Chapter 4: Equipment

Medieval hunting scene showing a nobleman, servant, hounds, and equipment.
Hunting Costume and Gear, after Gaston Phoebus hunting manuscript / Wikimedia Commons.

Each character begins the game with 3d6x10 gold pieces, which is used to buy equipment. One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper pieces (cp). Prices for equipment are listed on the tables below in the amount of gold pieces. The Referee is encouraged to include additional items and equipment.

Equipment Weight

A “normal” level of miscellaneous equipment is assumed to weigh 10 pounds. If treasure is added to this, each coin and gem is assumed to weigh 0.1 pound.

Adventuring Gear

Table 9: Adventuring Gear

Table 9: Adventuring Gear
ItemCost (gp)
Backpack (30 lb. capacity)5
Bedroll2
Belladonna, bunch10
Bottle (wine), glass1
Case (map or scroll)3
Crowbar5
Flint and Steel5
Garlic (1 lb.)10
Grappling Hook5
Hammer2
Helmet10
Holy Symbol, wooden2
Holy Symbol, silver25
Holy Water, small vial25
Lantern10
Mirror (small), steel5
Oil (lamp), 1 pint2
Pole, 10 ft.1
Rations, trail (day)1
Rations, dried (day)3
Rope (50 ft.), hemp1
Rope (50 ft.), silk5
Sack (15 lb. capacity)1
Sack (30 lb. capacity)2
Shovel5
Spellbook (blank)100
Spikes (12), iron1
Stakes (12), wooden1
Tent20
Thieves’Tools25
Torches (6)1
Waterskin1
Wolfsbane, bunch10

Source PDF page 27.

Transportation

Table 10: Transportation

Table 10: Transportation
TypeCost (gp)
Armor, horse (barding)320
Bags, saddle10
Boat100
Cart80
Galley, large30,000
Galley, small10,000
Horse, draft30
Horse, light riding40
Mule20
Raft40
Saddle25
Ship, sailing (large)20,000
Ship, sailing (small)5,000
Wagon, small160
Warhorse, heavy200
Warhorse, medium100
Warship40,000

Source PDF page 27.

Weapon Damage (optional)

In the original game, all weapons did 1d6 damage, regardless of type. White Box provides some slight variation. To play the original game as it was written, simply ignore all variations in weapon damage – they all inflict 1d6 damage regardless of whether the weapon is a two-handed sword or a dagger.

Melee Weapons

Table 11: Melee Weapons

Table 11: Melee Weapons
WeaponDamageWeightCost (gp)
Axe, battle*1d6+1157
Axe, hand‡1d653
Club1d610
Dagger1d6-123
Flail1d6158
Mace1d6105
Morning Star1d6156
Polearm (bardiche, halberd, etc.)*1d6+1157
Spear†‡1d6102
Staff*1d6101
Sword, long1d61010
Sword, short1d6-158
Sword, two-handed*1d6+11515
Warhammer1d6105
  • * Two-handed weapon
  • † Can be used as either a one-handed or two-handed weapon
  • ‡ Can be used as either a melee or missile weapon

Source PDF page 29.

Missile Weapons

Table 13: Missile Weapons

Table 13: Missile Weapons
WeaponDamageRate of FireRangeWeightCost (gp)
Arrows (20)15
Arrow, silver15
Axe, hand1d6110 ft.103
Bolt, crossbow (30)55
Bow, long1d6270 ft.540
Bow, short1d6-1250 ft.525
Case (30 bolts)15
Crossbow, heavy1d6+11/280 ft.525
Crossbow, light1d6-1160 ft.515
Pouch (20 stones)11
Quiver (20 arrows)15
Sling130 ft.12
Spear1d6120 ft.102
Stones (20)1d611
  • Rate of Fire is the number of projectiles that can be fired per combat round.
  • There is a +2 “to-hit” bonus for missile weapons at short range (x1), a +1 bonus at medium range (x2), and no bonus or penalty for long range (x3).

Source PDF page 30.

Calculating Armor Class

Important: Numbers for the “Ascending” armor class system always appear in brackets [like this].

To calculate a character’s Armor Class, you must decide which system to use. The two systems have the same armor protection, but in one of them a high armor class is better, and in the other a low armor class is better. Just decide which you prefer:

Table 14: Armor

Table 14: Armor
ArmorEffect on AC [AAC]Weight (lb.)Cost
Chain mail-4 [+4]5030
Leather-2 [+2]2515
Plate mail-6 [+6]7550
Shield-1 [+1]1010
  • At the Referee’s discretion, magical armor weighs either half of its normal weight or nothing at all.

Source PDF page 30.

Descending AC System

In this system, an unarmored human has an AC of 9. The armor you buy lowers your AC and the lower the AC, the harder you are to hit. To calculate your Armor Class, look at the Armor table above, in the “Effect on…” column. For whatever type of armor you bought, subtract the number shown from your base AC of 9. That’s your new Armor Class.

Ascending AC System

For the ascending system, an unarmored person has an AAC of [10]. AAC means “ascending armor class,” and it is used in brackets as a reminder of which system is in use. Your armor adds to your AAC, so the higher your AAC, the harder it is for your enemies to hit you. To calculate your Ascending Armor Class, look at the Armor table, in the “Effect on…” column. For whatever type of armor you bought, add the number shown in brackets to your base AAC of [10]. That’s your new Armor Class.

Converting Armor Class Systems

To translate between the Ascending and Descending AC systems, the ascending armor class (AAC) and descending armor class (AC) values should add up to 19. Thus, AC 7 is the same as AAC [12] (12+7=19).

Hiring Assistants

Many characters, particularly when first starting an adventuring career, are in need of hirelings to assist in carrying loot or fighting monsters. Characters are free to create advertisements and inquire at local taverns to find available hirelings. Prices are in gold pieces and are for one week of service.

These rates are for humans only. Demi-humans cost more to hire—and it may take more than just the promise of gold coins.

Table 12: Hiring Assistants

Table 12: Hiring Assistants
Hireling TypeCost (gp)
Alchemist250
Animal Trainer125
Armorer25
Assassin500
Blacksmith5
Captain, Ship75
Engineer200
Horse rider3
Non-combatant (servant, torch bearer)2
Sage500
Sailor3
Soldier5
Spy125

Source PDF page 29.