TEXT: Table 1.1: Universal Attribute Bonus (page 12)
  Attribute Roll 
  Description 
  Bonus
  3 
  Poor 
  -2
  4-6 
  Below Average 
  -1
  7-14 
  Average 
  –
  15-17 
  Above Average 
  +1
  18 
  Exceptional 
  +2
  Table 4-3: Melee Weapons (page 57)
  Weapon 
  Damage Weight (lb.) Cost (gp) 
  Traits
  Axe, battle 
  1d10 
  15 
  7 
  Two-handed
  Axe, hand 
  1d6 
  5 
  3 
  Thrown
  Blade, long 
  1d8 
  10 
  10 
  –
  Blade, short 
  1d6 
  5 
  8 
  Agile
  Club 
  1d6 
  10 
  – 
  –
  Dagger 
  1d4 
  2 
  3 
  Thrown
  Flail 
  1d6 
  15 
  8 
  Chain
  Lance 
  1d10 
  15 
  10 
  Horseback
  Mace 
  1d6 
  10 
  5 
  –
  Morning Star 
  1d8 
  15 
  6 
  Two-Handed
  Polearm 
  1d10 
  15 
  7 
  Two-Handed
  Quarterstaff 
  1d6 
  10 
  1 
  Two-Handed
  Spear 
  1d6 
  10 
  2 
  Thrown
  Sword, two-handed 1d10 
  15 
  15 
  Two-Handed
  War Hammer 
  1d6 
  10 
  5 
  Thrown
  Table 4-4: Ranged Weapons (page 60)
  Weapon 
  Damage 
  Range 
  Weight (lbs.) 
  Cost
  Arrows (20) 
  – 
  – 
  5 
  5
  Arrow (silver) 
  – 
  – 
  1 
  5
  Axe (hand) 
  1d6 
  20 ft. 
  5 
  5
  Bolt (30) 
  – 
  – 
  5 
  5
  Bow (long) 
  1d8 
  70 ft. 
  5 
  40
  Bow (short) 
  1d6 
  50 ft. 
  5 
  25
  Crossbow (heavy) 
  1d12 
  80 ft. 
  10 
  25
  Crossbow (light) 
  1d8 
  60 ft. 
  5 
  15
  Dagger 
  1d4 
  20 ft. 
  2 
  3
  Sling 
  1d4 
  30 ft. 
  1 
  2
  Spear 
  1d6 
  10 ft. 
  10 
  2
  Stones (20) 
  – 
  – 
  5 
  1
  War Hammer 
  1d6 
  10 ft. 
  5 
  5
  Table 4-5: Armor (page 62)
  Armor 
  Reduction Value 
  Weight (lb.) 
  Cost
  Jerkin 
  1 
  20 
  10
  Brigandine 
  2 
  30 
  20
  Hauberk 
  3 
  50 
  30
  Corslet 
  4 
  65 
  40
  Plate 
  5 
  75 
  50
  Table 4-6: Shields (page 63)
  Armor 
  Defense Bonus 
  Weight (lb.) 
  Cost
  Large Shield 
  +8 
  10 
  20
  Small Shield 
  +4 
  5 
  10
  Buckler 
  +2 
  2 
  5
  
  Table 4-7: Assistants (page 64)
  Assistant 
  Cost per Week (gp)
  Alchemist 
  250
  Animal Trainer 
  125
  Assassin 
  500
  Craftsman 
  10
  Blacksmith 
  5
  Engineer 
  200
  Assistant 
  Cost per Week (gp)
  Groom 
  2
  Laborer 
  1
  Sage 
  500
  Sailor 
  3
  Sea Captain 
  75
  Spy 
  125
  Table 4-8: Hirelings (page 67)
  Hireling 
  Cost (per week) 
  Loyalty
  Archer 
  20 gp 
  7
  Cavalry 
  50 gp 
  7
  Man-at-Arms 
  10 gp 
  7
  Servant 
  5 gp 
  6
  Table 4-1: Adventuring Gear (page 51)
  Adventuring Gear 
  Cost (gp)
  Animal Trap 
  10
  Backpack 
  5
  Bedroll 
  2
  Belladonna, bunch 
  10
  Belt Pouch 
  1
  Bottle of Wine 
  1
  Candles (12) 
  1
  Case (map or scroll) 
  3
  Cloak 
  1
  Cloth (bolt) 
  5
  Clothing, Commoner 
  1
  Clothing, Traveling 
  3
  Clothing, Fine 
  10
  Compass 
  50
  Crowbar 
  5
  Deck of Cards 
  2
  Dice, bone (pair) 
  1
  Falcon (trained) 
  100
  Fishing Tackle 
  1
  Fishing Pole 
  1
  Flint and Steel 
  5
  Frying Pan 
  2
  Garlic (1 lb.) 
  10
  Grappling Hook 
  5
  Hammer (small) 
  2
  Healer’s Kit 
  5
  Adventuring Gear 
  Cost (gp)
  Helmet 
  10
  Jeweler’s Glass 
  100
  Journal (blank) 
  50
  Lantern 
  7
  Mirror (handheld) 
  5
  Music Instrument 
  1 to 10
  Net (10 ft. x 10 ft.) 
  10
  Oil (pint) 
  2
  Pole (10 ft.) 
  1
  Rations, trail (1 day) 
  1
  Rations, dried (1 day) 
  3
  Rope, hemp (50 ft.) 
  1
  Rope, silk (50 ft.) 
  5
  Sack (15 lbs. capacity) 
  1
  Sack (30 lbs. capacity) 
  2
  Shovel 
  5
  Spellbook (blank) 
  100
  Spikes, iron (12) 
  1
  Stakes, wooden (12) 
  1
  Tent 
  20
  Tool Kit 
  25
  Torches (6) 
  1
  Waterskin 
  1
  Whetstone 
  1
  Wolfsbane 
  10
  
  Table 4-2: Transportation Gear (page 55)
  Transportation Gear 
  Cost (gp)
  Barding 
  320
  Boat 
  100
  Cart 
  80
  Donkey or Mule 
  20
  Galley (large) 
  30000
  Galley (small) 
  10000
  Horse (draft) 
  30
  Horse (riding) 
  50
  Transportation Gear 
  Cost (gp)
  Raft 
  40
  Saddle 
  25
  Saddle Bags 
  10
  Sailing Ship (large) 
  20000
  Sailing Ship (small) 
  5000
  Wagon 
  160
  Warhorse (heavy) 
  200
  Warhorse (medium) 
  100
  Table 5-5: Wilderness Exploration Encounters (page 86)
   
  Roll (1d6) 
  Encounter Type
   
  1-2 
  Natural Hazard
   
  3-4 
  Wandering Monster
   
  5-6 
  Band of Travelers
  Rough Terrain Descriptions (page 87)
  Dense Forest: Characters cannot see far and are more likely to lose 
  their way or get ambushed. Surprise chance is increased by 1 for all 
  encounters.
  Desert: Characters must consume twice the normal amount of water each 
  day to represent the need for extra hydration against the sun and heat.
  Grasslands: High, swaying grass slows travel and makes it easier for 
  predators to sneak up on the characters. Reduce daily movement through 
  Grasslands by two (to 1d6+2 miles per day), and all small monsters 
  increase their chance to surprise the characters by 1.
  Mountains: Difficult climbs and winding, precarious rock paths slow travel 
  to a painfully halting pace. Reduce daily movement through Mountains 
  to 1d6-3 miles per day (minimum 0).
  Swamp: Reduce daily movement through swamps to 1d6-1 miles per day 
  (minimum 0) as the characters wade through muck and mire. There is 
  also an increased likelihood of catching a disease due to the wet envi-
  ronment and pervasive presence of insects, at the Narrator’s discretion.
  Tundra: Cold, wind-swept, and unforgiving. Characters traveling across 
  the tundra must make a Saving Throw every day of their journey or suffer 
  1d6-4 (minimum 1) points of damage from exposure.
  Table 5-2: Movement Rate (page 72)
  Items Carried 
  Changeling, Elf, 
  Dwarf or
   
  Half-Elf, or Human 
  Halfling
  Up to Might Attribute 
  4 
  3
  Up to 1.5 times Might Attribute 
  3 
  2
  Up to twice Might Attribute 
  2 
  1
  Table 5-3: Movement Rate Adjustments (page 72)
   
  Movement Type 
  Adjustment
   
  Cautious 
  Half of Movement Rate
   
  Normal 
  Movement Rate
   
  Running 
  Double Movement Rate
  
  Table 5-4: Grievous Wounds (page 78)
  Roll (1d6, minus negative Endurance) 
  Effect
  Dead: The character has been fatally injured in battle 
  and is slain.
  Lost an Eye: The character has lost an eye due to injury. 
  They suffer Disadvantage on all ranged attack rolls and 
  vision-based Attribute Saving Throws.
  Marred: The character has lost an arm, whether crushed 
  beyond healing or severed. They can no longer perform any 
  tasks which require both arms and suffer Disadvantage on 
  any rolls where a task is possible, but seriously hindered by 
  this injury.
  Lame: The character has lost a leg, whether crushed beyond 
  healing or severed. They can only move at one-third their 
  Movement until a prosthetic can be applied, typically a wooden 
  leg. Even with a prosthetic, they may only move at one-half 
  their Movement. They suffer Disadvantage on any rolls where 
  a task is possible, but seriously hindered by this injury.
  Grazing Blow: The character is unconscious and will awaken in 
  1d6 minutes with a single point of Endurance. They are injured, 
  but nothing that cannot be recovered from with some rest.
  1 or lower
  2
  3
  4
  5 or higher
  Table 5-1: Experience Point Rewards (page 70)
  Event 
  Reward
  Player accurately roleplays their character’s Lineage 
  100 XP
  and Archetype.
  Player character attempts a potentially life-threatening 
  250 XP
  act of heroism.
  Defeating a foe or group of foes that is a genuine danger to 
  250 XP
  the player character’s friends or to goodly folk.
  Player character performs a surprising and clever deed 
  150 XP
  that helps the party or other ally.
  Player encourages other players to get involved, roleplay,  
  100 XP
  and contribute to the game.
  Making everyone at the table laugh out loud. 
  75 XP
  Player takes the role of Treasure Keeper (optional) 
  50 XP
  Player takes the role of Initiative Tracker (optional) 
  50 XP
  Half-elves receive a +5% bonus on all Experience Points earned and humans 
  receive a +15% bonus. In addition, all characters have the potential to earn an 
  additional +5% bonus if an associated Attribute is high enough. This bonus is 
  applied to all Experience Points that character earns, regardless of whether it 
  is earned through combat or non-combat actions.
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/The Hero's Journey FRPG/The Hero's Journey 2e/The Hero's Journey 2e Narrator's Screen/The Hero's Journey 2e Narrator's Screen Back.pdf