constructs, elementals, giants, or undead. The referee may allow other types. The sword's bonus against enemies of the chosen type is raised by 2.
Flaming
The sword can be commanded to burn as a torch. This ability may be used any number of times per day. While active (subject to uses per day), the sword deals an extra 1d4 damage.
Holy
Deal 1d6 extra damage vs. chaotic creatures. 2d6 extra vs. supernatural. Unholy may be chosen instead. It functions identically, except it deals extra damage vs. lawful creatures.
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Sentient Sword Standalone Race For games that separate race & class. Ability Score Requirements: none Languages: common and one other. The race is very similar to the class options presented here. It gains the following abilities from the Sentient Sword race-class: Literally a Sword, Senses, Armor, Item Use, Immunities, Magical Bonus, Special Ability. Choose a subclass. Gain its abilities. Independent Sword Communication, Flight Wielded Sword Communication, Connection, Control Wielder, Empower Wielder, Entice, Increased Power.
Vampiric
When the sword deals damage to a living creature, it deals an additional 1d6 damage. The sword, or its wielder (sword's choice) heals for a number of hit points equal to the damage dealt by this ability. This effect may only drain a given creature once each day.
Vorpal
Whenever an attack is made using the sword (or by the sword, as the case may be) and an attack roll of 20 is made, the target must make a saving throw versus Death or be decapitated. Creatures without heads are spared.
SENTIENT SWORD
INDEPENDENT SWORD This version of the Sentient Sword class is able to function independently. At its core, it is a variant of the Fighter class, much like the Dwarf or Halfling. It has a few different abilities to set it apart, but these are mostly color. This class is suited to someone who wishes to play something different, but not too different.
Communication
Speaks with a magical booming voice. Can read. Writes by scratching at surfaces. Speaks common as well as its alignment language. Sentient Swords often speak the language of the beings who created them. Frequent languages are draconic, dwarven, elven, and gnomish.
Movement and Item Use
The Independent Sword's flight gives it the ability to interact with objects. This is limited, however; it can poke, slide, slice, or push objects by moving against them, but it has little ability for fine control. It can carry objects, but the amount of weight is determined by the referee. One full coin purse seems a reasonable limit.
Flight
Flies at normal speed, but not more than five feet above the ground. Players will try to game this for advantage. Let them, but only to a certain extent. The sword, for instance, cannot take falling damage, and would likely have an easier time climbing surfaces than its companions. Due to this sword's ability to fly, it can attack as normal using its own body, dealing damage as a normal sword (1d8). It adds its Strength bonus (or penalty) as normal.
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WIELDED SWORD You cannot move under your own power. This is the defining quality of the Wielded Sword. Without someone to carry you into battle, you cannot fulfill your destiny. Enemies choose to either attack the sword or its wielder. The sword has its own AC value. Each round, the wielder may either attack with the sword, using their own "to hit" roll and damage, or the sword may attack using its own "to hit" and damage, but never both.
Attack
Each round, the wielder may either attack with the sword, using their own "to-hit" roll and damage, or the sword may attack using its own "to-hit" and damage, but never both. No doubling up on attacks. In this way, a weak wielder can act as the vessel for a powerful sword. This is how Wielded Swords generally operate. Hirelings are essential. Wielded Swords may wish to bring along two or three extra wielders in case one falls. Many Wielded Swords have been stranded for centuries upon the death of their wielder.
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Communication
The Wielded Sword understands its alignment language and common. It often knows the language of its creator. The sword cannot speak, though it can communicate empathically with its wielder. See its Connection ability.
Connection
The Wielded Sword has a special magical connection with whoever wields it. Its mind shares a link with them, allowing the two to share feelings. This power grows in strength with the sword as it gains levels. At fifth level, the Wielded Sword gains the ability to communicate telepathically with its wielder, sharing thoughts directly. At tenth level, this ability extends to all creatures within 30'.
Control Wielder
When it was created, the Wielded Sword was imbued with power over its wielder. The sword gains a +1 bonus on reaction rolls made by its wielder. This bonus increases by one at fifth level and every five levels after. Once each day, starting at sixth level, the sword may exert control over its wielder, who must make a saving throw versus Spells. They suffer a penalty on this saving throw equal to one-third of the Wielded Sword's level (rounded down).
SENTIENT SWORD If they fail, the sword gains control of them for one hour. This control is broken if they take damage. They receive a new saving throw if the sword orders them to commit an obviously suicidal action. At twelfth level both of these restrictions are removed.
Empower Wielder
While held, the Wielded Sword provides a number of bonuses to its wielder. They gain the sword's magical bonus, as a magical weapon. They also gain a bonus to saving throws, movement speed, and AC. This bonus scales with the sword's level, as shown on the Empower Table. This not only makes the wielder more capable of carrying out the sword's orders. It also makes the sword a tempting target for would-be villains!
Empower Table
Level 1-4 5-9 10-12
Entice
Saves
Move
AC
+1 +2 +3
+15' (5') +30' (10') +45' (15)'
+1 +2 +3
At 3rd level, the Wielded Sword can become almost irresistable to those around it. Whenever the sword chooses, any creature which can see the sword must make a saving throw versus Spells. If they fail, they are overcome with a desire to take the sword for their own.
Increased Power
For the purpose of its Magical Bonus ability, the Wielded Sword is treated as five levels higher. In this way, an Wielded Sword begins play with a +1 bonus.
Playing a Wielded Sword
The Wielded Sword is unique among the classes in that it can only function with the presence of another character. This will usually be a hireling of some sort or perhaps a friendly NPC. The question of communication will arise immediately when playing a Wielded Sword. If the sword's player has solved a mystery, how will they communicate it to the rest of the party? What if they have spotted a hidden treasure chest just out of reach? Situations like these will provide a great deal of fun to players of the Wielded Sword. It is recommended to give the player of the Wielded Sword control over their wielder where possible. Often, the sword, through its empathic connection, can influence its wielder to act as it desires. “The sword has a bad feeling about that floor tile,” the player might say through the NPC on behalf of their character. In this way they can influence the world even though their character is unable to speak or move.
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THE CLOCKWORK ARMORY INTRODUCTION
This adventure is designed for brand new first-level characters. The characters begin without any equipment They can explain this however they like. It is up to each player.. Exception! Elves and Magic-Users begin with their spellbooks. Clerics start with a holy symbol. This is a fairly difficult adventure. Six to eight characters is recommended. If fewer are used, make hirelings or similar allies easily available.
ADVENTURE OVERVIEW The adventure takes place in the mining outpost of Zugzwang, which is far away from civilization, high up in some very desolate mountains. It can be easily dropped into just about any traditional fantasy setting. The gnomes have advanced magical technology only made possible by their access to magical ore found here. This technology may not fit in all settings. The outpost is home to a large gnomish mine. It also functions as a popular staging area for adventurers exploring ancient ruins in the area.
1 The Clockwork Armory
Long ago, alien creatures from another reality came here, sensing the magical power of the ore deep underground. They became stuck, melded into the ground. The gnomes found them in their mine as they were digging for the ore, and now the alien corruption is spreading, threatening the entire world. The gnomes have a large shop called the Clockwork Armory, which resembles a modern big-box store, containing just about everything one might wish to buy. Underneath the Armory is the mine. There are tunnels, an enormous Machine for processing and refining the ore, and facilities for the gnomes and clockworks who work there. Deep in the mines, the ancient evil awaits. The gnomes, unable to defeat it, sealed it away behind a large door—but the evil's reality-warping power is eating away at the door and soon the alien entities will be freed. This area is teeming with adventurers, come to explore the many ancient ruins in this area. They are all familiar with each other, making hirelings and replacement characters easily added to the party.
TIMELINE OF EVENTS This is what happened leading up to the start of the adventure.
Millions of Years Ago • The Battery Mountains are formed, imbued by mystical forces with mana crystals which can be used in the creation of magic items.
Thousands of Years Ago
• Alien entities from another reality, where everything is made of twisted bone, detect the power of the mana crystals and send an exploratory force to gain knowledge of this realm and begin converting it into something resembling their reality. Being unfamiliar with the physical laws of the reality they have enterined, they become trapped, buried underground.
Fifty Years Ago
• Gnomish artificers discover the mana crystals and began to search the area for large deposits.
Twelve Years Ago
• Gnomish king Zibblezop establishes the mining outpost of Zugzwang. He pledges to spare no expense in attracting talent and extracting the mana crystals found here. The gnomes build the outpost, with its extravagant shop, The Clockwork Armory. Beneath the shop they construct an elaborate
Machine for the purpose of processing the mana crystals. They establish complex and expensive supply lines to provision the outpost and the work done there. No expense is spared as the gnomish artificers are mobilized in their greatest effort ever, with the king commissioning hundreds of clockworks to work in his mines.
Nine Years Ago
• Mining begins in earnest. The work goes slowly at first as the miners encounter trouble with flooding. Finally, though, after years of work, they establish a successful operation. The king moves his most valuable treasures into the mine, where he has built a special vault to protect them.
Four Months Ago
• The miners, having dug deep into the earth, discover a large, strange skeleton. Sensing power in the orb contained in its center (its heart), they take the orb and place it in a special containment matrix (The Box) designed to restrain its otherworldly power. • The gnomes' foremost artificer, Zarlal Zarlezal, learning of the orb, brings his masterwork, the Clockwork Defender, to the outpost. The orb promises to act as a power supply for this most powerful war machine. In addition, he attaches the skull of the entity they had found to his machine for use as a powerful reality-warping weapon.
The Clockwork Armory 2
Three Months Ago
• The door blocks the movement of the aliens, but cannot contain their power. All the gnomes had created begins to be corrupted by the aliens' influence. Everything begins to change, taking on the form of strange, twisted bone.
• Awakened, the entities use their power to reach across space and make contact with other chaotic forces. They call out in the form of strange dreams. Worshippers of chaos begin to make their way toward the outpost. Many around the outpost, especially clerics, begin to have strange dreams and visions. They come to have an unclear understanding that something is very wrong.
Recently
• The gnomes continue work in the mines, digging deeper into the area richest in the precious ore. Here they find more of the alien skeletons, some of which they accidentally release.
• Bishop Madeleine, of the Church of the Thousand Sky Lions, having seen the entities in her visions, visits the gnome king and beseeches him to shut down the outpost. When he refuses, she makes her way to the outpost to confront the entities herself. She brings with her supplies she can use to stop the evil she has sensed in her visions. • Sensing the danger, all too late, the gnomes hastily (and quietly) construct a door to hold back the alien entities they have awakened. This door was originally intended to be part of the Vault. Luckily they have the supplies on hand to put this temporary measure in place.
3 The Clockwork Armory
• In their greed, the gnomes continue their work, keeping their discovery a secret. • Cultists enter the mine and begin trying to aid the entities. They seek a way to open the door and release their new masters. • The alien power reaches its apex, and reality itself begins to falter inside the mine. Many workers die. Rats, which had always been a problem in the mines, begin to fuse with the cultists, turning them into strange, twisted rat-men. • The gnomish workers flee, abandoning the mines, refusing to work. The clockworks in the mines rebel, upset that they are given no work, and begin to sabotage the gnomes' equipment. • During the gnomes' evacuation of the mines, gnomish security become engaged in a firefight with the rat-men. The security forces attempt to remove The Box and its contents, pulling it from the vault up through the new mines and toward the elevator. The rats block their exit and the gnomes are
forced to retreat to the gnomish barracks. A prolonged battle takes place. The gnomes lose, giving control of the orb to the Rat King. • The leader of the cultists in the mine, now in the form of a rat-human hybrid known as the Rat King, gains control of the orb (known to the cultists as the Heart). Working together with the Heart, a sentient entity itself, the Rat King captures and enslaves some of the gnomish workers. The rat-men focus on The Machine in an attempt to open the Big Door and release their master. • Everything is shut down. There is no work. Everybody's broke. The majority of the humans who live in the outpost worked in the mines. They now find themselves without work. The gnomes have seized the supply shipment with all the food and are keeping it to themselves. The cultists have food and supplies for sale, but at exorbitant prices. • This is impacting the adventurers as well, who find themselves unable to acquire the provisions they need to continue their exploration of the surrounding area.
LAST FEW DAYS • Group of gnomish security forces makes valiant effort to retake The Machine. They fail. • Bishop Madeleine goes into the mines, where she perishes. • Zarlal Zarlezal killed trying to help in the mines. • Ni'Qala disappears. She climbed up the drainage pipe and the Heart fused her with frogs. • The Clockwork Armory, the shop above the mines, finally becomes so corrupted that it had to be abandoned
Now
• Kremkel, Ni'Qala's mother, offers a reward for her return. • Fizzlefip Fiffleflip, manager of The Clockwork Armory, offers a reward for clearing out the shop. Once successful, he gives a greater reward for clearing out the mines underneath. • Other adventurers report finding Ni'Qala's footprints around the drainage ditch.
The Clockwork Armory 4
COMPLETING THE ADVENTURE
As the players progress through the adventure, they will need to do the following to finish the adventure. It is the referee's responsibility to provide the necessary information on what to do to the players. Care has been taken to provide as much information as possible, in the appropriate places, but the referee is encouraged to give additional information wherever possible. It is vital that the players not become confused about their objectives. The use of friendly NPCs is an important weapon in the referee's arsenal. • Acquire Containment Matrix (aka The Box) from gnomish control room.
IMPORTANT PEOPLE Fizzlefip Fiffleflip
Primary quest giver. Offers 50gp each to clear out the Clockwork Armory. One of the few gnomes who actually cares about keeping things running.
Zarlal Zarlazol
Renowned gnomish artificer. Brought the Clockwork Defender. Died trying to help down in the mines.
Tippletop Fiffleflip
Fizzlefip's boss (and cousin). Manager of the entire mining operation and de facto ruler of the entire outpost.
Bishop Madeleine
• Defeat Rat King, get the Heart. Put Heart in The Box.
Lawful cleric who came to help. She had a formula, and many of the supplies needed, to create a concoction that will heal the corruption.
• Put Heart in Clockwork Defender.
Kremkel
•Convince clockworks to open Big Door. Alternative: use Clockwork Defender to destroy door. This is risky! • Use Clockwork Defender to kill alien entities.
Ni'Qala's mother. Former tavern owner. Offers 1,000gp reward for Ni'Qala's safe return.
Ni'Qala
Human girl. Got fused with frogs. Always carries a stuffed Rust Monster.
• Optional: Go through Portal, gain access to healing magic.
The Rat King
• Optional: Heal Ni'Qala, receive reward.
The Gnomish Prince
5 The Clockwork Armory
Cultist fused with rats. Has Heart. On his way. Probably very unhappy.
FACTIONS Gnomes
They built the outpost. Most of the gnomes here are highly-skilled artificers and other technicians. They have no menial laborers here. All the menial work is performed by clockworks and human laborers. The gnome artisans have revolted against the bosses. They resent being placed in danger after it was discovered. They have been capturing the king's supply caravans and living large.
Humans
Two types of humans have come here: adventurers and workers. The workers make up a bulk of those who work in the mines. They live in a separate human area in town.
Adventurers
Largely human group who have come here to use the outpost as a staging area for exploring the surrounding mountains, which contain many ancient ruins filled with great riches as well as great danger. The adventurers in town all know each other. When the need arises, this makes finding hirelings or introducing replacement characters quite easy.
Cultists
Chaos worshippers who have set up shop in the outpost to be near the source of their strange visions as well as to hawk their overpriced wares. Have accompanying orcs as muscle. The cultists operating above ground are in opposition to the rats below. These cultists believe they are the rightful chosen and that the rats stand in the way of their place beside their new master. They make frequent expeditions into the mines.
Rats
Normal rats. They want food and safety. They're everywhere in the outpost, even down in the mines.
Rat-Men
Human cultists who have been fused with rats by the alien power. They seek to open the Big Door and free the entities. They are led by the Rat King, who possesses the alien Heart.
Clockworks
Gnomish machines. They come in all shapes and sizes. They're generally made of metal, have smooth outer shells, and internals consisting of complex spring and gear systems, with magical crystals granting intelligence.
Alien Entities
They just want to be free. They will reshape this reality to suit their needs.
The Clockwork Armory 6
THE OUTPOST OF ZUGZWANG This is the town. It consists of a number of buildings inside a rocky outcropping far up in the mountains. A small stream acts as the town's source of water. The gnomish section of town is off-limits to outsiders, and the rest of the town consists largely of shanties built by the human workers and adventurers who have come here.
Tokens
The gnomes issue their own tokens. They use these to pay their workers in lieu of gold. Each token is worth half its face value in gold. Most people in the outpost have started using them because they’re what the gnomes pay their workers. They are the only currency accepted in The Clockwork Armory. In the shop, coins may be exchanged for tokens, but not the other way around. There are also special tokens, which are detailed later.
Cultist's Church/Store These entrepreneurial chaos cultists believe the evil which calls out to them is their prophesied master (The Blood Which Falls From the Sky), which will one day come for them and slay their enemies, give them great power, etc. That kind of thing. They have a large number of orcs working for them— these stay in the shadows unless needed as muscle.
7 The Clockwork Armory
Their two primary interests are sending cultists down into the mines in secret to learn about the power at work there and selling cheaply-made orcish goods at exorbitant prices. With the Armory out of commission, they’re charging markups of five to ten times listed price. They have just about everything an adventurer could wish to purchase. They only accept coins— no tokens. The cultists themselves are extremely tight-lipped. It's possible to catch one of them while they're away and interrogate them, but they will never volunteer information about their own evil doings, the rat-men, the entities, or what's been happening down in the mines. They must be leaned on heavily in private before they will reveal so much as their name.
Gnome Barracks
The gnomes live in a large complex of barracks. The gnomes have captured the king's supply shipments and keep them under heavy guard. Access to the gnomish area of town is strictly off-limits to outsiders. If players do manage to enter the gnomish area, which is possible with either stealth or a chaperone, they can try to bargain with the gnome protecting the riches they seized from the supply caravans. They have all manner of mundane equipment. The thing most interesting to players will be the power packs they have for their special gnomish weapons. They are willing to
part with these for the price of 500gp each. With successful bargaining, they'll go as low as three power packs for 1,000gp total.
The Clockwork Armory
The shop where most of the adventure takes place. The mines are connected to the Armory by an elevator.
The Tavern
This is where the characters begin. It is the gathering place of all the adventurers in the area. Until recently, the tavern was owned by Kremkel and her family, though just this morning the gnomes purchased it and now they fill the place. This is where the adventure begins. Giving information to the players is the primary purpose of the tavern. Any time they are lost, find some way to encourage them to return here and seek out new information. The tavern has a large safe, which may be rented as desired. This is a useful place for the players to store their gold. It costs 30gp per day.
People in the Tavern
The tavern is packed with gnomes, who seem content to drink their troubles away, and restless adventurers. There are a number of people worth pointing out to the players. They can provide important information.
Kremkel
The tavern's former owner. The gnomes recently purchased the tavern from her using the money they confiscated from the supply wagons. Kremkel is Ni'Qala's mother. She is extremely distressed at the loss of her daughter. She offers a 1,000gp reward for rescuing her daughter. The rest of her family is around, including Kremkel's husband and her many children. If at all possible, give the players a previous relationship with Ni'Qala, who was always hanging out in the tavern and interacting with the adventurers. She wanted to be an adventurer herself one day and would impose herself on any travelers who would pay her any mind.
Gigglegog Gogglegrog, Ferret Master
This gnome was tasked with ridding the mines of the rat infestation. She was a special gnomish ferret keeper brought in from gnomish lands. She says she had worked tirelessly to destroy the rat nests. She only had three nests left to destroy before she had cleaned out all the nests and driven out the rats. She goes on at length about how she had to leave her ferrets behind when they left. "They're good ferrets!" she cries. "They didn't deserve this!"
The Clockwork Armory 8
Gnomish Security Guy
Scoffs about the poor ferret master. Says she should have been using poison all along. That's why he sent a letter to his cousin and got a shipment of rat poison delivered on the last supply wagon. He will happily sell the rat poison for the low price of 100gp. It does what it says. If disguised in food, it kills rats dead in 1d4 game turns. There are five uses of the poison, giving the players enough to experiment with. The rat-men will notice the poison right away and refuse to consume it unless the players are really clever, but the regular rats will dig right in.
Tippletop Fiffleflip
One of the Fiffleflips, who are a powerful gnomish family. He's in charge of the mines. Rules the entire outpost in the prince's stead. He's losing his mind over what's happening. The prince is coming soon and he's going to get blamed for everything. He's mostly so drunk he can't talk.
Gnomish Mechanic
This guy keeps the clockworks working. He mentions a door that can be opened with the levers, but he doesn't know the code to open it. He thinks everyone who knew has perished. He seems awful interested in getting into the room it opens. It's where they keep all the secret stuff, he'll explain before becoming tight-lipped and saying he's said too much. He can aid in repairing any of the damaged clockworks.
9 The Clockwork Armory
Cowardly Security Guy
Says he's seen the Rat King. He feels guilty about abandoning his friends, but none of them ever stood a chance.
Clockwork Engineer
One of Zarlal's apprentices. He's willing to talk at length about the Clockwork Defender. He actively tries to get the players' attention so he can tell them to find the orb, but that it's extremely dangerous. They must have a solid plan of action before they activate the Clockwork Defender, since it's going to explode quickly.
Gnomish Chaplain
Mentions leaving so quickly that the collection money was left behind. Asks the players if they would bring it to him if they find it.
Adventurers
There are ample adventurers in the tavern. They make an excellent source of hirelings or replacement characters. Torchbearers and porters are willing to work for a set price. Hirelings expected to go into combat will only do so if they receive a halfshare of the treasure plus a set rate each day (generally 5gp per day, but they will negotiate).
START OF THE ADVENTURE The adventure begins in the tavern with Kremkel offering a 1,000gp reward for the safe return of her daughter, Ni'Qala, who is missing. Immediately after she makes this announcement, Fizzlefip Fiffleflip rushes into the tavern. Fizzlefip Fiffleflip is the manager of the Clockwork Armory, the large shop catering to the miners and adventurers in the area. He is a stereotypical gnome, different from his fellow gnomes in only one way: he is devoted to ridding his shop and the mines below of the terrible evil which has infested them. Without telling them of the dangers they will face (he mentions only rats), he offers a mission to clear out the Armory and the mines below, promising them each tokens for use in the shop. Once accepted, he gives each of the characters an armor token, a weapon token, two potion tokens, and has a 30% chance of giving scroll token to each player. He also gives them each a magic item token, which can be redeemed from the Vault. If pressed, he will also promise them 50gp each for successfully clearing out the Armory itself (which is the first level of the dungeon, with the shop and
the warehouse). If leaned on heavily, he will go up to 500gp for each of the characters from his own personal funds, but stipulates that this will also include clearing out the mines below. As an added bonus, he gives them permission to keep anything of value they find, save for the heavy machinery, clockworks, and so on. He’s only in charge of the shop, not the mines. He can’t give away things outside of his area. The machinery below is far too valuable—and a state secret. It belongs to the king; even the prince would not be able to give any of it away. But the shop is full of goodies! He uses this to entice the players into accepting the mission. He forgets to mention that the majority of the valuables have already either been pilfered or corrupted by the alien influence at work down in the mines. Around an hour later, it's common knowledge in town that Ni'Qala's footprints have been found all around the drainage ditch, where she likes to play with the frogs. The drainpipe leads into the mines. If it's investigated, they find her handprints going up the pipe. This should be enough to set the players off to investigating the inside of the Armory or the disappearance of Ni'Qala.
The Clockwork Armory 10
INFORMATION FOR PLAYERS
• The king's resupply caravan was hijacked.
Given here are a number of rumors for the players. This information is in the air around town. These are things the players should generally be made aware of at the start of the adventure. One way to do this is to break these up and give each player some of the rumors. This will encourage them to discuss what's happening amongst themselves. An alternative is to have them speak with the people hanging around in the tavern and see what they can learn, but this runs the risk of them missing something important. It might be safest to print this all out and give each player a copy.
• The gnomes have stopped working.
• King Zibblezop built the Armory, and the mines beneath, along with the entire outpost. No expense was spared. He commissioned clockworks from the greatest artificers and brought in the most skilled miners and engineers.
• The clockworks who do all the work are upset.
• A child named Ni'Qala has gone missing. Her mother, the previous owner of the tavern (which was recently purchased by the gnomish workers for a very large sum) is offering 1,000gp reward for her safe return.
• The gnomish workers captured the resupply caravan and are living large. • Chaos cultists have set up in town. • Cultists in town worship the terrible evil down in the mines. • The cultists believe the leader of the rats has the Heart. • Bishop Madeleine, of the Church of the Thousand Sky Lions, has been seen in town recently.
• Something strange is happening at the trash pit outside the mine. • Ni'Qala likes to play with the frogs that live in the drainage ditch, where The Machine empties its coolant. • Gnomish security forces tried to confront the rat creatures down in the mines, but they all perished.
• The gnomes discovered a terrible evil in the mines below.
• The gnomes keep giant ferrets as pets to deal with the rat problem.
• Rat-shaped humanoids are up to something.
• Gigglegog Gogglegrog is distraught about the fate of her precious ferrets.
11 The Clockwork Armory
• The ferrets were left in their cages.
• They call him the Rat King.
• Chaos cultists desire the treasure taken by the rats.
• Some of the gnomes who worked in the mines were changed into terrible, boney forms.
• The mines have always had a rat problem. • A group discovered child-sized prints going up the drainage pipe. • The group that went into the drainage pipe was heard screaming. • The group that went into the drainage pipe has not returned. • There is a vast Machine down in the mines. It is used for processing the magical ore the gnomes dig up. • Zarlal Zarlezal, preeminent gnomish artificer, was recently seen taking something huge into the mines. • The gnomes discovered an object of tremendous power down in the mines. • The thing the gnomes found must be contained in a special box. • The cultists strongly desire an object possessed by the rats creatures. They believe it will give them great power and gain them the favor of their god.
• A gnome who worked with the ferrets was fused with a ferret. The resulting form was horrific beyond words. • Many human cultists were spotted in the mines before they were abandoned. • When the evil was discovered, the gnomes hastily constructed a wall to contain it. • The evil in the mines is blocking access to the Vault. • The Vault has just about every magic item there is. • The Control Computer runs The Machine. • The Food Trolley has excellent soup. • Everyone who worked in the mines has, to some degree, had their flesh turned to bone. • Ni'Qala always carries a small, stuffed rust monster. She won't go anywhere without it.
• When the mine was first created, large sections flooded. Those areas have been abandoned.
The Clockwork Armory 12
ENTRANCES TO THE DUNGEON The shop, the work area on the level underneath the shop, and the mines all have multiple entrances.
The Shop
There are a number of entrances to the building above ground. The shop can be entered directly from the front, through its normal entrance. The warehouse in the back has a separate entrance.
Work Area
The level below the shop. Contains a machine shop. This level has a number of entrances as well. These are visible from outside. Two large doors open onto the machine shop. A door on the opposite side of the building gives access to the offices.
The Mines
The primary entrance is the elevator from the work area below the shop. There are now two other ways to enter the mines. The first is through the town's trash pit. This is where the entrance to the Old Mines is located. Since the Old Mines were abandoned, the area has become a dumping site for the outpost's refuse. The second entrance is through the drain pipe which leads up to The Machine.
13 The Clockwork Armory
AFTER CLEARING THE SHOP
Once the shop is retaken, and the entire first level is cleared, the gnomes re-enter the shop to assess the damage, rebuild, and prevent trespassers from entering and doing any more damage. When encountered here, Fizzlefip is having an argument with his boss, Tippletop Fiffleflip, the manager of the entire mining operation. As this scene unfolds, Tippletop throws up his hands and says: “Fine! You know what to do! You’re in charge!” and he storms off. This leaves Fizzlefip in charge. Not that anyone will listen to him; he's the only one still interested in anything other than living large off the supplies stolen from the supply caravan. Here Fizzlefip offers to hire the party to clear out the mines, if they aren't already set on doing so to acquire the magic items stored in the Vault. He offers them each 500gp. And, of course, they can keep anything of value they find down there, except for the heavy machinery, the clockworks, the contents of the Vault (outside what they get with their tokens), etc. If the characters did not find Bonebane, Fizzlefip, will here bestow it upon them.
CLOCKWORKS
Mechanical creatures constructed by the gnomes. These will be encountered often in the course of this adventure. There are many different makes and models of clockwork, as you will see. Whenever a clockwork is called for, take the Basic Clockwork. Then roll on the Body Plan, Mentality, and Purpose tables to gain more insight into its functions..
Basic Clockwork
AC 9 [10; HD 1-1 [3]; MV 60' (20'); Attack: none; THAC0 19 [+0]; ML 3; Al N; XP 5 Designed to be generally agreeable and easy to work with, clockworks make all reaction rolls at +4. Clockworks are generally non-violent. They do not attack rats, players, etc. unless something has gone wrong with their programming. Unfortunately, things are going wrong with their programming. Too bad. Remember to roll corruption for any clockworks encountered. That's where things get really fun! Only corrupted clockworks ever use their weapons. This does not apply to the combat clockworks in the adventure. It's not possible to convince a basic clockwork to use violence. It's against their programming.
Body Plan Table Roll 1d4
Result
Type
1 2 3 4
Humanoid Quadruped Articulated Wheeled
Humanoid
These have the common shape of a humanoid. Two arms, two legs, something resembling a face. They are able to walk and move as normal.
Quadruped
Something resembling a four-legged animal. They lack arms, but make up for it with their four powerful limbs, which allow them to carry heavy loads.
Articulated
Clockworks of this type resemble a single large appendage, usually an arm with a grasper hand on one end. They can move by clumsily shuffling themselves along.
Wheeled
Any of a variety of shapes that use wheels to move. The most common variety has a humanoid torso, with a head and arms, creating something akin to a centaur, but with a wheeled vehicle in place of a horse body.
The Clockwork Armory 14
Mentality Table
Roll 1d4 Result Mentality 1 2 3 4
Mechanical Robotic Childlike Human
Mechanical
These are the most bare-bones of the clockworks. Only understands its programmed task. Competely unable to communicate outside of their programmed responses.
Robotic
Purpose Table Roll 1d8
Result
Purpose
1 2 3 4 5 6 7 8
Builder Extractor Foreman Loader Miner Mover Repairer Welder
Builder
1x hammer (1d6), 1x nail gun (1d6)
Designed for a more complex task. Understands enough about the world to move around, interact with objects, and use creativity in the course of its duties. Struggles outside its task.
Extractor
Childlike
Loader
General-purpose intelligence with an incomplete understanding of the world. Capable of independent operation at many tasks, but still struggles.
Human
Fully capable. Excels at its programmed task and is capable of learning new tasks on its own. Has independent thought and can communicate in the same way as a human.
1x claw arm (1d10)
Foreman
Yells, attracting 1d3 other clockworks. 1x grab (save vs. Paralysis or be carried away; new save each round)
Miner
2x picks (1d6)
Mover
1x unload, dump rocks on target (1d10)
Repairer
Repair (Heals clockwork 1d6+1 2/day.)
Welder
1x torch (1d6)
15 The Clockwork Armory
CORRUPTION
As the characters move through the Armory and down into the mines, they will encounter all manner of corrupted creatures. These have been touched by the power of the alien entities who the gnomes have unearthed.
They are driven to oppose all who would stand against their new master. This gives them a penalty to reaction rolls, making them react in a much more hostile manner. This can make normally friendly beings, such as constructs, become vicious and cruel.
Different areas give different amounts of corruption. The closer one comes to the resting place of the alien entities, the more corrupt things have become. The effect will be noted in the description of each areas.
The corrupting process is a slow and gradual one. When the corruption first begins, the effect is primarily a mental one. The creature is driven to attack recklessly, with little concern for its own safety. This is level one.
Whenever a wandering creature is encountered, roll to determine how corrupted it is.
As the corruption progresses into the second level, boney plates and protrusions develop, giving increased combat ability. Here the pain begins, and the creature, increasingly agitated, also begins to become more skittish.
The referee may roll corruption for the non-random encounters listed in the room descriptions. This will have the effect of making the adventure much more random. Either way, describe the creatures found in the rooms as corrupted, with boney growths, hardening skin, claw-like protrusions, etc. Have the creatures behave erratically. It should be obvious that something is very wrong with them.
Effects of Corruption As a creature becomes corrupted, it begins to experience terrible pain and unease. This makes them skittish, reducing their morale.
The chaotic influence of the corruption makes them much more belligerent.
The third level is much like the second, only more developed. Here, the creature begins to have trouble moving. Decrease movement rate by a quarter. The fourth and fifth levels are much the same, continuing the degeneration of their minds and bodies. In the sixth and final level, the creature becomes mindless. It attacks anything nearby, save its master's other servants. As the corruption develops, the creature's body struggles to function. Its contorted form can barely move and it finds itself in ever-increasing pain. This pain is the rebirth process.
The Clockwork Armory 16
CORRUPTION LEVEL Roll 1d6 to determine an encountered creature's corruption level. This table is reproduced at the back of the book.
Level 1
-2 reactions, -2 AC, +2 to hit
Level 2
-3 reactions, -1 morale, +1 AC, +2 to hit, +1 damage
Level 3
-5 reactions, -2 morale, +2 AC, -1 to hit, +1 damage, decreased move
Level 4
-6 reactions, -3 morale, +2 AC, -2 to hit, +1 damage, decreased move
Level 5
-7 reactions, -3 morale, +3 AC, -3 to hit, +1 damage, decreased move
Level 6
As 5, but mindless. Roll again. On a roll of 6, the creature has been reborn. See Ultimate Corruption.
17 The Clockwork Armory
ULTIMATE CORRUPTION
AC 3 [16]; HD 6 (27); MV 30' (10)' flying; Attack: Tentacle (2d8); THAC0 14 [+5]; ML 12; Al C; XP 275 When a creature reaches its ultimate level of corruption, it finds itself reborn. Its body has now been completely reshaped into an alien form. Ultimate corruptions are enormous floating, globular masses of bone. They are covered in boney spikes and tentacle-like protrusions. They retains traces of their original shape, so their origin can be determined. For instance, a gnome who has been reborn as an ultimate corruption will retain traces of its original bone structure, which can be seen on the outside of the sphere. Its face, in a contorted, stretched shape stares eerily from the surface. For the purpose of game effects, ultimate corruptions are treated as undead, though their true nature is beyond mortal understanding. It should be immediately obvious to characters encountering ultimate corruptions that these are not to be trifled with. They are slow-moving and have no ranged attacks, so they are easily outrun and out-positioned. Allow them to be escaped fairly easily. An ultimate corruption will pursue indefinitely, but their alien minds have a poor understanding of this world.
MONSTERS Levels 1 and 2
The upper parts of the facility, before going down into the mines. Here, only gnomes, humans, clockworks, and giant rats are encountered. The humanoids are either thieves trying to pilfer the wealth stored in the Armory, or, for the humans, they may be cultists hoping to gain the favor of the entities found below. The clockworks are attempting to surreptitiously sabotage the Armory.
Above Ground Encounter Table Result 1
2
3
4
Number Encountered Use the tables below for random encounters.. Roll on the Number Appearing table to determine how many monsters appear.
Number Appearing Roll 2d6
8 or lower 9, 10, or 11 12
1 2 3
Underground
More monsters await below, in the mines.
Roll 1d4 Encounter
Gnome (Pilferers; may be amiable toward the players depending on reaction roll) Human (50% pilferer, 50% cultist; cultists will only be amiable toward chaotic characters) Clockwork (These can still be friendly; they have a grievance with their employer—they aren't out for blood or anything) Giant Rat (They're just hungry and in pain from the corruption)
Number Appearing
Result
Underground Encounter Table Result 3-5 6 7 8-9 10-11 12-13 14 15 16-18
Roll 3d6 Encounter
Ultimate Corruption Rat, Normal (Pack) Animate Object Rat-Man, Advanced Clockwork Rat-Man Skeletons (number x4) Shrieker Spike Beast
The Clockwork Armory 18
MONSTER DESCRIPTIONS Acolyte
unless they are a small character such as a halfling, in which case they may attack the box from the inside, dealing damage with no attack roll.
AC 2 [17]; HD 1 (4); MV 60' (20'); Attack: 1x mace (1d6); THAC0 17 [+2]; ML 12; Al C; XP 10
There is a 50% chance that the crate contains a useful object. Choose a suitable piece of equipment.
Acolytes wear plate mail, carry a shield, a mace, and a chaotic holy symbol. In their pockets are 3d6 platinum pieces (each worth 10gp).
Animate Sludge
Encountered acolytes will taunt the characters, giving them information they don't already possess.
Any of a variety of industrial goops that have been splattered all over the place and been corrupted by the alien influence.
The chaos cultists the characters might encounter cover their armor, as well as their faces and bodies, in blood sprinkled over with bone powder, creating the outlines of twisted skeletons.
Animate Crate
AC 9 [10]; HD 1* (4); MV 0'; Attack: 1x chomp (1d4 and eat); THAC0 19 [+0]; ML 8; Al C; XP 13 A crate or box. Looks normal until someone walks near, at which point it opens its lid and devours its target.
Eat
When the animate crate bites someone, they must save versus Paralysis or be eaten. Each round, they may make a new save in an attempt to escape the crate. They may take no other action
19 The Clockwork Armory
AC 7 [12]; HD 1-1 (3); MV 120 (40'); Attack: 1x slick (1 damage, save or fall); THAC0 19 [+0]; ML 8; Al C; XP 5
The sludge can be quite large, taking up 1d4x10'. It attacks in a rather unusual way. It rushes underneath people, who must then make a saving throw versus Paralysis or fall 5' (50%) or 10' (50%) in a random direction and take 1 damage. They may make a saving throw each round to stand up, but this is somewhat unnecessary, as the sludge's primary tactic is to move away and allow its prey to return to their feet, at which point it darts back in and trips them again. Animate Sludges are trivially easy to defeat by crawling along on one's hands and knees or waiting with ranged weapons atop surfaces the sludge cannot reach (they can't climb).
Animate Rock
AC 9 [10]; HD 2 (9); MV 30' (10', 80' downhill); Attack: 1x throw (1d3 damage, sends target flying 15’); THAC0 18 [+1]; ML 8; Al C; XP 20 Rock with boney tendrils growing from it. It grabs people with the tendrils and throws them up to 15'. It's not very bright, but it knows to throw people into vats, pits, or other hazards.
Gnome
AC 5 [14]; HD 1 (4); MV 60' (20'); Attack: 1x weapon (1d6); THAC0 19 [+0]; ML 9; Al N; XP 10 Gnomes have infravision to 90' and carry crossbows or war hammers.
Green Slime
AC - (always hit); HD 2* (9); MV 3' (1'); Attack: see below; ML 12; Al N; XP 30 Can only be harmed by fire or cold. Attacks by dropping onto an unsuspecting victim, though the same effects result from stepping on a green slime. Green slimes dissolve non-stone objects they come into contact with. They dissolve through wood or metal (such as armor) in six rounds. Once in contact with flesh, the slime becomes stuck and can only be removed with fire (or freezing). It takes one minute for the slime to become situated on its victim. 1d4 rounds after this, the victim is turned completely to slime.
Insect Swarm
AC 7 [12]; HD 2* (9); MV 30' (10'), Flying 20'; Attack: area; ML 11; Al N; XP 25 When encountered as wandering monsters, these are insects devouring corpses (in which case a random gear set might be in order) or eating out of a nearby trash receptacle. A swarm filling a large area (10' x 10' x 30' or more). They are either crawling or flying (50%). When the swarm attacks, no roll is required. Armored characters take 2 damage; unarmored take 4 damage. Characters who flee the swarm, or spend their turn swatting at it with a weapon or torch (hands aren't enough), take only 1 damage. The swarm becomes angered when damaged and pursues its targets until they are either dead or have escaped around corners or into water, at which point the swarm disperses or returns to its original location.
Rat, Normal (Pack)
AC 9 [10]; HD 5–10 rats (1hp each); MV 60' (20'); Attack: 1x bite (1d6); THAC0 19 [+0]; ML 5; Al C; XP 2 Normal rats fight in packs of five to ten. Each pack makes one attack each round. Attacks against the pack deal damage to multiple rats. For instance, an attack with a club dealing 3 damage would kill three rats.
The Clockwork Armory 20
There is a 1-in-20 chance that each rat may carry a disease. Diseased rats are worth 6 XP. Someone bitten by a diseased rat must make a saving throw versus Poison. There is a 1-in-4 chance that they die in 1d6 days. Otherwise they are bedridden for a month.
Rat, Giant
AC 7 [12]; HD 1/2 (2); MV 120' (40'); Attack: 1x bite (1d3); THAC0 19 [+0]; ML 8; Al N; XP 5 Carries the same diseases, with the same effect, as the normal rat.
Rat-Man
AC 6 [13]; HD 1-1 (3); MV 60' (20'); Attack: 1x claw (1d6); THAC0 19 [+0]; ML 7; Al C; XP 5
Rat-Man, Advanced
AC 4 [15]; HD 2 (9); MV 60' (20'); Attack: 2x claws (1d6); THAC0 18 [+1]; ML 6; Al C; XP 20
Shrieker
AC 7 [12]; HD 3 (13); MV 3'; Attack: None; ML 12; Al N; XP 35 Big mushrooms that can move a little bit if they have to. When confronted with light or movement, they respond by emitting a high-pitched shriek that lasts 1d3 rounds. For each round of shrieking, there is a 50% chance of triggering a wandering monster, which arrives in 2d6 rounds.
21 The Clockwork Armory
Skeleton
AC 7 [12]; HD 1 (4); MV 60' (20'); Attack: 1x boney protrusion (1d6); THAC0 19 [+0]; ML 12; Al C; XP 10 Not everything the alien power touches turns to bone. Some things are already bone! In which case they are given life, of a sort, and set to task in service of their new master.
Spike Beast
AC 7 [12]; HD 3+1* (14); MV 120' (40'); Attacks: 8x bone spikes (paralysis) or 1x bite (1); THAC0 16 [+3]; ML 9; Al N; XP 75 These guys are tough! When rolled as random encounters, consider rerolling! Slithering bone monster corrupted from some terrible thing that once lived down here. It has bone spikes which, on a successful attack, eject a venom that paralyzes unless a saving throw versus Paralysis is made. The paralysis lasts for 2d4 turns. When encountered as wandering monsters, there is a 50% chance that these were devouring the corpses of previous victims, in which case leave 1d4 random gear sets on the ground beside them.
LEVEL 1 Visible from the outside is a large building. On the front, facing inward toward the rest of the outpost, is the front wall with an entrance and a large sign reading "The Clockwork Armory." This is written in the common tongue and then again underneath in smaller letters in gnomish. This building has two levels and is built on a slanted piece of ground. The top level is flush with the rest of the outpost, and the second level is lower down and less visible, though it is still accessible from the nearby gnomish barracks and by a road leading down from the outpost. Level 1 is the shop section of the building. The front area is open to customers and lined with shelves and automated booths. It has four checkout counters at the front. Normally, there are tables, racks, crates, and barrels, all filled with goods, placed carefully to draw the attention of shoppers. Now, though, all is in ruin. Since this level consists largely of two rooms, they are not numbered. Instead, the important features are labeled and described individually.
FRONT THE SHOP This area resembles a modern big-box store. When in working order, it was well stocked with all the provisions a miner, worker, or adventurer would need. The gnomes went through quite a lot of trouble shipping all of these goods so far up the mountains. Unfortunately for the players, the entire shop is in complete shambles now. At the front is a large clear glass double-door which slides open as a customer approaches. This opens onto a small enclosed room where one may pick up a small basket for carrying their shopping, with two more glass doors leading into the shop proper. Here, the customer (or player in this case) is faced with a decision. They may either walk forward, toward the clothing section and the rest of the shop, or turn right and go toward the checkout counters. When they enter, the characters will see a rat-man and a giant rat off to their right, though they will not themselves have been spotted yet. Here be sure to inform the players that everything inside is beginning to ossify—turn to strange, alien bone. Not everything has turned, and not everything is turning at the same speed, but it's apparent in nearly everything.
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23 The Clockwork Armory
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Biological material turns the fastest, and the noble metals the slowest. Iron seems to be affected almost as quickly as wood, but the change is barely present in copper and bronze, and not at all in gold, silver, and platinum. When objects change, the slightest outlines first begin to appear, and along these lines the object becomes harder. These shapes do not spread from a central point, but emerge in many areas and converge toward each other, with the hardening increasing as the ossification spreads. Eventually it becomes obvious that the transformation is turning the object to bone, with the origination points becoming solid, white bone. The shapes which form are clearly alien. They are not of this reality. It is inconceivable that any animal could have bones in these shapes.
at a counter. To the right of the clothing section is the first of the shelves. If the characters move forward into the clothing section, the rats, waiting patiently behind the shelf there, will push the shelf over onto them. This begins combat. The characters must make a saving throw versus Paralysis or be unable to move on the first round of combat as they struggle against the weight of the shelf (which is caught on the tables and racks, so no damage).
If they go forward, they are faced immediately on the right with the clearance rack. Just beyond the clearance rack are two stacks of crates, three high, placed to block the passage.
Rat-man and giant rat to the right of the entrance, visible from the entrance area. Labeled RM1 and GR on the map. They are unaware of the characters when they first enter. They join the encounter when their friends push over Shelf AB.
On the left before them is the clothing section, now in complete ruin. There are tables and racks, most overturned, with clothing strewn all over the floor. This area is already difficulty to walk through, with the floor being covered with ossified material from Shelf A, which has, along with everything else in here, been hastily pilfered. Off beyond it, they can see the armor booth staffed by a clockwork
25 The Clockwork Armory
ENCOUNTERS IN THIS AREA There are a number of hazards in this first room. Two rat-men between Shelf AB and Shelf CD. These push the shelf over and move to attack. Labeled RM4 and RM5 on the map.
Rat, Giant
AC 7 [12]; HD 1/2 (2); MV 120' (40'); Attack: 1x bite (1d3); THAC0 19 [+0]; ML 8; Al N; XP 5
Rat-Man
AC 6 [13]; HD 1-1 (3); MV 120' (20'); Attack: 1x claw (1d6); THAC0 19 [+0]; ML 7; Al C; XP 5
Trap
Connecting Shelf CD to the shelf labeled Back Wall. This trap consists of a string nailed into a wooden shelf and tied taut to a series of bells. Two rat-men lie in wait, ready to spring out at the sound of the bell. One hiding between Shelf GH and Shelf IJ (which has toppled down, and is leaned against Shelf GH), and another behind the door next to the armor shop. These rat-men are labeled RM2 and RM3 on the map. As with all traps, there is a 2-in-6 chance for each character to trigger this trap as they pass. If the trap does not trigger, Rat-Man 2 will run out and fight anyway, only this time it calls for its companion.
Checkout 3
When a player steps near the third checkout, it comes alive. The AI that controls the register is having serious errors caused by the alien corruption. Make a reaction roll for the AI. If it dislikes the character, it will stick out the register and attempt to bite their hand or slam into them. Otherwise, it will ask them for help that they cannot give. “Error number 86. Please see page 492 of the Register Automata Maintenance Handbook.” It will respond tersely in other ways, never giving any useful information, and always leading again to a repeat of the error message. It will say things like “Who are you?” and “Can you help me?” but it seems afraid and in pain, though incapable of describing those feelings or giving
anything more than the error message. It speaks only in gnomish. The Register Automata Maintenance Handbook can be found in the office in the warehouse area on this floor. If the players think to look in the book, they discover that the error message indicates a fatal flaw in the central processing crystal.
Checkout Clockwork
AC 9 [10], HD 1-1 [3], MV 0', Attack: 1x bite (1 damage); THAC0 19 [+0]; ML 10, Al N, XP 5
WHAT'S HERE Clearance
As the characters enter, they see this shelf on the right immediately past the entrance. It reads “Clearance” in bold letters. They can’t miss it. On the shelf they can find three busted old shields, two spears, two clubs, a dagger, and a battle axe. These are all in such poor condition that they are unusable after a single combat.
Clothing
The first section encountered upon entering the store. It is now in complete ruins. The clothes are all in tatters. Nothing of use can be salvaged from here.
Shelves
The shelves are labeled with two letters. One gives the items found on the left side and the other letter gives the items found on the right side. The shelves
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are around nine feet tall, with multiple levels. Each one has a little ladder on wheels for the gnomes to climb. Most of the items previously found on the shelves have been stolen or are too horribly ossified to be of any interest to anyone. However, each shelf still contains a few things in usable condition. Either roll for 2d3 items of the listed type, or hand out what you think is appropriate.
Shelf AB
A and B: both mining equipment
Shelf CD
C: Climbing D: Cloth and leatherworking tools
Shelf EF
E: Containers F: More Containers, Fire and Light
Shelf GH
G: Trapping H: Fishing, Merchant
Shelf IJ
I: Smithing J: Toys, Woodworking
27 The Clockwork Armory
Shelf KL
K and L: Cooking Supplies and Food. Most of the desirable food has been taken. There are enough scraps scattered about on the floor to make up eight days of rations. There are also a few wheels of gnomish cheese of a style so foul that even rats refuse to go near it. There is plenty of food that has turned to bone. If the characters are willing to carve it up or pick the bones out, they can get four more days of food out of that. This is safe to eat, but don't let the players know that.
Back Wall
Another shelf in the back. Adventuring Gear, Cordage, Containers.
Front Wall
Medical, Personal. Includes the shelves in this area.
Writing
Small shelf containing writing implements, paper, etc.
Checkout Counters
Clockwork machines resembling modern checkout counters, complete with conveyer belts and registers. The registers can be opened by wily characters. Each register contains 1d4 tokens. Checkout Counter #3 contains a potentially-nasty surprise. See above.
BOOTHS
These have clockwork merchants, now corrupted, who buy and sell particular sorts of items. They accept tokens, not coins. They don't give change. “We don't give change. We pass the savings on to you!” They will buy items in exchange for tokens; they purchase all items at half listed price (in credits, meaning the seller only receives one-quarter the actual value of the item). This gives store credit, not tokens. The named types of tokens given to the characters can be redeemed here (except for the magic item tokens, which are redeemed in the Vault). Each token gets them a random item of the chosen type rolled on the listed table. Each booth is protected by a magical weapon which shoots lightning. The corpses of rats near the booths indicate this. Anyone attempting to rob or otherwise disturb the clockworks, enter the booths, or cause any other mischief will be electrocuted with a blast of lightning. Use your judgment here, but these clockworks are themselves extremely expensive and they're protecting high-value items in the booths. A save versus Death each round works.
Armor Booth
Here characters can purchase equipment (using tokens, of course) at the published prices. They can also turn in their armor tokens for a random piece of armor determined by a roll on the table below. Plat armor and shields are both available for sale, but they aren’t given with the armor tokens.
Armor Token Table Roll 1d6
Result
Armor
1–4 5–6
Leather Chainmail
Weapons Booth
Similar to the Armor Booth.
Weapon Token Table Result
Weapon
1 2 3
Dagger War Hammer Longbow w/ Arrows Spear Normal Sword Battle Axe
4 5 6
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“Welcome to Potions. How may I help you?”
29 The Clockwork Armory
Bakery Booth
A clockwork baker bakes away. Fresh bread can be purchased here for the price of standard rations (using tokens, of course). The bread has turned largely to bone, but is safe to eat.
Potions Booth
Another clockwork sells potions.
Potion Token Table Roll 1d6
Result
Potion
1-4
Fiffleflip Formula (Heals 1 point.)
5-6
Potion of Healing (Heals for 1d6+1 or cures paralysis.)
Scrolls Booth
This clockwork sells scrolls.
Scroll Token Table Result
Roll 1d6 Scroll
1
Protection from Lycanthropes (works against rat-men)
2
Protection from Undead
3
Magic Missile
4
Sleep
5
Cure Light Wounds
6
Purify Food and Water
Stairs to Restrooms Lead down to Level 2.
BACK – WAREHOUSE This is the back part of the shop. It has shelves and crates where items are stored before they are moved into the shop. It also contains an office, stairs down to the next level, as well as two doors leading outside. Two gnomish pilferers are back here. Depending on the circumstances, such as where the characters enter, these gnomes may decide to retreat, parlay, or attack. They are generally willing to give out any information they might have, so long as they are allowed to keep the items they have taken. They both wear packs loaded down with items taken from the shop, but nothing especially valuable.
Office
A mechanical, automated voice booms out from this room. “We are now seven hundred and eighty-three hours behind schedule!”
Shelf 1 Empty
Shelf 2
Contains 500sp in a trapped box (save versus Poison or 1d2 damage). A dead thief lies on the ground beside the box. Careful inspection will reveal a pinprick on his hand.
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The other side of this shelf also contains a pristine box just barely sticking out over the edge of the top shelf. Contains Bonebane (a normal sword with +1/+3 vs. undead) and a letter. Addressed to: Fizzlefip Fiffleflip Cousin, we at the swordworks have heard the pleas of the lion priestess. We take her concerns more seriously than does His Majesty. We present my apprentice’s masterwork: Bonebane. And completed in record time! Should her visions be true, this shall aid your security forces in dispatching whatever they have disturbed down there. We shall keep all of you in our prayers. Let us hope the human has seen wrong. All our best. – Rolelrol P.S. Mother has eloped again. The next shipment of Fiffleflip Formula will be delayed.
Shelf 3 Empty
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Strewn Crates
Trap. One of the crates, the one off to the side, is trapped. The crate is surrounded by dead rats. Make sure to point this out; it cannot be missed. There are quite a lot of rats. Inside the crate is the Ratter 5000, a mechanical cat designed for hunting rats. Anyone who reads gnomish can read the product description on the side of the box. Anyone who opens the box without following the proper procedures (listed on the side of the box) angers the clockwork cat and it swipes at them for 1d3 damage. If they do, however, follow the proper procedures, they gain the mechanical cat as an ally. It will follow them and faithfully carry out their instructions, though it will only attack rats and other rodents.
Ratter 5000
AC 9 [10]; HD 1-1 [3]; MV 60' (20'); Attack: 1x claw (1d3); THAC0 19 [+0]; ML 10, Al N; XP 5
Stairs Down
Waiting for the players on these stairs are three very corrupted gnomes. Their bodies struggle to move at this point. They are no longer able to communicate. They are armed with war hammers and attack on sight.
Gnome
AC 5 [14]; HD 1 (4); MV 20'; Attack: 1x weapon (1d6); THAC0 19 [+0]; ML 9; Al N; XP 10
LEVEL 2 This level consists of a large machine shop, the elevator into the mines, and other rooms needed for the operation of the topside of the mining operation. It has a large hallway that runs horizontally across the top, then down to the restrooms. A number of large doors open to the outside. Characters can enter or leave this area as they please. This is obvious from outside.
1 - Elevator Machine
Elevator machine. This is the machine that controls the elevator system that goes down into the mines. Everything is in proper working order.
2 - Break Rom
Break room. Empty. This place has been completely pilfered. There are rat droppings everywhere.
3 - Office
A green slime waits in the doorway and drops on whoever enters. Inside the room is a gnomish-common dictionary. Everything else of interest has been removed, pilfered, or destroyed.
Green Slime
AC - (always hit); HD 2* (9); MV 1'; Attack: see below; ML 12; Al N; XP 30 Can only be harmed by fire or cold. Attacks by dropping onto an unsuspecting victim, though the same effects result from stepping on a green slime.
Green slimes dissolve non-stone objects they come into contact with. They dissolve through wood or metal (such as armor) in six rounds. Once in contact with flesh, the slime becomes stuck and can only be removed with fire (or freezing). It takes one minute for the slime to become situated on its victim. 1d4 rounds after this, the victim is turned completely to slime.
4 - Accounting
Empty. Whatever valuables and important papers were in here were removed long before the danger could reach this area.
5 - Machine Shop
Large machine shop. The room is full of large pieces of machinery awaiting repairs, parts pulled out of other machines, and so on. Two crab spiders wait for their next meals, having taken up residence in this room. One by the parts piled up behind one of the large machines and a second in the corner above the door to the tools room.
Spider, Crab
AC 7 [12]; HD 2* (9); MV 120' (40'); Attack: 1x bite (1d8 + poison); THAC0 18; ML 7; Al N; XP 25 Crab spiders surprise on a roll of 1–4 on a d6. They can climb walls. The bite of a crab spider is poisonous. A victim must save versus Poison at a +2 bonus or die in 1d4 turns.
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33 The Clockwork Armory
6 - Files
This is the files room. It is full of schematics for machines. Hundreds of curved scrolls are scattered about in here. If somehow the players end up messing up something important, such as the elevator machine, they can find the schematic here and repair it using the parts in the machine shop. In addition, a number of clockworks in the mines below can be repaired using schematics found here. Point out the many clockwork repair manuals found here when the characters first explore this room.
7 - Boiler Rom
Empty. The boiler was shut off before the gnomes left.
8 - Parts
The parts room. Filled with shelves lined with parts. One pile of parts near the door has been corrupted into life by the alien influence. It is half-machine and half-bone. Unfortunately, the players are not the first victim of this monstrosity. One of the employees was killed. On their body, they have 3pp, 8gp, 27sp, and two rings worth 10gp and 50gp.
Clockwork Bone Monster
AC 9 [10]; HD 1-1 [3]; MV 60' (20'); Crush (1d6); THAC0 19 [+0]; ML 3; Al N; XP 5
9 - Tools
The tools room. Most things in here are too corrupted to salvage. If the players want a particular tool, they can probably find it in here, though, if they spend long enough digging around for it. Two giant rats have nested in here, and they will attack anyone who enters.
Rat, Giant
AC 7 [12]; HD 1/2 (2); MV 120' (40'); Attack: 1x bite (1d3); THAC0 19 [+0]; ML 8; Al N; XP 5
10 - Pipes
This is the pipe room. The lungs of the mines below. The pipes and machines in this room help pump the air to keep the mines breathable. It’s very obvious from outside the door that a clunk-clunk-clunking machine is fast at work inside. There is a very cramped path through the pipes leading to a small work area with a bench and a few shelves. On the bench is a bag containing 400sp.
11 - Restooms
Empty. Restrooms. The rats have chewed up everything remotely interesting here.
E - Elevator
This elevator provides the main access to the mines below. This is where the characters enter the mines.
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35 The Clockwork Armory
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HUB In the top areas, one square was five
feet. Down in the mines, 1 square = 10'. This is the central area of the mines connecting the other areas together. There are a few things worth noting in this area itself. The elevator from the shop leads here. It can be used go back up and come back down as desired. Immediately upon entering, the characters see a number of things: Immediately beyond the elevator entrance is a minimap showing the layout of the mines. Show the players. Painting done in blood on the walls. The painting shows a large rat-man holding something into the air. This figure is surrounded by smaller ratmen and skeletons. A giant mechanical behemoth off in a triangular alcove. This is the Clockwork Defender. A froglike creature the size of a human child sits and plays on it. Don't have her move away from the Clockwork Defender while the players are here. A corpse, naked and brutalized beyond recognition. The remains of the Bishop Madeleine, recognizable by the one thousand tattoos of lions which cover her body. Beside her is her journal.
37 The Clockwork Armory
A clockwork letting faeries out of little jars along the walls, turning off the lights. It seems it is nearing the end of its task. There are only a few remaining lights going in here, and none are visible in any other direction. As the clockwork lets the faeries out, they fly quickly down the old mines (where they exit). A trail of broken and discarded stuff from the shop leads off toward the rat tunnels in the new mines. There are scorch marks covering the walls where gnomish weapons have been discharged and missed. A red rust monster doll, previously belonging to Ni’Qala, lies on the floor. On the ground, there are tracks for mine carts going off in most directions. There is also a deep rut where something very heavy was dragged from The Machine off toward Clockwork Housing. This was made by the clockworks taking the Portal and hiding it away. Plenty of clockwork tracks go alongside the rut. A large heap on the ground about eighty feet from the Clockwork Defender alcove. This is the corpse of Zarlol Zarlezal. He was clearly killed by something with very large claws, at least two feet in length. It didn’t
take too many swipes to slice him to death. When investigated, the corpse reveals the nicest clothes of anyone the characters have encountered, as well as a pin acting as a name tag and security badge (which allows them to identify the corpse as Zarlol Zarlezal, the famed gnomish artificer), as well as a ring (700gp) and a necklace (200gp). If Zarlol’s apprentices are sought out in town, and these items are returned to them, the players receive a 1,500 experience point reward rather than the 900 experience points indicated by the gold piece value of the items. When the gnomes were first building the mines, they faced incredible flooding down many of their exploratory shafts. They had a few failed attempts before they were able to begin fruitfully extracting their ore. The passageways that warn of flooding are just that: flooded. There is nothing interesting down them. After some distance, these end in water.
Light Faeries
Lining the walls are glass jars. Inside are little faeries, about two inches tall. These faeries have been paid to provide lighting for the mines. Since the disappearance of the gnomes (who forgot to release them), they have become increasingly concerned. They have seen many of the goings on around here. If the characters reach some of the lights before the clockwork releases
them, they can see inside the jars. Inside each one, they see a small, fully furnished room, with a faery burning brightly like a torch. The faeries are unable to leave on their own, and since their contract with the gnomes is not up yet, they are still trapped inside their jars, unable to leave (a small clock controls a release mechanism). Depending on the results of a reaction roll, each faery may be willing to shine for the players while moving along with them, for the price of four gold pieces per day. They do not engage in combat; the only benefit they provide is light like a torch—as well as any valuable information you see fit to have them give the players. They speak gnomish and common, so they act as translators as well.
The Food Trolley
Constantly making its rounds along the mine tracks is this large clockwork. It's 20' long, 10' wide, with a big, smiling clockwork face on the front. From the side stick out two long, bendy arms, one of which carries a bell it rings. “Refreshments!” the face yells. It slows to a stop upon seeing anyone it thinks might be a potential customer. On the side is a panel that drops down, revealing a second clockwork inside a kitchen, as well as a menu. Smoke and steam billow out from the top of the trolley. When the panel drops, the smell of food fills the air. Investigation reveals that the food has only just
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begun to turn to bone. Both clockworks are quick-witted and kind, and they have barely been affected by the corruption. They will provide what information they have about the things they have seen, but only from the reference point of a clockwork concerned entirely with producing and selling food. It’s obvious upon speaking with this clockwork that it has a lot more going on in its mechanical mind than do most of the others. Though its answers are centered on food and customers, and it is ever so anxious to return to its job, it will attempt to help the characters in any way it can, which it can only do by answering their questions and selling them Fiffleflip Formulas, which it has twelve of, each for a price of five tokens. Feel free to have the trolley show up whenever is convenient. It constantly moves around in the mines. As such, the two trolley clockworks are upset with their fellow clockworks, who have blocked the mine tracks it moves on, preventing it from traveling its normal route. It will also voice a disdain for the cultists and the rats, who have attempted to rob it.
39 The Clockwork Armory
Alien Predatory Beast Keeping anyone from entering the Clockwork Defender alcove is an alien beast. This beast has a body resembling the skeleton of a predatory animal made of twisted alien bones. If the characters haven’t managed to find any of the powerful gnomish weapons yet, you should alert them to the presence of this beast before they have engaged it in combat. It will not approach beyond a certain distance, being entirely intent on preventing anyone from going near the Clockwork Defender. This monstrosity hides in the shadows beside the Clockwork Defender, until anyone approaches within fifty feet, at which point it steps forward, making itself visible. It does not attack unless those approaching continue toward it. Deep claw prints in the area surrounding the defender should give sufficient warning, as should the corpse of Zarlal Zarlazol.
Alien Predatory Beast AC 4 [15]; HD 4+1* (19); MV 60' (20'); Attack: 1x bite (2d6); THAC0 15 [+4]; ML 12; Al C; XP 200
Howl
At the beginning of combat, the Beast will emit a bone-chilling howl through its twisted bones. All who hear this howl must save versus Death or flee in terror for 1d3 rounds.
CLOCKWORK DEFENDER The giant mechanical behemoth is the Clockwork Defender. It has a giant alien skull attached at the shoulder. A cross between a clockwork and a mech suit, the Clockwork Defender stands thirty feet tall and is covered in weapons. It has a hatch on the bottom, from which a ladder hangs down. It’s not very roomy inside, but it fits eight. The Clockwork Defender itself shows no sign of the corruption. Whatever it has been constructed from has completely resisted the effects of the corruption. The clockworks have piled rubble in front of it, blocking its exit. The corruption seems to be targeting it specifically. The walls around it are turning into boney tendrils, which reach out for it, and extremely quickly—so fast that the growth of the bone is visible to the naked eye. This bone is engulfing the Clockwork Defender. The alien influence does not like this thing. Atop the Clockwork Defender is young Ni’Qala, who, through the power of the corrupting alien influence, has been fused with the frogs from the drainage ditch outside. Her face and body, as well as her mind, have taken
on frog-like features. She seems mostly frog now. Her fusion was very far from perfect, however. She has the heads and limbs of many frogs protruding from her, and her human right arm flops lifelessly beside a large frog arm which has taken its place. She can only communicate in rudimentary ribbits and the lawful alignment language, and this only barely. She has the mentality of a small child mixed with that of a frog. In lawful, she will say things like, “Hungry,” “Big hungry,” and “Help.” She is of absolutely no use beyond this. If taken near the light faeries, she will try to eat them with her frog tongue. In spite of all this, she is clearly recognizable as Ni’Qala to the characters, who have in all likelihood seen her around town as a human child. She plays happily, jumping and climbing on the Clockwork Defender. As a corrupted creature herself, she has been ignored by the Predatory Beast. If the characters take her into town, hoping to receive their reward, they learn that as a frog her lifespan has been greatly reduced. The strain this new corrupted form is placing on her organs will lead to her death in a manner of months or even weeks. The characters are given the full reward for her return, and offered an extra 500gp each if they can find some way to return her to normal.
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If the characters seem reluctant to go inside the Clockwork Defender, have Ni’Qala climb into it and refuse to come out. If they still won’t go inside, have Ni’Qala toss the manual down at them in anger at their incessant pleas for her to come down. Once they have the manual, they should have the sense to read it. If they don’t, you can have one of Zarlol’s apprentices pester them about it in the outpost until they get the hint. Or have them come down and start messing with the Clockwork Defender itself. When entered, the Clockwork Defender’s control systems activate. “Auxiliary power only. Rubble detected. Enter rubble-clearing mode?” a voice speaks, while the message is displayed on the screen. This is all in gnomish, but the controls are easily switched to common. If the Defender is spoken to in common, it will switch all communications to common. Inside the Clockwork Defender is the manual, which contains the personal notes of its builder, Zarlol Zarlezal.
Clockwork Defender Manual By Zarlol Zarlezal
Systems Overview 200 HP AC -1 [20] MV 360' (120')
Weapons
The Clockwork Defender has eight weapons positions.
1 (Pilot) - Slam
THAC0 7 [+12] (5d6 damage)
2 - Warper Skull
THAC0 -11 [+30] (1d8 x10 damage and the same effect as the Heart, but corrupting everything within 500’ outside the Clockwork Defender.)
3 & 4 - Punch
THAC0 14 [+5] (2d12 damage)
5 &6 Shoulder Missiles
(4 available total, 2 in each launcher)
THAC0 -1 [+20] (10d6 damage)
7 - Spray Guns
200’ Area (5d6 damage, save for half)
8 - Exhaust Burst
50' cone 3d6 damage (save vs Paralysis or be knocked back 3d6x100’ and the Clockwork Defender moves the same distance in the opposite direction.)
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• Details the design history and construction of the Clockwork Defender • Operation Instructions • More than half of the manual is spent working to resolve power containment issues. Unsuccessfully. • Great excitement when he learns of the orb discovered in the mines. Zarlal believes this is the solution to all his power problems. • He describes his team’s journey up the mountains with the Clockwork Defender. • Dismay that the prince has ordered him to tie the alien skull, which was found alongside the orb, into their power systems for use as a weapon. • Great disappointment that the orb has been lost. • He decides to go into the mines with the security team. As soon as they recover the orb, he will install it in the Clockwork Defender and destroy the evil beneath. • He learns that he can no longer open the Big Door. He calculates it will take all four shoulder missiles to destroy the door. The door, being built out of the same material as the Containment Matrix, is resistant to the effects of the Warper Skull, taking only 1d8 damage
from each use. He thinks it would be better to find some other way to open the door. The missiles might be needed against what awaits beyond the door. • And finally, he gives an account of his last moments alive trapped in the Clockwork Defender. A great skeletal beast is stalking him. He can see it outside through the window. In the end, he makes up his mind to run for it, hoping he can reach the elevator and the safety it promises. • In case he fails, he leaves instructions for whoever finds this journal. He explains, step by step, how to place the orb in the power core, how to power up the Defender's systems, and how to operate its weapons. Last, he gives a warning: the Clockwork Defender, his life's work, has been a failure. Once powered up, it cannot be powered down. The enormous power flowing through it will inevitably destroy it in just under an hour. If the orb is used as a power source, he suspects the inevitable power containment failure will result in a concentrated wave of corruption. He doesn't know how big it will be, but he wouldn't want to be anywhere nearby. Make sure to accomplish the goal and be clear of the Defender before it is too late.
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The Clockwork Defender
BISHOP MADELEINE’S CORPSE
The corpse which can be seen from the entrance is that of Bishop Madeleine, the lawful cleric of the Thousand Lions of the Sky Realm. To make this very obvious, she has exactly one thousand lions tattooed on her body, many of which can still be made out. All of her valuables have been taken away by the rats. Her holy symbol and her journal, which the rats are unable to read, have been left on the ground. The journal contains valuable information for the players. Make sure they find it.
BISHOP MADELEINE'S JOURNAL • She began having terrible visions about six months ago. In these visions, she saw terrible untruths. • After much prayer and consulting with many others, she discovered a meditation technique which would allow her to see through the untruths and into the reality. She outlines the technique here. • In her new, truthful visions, she saw a terrible evil in the gnomish mines. She saw it calling out to all servants of chaos across the world.
• And she saw it bending the world to its will, spreading its corruption across the land. If this is not stopped, the entire world will be turned to a corrupted mass of twisted bone, ruled over by this alien force. • She met with the gnomish king, who would not heed her warnings. • Taking matters into her own hands, she sought out those knowledgeable in such things and together they created a formula for a compound to undo the effects of the corruption. • One of the ingredients is a fruit found only in the plane of Tanduran. • Informed by a gnomish artificer of the interplanar Portal used in the mine to dispose of waste ore and dangerous elements, she set off at once to the mines. • She gives the coordinates for the plane of Tanduran and instructions for how to operate the portal. • She has seen visions of a man-shaped rat wearing a crown and carrying a terrible evil. She believes this is the Rat King of the rumors, the one painted all over the walls with blood. • The compound comes in a spray bottle, which heals whatever it's sprayed on. One fruit will make more than enough uses.
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GNOME BARRACKS There are two entrances in the front (at the bottom of the map) and one in the back. This building is between two tunnels, as shown on the minimap. The door at the front opens directly across from the Clockwork Housing area. The one at the back opens onto that other tunnel back there. In this area are three rat nests. If they are all destroyed, rats will cease appearing as random encounters.
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1 - Mess
Central eating area for the gnomes. Contains overturned tables, chairs, etc. Has 600sp worth of silverware, plates, cups, etc.
2 - Security / Medical
This area is the first encountered when entered from the usual entrance. It has a curved counter at the front, with chairs for operators behind it. Behind that is a second, smaller security storage area enclosed in glass walls. This is still part of this room, but
set aside from the main area. Inside this security storage area is a large locker and a number of ferret cages.
Locker
Locker with Captcha. The players must answer the captcha correctly if they wish to enter the locker. If they fail to answer correctly, the locker will attack them with an electric shock for 1d3 damage. THAC0 19 [+0]. The locker may be broken down. It has five hit points. All attacks automatically hit. However, with each attack, the locker attacks back. Use your judgment with this thing. It’s supposed to be a fun discovery with a cool reward inside. Don’t actually kill them or make this a meat grinder. If it looks like they’re starting to struggle with it, just let them have it. Inside the locker are 3 potions of healing (1d6+1 healing) and 2 gnomish weapons (see below).
The Captcha
There are nine images, displayed in a three-by-three grid. The players must choose which are carts. Once they have made their selection, they click verify on the screen. Goats
Wagon (not a cart)
River
Cart
Farm
Knights
Dragons
Cart
City
Gnomish Weapon
Two-handed, 60’ range, +6 to hit. Deals 2d6 damage. Each time one is fired, there is a 50% chance the power containment fails and the power pack is now unusable (replacements can be found in some areas). Go ahead and let the players know how these work. If you don’t, they’ll end up wasting their shots. These weapons are extremely heavy, weighing twenty pounds each.
Cages
Off to the side are eight large cages. In these are giant ferrets which have been subjected to the corruption. They have gotten hold of some of the giant rats and managed to pull them into their cages. So they haven’t starved just yet. They’ve been turned mean by the corruption, though, and will lash out at anyone who approaches, biting and clawing at the cage. If these are healed of the corruption, they join as allies.
Giant Ferret
AC 4 [15]; HD 1 (4); MV 120' (40'); Attack: 1x bite (1d6); THAC0 19 [+0]; ML 9; Al N
3 - HVAC
Large machines pumping air. Empty.
4 - Food Storage, Cold This room is cold. A machine pumps furiously to keep the temperature down. Two very angry giant rats are chowing down on the food canisters stored in this room.
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Rat, Giant
AC 7 [12]; HD 1/2 (2); MV 120' (40'); Attack: 1x bite (1d3); THAC0 19 [+0]; ML 8; Al N; XP 5
5 - Kitchen. Empty. Pilfered.
6 - Shrine
An altar with a small shrine to a gnomish rock-based cult. This room seems to have received some divine protection from the goings-on outside. It is undisturbed. No rats have been here and it is free of the effects of the corruption. This room is safe. No matter how long the characters rest here, they will not be disturbed. There is a prayer book, with prayers in common as well as gnomish. If anyone lawful or chaotic prays at the altar, they are cursed by the forces of neutrality. They must roll twice on their next roll and use the worst result. Neutral characters who pray here, however, are likewise blessed. They roll twice on their next roll and use the better result. Also found here is a donation box. It contains 600sp and 50gp. Nothing happens if this money is taken. If it is returned to the chaplain, in the tavern, the reward is 500xp.
7 - Fire Suppression
Hoses, tanks, etc. fill the room. Lots of firefighting equipment. A few two-handed axes which can double as battle axes if desired. Also buckets, etc. which may be of some use. If it seems like it could reasonably be in this room, let them find it. This room contains one of the rat nests. On the ground are squirming, corrupted rats all fused into one giant mass. A thick layer of bone and flesh covers the floor, filling the room. That this is a living creature—of sorts—is not obvious until the mass is disturbed, which happens when someone enters the room, trampling the mass and awakening it from its slumber. The mass has hundreds of tails, each of varying lengths. Many have been corrupted into lengthy whip-like tendrils which grasp at and pull at anyone nearby. This attack reaches into the surrounding rooms. This monstrosity contains the parts from many rats, including biting teeth and reproductive organs. It attacks by pulling victims into its mouths and by birthing rats, which attack in defense of the mother.
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Squirming Mass
Rat, Giant
Tendrils
8 - Recreation.
AC 9 [10]; HD 5** (22); MV 0; Attack: Many bites (1d3 damage); THAC0 15 [+4]; ML 12; Al C; XP 475 Each round, the Squirming Mass strikes out with its tendrils at all within range. The tendrils reach all the way into the surrounding rooms. Each character must make a saving throw versus Paralysis or be pulled toward one of the mass’s mouths. Characters may make new saving throws each round to escape. They may slice away at the tails with held knives or bladed weapons. Doing so automatically frees them, at the cost of their action. They may not move or take any other action, such as pulling a knife, while held. And, of course, more tails shoot out for them at once, giving only a temporary reprieve. The mass makes a single bite attack each round against all characters who are held in the tails, or who stand in or adjacent to the fire suppression room.
Babies
Each round, the mass births 1d3 giant rats. These will begin to attack in the next round. The mass only births rats until it has three children. Once it has three, it ceases. As those die, it births more.
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AC 7 [12]; HD 1/2 (2); MV 120' (40'); Attack: 1x bite (1d3); THAC0 19 [+0]; ML 8; Al N; XP 5 Tables and chairs, game boards, etc. Otherwise empty.
9 - Break Room
This place stinks. The trash cans haven’t been emptied in days, and it seems like the gnomes were in the middle of a party when they all fled. A dozen tins of fish are left open on the table and the swarm of insects buzzing and flying around them are upset about their feast beign interrupted. A vending machine sells Fiffleflip Formulas (which heals 1 point) for the low, low price of 3 tokens. There are 1d4+1 available. The machine's anti-tampering system is still working just fine. It delivers a 1d3 damage shock to anyone who tries to pry it open or otherwise get around paying for the merchandise inside. A skilled thief should be able to bypass this in the same way they would a trap, however. There is also a gnome who was trapped in the room. The power of the corrupting alien influence has caused him to fuse with the insects. He now has seven large fly-like wings protruding from his body, with dozens of huge eyes bulging from his blackened flesh. His face, still recognizably gnomish, is
contorted into a hideous grimace. This abomination can only scream in pain. If he is healed using the bishop’s magic, he will join the party and help in any way he can. He is a gnome with 1 HD and extensive knowledge of the mines.
11 - Showers
Insect Swarm
AC 7 [12]; HD 1/2 (2); MV 120' (40'); Attack: 1x bite (1d3); THAC0 19 [+0]; ML 8; Al N; XP 5
AC 7 [12]; HD 2* (9); MV 30' (10'), Flying 20'; Attack: area; ML 11; Al N; XP 25 When encountered as wandering monsters, these are insects devouring corpses (in which case a random gear set might be in order) or eating out of a nearby trash receptacle. A swarm filling a large area (10' x 10' x 30' or more). They are either crawling or flying (50%). When the swarm attacks, no roll is required. Armored characters take 2 damage; unarmored take 4 damage. Characters who flee the swarm, or spend their turn swatting at it with a weapon or torch (hands aren't enough), take only 1 damage. The swarm becomes angered when damaged and pursues its targets until they are either dead or have escaped around corners or into water, at which point the swarm disperses or returns to its original location.
The last of the rat nests. Five more giant rats are present here now, but like in the other room, it’s obvious that many more call this nest home.
Rat, Giant
12 - Hallway
Four extremely corrupted gnomes patrol this hallway. They hide on different sides, with two at the front, near the shrine, and two more in the split at the back, which forms a T-shaped intersection. They do not rush forward to fight in the choke point of the hallway. Instead, they wait until they can catch an enemy in a pincer, flanking them from at least one side. Their new master has given them the task of keeping The Box out of enemy hands. Their equipment is so heavily corrupted that it cannot be salvaged, but between them they have 60gp on their persons.
Corrupted Gnome
AC 5 [14]; HD 1 (4); MV 20'; Attack: 1x weapon (1d6); THAC0 19 [+0]; ML 12; Al C; XP 10
10 - Clothes, lockers, etc. / Laundry Empty, save for chewed-up clothes.
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13 - Control Room
Everything important that was originally kept here was removed during the evacuation. The only thing here now is the containment matrix.
The Box
During the firefight with the rats, gnomish security attempted to remove The Box and its contents, pulling it from the vault up through the new mines and toward the elevator. The rats blocked their exit and they retreated here. A prolonged battle took place, with the gnomes eventually losing. This room is scorched. Dead gnomes, and many more dead rat-men, lay scattered on the ground. Their weapons are all spent, their swords and knives bloodied. The Box lays open on the ground. The rats have taken the Heart.
14 - Crew Offices
Someone has scrawled out the code to access the secret area in Clockwork Housing. Painted in blood, there is a series of little gnomish handprints, some higher and some lower, which make out the code. Up, down, up, up, up, down, down, down, up, down, up, down. It’s up to the players to determine the meaning of these handprints. This room contains one of the rat nests. Four packs of rats are present.
Rat, Normal (Pack)
AC 9 [10]; HD 5–10 (1hp each); MV 60' (20'); Attack: 1x bite (1d6); THAC0 19 [+0]; ML 5; Al C; XP 2 Normal rats in packs of five to ten. A pack makes one attack each round. Attacks against the pack deal damage to multiple rats. An attack with a club dealing 3 damage would kill three rats. There is a 1-in-20 chance that each rat is diseased. These rats are worth 6 XP. Those bitten by a diseased rat must make a saving throw versus Poison or be infected. 1-in-4 chance they die in 1d6 days. Otherwise bedridden for a month.
15 - Crew Quarters
A traumatized gnome hides in a closet. He was one of the security forces tasked with fighting off the rats. He tells the story of how they retreated from the rats with The Box (technical name: containment matrix), found the rats blocking the elevator, and fell back. They fought the rats, but began to lose. He fled like a coward, and will never forgive himself. He hid while they massacred his brothers in arms. He is far too traumatized to help or do anything useful. He rocks back and forth with his head between his knees. 50xp reward for rescuing him and returning him to safety. In chests and spread throughout the room: 200sp and 60gp.
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16 - Waste Processing
Little Fire Elemental
Here stands a large machine used for incinerating waste. It has an oven with a round metal door, latched shut, with a pipe leading into the ceiling.
AC 6 [13]; HD 1* (4); MV 60' (20'); Attack: 1x flame tendrils (1d6 + pain); THAC0 19 [+0]; ML 7; Al C; XP 13
This is all quite corrupted, with bone patterns taking form in the outer surfaces.
The little elemental is immune to damage from non-magical weapons.
Inside is a fire elemental. Much of its gaseous body has taken on a wispy, crunchy ossified form. The exterior of the oven, including the handle, is hot to the touch. If the oven door is opened, the form quickly fills the room. The trash piled in the room quickly turns to smoke, and fire and bone carve at the flesh of all living things. A dead gnome sprawled on the floor has 3gp in his purse.
Weapon Immunity
Flame Tendrils
The elemental's attacks sear the flesh of those it touches. Anyone struck by its flame tendrils must make a saving throw versus Paralysis or be unable to do anything other than scream in agony for 1 turn (ten minutes; 60 combat rounds).
Smoke-Filled Room
The room is filled with smoke, making it difficult to see or breathe. All attacks made while in this room are rolled twice and the worse result is used.
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CLOCKWORK HOUSING
1 - Graveyard
This area is where the clockworks are stored. The walls of each room are lined with alcoves filled with broken, deactivated, etc. clockworks. The rats have clearly been in here. Their tracks cover the entrance. The large rut on the ground where the Portal was dragged in is present. The track will lead right to the Portal if followed.
The scattered parts of “dead” clockworks piled up here have been corrupted into a giant clicking monstrosity. It has two whirring industrial drills for hands and an excavator bucket on a long arm for a mouth.
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The corpses of over a dozen rat-men warn of the danger found here.
This creature is not immediately obvious from outside the room. It is
slumped down, camouflaged in a pile of debris. However, it rises up and attacks as soon as anything larger than a fly enters the room. The Monstrosity is huge; it takes up nearly the entire room. Both 40' tall and wide, the danger is apparent. Its spinning drill hands are the size of a human. And it is shockingly fast for its size. However, it is quite easy to escape, as there are no exits from the room. It will not attempt to destroy the walls and leave the room unless it is pestered with ranged attacks from outside, in which case it busts through the wall, which takes 1d2+1 rounds in combat. If the Monstrosity is somehow defeated, its parts turn out to be quite valuable. There are steel casings and wire mesh which can be turned into chainmail or plate mail in a pinch. Enough for five suits of mail and two of plate. The additional internal parts come out to 3,000sp; 200gp; a jewel worth 500gp; another jewel worth 700gp; and a final jewel worth 1,200gp. That’s not all. On one of the drilledthrough rat-man corpses, there is a Ring of Protection +1, which gives a +1 bonus to AC and all saving throws. Whether the characters are allowed to take these items is up to interpretation.
Clicking Monstrosity
AC 5 [14]; HD 7 (31); MV 120' (40)'; Attacks: 2x drills (1d8), 1x bite (2d6); THAC0 13 [+6]; ML 12; Al C; XP 1450
2 - Empty
Empty. More clockworks in alcoves.
3 - Token Collector
This room, like the others, is lined with alcoves, around a third of which have a clockwork inside. Many of the clockworks here have either succumbed to the corruption or switched themselves off. Standing in the middle of the room, bored out of his mind, counting his tokens over and over again because he has nothing else to do, is the Token Collector, a large, round-bodied clockwork with two big round eyes and a bushy golden moustache. Being exquisitely crafted, and made from the finest of materials, he is still in excellent shape. He can talk to the characters and explain what he knows about what’s going on, though he is very anxious to get back to work and changes the subject frequently, asking repeatedly if they have anything for him to do. He has a stash of tokens he has collected and is willing to pay the players in exchange for work. He wants to work. If they give him work to do, he will pay them. But only real work will suffice. They have to come up with an actual useful job for him to do that is within his programming. He will not rush suicidally at an enemy or sabotage machinery. Allow the players to be creative here, but the Token Collector is wily. He will not let himself be taken advantage of.
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The Token Collector pays an escalating amount for each job he is given. The first job pays 2 tokens. The second 4. The third 8. He has a total of 128 tokens to give out. Once he is out of tokens, he is content to go search for more tokens. Each job he is given takes 3d6 turns for him to complete. He was not made for labor, and it does become clear after a time that he is beginning to struggle with the corruption, at least in his joints, which makes moving slow and difficult.
4 - Levers
This room is full of scattered junk. The rat-men have clearly been in here. This room has lots of tables and machines and shelves and things that the clockworks use to repair themselves. Most of them are all too corrupted to be of much use. On the far end of the left wall is a series of twelve levers. Each has an up and a down position. They are all set to the down position. When the correct code is entered (found in the gnomish barracks written in blood on the wall), a secret door to 8 opens.
5 - Rat-Men
Rat-Men fill this area. They are clearly looking for something as they dig through all the clockwork alcoves. They’re grabbing tools and parts and throwing them into a big pile in the middle of the room. They’re hoping they can use these to get The Machine back in working order and get the Big Door open. The parts and tools are a
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bunch of junk. Upon inspection it's obvious that the rat-men have absolutely no idea what they’re doing. There are five normal rat-men and two advanced rat-men. When only a few remain, they flee to room 6, where they are prompty sliced to pieces by the helicopter construct. Blood splatter sprays out and covers the floor.
Rat-Man
AC 6 [13]; HD 1-1 (3); MV 60' (20'); Attack: 1x claw (1d6); THAC0 19 [+0]; ML 7; Al C; XP 5
Rat-Man, Advanced
AC 4 [15]; HD 2 (9); MV 60' (20'); Attack: 2x claws (1d6); THAC0 18 [+1]; ML 6; Al C; XP 20
6 - Helicopter
This room contains a heavily-corrupted helicopter construct. Its rotors are spinning bone tendrils. It gleefully attacks all who come near. It is intent on keeping everyone away from the next room, which contains the Portal. It attacks by leaning forward and dashing at people with its rotors. Anyone in its path gets sliced and diced. There are plenty of crates to hide behind, and the tall alcoves lining the walls make for excellent platforms for attacking the thing, as well as for sneaking or moving past without engaging the monstrosity in combat.
The doors to Room 7 are sealed shut and can only be opened by accessing a panel beside them—a panel which has been blocked off by the constructs with more of the crates. It would be exceptionally difficult to clear while the helicopter is attacking, especially when you take into account the fact that view of the panel is blocked. The gnomish security forces who attempted to secure this area met the expected fate. Their remains contain a single functional power pack for their gnomish weapons, a bracelet worth 700gp, a necklace worth 900gp, and 50 gold coins between them.
Helicopter Construct
AC 5 [14]; HD 4+2 (20); Flight 80' (20'); Attack: 1x rotor dive (1d10); THAC0 15 [+4]; ML 12; Al C; XP 125
7 - Portal Room
This room contains the portal, an interdimensional gateway used to travel to other planes. The gnomes use it for hazardous waste disposal. Somewhere else, somebody else’s problem! It is quite large at 10’ in diameter. The portal is operated by a panel on the side. All you have to do is put in the destination and press a button. Then, after a momentary flash of light, the portal opens to your destination. It
remains open for ten seconds, then requires a one-hour cooldown for its next use.
8 - Secret Room
When the right sequence is entered using the levers, and the button beside them is pushed, a large door opens. Inside are four combat clockworks and a charging station for the gnomish weapons. There is enough power left to recharge three weapons. The combat clockworks join the players, faithfully following their commands. They enjoy making banter as they defend the mines. Just give the players control of these things. They’ll have fun with them. These clockworks come equipped with magical defense screens: glowing blue orbs which surround them and protect them from attacks, including the corruption. These guys are operating at 100%, without a trace of the corruption. They’ve been draining the charging station to keep their defense screens up, explaining why it is so close to empty.
Combat Clockwork
AC 2 [17]; HD 1 (4); MV 60' (20'); Attack: 1x sword (1d8) THAC0 19 [+0]; ML 12; Al N; XP 10
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TANDURAN This is a small plane devoted to the
Wolf’s Blessing
The plane's protector is a large wolfspirit named Serigala. This wolf manages the orchards, fish ponds, and flocks, keeping all in balance.
Blessing Effects
worship of nature. Found here are many plants and animals which have gone extinct elsewhere. No map is provided for this place. It consists only of three things, which the referee may place as desired: the entryway, consisting of a small clearing with the portal in and out; the plants, in carefully-tended rows; and the cave, where the serpent now dwells.
Recently, a large serpent called Ular invaded the plane. It fought a great battle lasting many days with Serigala, but finally the serpent emerged the victor and has taken up residence in a cave a few miles away from the sacred grove where the characters enter this plane. Not far from the portal lays Serigala, her body rotting from the serpent’s venom. She tells the characters she has foreseen their arrival and will help them. She will give them what they have come for if they will slay the serpent. Fear not, she says, for the serpent is wounded. She closes her eyes and with the last of her strength bestows upon them the wolf’s blessing.
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Atop the subject's physical body appears the glimmering spiritual form of a wolf. This blessing lasts as long as the characters remain in Tanduran, or until Serigala perishes. If the characters dawdle, have them begin to feel this power fade, with a mystical connection letting them know that Serigala is dying. The bonus is shared amongst the player characters as well as their hirelings, to a maximum of 8. • Doubles hit points. • +2 bonus to saving throws. • Characters gain a powerful bite attack. This may be used each round in addition to their normal attack. The bite deals 1d6 damage plus Strength bonus. • Sense of smell is drastically improved, allowing them to follow the serpent’s trail. • The character gains an innate connection to the world of Tanduran and the many natural wonders found here. • If the character is reduced to 0 hit points, rather than dying, they instead lose the Wolf's Blessing and remain at 1 hit point.
THE CAVE Ular, the Serpent
AC 7 [12]; HD 9** (40 hp); MV 240' (80'); Attacks: 1x bite (1d4 + venom), 2x constrict; THAC0 12 [+7], ML 12; Al C; XP 2300 Ular has two different attacks, a bite and a constrict. The bite is simple. The serpent bites a victim, who takes 1d4 damage and must make a saving throw versus Death or be subject to a venom which permanently reduces their hit points by 1 each round. A new saving throw is allowed each round to stop the effect. To constrict, Ular wraps part of her body around the victim, who must make a saving throw versus Paralysis or be unable to take any action other than attempt a saving throw to break free. If a victim begins a round already constricted, they take 1d4 damage. When Ular is slain, her body erupts. A wave of venom and guts shoot out, dealing 2d4 damage to all nearby (save versus Breath for half). Her flesh dissolves and her head floats into the air, becoming the undead Ular’s Skull. Here it is obvious that Ular’s insides have become corrupted by the same sort of corruption faced in the mines.
Ular’s Skull
AC 3 [16]; HD 4 (18 hp); MV 240' (80'); Attack: 1x corrupting eye beams (1d4 + corruption); THAC0 16 [+3]; ML 12; Al C; XP 0 (Ular’s is all they get— that’s more than enough!) Ular’s skull floats around and shoots out beams of evil light, which corrupt anyone they hit (in addition to their damage).
Corruption
Anyone struck must make a saving throw versus Death or become corrupted. When corrupted, they take 1d4 damage to an ability score chosen at random. This can only be healed by the Bishop Madeleine’s concoction.
The Eggs
Ular has been busy. She has created a nest in this cave. There are four eggs and they are beginning to hatch. Each round, a baby serpent, sharing its mother's venom, emerges and attacks.
Baby Serpent
AC 6 [13]; HD 1-1* (3 hp); MV 120' (40'); Attack: 1x bite (1d4 + venom); THAC0 19 [+0]; ML 12; Al C; XP 0
After the Serpent
Serigala waits in the clearing. She tells the characters there is a cure for the serpent's venom made from the fruits found in her orchards. It is made from the same fruit the priestess’s recipe requires. It doesn't heal the corruption.
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THE NEW MINES This area is where the recent mining has taken place. There is a large central tunnel used for accessing the mines. On the sides are mineshafts in groups of three, connected at the ends. At the end of the central tunnel is the Big Door. Throughout this area is a great amount of rubble, piled strategically by the clockworks to create the greatest possible disruption to the mine's operations. The rat-men have bypassed this rubble in places by burrowing through the walls or by pushing the rocks away. Inside the New Mines, Corruption rolls are made at +2.
1 - Animate Rock
This area is blocked off by the rubble the clockworks have placed. However, the rat-man have moved enough rubble out of the way to pass. This is very obvious. There are lots of rat-man tracks and whatnot that should lead the players through here. Each time the characters pass, there is a 2-in-6 chance that an animate rock rushes toward them from the top of the rubble heap. This causes the rubble to fall, blocking the passage. It is possible to move the rubble and return through this way, but it takes an hour (six game turns).
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Once awakened, the animate rock comes out swinging!
Animate Rock
AC 9 [10]; HD 2 (9); MV 30' (10', 80' downhill); Attack: 1x throw (1d3 damage, sends target flying 15’); THAC0 18 [+1]; ML 8; Al C; XP 20 Rock with boney tendrils growing from it. It grabs people with the tendrils and throws them up to 15'. It's not very bright, but it knows to throw people into vats, pits, or other hazards.
2 - Pit Trap
Very obvious trap. The rat-men have laid a tarp over a hole with sharp spikes at the bottom. Tracks lead all around it. Anyone who steps into the center of the room falls through the pit and takes 1d3 damage.
3 - Empty Empty.
4 - Broken Clockwork A broken clockwork lays sprawled on the floor. It shows little, if any, signs of corruption. It will offer any aid it can if it is repaired, which requires parts from the clockwork housing section and the schematics found upstairs in the files room.
5 - Empty Empty.
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6 - Spike Beast
A Spike Beast waits patiently in this room for its next meal. Gnomish corpses decorate its nest. It protects a +2 sword, which is covered in dancing runes. The sword is visible from outside underneath the creature's body.
Spike Beast
AC 7 [12]; HD 3+1* (14); MV 120' (40'); Attacks: 8x bone spikes (paralysis) or 1x bite (1); THAC0 16 [+3]; ML 9; Al N; XP 75 Slithering bone monster corrupted from some terrible thing that once lived down here. It has bone spikes which, on a successful attack, eject a venom that paralyzes unless a saving throw versus Paralysis is made. The paralysis lasts for 2d4 turns.
7 - Busy Clockworks
Six clockworks ignore everything else as they chisel stones from the wall for use as rubble. If interacted with, they will voice their disapproval at the lack of work from the gnomes and demand to be given work. They will only accept work from the gnome who is actually in charge.
8 - Chaos Cultists
Here a splinter group of the chaos cultists have taken up residence. This is as close as they’re able to get to their master. They are engaged in a ritual involving the sacrifice of swans, which they have twelve of down here.
There are four normal acolytes plus a leader. Note their higher morale score—these guys will not flee.
Acolyte
AC 2 [17]; HD 1 (4); MV 60' (20'); Attack: 1x mace (1d6); THAC0 17 [+2]; ML 12; Al C; XP 10 Acolytes wear plate mail, carry a shield and a mace, and have a chaotic holy symbol. Each carries 3d6 platinum pieces (each worth 10gp).
Cult Leader
AC 2 [17]; HD 3* (13); MV 60' (20'); Attack: 1x mace (1d6) THAC0 17 [+2]; ML 12; Al C; XP 50 The cult leader can cast two Command Word spells each day. This spell has a range of 10’ and targets a single target. The spellcaster issues a command consisting of a single word, which must be in a language the target can understand. A command to die, or similar, will result in the character fainting. Targets with 13 or higher Intelligence or six or more hit dice receive a saving throw versus Spells. The duration of the effect is one round.
9 - Empty Empty.
10 - Empty Empty.
11 - Bone Face
On the right side of this room, on the wall facing outward, is a large mass of stone turned to bone. The cave wall is beginning to take on a bulging shape, as though it is emerging from the wall. It has an alien “face” of sorts, with multiple boney tendrils protruding forward. It is not capable of moving, but its attacks reach all the way to the room’s entrance. It attacks twice each round, but only ever attacks the same target with both tendrils if it has no other available targets.
Bone Face
AC 5 [14]; HD 3+1 (14); MV 0'; Attack: 2x tendrils (2d4); THAC0 16 [+3]; ML 12; Al C; XP 50
12 - Temple
This room contains the rat-men’s temple. Inside are twelve rat-men (three advanced and nine regular) who have fully succumbed to the corruption. In the center of the room is an idol made of bone they have constructed in the master’s image. Twelve bone protrusions spiral out from the idol. Each rat prays at one of these. Once they rise, it becomes apparent that the rats have become one with this idol, the protrusions having merged with their bodies. As each rat is slain, its blood begins to drain upwards along the protrusion.
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When all twelve rats have perished, the idol awakens. Its wrath will be felt. These rats, this close to their master, are in a corruption-induced trance and will not flee. They defend this area to the last. Also inside this room are the belongings of the Bishop Madeleine, which includes a +1 suit of plate mail along with the Battle Bishop gear set. Most importantly, everything needed to create the healing mixture is present in her backpack. Everything save the fruit from Tanduran, of course. Also in the room is a stack of copper ingots worth 8,000cp. These ingots are soaked with blood, which runs between the cracks where they are stacked up.
Rat-Man, Fully-Corrupted
AC 3 [16]; HD 1-1 (3); MV 15'; Attack: 1x claw (1d6+1); THAC0 22 [-3]; ML 12; Al C; XP 5
Rat-Man, Advanced, Fully-Corrupted
AC 1 [18]; HD 2 (9); MV 15'; Attack: 2x claws (1d6+1 damage); THAC0 21 [-2]; ML 12; Al C; XP 20
Bone Idol
AC 3 [16]; HD 3* (13); MV 150' (50'); Attack: 1x bone protrusion (1d6); THAC0 17 [+2]; ML 12; Al C; XP 50 Still in the process of waking, the Bone Idol is not yet fully prepared to fight. Each round, the Bone Idol brings one more of its protrusions to bear, giving it one additional attack, until it has all twelve of its protrusions available.
13 - Treasure Trap
A clockwork treasure chest. Not quite what it appears. It has a gnomish alarm system and is now corrupted. Unless the alarm system is bypassed, the chest comes alive when opened or otherwise interacted with. It emits a loud shriek, dealing 1d3 damage to everyone in the area unless they make a saving throw versus Wands. The chest then unfurls boney tentacles which allow it to move. It runs away at a speed of 240’ (60’). It will keep moving without stopping. The only way to catch it will be to outsmart it by breaking up and cornering it or some other clever maneuver. Make it easy to capture this thing. It's easy to have it run up and slam into a wall, since it doesn't know about the presence of the rubble. If the chest is allowed to run away without being caught, the noise it makes increases the chance of random encounters for the rest of the adventure by 1 (to 2-in-6). Inside the chest is 400sp, 600gp, and a Potion of Invisibility.
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14 - Empty
Empty. But muffled gnomish speech can be heard coming from the wall. These are the gnomes trapped by the big rat in Room 15. Their words can't be made out.
15 - Big, Big Rat
This room contains a BIG, BIG, BIIIIIG RAT. It’s almost unimaginable how big this rat is. Of course, it’s more bone than rat, but it’s still very much in the form of a rat, and it behaves much as a rat. It’s so big it can’t escape this room. Off to the side is a smaller room that can only be accessed from this room. It contains a number of gnomes who have become trapped over there.
Trapped Gnomes
Four gnomes are trapped over here. They are construction engineers who were sent down by their boss to retrieve his personal treausure, which he hid in a hole here. While they worked to retrieve the treasure, the clockworks trapped them. They are more than happy to turn over their boss's treasure. After all, it isn't theirs. And besides, their boss is likely dead anyway. This is 700sp, 500gp, a jade worth 400gp, as well as two scrolls of the Sleep spell, and one each of Magic Missile and Web. They will also answer any questions about the mines, as well as offer any needed hints.
BIG, BIG RAT
AC 5 [14]; HD 4+1 (19); MV 60' (20', but it can’t go far); Attack: 1x claw (1d10); THAC0 15 [+4]; ML 12; Al C; XP 125
16 - The Big Door
This is the door that is holding back the terrible evil. If inspected, it is quite obvious that the metal, though extremely resistant to the effects of the corruption, is beginning to fail. Metal is only visible in a few spots now. Its surface is mostly swirling bone. On the ground before the door is a heap of victims sacrificed to the entity beyond. Drawings in blood all along the mineshaft tell the story of the rat-men and their master.
Healing the Door
This doesn't work. If the players try to heal the door using Bishop Madeleine's healing mixture, it is completely ineffective. The door is made of a special metal which is effectively immune to magic, which is how the healing works. When the mixture is applied, it does drive away the Corruption, but the corruption is so strong here that it immediately begins to engulf the door once more. It moves so quickly, especially where it comes directly out from the stone, that it might seem to be moving toward the characters.
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17 - Treasure Hoard
This room contains the rat-men’s treasure hoard. It is guarded by nine skeletons, who wait in the darkness behind their mound of treasure, which consists of tables, chairs, clockwork parts, bags of now-rotten food, etc. Distribute this mess in multiple large piles. Once the characters are inside, have the skeletons scramble over the piles, knocking them over and blocking the characters' retreat. These skeletons are bypassed or defeated easily enough with Turn Undead, but for a group without a cleric this room can present a formidable challenge. As far as valuables go, it has 1,000 gold pieces; a ring worth 1,000gp; a necklace worth 1,000gp; and a brooch worth 1,600gp.
Skeleton
AC 7 [12]; HD 1 (4); MV 60' (20'); Attack: 1x boney protrusion (1d6); THAC0 19 [+0]; ML 12; Al C; XP 10
E - Elevator to The Machine
This elevator has a large platform for transporting mine carts filled with ore to The Machine. It travels in a gentle slope, nearly horizontally, rather than vertically like the elevator which comes down from the shop into the mines.
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THE OLD MINES This area is a series of tunnels previously mined out. All along the walls are collapsed mine shafts. They have been detonated for safety purposes.
Fairly uninteresting, this tunnel acts as an alternate path to the New Mines. The tunnel splits. The branch leads to the tunnel exiting at the trash dump.
See the minimap for a visual representation of the Old Mines. As a less fequented area, reduce the random encounter rate here by 1.
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THE MACHINE This automated facility is for processing the ore that the gnomes mine here. This area consists of three levels. An upper level, mid level, and lower level. They are connected by a series of elevators. They connect to the rest of the mines through an elevator to the new mines and a tunnel leading to the central hub, both on the lower level. In addition, there is a broken drainage pipe on the lower level which leads to the outside (and can be entered from the drainage area outside the outpost). Inside The Machine, the rats, led by the Rat King, employ a team of gnomish slaves. The rats seek to open the Big Door which holds their alien master at bay. However, the Control Computer has been sabotaged by the clockworks and further corrupted by the presence of the Heart. The rooms within The Machine are not highly detailed. This area is intended to allow the referee to express their creativity. Further, the clockworks are constantly moving things around down there. The layout of each room should change as the players come in and out of this area. Corruption rolls made inside The Machine are made at +3.
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Corruption
Large sections of The Machine are entirely corrupted. In those rooms, the Rat King has spent a large amount of time searching for a way to open the Big Door. The Rat King possesses the Heart, which corrupts all around it.
Connections
Connecting rooms together are special means of conveyance, not just doors.
The Control Computer
This machine controls the operations of the entire mine complex, including the movement of the minecarts and access to the Vault. When the Big Door was constructed, its control was given to the Control Computer, which has orders not to open the door except with orders from the higher ups. Now it has been disassembled by its fellow clockworks. Like the other clockworks, the Control Computer is very upset about the lack of work it has been given lately. It has become cantankerous, grouchy, even mean during the time it was been forced to sit idle. It now spends its time taunting and insulting those inside The Machine. If its parts are found and it is put back together, it will be willing to open the Big Door. This will require the help of the remaining clockworks, who must repair all the systems they have messed up. For instance, they have destroyed the mechanism which opens the door.
The clockworks will be happy to do so if officially ordered by the gnomes. They just want to work. To repair the Control Computer, four parts will need to be found. These are scattered about in The Machine. One of them is the Backup Control Crystal, a read-only version of the computer's brain. It's a magical object completely resistant to the effects of the corruption. It is in the Rat King's possession. The other three parts needed are the Memory Circuit, the Tape Reader, and the Control Interface. Whenever the characters find one of these very important objects, the voice of the Control Computer booms out, demanding that they install it at once. The Central Computer itself is located in Room M3. The Memory Circuit is in L6, the Tape Reader in M1, and the Control Interface in U2.
LOWER LEVEL Entrance Tunnel
This area is filled with the corpses of the gnomish security forces who attempted to fight their way into The Machine. The corpse of an Ultimate Corruption which had been sent to guard this area nearly blocks the path. Scorch marks from gnomish weapon fire dot the entryway. The Ultimate Corruption was nearly melted before
it died. Ominously, the corpse seems to be reshaping, with the corruption quickly spreading. It looks like it will be “alive” again in no more than a few hours. In 3d6 turns, it does indeed return to life and begin to block this entryway. Scattered on the ground are two of the gnomish weapons and two additional power packs.
Gnomish Weapons
Two-handed, 60’ range, +6 to hit. Deals 2d6 damage. Each time they are fired, there is a 50% chance the power breaks and is now unusable. Go ahead and let the players know how these work. If you don’t, they’ll end up wasting their shots. These weapons are extremely heavy, weighing twenty pounds each.
Level Connections 1 - Catwalk 2 - Rope Buckets 3 - Pipe 4 - Tunnel 5 - Conveyor 6 - Mine Carts
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L1 - Mover Arm
L2 - Elevator
Dozens of clockworks are gathered in this room. They can be overheard speaking in gnomish about their disdain for how they have been treated and their plans to further sabotage The Machine and its operation.
Water gushes onto the floor through a hole in the pipe. This pipe goes outside, to the drainage pond. There isn’t anything else interesting in this room.
This room is home to the very large central elevator, which was used to transport ore between levels. This elevator is now corrupted, leaving the secondary elevators (found elsewhere) as the only means of traveling between levels.
The clockworks are pulling things from the walls, stripping machines, and causing all manner of trouble. Some stand at the controls of large machine arms, which they are using to grab and move heavy objects. Whatever purpose this room originally served is no longer obvious, which will be the case in most of the following rooms. Four of these clockworks are heavily corrupted and will attack. One is at the controls of a large machine arm, which it will use to lift characters (save versus Paralysis) and move them around. 50% chance each round of dropping them for 1d6 damage; alternatively, it will drop them near its fellow corrupted clockworks so they can be attacked.
This room contains two entrances: a broken pipe connected to a large vat, and an elevator leading to the new mines (the rat tunnels, where the Big Door leads to the alien entity). This elevator is the primary means of bringing ore to the Machine.
L3 - Puller
This room, previously a puller machine used to stretch the ore, is filled with crates. Scattered, overturned, broken. The clockworks have piled as many in here as possible to disrupt operations. One crate has been animated by the corruption. If a player walks near it, it has a 2-in-6 chance of awakening and trying to eat them. The chest contains 400sp and 400gp.
Animate Crate
AC 9 [10]; HD 1* (4); MV 0'; Attack: 1x chomp (1d4 and eat); THAC0 19 [+0]; ML 8; Al C; XP 13 A crate or box. Looks normal until someone walks near, at which point it opens its lid and devours its target.
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Eat
When the animate crate bites someone, they must save versus Paralysis or be eaten. Each round, they may make a new save in an attempt to leave the box. They may take no other action unless they are a small character such as a halfling, in which case they may attack the box from the inside, dealing damage with no attack roll.
L4 - Corrupted
This room has been completely corrupted by the Heart's presence. The Rat King has spent a great deal of time in this room attempting to get the Control Computer to open the Big Door blocking the way to his master.
L5 - Pounder
Many clockworks are here messing things up, feeding parts into a giant pounder machine. If spoken with, they will complain about how they have no work, so they are destroying things. This room previously contained the Portal. Make this very obvious. Huge pedestal with lots of markings. Signs talking about the portal, with safety warnings. A conveyor belt fed all of the waste stone left over after processing into the portal. Now the clockworks have moved the portal away, leaving a big trail on the ground showing where it went. This will lead them right to the Portal in the Clockwork Housing.
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L6 - Living Cooker / Elevator
This room contains the elevator up to the mid-level as well as the Cooker. This was used to heat the ore for processing. Now the machine is corrupted, given life by the alien influence. When the characters enter, the room begins to warm. This is unnoticeable at first, but after a time they must begin to make saving throws versus Death or take 1 damage each round. Behind the Cooker is a gnome. He is a member of the security team that stormed The Machine trying to stop the Rat King. He is highly traumatized, but has two spare power packs for the gnomish weapons, which he will give freely. When he reaches for the power packs, it’s apparent that his arm has been heavily corrupted, with the ossification presumably going very deep into his body. He can speak of the Rat King and the events that have transpired here. This is an excellent place to give any information the players may have missed, or that might be relevant at this time. He will hint at using the Clockwork Defender and mentions offhandedly that he met the Bishop Madeleine, who he is hoping will be able to help him. Lastly, he makes the power of the Rat King known. If judged weak, he will suggest that the characters become more powerful before facing the Rat King. He will also hint that he doesn’t know the code to release the combat clockworks or
access the charging station for their power packs. But he will say that this is what the levers in the Clockwork Housing are for. The gnome also has the Control Computer's Memory Circuit, which is a large unit sitting on the ground beside him. He says that the rats were trying to drag it through the room when they became too hot and abandoned it.
L7 - Pusher
This area has a large Pusher machine built into the wall. Its function is not immediately obvious upon entering. Also in this room are eight rat-men. Six normal ones as well as two of the advanced variant. They fight to the death. During the struggle, it is likely that the Pusher will activate. Use this as desired, possibly require a saving throw versus Paralysis to resist being moved or taking 1d6 damage. The rat-men carry 100sp and 50gp.
Rat-Man
AC 6 [13]; HD 1-1 (3); MV 60' (20'); Attack: 1x claw (1d6); THAC0 19 [+0]; ML 7; Al C; XP 5
MID LEVEL Level Connections 1 - Rope Buckets 2 - Tunnel 3 - Swinging Crane Arm
M1 - Computer Taunt
This room contains the inoperable central elevator. The Control Computer takes the opportunity to taunt anyone who passes through. It's under the impression that they are working with the rat-men. It tells them they will never achieve their goal, that it will not open the door, etc. Have fun roleplaying this thing. It will respond when spoken to, giving information about the rats' actions, always in a way it believes will inflict anguish on the recipient of its insults. Also contained in this room is the Central Computer's Tape Reader, which is necessary to restore the computer's functionality and open the Big Door. It's sitting right out in the open. The players can't miss it. As soon as they notice it, the computer begins to demand that they install the Tape Reader at once.
Rat-Man, Advanced
AC 4 [15]; HD 2 (9); MV 60' (20'); Attack: 2x claws (1d6); THAC0 18 [+1]; ML 6; Al C; XP 20
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M2 - Lathe
In the center of this room is a huge lathe, almost the length of the room. This is important for processing the crystals... somehow. Scattered around the room are more of the crates, one of which is ready to take a bite out of anyone who walks near.
Animate Crate
AC 9 [10]; HD 1* (4); MV 0'; Attack: 1x chomp (1d4 and eat); THAC0 19 [+0]; ML 8; Al C; XP 13 A crate or box. Looks normal until someone walks near, at which point it opens its lid and devours its target.
Eat
When the animate crate bites someone, they must save against paralysis or be eaten. Each round, they may make a new save in an attempt to leave the box. They may take no other action unless they are a small character such as a halfling, in which case they may attack the box from the inside, dealing damage with no attack roll.
M3 - Central Computer
Floating crystals and spinning tape decks fill this room. It's uncomfortably hot in here. It's obvious the Rat King has spent some time in here, since the computer's systems are somewhat corrupted, but it seems as though the Rat King realized that corrupting the computer would make it impossible to use the computer to open the Big Door.
The Central Computer itself has a number of powerful defenses. Blue force screens protect its core components. All that can be accessed are its interfaces, which are heavily corrupted. Even in this area it has some defensive weapons. The floating crystals can shoot out lightning dealing 5d6 damage to anyone who dares threaten the computer. A number of dead rat-men strewn about on the floor can testify to the effectiveness of these.
M4 - Corrupted
This area is completely corrupted.
M5 - Slicer, Elevator
A huge rock slicer fills this room. It has a great many spinning blades which protrude into the center of the room. A narrow path leads to the elevator, makred with an X, which goes to the Upper level. On the floor some of the industrial lubricant has been animated by the corruption. It attacks anyone who comes near, attempting to push them into the spinning blades (1d6 damage seems reasonable if it is successful). The room contains a chest with 500sp.
Animate Sludge
AC 7 [12]; HD 1-1 (3); MV 120 (40'); Attack: 1x slick (1 damage, save or fall); THAC0 19 [+0]; ML 8; Al C; XP 5
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The sludge can be quite large, taking up 1d4x10'. It attacks in a rather unusual way. It rushes underneath people, who must then make a saving throw versus Breath or fall 5' (50%) or 10' (50%) in a random direction and take 1 damage. They may make a saving throw each round to stand up, but this is somewhat unnecessary, as the sludge's primary tactic is to move away and allow its prey to return to their feet, at which point it darts back in and trips them again. Animate Sludges are trivially easy to defeat by crawling along on one's hands and knees or waiting with ranged weapons atop surfaces the sludge cannot reach (they can't climb).
UPPER LEVEL Level Connections 1 - Mine Carts 2 - Pipes 3 - Pipes 4 - Conveyor 5 - Swinging Crane Arm 6 - Tunnel 7 - Vats 8 - Tunnel 75 The Clockwork Armory
U1 - Corrupted
This room is completely corrupted.
U2 - Elevator
This room contains the inoperable central elevator. Also here is the Control Computer's Control Interface. The Computer, of course, demands that this be installed immediately.
U3 - Strainer
This room contains the Strainer, a device which creates a powerful vacuum, pulling anything nearby through a super-sharp wire mesh. Anyone entering this room risks being sucked into the Strainer. There is a 2-in-6 chance each person entering activates the Strainer by accident. The clockworks have removed the safety screens and inadvertently clogged the Strainer's detectors. It's liable to go off at anything. The remains of six dead rats, strained to death, litter the floor as a warning.
U4 - The Rat King
This room contains both a mill and a tumbler. Incorporate these into the battle with the Rat King as desired. Here is the Rat King. He has taken gnomish workers hostage and is forcing them to open the Big Door (in the New Mines), which is operated by a system of levers, gears, and pulleys connected to The Machine.
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Unfortunately for him, the alien corruption has hindered the Machine's ability to function. Worse still, the clockworks are in the process of intentionally sabotaging The Machine. And his gnomish hostages are doing all they can to frustrate his efforts. The Rat King holds in his hand the alien Heart which was recovered by the gnomes. Soon after the gnomes abandoned the mine, the rats found the containment matrix (aka The Box) and freed the Heart from its confines. He also carries the Backup Control Cystal.
CONFRONTATION WITH THE RAT KING
The Rat King stands surrounded by his allies. There are three packs of regular rats, four giant rats, two rat-men, and an advanced rat-man with him. Note that these allies are distributed in such a way that a Sleep spell will not disable all of them. Try to keep them spread out in that way. Make sure this area is filled with debris the Rat King can hide behind while his underlyings do the dirty work. Shackled gnomes pretend to work at repairing the machines found in this room. They will not join the battle, but are happy to help in whatever way they can after the battle.
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The Rat King
AC 4 [15]; HD 5** (22); MV 120' (40'); Attack: see below; ML 12; Al C; XP 425 The Rat King never attacks head-on. He constantly retreats, putting his minions between himself and danger. Each round, he may use one of the following abilities, with a range of 60'.
Corrupt
A nearby inanimate object contorts into a new horrible, otherworldy form, becoming animate. The object gains HD 1-1 (3) and an attack dealing 1d4 damage. It has THAC0 19 [+0]. There are nearly unlimited mechanical objects to use for this purpose.
Fuse
One of the rats or giant rats adjacent to a character fuses with that character, turning them into a rat-man. They lose all abilities and become a rat-man with a number of hit dice equal to their level. A saving throw versus Magic causes the fusion to fail, and instead the character's body is corrupted for 1d2 damage. This is especially fun to use in combination with rats left sleeping from the Sleep spell; in that case, there is a 50% chance that the newly-fused character is asleep!
THE HEART, CHAOS EMBODIED Held by the Rat King, the orb acts on its own. It doesn't have hit points, AC, etc. It is beyond such concepts. Each round, it manifests one ability from the Chaos Table. If the effect is not applicable, roll again. This corrupting effect always happens, even if it is left alone. The only way to stop this is to place it inside the containment matrix or to destroy it, which may only be done by using it as a power source for the Clockwork Defender.
If the Heart is taken near the Portal, its power manifests by entering strange coordinates. The Portal then activates, opening to the alien entities’ home plane. Give lots of time to stop this. If the Heart is placed in the Bishop's healing concoction, the liquid begins to boil away. Most can be salvaged.
The effect of the Heart's corruption is permanent. It is healed by the Bishop's healing concoction.
Chaos Table Result
Roll 1d6 Effect
1 2 3
Two randomly-chosen characters exchange character sheets.
4
The terrain in a randomly-selected square becomes corrupted, becoming impassable. If a character occupies this space, they take 1d3 damage and become stuck unless they succeed on a saving throw.
5
The superficial characteristics of a character change, such as their appearance, ethnicity, name, or sex. Decide or roll 1d4 to choose from those.
6
The Heart corrupts everything in the area, dealing 1d3 damage to all creatures, objects, etc. within 60'. A successful saving throw negates this damage.
One randomly-chosen character's attributes are randomly redistributed. A randomly-selected item carried by a character is corrupted, becoming a living entity largely made of bone. It has one hit die. Roll to determine its level of corruption, then make a reaction roll for its previous owner.
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U5 - Boiler / Vats
U8 - Flamer
U6 - Dicer
U7 - Spinner
The room stinks of charred flesh and hair. The devices in this room spit long streams of flame, dealing 1d6 damage to anyone caught in their path (save versus Breath for half).
Hiding behind the machine is a corrupted mushroom. It alerts the Rat King, who waits in Room U8.
Inadvertent choke points have been left by the clockworks. These channel anyone passing through directly into the pasth of the flamers. 1d3 of the flamers are functional each time the characters pass through the room. There is a 2-in-6 chance a flamer goes off for each character passing.
This room contains a number of vats connected to a boiler, though there is nothing of interest to the players. It slices, it dices, it has 500sp worth of silver ingots on the ground beside it. Huge device used for separating the magical crystal from the crushed ore. The clockworks have removed its outer shell, leaving a spinning death machine in the center of the room.
Shrieker
AC 7 [12]; HD 3 (13); MV 3'; Attack: None; ML 12; Al N; XP 35 Big mushroom that can move a little bit if it has to. When confronted with light or movement, it responds by emitting a high-pitched shriek that lasts 1d3 rounds. For each round of shrieking, there is a 50% chance of triggering a wandering monster, which arrives in 2d6 rounds.
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This room contains a great many large canisters plastered with warning labels. Red circles with picture of skulls.
The Control Computer finds this room especially amusing. Its voice booms out its pleasure at the sight of the characters caught in the flames.
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BEYOND THE BIG DOOR This is the area the gnomes had been after for so many years. The ore here is incredibly rich in magical power. Even the trace amounts found elsewhere in the mines were enough for the creation of the many clockworks. But here, beyond the door, is where the real power lies. Glowing blue crystals line the walls, ripe for the taking. But this power attracted more than the gnomes. Long ago, entities from some other place caught a glimpse into this world and saw its many riches. They came here, to these caves. They did not understand the rules of this reality and, thankfully for those who call this world home, they found themselves trapped, fused with solid rock. But when the gnomes’ drills ripped apart those rocks, they set free these entities who would turn the world to bone. There are two things of interest to the players down here:
The Vault
This is where the king stored all of his treasure. He had this vault established as the most secure area in the kingdom. He moved all of his most valuable possessions here. Inside is a clockwork who will dispense magic items in exchange for magic item tokens. A token buys any basic magic item. The player chooses. Any from basic.
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The Entities
Here are the alien entities themselves. They are masses of floating twisted bone. There are three big, skeleton-bodied ones which move immediately toward the exit when the door is opened. Also here are eight Ultimate Corruptions, which were made from the gnomes who were trapped here. There are dozens more of the alien entities contained within the stone, waiting to be released.
Alien Entity
AC 0 [19]; HD 20** (90); MV 180' (50)' flying; Attack: 1x corruption (10d6); THAC0 6 [+13]; ML 12; Al C; XP 4,300
Warp Reality
Usable once per combat. Deals 1d8x10 damage to everything in a 50' area. Includes its own allies.
Fuse
An alien entity can fuse with another one of its kind, completely restoring the other's health. This comes at the cost of sacrificing its own existence.
ULTIMATE CORRUPTION
AC 3 [16]; HD 6 (27); MV 30' (10)' flying; Attack: Tentacle (2d8); THAC0 14 [+5]; ML 12; Al C; XP 275
AFTER DEFEATING THE ENTITIES
The Clockwork Defender explodes, taking out the entities trapped in the crystals, saving the world... forever? The Vault survives the explosion and the players choose their magic items. Fizzlefip Fiffleflip gives the players whatever reward he promised them. The gnomish prince shows up with his cleric in tow (who will resurrect fallen heroes). He holds a parade in the heroes' honor. They are each gifted 500gp, as well as honorary gnomish titles. Forever more, they will receive a +1 bonus on reaction rolls made by gnomes and be known as heroes in gnomish lands.
Experience
Throughout this adventure, characters are able to overcome extreme obstacles with a variety of different kinds of help. They gain access to powerful gnomish weapons, the blessing of a nature deity, and control of an absurdly overpowered mech.
CORRUPTION LEVEL For convenience, a copy of this table is provided here. Roll 1d6 to determine an encountered creature's corruption level.
Level 1
-2 reactions, -2 AC, +2 bonus to hit
Level 2
-3 reactions, -1 morale, +1 AC, +2 to hit, +1 damage
Level 3
-5 reactions, -2 morale, +2 AC, -1 to hit, +1 damage, decreased move
Level 4
-6 reactions, -3 morale, +2 AC, -2 to hit, +1 damage, decreased move
Level 5
-7 reactions, -3 morale, +3 AC, -3 to hit, +1 damage, decreased move
Level 6
As 5, but mindless. Roll again. On a roll of 6, the creature has been reborn as an Ultimate Corruption.
How to handle this is entirely up to the referee. It's not overly unbalancing to allow them to have the full reward for all of these, so long as they are not permitted to gain more than a single level at a time.
The Clockwork Armory 82
BASIC EQUIPMENT TABLES Type
Melee Weapons Table Damage
Cost (gp) Weight (cn)
Axes Axe, Battle (two-handed) Axe, Hand
1d8 1d6
7 4
60 30
1d4 1d4
3 30
10 10
1d6 1d4 1d6 1d6
5 3 5 2
30 50 50 40
1d6 1d10 1d6
1 7 3
20 150 30
1d6 1d8 1d10
7 10 15gp
30 60 100cn
Daggers Normal Dagger Silver Dagger
Bludgeoning Mace Club Hammer, War Staff (two-handed)
Polearms Javelin Polearm (two-handed) Spear
Swords Short Sword Normal Sword Two-Handed Sword
Type Bow, Short Bow, Long Crossbow, Light Sling
Ranged Weapons Table
Damage
Range
Cost (gp)
Weight (cn)
1d6 1d6 1d6 1d4
5’–50’/51’–100’/101’–150’ 5’–70’/71’–140’/141’–210’ 5’–80’/81’–160’/161’–240’ 5’–40’/41–80’/81–160’
25 40 30 2
20 30 50 20
Type
Armor Table AC
Cost Weight (gp) (cn)
7 [12] Chain Mail 5 [14] Plate Mail 3 [16] Shield -1 [+1] Leather
20 40 60 10
200 400 500 100
Ammunition Table Type
Arrow (1) Arrows (20) Silver Arrow (1) Bolt (1) Bolts (30) Sling Stone (1) Sling Stones (30)
Cost (gp)
Weight (cn)
.25 5 5 .3 10 Free Free
2 40 2 3 90 5 150cn
Coin Values Table
Coin
Copper (cp) Silver (sp) Gold (gp)
cp
sp
gp
1 10 100
1/10 1 1/10
1/100 1/10 1
Adventuring Gear Table Item
Backpack Crowbar Garlic Grappling Hook Hammer Holy Symbol Holy Water Iron Spike Iron Spikes (12) Lantern Mirror Oil Pole, 10’ Rations, Iron (7) Rations, Standard (7) Rope, 50’ Sack, Small Sack, Large Stakes (3) and Mallet Thieves’ Tools Tinder Box
Weapon Range Table Range
Short Medium Long
Effect
+1 to attack No modifier -1 to attack
Torch (1) Torches (6) Waterskin Wine (1 quart) Wolfsbane
Cost (gp)
Weight (cn)
5 10 5 25 2 25 25 .1 1 10 5 2 1 15 5 1 1 2 3 25 3 .2 1 1 1 10
20 50 1 8 10 1 1 5 60 30 5 10 100 70 200 50 1 5 10 10 5 20 120 5 30 1
85 The Clockwork Armory