Chapter 4: Equipment

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
| Item | Cost (gp) |
|---|---|
| Backpack (30 lb. capacity) | 5 |
| Bedroll | 2 |
| Belladonna, bunch | 10 |
| Bottle (wine), glass | 1 |
| Case (map or scroll) | 3 |
| Crowbar | 5 |
| Flint and Steel | 5 |
| Garlic (1 lb.) | 10 |
| Grappling Hook | 5 |
| Hammer | 2 |
| Helmet | 10 |
| Holy Symbol, wooden | 2 |
| Holy Symbol, silver | 25 |
| Holy Water, small vial | 25 |
| Lantern | 10 |
| Mirror (small), steel | 5 |
| Oil (lamp), 1 pint | 2 |
| Pole, 10 ft. | 1 |
| Rations, trail (day) | 1 |
| Rations, dried (day) | 3 |
| Rope (50 ft.), hemp | 1 |
| Rope (50 ft.), silk | 5 |
| Sack (15 lb. capacity) | 1 |
| Sack (30 lb. capacity) | 2 |
| Shovel | 5 |
| Spellbook (blank) | 100 |
| Spikes (12), iron | 1 |
| Stakes (12), wooden | 1 |
| Tent | 20 |
| Thieves’Tools | 25 |
| Torches (6) | 1 |
| Waterskin | 1 |
| Wolfsbane, bunch | 10 |
Source PDF page 27.
Transportation
Table 10: Transportation
| Type | Cost (gp) |
|---|---|
| Armor, horse (barding) | 320 |
| Bags, saddle | 10 |
| Boat | 100 |
| Cart | 80 |
| Galley, large | 30,000 |
| Galley, small | 10,000 |
| Horse, draft | 30 |
| Horse, light riding | 40 |
| Mule | 20 |
| Raft | 40 |
| Saddle | 25 |
| Ship, sailing (large) | 20,000 |
| Ship, sailing (small) | 5,000 |
| Wagon, small | 160 |
| Warhorse, heavy | 200 |
| Warhorse, medium | 100 |
| Warship | 40,000 |
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
| Weapon | Damage | Weight | Cost (gp) |
|---|---|---|---|
| Axe, battle* | 1d6+1 | 15 | 7 |
| Axe, hand‡ | 1d6 | 5 | 3 |
| Club | 1d6 | 10 | – |
| Dagger | 1d6-1 | 2 | 3 |
| Flail | 1d6 | 15 | 8 |
| Mace | 1d6 | 10 | 5 |
| Morning Star | 1d6 | 15 | 6 |
| Polearm (bardiche, halberd, etc.)* | 1d6+1 | 15 | 7 |
| Spear†‡ | 1d6 | 10 | 2 |
| Staff* | 1d6 | 10 | 1 |
| Sword, long | 1d6 | 10 | 10 |
| Sword, short | 1d6-1 | 5 | 8 |
| Sword, two-handed* | 1d6+1 | 15 | 15 |
| Warhammer | 1d6 | 10 | 5 |
- * 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
| Weapon | Damage | Rate of Fire | Range | Weight | Cost (gp) |
|---|---|---|---|---|---|
| Arrows (20) | – | – | – | 1 | 5 |
| Arrow, silver | – | – | – | 1 | 5 |
| Axe, hand | 1d6 | 1 | 10 ft. | 10 | 3 |
| Bolt, crossbow (30) | – | – | – | 5 | 5 |
| Bow, long | 1d6 | 2 | 70 ft. | 5 | 40 |
| Bow, short | 1d6-1 | 2 | 50 ft. | 5 | 25 |
| Case (30 bolts) | – | – | – | 1 | 5 |
| Crossbow, heavy | 1d6+1 | 1/2 | 80 ft. | 5 | 25 |
| Crossbow, light | 1d6-1 | 1 | 60 ft. | 5 | 15 |
| Pouch (20 stones) | – | – | – | 1 | 1 |
| Quiver (20 arrows) | – | – | – | 1 | 5 |
| Sling | – | 1 | 30 ft. | 1 | 2 |
| Spear | 1d6 | 1 | 20 ft. | 10 | 2 |
| Stones (20) | 1d6 | – | – | 1 | 1 |
- 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
| Armor | Effect on AC [AAC] | Weight (lb.) | Cost |
|---|---|---|---|
| Chain mail | -4 [+4] | 50 | 30 |
| Leather | -2 [+2] | 25 | 15 |
| Plate mail | -6 [+6] | 75 | 50 |
| Shield | -1 [+1] | 10 | 10 |
- 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
| Hireling Type | Cost (gp) |
|---|---|
| Alchemist | 250 |
| Animal Trainer | 125 |
| Armorer | 25 |
| Assassin | 500 |
| Blacksmith | 5 |
| Captain, Ship | 75 |
| Engineer | 200 |
| Horse rider | 3 |
| Non-combatant (servant, torch bearer) | 2 |
| Sage | 500 |
| Sailor | 3 |
| Soldier | 5 |
| Spy | 125 |
Source PDF page 29.