TEXT: Saving Throws 
  Prime: 12  
          Non-Prime: 18 
   
  Physical: STR, DEX, CON 
  Mental: INT, WIS, CHA 
   
  Roll 1d20 and add Level and Attribute 
  Modifiers (plus any for race, etc.) 
   
  STR 
  Paralysis, Constriction 
  INT 
  Arcane Magic, Illusion 
  WIS 
  Divine Magic, Confusion, Gaze 
  Attack, Polymorph, Petrifaction 
  DEX 
  Breath Weapon, Traps 
  CON 
  Disease, Energy Attacks, Poison 
  CHA 
  Death Attack, Charm, Fear 
   
  Spell descriptions describe the type of 
  saving throw applicable. 
   
  Spell Resistance: Unmodified 1d20 roll 
  equal to or greater than creature SR 
  rating. 
   
  Attribute Modifiers 
  Score 
  Modifier 
  Spells 
  1 
  -4 
   
  2-3 
  -3 
   
  4-5 
  -2 
   
  6-8 
  -1 
   
  9-12 
  0 
   
  13-15 
  +1 
  1 1st 
  16-17 
  +2 
  1 1st, 1 2nd 
  18-19 
  +3 
  1 1st, 1 2nd, 1 3rd 
   
  Challenge Levels 
  Task 
  Level 
  Easy 
  1-5 
  Difficult 
  6-10 
  Very Difficult 
  11-15 
  Heroic 
  16+ 
   
  Challenge Base (CB): 
  Prime: 12 
          Non-Prime: 18 
   
  Challenge Level (CL): Hit Dice/Level of 
  an NPC/Monster. 
   
  Challenge Class: CB+CL 
   
  Class Abilities: 1d20 plus Level and 
  Attribute Modifiers. Must equal or 
  exceed Challenge Class. Non-Class 
  Abilities do not add Level. 
   
   
   
  Combat 
  Combat Sequence 
  Actions 
  1.  Declare Action 
  Attack 
  2.  Roll Initiative 
  Cast Spell 
  Move 
  3.  Resolve Actions in 
  Sequence 
  Use Ability 
   
  • 
  Initiative: 1d10. Highest roll goes 
  first. DEX breaks any ties. 
  • 
  Attack: 1d20 plus modifiers. Hit 
  scored if result equal or higher than 
  AC. 
  One-half 
  movement 
  rate 
  allowed. 
  • 
  Bonus to Hit (BtH): Equal to the Hit 
  Dice/Level of the Monster/NPC. 
  • 
  Round: 1 round is 10 seconds. 
  • 
  Melee: 
  +STR 
  Modifier 
  to 
  Hit/Damage 
  • 
  Ranged: +DEX to Hit, +STR to 
  Damage if thrown. 
  • 
  Ranges: x2 Medium, x3 Long 
   
  Combat Modifiers 
  Action 
  Modifier 
  Easy 
  +/-5 
  Difficult 
  +/-6-10 
  Ridiculous 
  +/-11+ 
   
  Defender Action 
  Modifier 
  prone/blind 
  +5 
  prone/defenseless 
  +10 
  lower elevation 
  +1 
  stunned/cowering 
  +2 
  invisible or attacker blind 
   
  -10 
  Mounted Attacks 
  Modifier 
  Melee 
  -2 
  Ranged 
   
  -4 
  Concealment 
  Modifier 
  One-quarter 
  +/-2 
  One-half 
  +/-4 
  Three-quarters 
  +/-6 
  Complete 
   
  +/-10 
  Ranged Attacks 
  Modifier 
  Attack into Melee 
  -4 
  Medium Range 
  -2 
  Long Range 
  -6 
   
  • 
  Charging: Jog a minimum or Full 
  Move in a straight line to foe. +2 
  damage, -4 AC until next turn. 
  Large foes can negate charge , as 
  can reach weapons with a successful 
  hit as the attacker closes. 
  • 
  Dodge: Good versus up to three 
  attacks, takes action. +2 AC. Can be 
  declared anytime before your turn. 
  • 
  Disarm: Fighter, Ranger, Knight, 
  Rogue, Assassin, Cleric, or paladin 
  can attempt a disarm. Must hit AC 
  10 plus HD/Level of foe to disarm. 
  • 
  Evade: +4 versus one foe, but 
  remain in combat. Counts as action. 
  • 
  Flank Attack: +1 to Hit if attacking 
  from a foe’s flank. 
  • 
  Rear Attack: +1 to Hit if attacking 
  from a foe’s rear. 
  • 
  Two Weapons: Primary weapon -3, 
  Secondary -6. Modified by DEX (up 
  to 0). STR applies to Damage 
  (Primary: Full, Secondary: 1/2). 
  • 
  Touch Attack: AC 10 modified only 
  by DEX bonus. 
   
  Grappling 
  • 
  Attack: 1d20 plus STR modifier 
  (possibly BtH). 
  • 
  Defender AC: 15, modified by STR, 
  DEX, and Size modifiers. 
  • 
  Size: +2/larger, -2/smaller. 
  • 
  Success: defender is held and can 
  only 
  attempt 
  to 
  break 
  hold. 
  Considered prone and defenseless. 
   
  Pummeling 
  • 
  Attack: 1d20 plus STR modifier 
  (possibly BtH). 
  • 
  Success: 1d2 pts of subdual damage 
  plus STR bonus. 
   
  Overbearing 
  • 
  Attack: 1d20 plus STR modifier 
  (possibly BtH). 
  • 
  Defender AC: 15 plus STR and Size 
  modifier. 
  • 
  Size: +2/larger, -2/smaller. 
  • 
  Success: knocks foe prone and deals 
  1d2 subdual damage. Attacker -2 
  AC until next turn. 
   
  Coins 
  10cp = 1 silver piece (sp) 
  10sp = 1 gold piece (gp) 
  10gp = 1 platinum piece (pp) 
   
  Coins exchange at the rates above.  All 
  coins weigh approximately the same 
  amount, one ounce. 
   
  
  Movement 
  • 
  Can always move 5 feet if no 
  movement has been used in the 
  round. 
  • 
  Can move up to ½ the movement 
  rate and still attack or take an action. 
  • 
  Cast a spell and move if the casting 
  time is 1 action or less. 
  • 
  Movement: Full Move (x1), Jog 
  (x2), Run (x3) 
   
  Disengaging from 
  Combat 
  • 
  Running: -2 to AC. Foes get a free 
  attack. 
  • 
  Fighting Withdrawal: ½ movement, 
  no other actions. 
   
  Surprise 
  Requires a WIS check. GM rolls for 
  surprise or simply declares it for one side 
  or both. Those surprised can’t act for the 
  round. 
   
  Reach Weapons and Large Creatures: 
  allowed to attack first versus a foe with a 
  smaller size or weapon, even if they lost 
  initiative, if the foes approach them 
  within 10 feet. First Round Only. 
   
  Falling 
  A failed DEX check results in 1d6 
  damage for falls of 6-10 feet.  Each 
  additional 10 feet adds a cumulative 1d6 
  to damage. 
   
  Example: 18 feet fallen results in 3d6 
  damage (1d6 for the first ten feet, 2d6 
  for the second 10 feet). 
   
  Vision 
  • 
  Torch: 40 ft 
  • 
  Lantern: 30 to 60 ft. 
  • 
  Magic Sword/Dagger: 20ft/10ft. 
  • 
  Deepvision: affected by bright 
  lights, 120 ft. 
  • 
  Twilight Vision: see up to a mile 
  with detail in twilight. 
  • 
  Darkvision: bright lights affect, 
  shades of gray. 60 ft . 
  • 
  Duskvision: see normally at dusk. 
   
   
  Subdual Damage 
  Every 5 points subdual damage equates 
  to 1 point of “real” damage. Subdual 
  damage heals at the rate of 1hp/10 
  minutes. 
   
  Damage 
  HP 
  Effect 
  0 
  Passes out and cannot take 
  any actions.  Recovery in 
  1d6 hours, limited to ½ 
  movement. 
  -1 to -6 
  Requires 24 hours rest, and 
  can be brought back to 0 hp 
  by magical healing but no 
  higher with one spell, etc. 
  -7 to -9 
  Loss of 1hp per round.  Aid 
  will stop loss but takes one 
  round. 
  -10 
  Death. 
   
  Recovery 
  • 
  Standard Rate: 1 hp/day if resting, 
  eating, warm, etc. 
  • 
  One Week: add CON bonus daily. 
  • 
  Two Weeks: double rate. 
  • 
  One Month: triple rate. 
   
  Turning the Undead 
  Requires a successful WIS check. 
  Challenge Level: undead HD 
  Range: 60 feet. 
   
  One group of a particular type of undead 
  can be turned each round. Failure 
  renders that group immune to turning for 
  the remainder of one combat or 24 hours. 
  New groups of that type can still be 
  turned. Turned undead will flee or 
  cower. 
   
  The cleric must remain 10 feet away or 
  the turning is broken. 
   
  Undead Type 
  Number Turned 
  Common 
  1d12 
  Extraordinary 
  1d6 
  Unique 
  1 
   
  Clerics 5+ levels higher than the undead 
  destroy instead of turn. Clerics 10+ 
  levels 
  higher 
  than 
  the 
  undead 
  automatically 
  turn 
  the 
  maximum 
  number. 
   
  Evil Clerics can command undead, turn 
  paladins. 
  Armor 
  Item 
  Cost 
  AC 
  Weight 
  ENC 
  Padded 
  5gp 
  +1 
  10 lbs. 
  2w 
  Leather Coat 
  7gp 
  +1 
  10 lbs. 
  2w 
  Leather Armor 
  10gp 
  +2 
  15 lbs. 
  2w 
  Ring Mail 
  30gp 
  +3 
  20 lbs. 
  3w 
  Hide 
  20gp 
  +3 
  25 lbs. 
  4w 
  Studded Leather 
  25gp 
  +3 
  20 lbs. 
  2w 
  Chain Shirt 
  100gp 
  +4 
  25 lbs. 
  3w 
  Scale Mail* 
  50gp 
  +4 
  30 lbs. 
  4w 
  Breastplate 
  300gp 
  +5 
  30 lbs. 
  4w 
  Chain Mail** 
  150gp 
  +5 
  35 lbs. 
  4w 
  Banded Mail 
  250gp 
  +6 
  40 lbs. 
  4w 
  Splint Mail 
  200gp 
  +6 
  45 lbs. 
  4w 
  Plate Mail*** 
  600gp 
  +7 
  45 lbs. 
  4w 
  Full Plate**** 
  1000gp 
  +8 
  50 lbs. 
  4w 
  *Includes Coif, Leather (see Helm table).  
  **Includes Coif, Chain Mail (ibid). 
  ***Includes Helm, Normal (ibid). 
  ****Includes Helm, Great (ibid). 
   
  Shield 
  Item 
  Cost 
  AC 
  Weight 
  ENC 
  Buckler 
  2gp 
  +1* 
  2 lbs. 
  2 
  Shield, Small Steel 
  9gp 
  +1* 
  5 lbs. 
  2 
  Shield, Small 
  Wooden 
  3gp 
  +1* 
  3 lbs. 
  2 
  Shield, Med. Steel 
  15gp 
  +1** 
  10 lbs. 
  3 
  Shield, Med. 
  Wood 
  5gp 
  +1** 
  6 lbs. 
  3 
  Shield, Large Steel 
  20gp 
  +1*** 
  15 lbs. 
  4 
  Shield, Large 
  Wood 
  7gp 
  +1*** 
  10 lbs. 
  4 
  * Bonus applies to one foe in a round. 
  **Bonus applies to two foes in a round. 
  ***Bonus applies to three foes in a round. 
   
  Helm 
  Item 
  Cost 
  AC* 
  Weight 
  ENC 
  Coif, Chain 
  Mail 
  15gp 
  +4 
  5 lbs. 
  2w 
  Coif, Leather 
  4gp 
  +2 
  2 lbs. 
  2w 
  Helm, 
  Normal 
  10gp 
  +5 
  4 lbs. 
  3w 
  Helm, Great 
  20gp 
  +8 
  8 lbs. 
  4w 
  * The armor class bonus for helms only adjusts the armor 
  class for blows that strike the head. 
   
  Melee Weapons 
  Item 
  Cost 
  Damage 
  Weight 
  ENC 
  Axe, Battle 
  10gp 
  1d8 
  7 lbs. 
  3 
  Axe, Two-
  Handed 
  20gp 
  1d12 
  20 lbs. 
  3 
  Bardiche 
  15gp 
  2d4 
  10 lbs. 
  4 
  Bec de 
  Corbin 
  12gp 
  1d8 
  3 lbs. 
  5 
  Bill or 
  Billhook 
  12gp 
  2d4 
  6 lbs. 
  5 
  Cat-O-Nine 
  Tails 
  9gp 
  1d3 
  1 lbs. 
  2 
  Cestus 
  1gp 
  +1 dmg 
  -- 
  1 
  Crowbill 
  (Lucerne) 
  15gp 
  1d6 
  6 lbs. 
  2 
  Fauchard 
  6gp 
  1d6 
  6 lbs. 
  5 
  Fauchard 
  Fork 
  15gp 
  1d8 
  6 lbs. 
  5 
  Fist 
  -- 
  1d2 
  -- 
  -- 
  Flail, Light 
  8gp 
  1d8 
  5 lbs. 
  3 
  Flail, Heavy 
  15gp 
  1d10 
  20 lbs. 
  4 
  Fork, 
  Military 
  10gp 
  1d8 
  7 lbs. 
  5 
  Gauntlet, 
  Spiked 
  5gp 
  1d3 
  2 lbs. 
  1 
  Glaive 
  8gp 
  1d8 
  15 lbs. 
  5 
  Glaive 
  Guisarme 
  15gp 
  2d4 
  8 lbs. 
  5 
  Guisarme 
  10gp 
  2d4 
  15 lbs. 
  5 
  Halberd 
  10gp 
  1d10 
  15 lbs. 
  5 
  Hammer, 
  War 
  6gp 
  1d8 
  8 lbs. 
  4 
  Lance, Light 
  6gp 
  1d6* 
  5 lbs. 
  5 
  Lance, 
  Heavy 
  10gp 
  1d8* 
  10 lbs. 
  6 
  
  Item 
  Cost 
  Damage 
  Weight 
  ENC 
  Mace, Light 
  5gp 
  1d6 
  6 lbs. 
  3 
  Mace, 
  Heavy 
  12gp 
  1d8 
  12 lbs. 
  4 
  Morningstar 
  8gp 
  2d4 
  8 lbs. 
  3 
  Partisan 
  10gp 
  1d8 
  5 lbs. 
  5 
  Pick, Light 
  4gp 
  1d4 
  4 lbs. 
  3 
  Pick, Heavy 
  8gp 
  1d6 
  6 lbs. 
  4 
  Pike 
  5gp 
  1d8 
  14 lbs. 
  6 
  Ranseur 
  8gp 
  2d4 
  15 lbs. 
  5 
  Sap 
  1gp 
  1d3 
  1 lbs. 
  1 
  Scythe 
  18gp 
  2d4 
  12 lbs. 
  4 
  Sickle 
  6gp 
  1d4 
  3 lbs. 
  3 
  Spear, 
  Long** 
  5gp 
  1d8 
  9 lbs. 
  4 
  Staff 
  -- 
  1d6 
  4 lbs. 
  4 
  Sword, 
  Bastard 
  25gp 
  1d10 
  10 lbs. 
  4 
  Sword, 
  Broad 
  12gp 
  2d4 
  8 lbs. 
  3 
  Sword, 
  Falchion 
  40gp 
  2d4 
  16 lbs. 
  3 
  Sword, 
  Long 
  15gp 
  1d8 
  4 lbs. 
  3 
  Sword, 
  Rapier 
  20gp 
  1d6 
  2 lbs. 
  3 
  Sword, 
  Scimitar 
  15gp 
  1d6 
  4 lbs. 
  3 
  Sword, 
  Short 
  10gp 
  1d6 
  3 lbs. 
  3 
  Sword, 
  Two-
  Handed 
  30gp 
  2d6 
  15 lbs. 
  5 
  Voulge 
  8gp 
  2d4 
  6 lbs. 
  5 
  *Deals double damage if used from a charging mount. 
  **Deals double damage if firmly set to receive a charge. 
   
  Ranged & Missile Weapons 
  Item 
  Cost 
  Dmg. 
  Range 
  Weight 
  ENC 
  Axe,Hand/ 
  Throwing 
  4gp 
  1d6 
  10 ft. 
  4 lbs. 
  2 
  Club 
  -- 
  1d6 
  10 ft. 
  3 lbs. 
  2 
  Dagger 
  2gp 
  1d4 
  10 ft. 
  1 lb. 
  1 
  Hammer, 
  Light 
  1gp 
  1d4 
  20 ft. 
  2 lbs. 
  2 
  Spear* 
  1gp 
  1d6 
  20 ft. 
  3 lbs. 
  2 
  Spear, 
  Wolf 
  3gp 
  1d8 
  10 ft. 
  4 lbs. 
  3 
  Trident 
  10gp 
  1d8 
  10 ft. 
  5 lbs. 
  5 
  Aclis 
  1gp 
  1d4 
  20 ft. 
  1 lb. 
  2 
  Arrows 
  (20) 
  2gp 
  ** 
  ** 
  3 lbs. 
  2*** 
  Arrows 
  (12) 
  15sp 
  ** 
  ** 
  2 lbs. 
  2*** 
  Arrow, 
  Silver 
  1gp 
  ** 
  ** 
  0.2 lb. 
  -- 
  Blowpipe 
  1gp 
  1 
  10 ft. 
  1 lb. 
  3 
  Bolas 
  5gp 
  1d4 
  20 ft. 
  2 lbs. 
  2 
  Bolts (12) 
  1gp 
  ** 
  ** 
  1 lb. 
  2*** 
  Bow, Long 
  75gp 
  1d6 
  100 ft. 
  3 lbs. 
  4 
  Bow,Long, 
  Composite 
  100 
  gp 
  1d8 
  110 ft. 
  3 lbs. 
  4 
  Bow, Short 
  30gp 
  1d6 
  60 ft. 
  2 lbs. 
  3 
  Bow,Short, 
  Composite 
  75gp 
  1d8 
  70 ft. 
  2 lbs. 
  3 
  Crossbow, 
  Light 
  35gp 
  1d6 
  80 ft. 
  6 lbs. 
  4 
  Crossbow, 
  Hand 
  100 
  gp 
  1d4 
  30 ft. 
  3 lbs. 
  2 
  Crossbow, 
  Heavy 
  50gp 
  1d10 
  120 ft. 
  9 lbs. 
  5 
  Dart 
  5sp 
  1d3 
  20 ft. 
  0.5 lb. 
  1 
  Harpoon 
  1gp 
  1d6 
  20 ft. 
  4 lbs. 
  5 
  Javelin 
  1gp 
  1d4 
  30 ft. 
  2 lbs. 
  3 
  Rock 
  -- 
  1d2 
  30 ft. 
  -- 
  -- 
  Sling 
  -- 
  1d4 
  50 ft. 
  -- 
  1 
  Whip 
  1gp 
  1d2 
  15 ft. 
  2 lbs. 
  2 
  * Deals double damage if firmly set to receive a charge. 
  ** Damage and range is by bow or crossbow type. 
  *** Encumbrance is primarily from the quiver. 
   
   
   
   
   
   
   
   
   
   
  Equipment 
  Item 
  Cost 
  Weight 
  Capacity 
  ENC 
  Armor & 
  Weapon Oil 
  1gp 
  1 lb. 
  -- 
  1 
  Backpack 
  2gp 
  2 lbs. 
  8 ENC 
  4 
  Bagpipe 
  35gp 
  8 lbs. 
  -- 
  4 
  Bandages (2 
  wounds) 
  1sp 
  0.5 lb. 
  -- 
  -- 
  Barrel 
  2gp 
  30 lbs. 
  8 ENC + 
  6 
  Basket 
  4sp 
  1 lbs. 
  2 ENC 
  3 
  Bedroll 
  1sp 
  5 lbs. 
  -- 
  3 
  Blanket, Winter 
  5sp 
  3 lbs. 
  -- 
  2 
  Bottle 
  2gp 
  0.5 lb. 
  1 ENC 
  1 
  Bucket 
  5sp 
  2 lbs. 
  3 ENC 
  2 
  Candle 
  1cp 
  0.1 lb. 
  -- 
  1 
  Case, Map or 
  Scroll 
  1gp 
  0.5 lb. 
  -- 
  1 
  Chalk (per piece) 
  1cp 
  0.1 lb. 
  -- 
  1 
  Chest (empty) 
  2gp 
  25 lbs. 
  4 ENC + 
  4 
  Crowbar 
  2gp 
  5 lbs. 
  -- 
  2 
  Diggery-do 
  1gp 
  0.25 lb. 
  -- 
  -- 
  Fishhook 
  1sp 
  -- 
  -- 
  -- 
  Flask 
  3cp 
  0.1 lb. 
  1 ENC 
  1 
  Fife 
  2gp 
  0.25 lb. 
  -- 
  -- 
  File, Metal 
  1gp 
  0.5 lb. 
  -- 
  1 
  Flint and Steel 
  1gp 
  0.5 lb. 
  -- 
  -- 
  Grappling Hook 
  1gp 
  4 lbs. 
  -- 
  2 
  Hammer 
  1gp 
  2 lbs. 
  -- 
  2 
  Hammer, Sledge 
  6gp 
  8 lbs. 
  -- 
  4 
  Harp 
  35gp 
  4 lbs. 
  -- 
  4 
  Holy Symbol, 
  Wood 
  1gp 
  -- 
  -- 
  1 
  Holy Symbol, 
  Silver 
  25gp 
  1 lb. 
  -- 
  1 
  Holy Water, 
  Flask 
  30gp 
  1 lb. 
  -- 
  1 
  Incense, Stick 
  1gp 
  -- 
  -- 
  -- 
  Ink, 1 oz. 
  8gp 
  0.1 lb. 
  -- 
  1 
  Kettle, Iron 
  1gp 
  4 lbs. 
  3 ENC 
  3 
  Lantern, 
  Bullseye 
  12gp 
  3 lbs. 
  -- 
  2 
  Lantern, Hooded 
  7gp 
  2 lbs. 
  -- 
  2 
  Manacles 
  15gp 
  2 lbs. 
  -- 
  1 
  Mandolin 
  10gp 
  4 lbs. 
  -- 
  2 
  Mirror, Small 
  Steel 
  10gp 
  0.5 lb. 
  -- 
  1 
  Mortar and 
  Pestle 
  3gp 
  2 lbs. 
  -- 
  2 
  Mug or Tankard 
  2cp 
  0.5 lb. 
  1 ENC 
  -- 
  Musical 
  Instrument 
  5gp 
  varies 
  -- 
  3 
  Nails, Iron (50) 
  5sp 
  1 lb. 
  -- 
  1 
  Oil, Flask of 
  1gp 
  1 lb. 
  -- 
  1 
  Pack, Shoulder 
  2gp 
  2 lbs. 
  3 ENC 
  3 
  Padlock and Key 
  25gp 
  1 lb. 
  -- 
  1 
  Parchment (10 
  pcs.) 
  5gp 
  -- 
  -- 
  -- 
  Pick 
  3gp 
  10 lbs. 
  -- 
  4 
  Piton 
  1sp 
  0.5 lb. 
  -- 
  1 
  Pole, 10 ft. 
  2sp 
  8 lbs. 
  -- 
  5 
  Pouch, Large 
  1gp 
  1 lb. 
  2 ENC 
  1 
  Pouch, Small 
  5sp 
  0.5 lb. 
  1 ENC 
  1 
  Prayer Beads 
  2gp 
  -- 
  -- 
  -- 
  Quill 
  1sp 
  -- 
  -- 
  -- 
  Razor 
  5sp 
  -- 
  -- 
  1 
  Rogue’s Tools 
  30gp 
  1 lb. 
  -- 
  1 
  Rope, Hemp (50 
  ft.) 
  1gp 
  10 lbs. 
  -- 
  3 
  Rope, Silk (50 
  ft.) 
  10gp 
  5 lbs. 
  -- 
  3 
  Sack, Small 
  1sp 
  0.5 lb. 
  7 ENC 
  1 
  Sack, Large 
  5sp 
  1 lb. 
  10 ENC 
  2 
  Saw, Metal 
  5gp 
  1 lb. 
  -- 
  2 
  Sealing Wax 
  1gp 
  0.1 lb. 
  -- 
  -- 
  Sewing Needle 
  5sp 
  -- 
  -- 
  -- 
  Shovel 
  2gp 
  8 lbs. 
  -- 
  3 
  Soap (per bar) 
  5sp 
  1 lb. 
  -- 
  1 
  Spell Pouch 
  10gp 
  0.5 lb. 
  -- 
  -- 
  String (50 ft.) 
  4sp 
  1 lb. 
  -- 
  2 
  Trap, Animal, 
  Metal* 
  7gp 
  3 lbs. 
  -- 
  3 
  Tent 
  10gp 
  20 lbs. 
  ** 
  4 
  Torch 
  1cp 
  1 lb. 
  -- 
  2 
  Vial 
  1sp 
  0.1 lb. 
  1 oz. 
  -- 
  Whetstone 
  1gp 
  0.5 lb. 
  -- 
  1 
  Whistle 
  5sp 
  -- 
  -- 
  -- 
  Wolvesbane 
  2gp 
  0.1 lb. 
  -- 
  -- 
  *For capturing small animals only. 
  **A tent can comfortably house two medium-sized beings. 
   
   
  Clothing 
  Item 
  Cost 
  Weight 
  ENC 
  Belt 
  6sp 
  1 lb. 
  -- 
  Boots, Heavy 
  1gp 
  4 lbs. 
  -- 
  Boots, Soft 
  4sp 
  2 lbs. 
  -- 
  Cape 
  8sp 
  3 lbs. 
  1w 
  Cloak 
  5sp 
  -- 
  -- 
  Gloves, Cloth 
  2sp 
  -- 
  1w 
  Gloves, Leather 
  8sp 
  -- 
  1w 
  Cap/Hat 
  4sp 
  -- 
  1w 
  Robe 
  1gp 
  4 lbs. 
  2w 
  Shoes, Normal 
  2sp 
  1 lb. 
  -- 
  Signet Ring 
  5gp 
  -- 
  -- 
  Skirt 
  4sp 
  0.5 lb. 
  -- 
  Tunic 
  3sp 
  0.5 lb. 
  -- 
  Trousers 
  4sp 
  0.5 lb. 
  -- 
  Winter Clothing, Set 
  5gp 
  6 lbs. 
  4w 
   
  Provisions & Lodging 
  Item 
  Cost 
  Weight 
  ENC 
  Ale, Mug 
  5cp 
  1 lb. 
  1 
  Beer, Mug 
  2cp 
  1 lb. 
  1 
  Lodging, Common Inn 
  5sp 
  -- 
  -- 
  Lodging, Good Inn 
  2gp 
  -- 
  -- 
  Lodging, Poor Inn 
  1sp 
  -- 
  -- 
  Mead, Mug 
  2sp 
  1 lb. 
  -- 
  Rations (1 day) 
  5sp 
  1 lb. 
  1 
  Rations (1 week) 
  3gp 
  7 lbs. 
  4 
  Tavern Meal, Common 
  2sp 
  -- 
  -- 
  Tavern Meal, Good 
  1gp 
  -- 
  -- 
  Tea Leaves, 1 lb. 
  1sp 
  1 lb. 
  1 
  Tobacco, 1 lb. 
  5sp 
  1 lb. 
  1 
  Waterskin* 
  1gp 
  4 lb. 
  1 
  Wine, Common 
  2sp 
  1 lb. 
  1 
  Wine, Fine 
  10gp 
  1 lb. 
  1 
  *A waterskin has a capacity of 3 ENC. 
   
  Transport & Tack 
  Item 
  Cost 
  Weight 
  ENC 
  Barding, Padded* 
  20gp 
  25 lbs. 
  2 
  Barding, Leather* 
  50gp 
  50 lbs. 
  2 
  Barding, Studded* 
  100gp 
  60 lbs. 
  2 
  Barding, Chain* 
  500gp 
  125 lbs. 
  4 
  Barding, Full Plate* 
  4,000gp 
  250 lbs. 
  4 
  Bit and Bridle 
  1gp 
  1 lb. 
  2 
  Boat, Small 
  250gp 
  -- 
  5 
  Boat, Long 
  500gp 
  -- 
  5 
  Cart 
  15gp 
  200 lbs. 
  -- 
  Chariot 
  100gp 
  350 lbs. 
  -- 
  Donkey 
  8gp 
  -- 
  -- 
  Feed (per day) 
  5cp 
  10 lbs. 
  2 
  Harness 
  1gp 
  2 lbs. 
  2 
  Horse, Heavy 
  200gp 
  -- 
  -- 
  Horse, Light 
  75gp 
  -- 
  -- 
  Mule 
  25gp 
  -- 
  -- 
  Ox 
  18gp 
  -- 
  -- 
  Pony 
  30gp 
  -- 
  -- 
  Raft 
  100gp 
  -- 
  4 
  Saddle 
  20gp 
  30 lbs. 
  4 
  Saddle Bags 
  4gp 
  8 lbs. 
  3 
  Saddle Blanket 
  5sp 
  1 lb. 
  1 
  Sled 
  20gp 
  300 lbs. 
  -- 
  Wagon 
  35gp 
  400 lbs. 
  -- 
  Warhorse, Heavy 
  400gp 
  -- 
  -- 
  Warhorse, Light 
  150gp 
  -- 
  -- 
  Warpony 
  100gp 
  -- 
  -- 
  * Barding for a pony is half the cost and 2/3 the weight of 
  horse barding. 
   
  Effects of Encumbrance 
  • 
  Lightly: Move - ¼, -1 to AC and 
  attribute checks. 
  • 
  Moderately: Move -½, -2 to AC 
  and attribute checks. 
  • 
  Heavily: Move -¾, -4 to AC and 
  attribute checks. 
  • 
  Overburdened: Move is 1 foot, -8 
  to AC and attribute checks.
  
  OPEN GAMING LICENSE 
   
  This book is published under the Open Game License (OGL) version 1.0a by 
  permission of Wizards of the Coast, Inc. The Open Game Content appearing 
  in this book is derived from the 3.0 System Reference Document, copyright 
  2000 Wizards of the Coast, Inc. All contents, excluding the OGL, is property of 
  and copyright 2004 Troll Lord Games. All Rights Reserved. 
   
  Designation of Open Game Content: The following is designated Open Game 
  Content pursuant to the OGL v1.0a: all text except the Challenge Level 
  section on page 1.  
   
  Designation of Product Identity: Product identity is not Open Game Content. 
  The following is designated as product identity pursuant to OGL v1.0a(1)(e) 
  and (7): (A) product and product line names, including Castles & Crusades, 
  Castles & Crusades: Player’s Handbook, Castles & Crusades: Monsters and 
  Treasures, Castles & Crusades: Castle Keeper’s Guide; (B) logos, identifying 
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  Games, or any other trademark or registered trademark clearly identified as 
  product identity by the owner of the product identity, and which specifically 
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  OPEN GAME LICENSE Version 1.0a: The following text is the property of 
  Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.  
   
  1. 
  Definitions: (a)”Contributors” means the copyright and/or trademark 
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  recast, transformed or adapted; (c) “Distribute” means to reproduce, 
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  distribute; (d)”Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) 
  “Product Identity” means product and product line names, logos and 
  identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, 
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  representations; 
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  and 
  descriptions 
  of 
  characters, 
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  enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or 
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  any other trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically 
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  Open Game License by the Contributor (g) “Use”, “Used” or “Using” 
  means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) “You” 
  or “Your” means the licensee in terms of this agreement.  
  2. 
  The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice to 
  any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. No 
  other terms or conditions may be applied to any Open Game Content 
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  3. 
  Offer and Acceptance: By Using the Open Game Content You indicate 
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  4. 
  Grant and Consideration: In consideration for agreeing to use this 
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  5. 
  Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
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  6. 
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  7. 
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  Identification: If you distribute Open Game Content You must clearly 
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  Updating the License: Wizards or its designated Agents may publish 
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  11. Use of Contributor Credits: You may not market or advertise the Open 
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  12. Inability to Comply: If it is impossible for You to comply with any of the 
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  13. Termination: This License will terminate automatically if You fail to 
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  14. Reformation: If any provision of this License is held to be unenforceable, 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000, Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson 
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden 
  Castles & Crusades: Castle Keeper’s Screen, Copyright 2005, Troll Lord 
  Games 
   
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Call of Cthulhu (d20)/CoC d20 - Check Screen.pdf