TEXT: Readers of 101 Mundane Treasures and Another 101
  Mundane Treasures have written me on occasion to request
  more articles of clothing that they may use in their game ses-
  sions. From my research and discussions with many players
  I’ve determined that there is actually a very small number of
  clothing options for D20 System players when it comes to non-
  magical clothes. Certainly we can all flip open the Player’s
  Handbook and purchase a “noble’s outfit” or “peasant’s outfit”
  but where’s the fun in that? I prefer to select articles of clothing
  with a bit of story and interest to them. It’s with this in mind that
  I sat down to write A Dozen Unusual Articles of Clothing. The
  items presented in this PDF, when combined with the clothing
  found in 101 Mundane Treasures and Another 101 Mundane
  Treasures go a long way toward giving player characters (and
  even NPCs) some quite interesting clothing options.
  I am working on creating enough materials in order to put
  together a second volume to follow The Book of Unusual
  Treasures. If there is some mundane or magical treasure – or
  type of treasure – you would like to see me work on please
  don’t hesitate to e-mail me. My e-mail address can be found on
  my website.
  The text of this PDF is 100% open game content.
  A Dozen Unusual Articles of Clothing
  1 of 5
  Requires the use of
  the Dungeons &
  Dragons® Player’s
  Handbook
  by Philip Reed
  A Dozen Unusual
  Articles of Clothing
  GARMENT COLORS
  In our world, during the Middle Ages, the colors of cloth-
  ing had some loose meaning. DMs may choose to incorpo-
  rate the basic idea that only members of a few specific pro-
  fessions and social classes wear some colors. The following
  listing is a small suggestion for colors and who may wear
  them. DMs may choose to create their own listings based on
  the availability of dyes and level of skill in their individual
  campaign worlds.
  Gold and White: These colors may only be worn by 
  royalty.
  Purple: Royalty and upper nobility may wear purple.
  Scarlet, Orange, Dark Blue, and Crimson: Worn by the
  wealthy and nobles.
  Blue, Green, Slate, and Yellow: These colors may be
  worn by anyone.
  Black: Clergy, wizards, mourners, scholars, and the eld-
  erly typically wore black.
  F o r m o re PDFs please visit www. p h i l i p j re e d . c o m
  and www. r p g n o w. c o m .
  A Dozen Unusual Articles of Clothing is copyright © 2004 Philip Reed. All
  text in this book is designated as open game content. You may not distribute
  this PDF without permission of the author. Dungeons & Dragons® and
  Wizards of the Coast® are Registered Trademarks of Wizards of the Coast and
  are used with permission.
  
  DARK COWL OF THE
  NECROMANCER
  Appearance: The gorget and hood of this cowl are fashioned
  of a dark, leathery material that is almost stiff and rigid. The gor-
  get is further reinforced with red patches of thick leather, pro-
  viding the wearer’s shoulders with with limited protection in
  combat (armor bonus +1). The cowl is masterfully manufac-
  tured, the components stitched together with a neat, steady hand.
  Appraise Information: DC 15. The material used in the cre-
  ation of this cowl is the remains of a slain skin cloak (a horrible
  undead creature created from the skin of a deceased necro-
  mancer). While wearing this cowl is not an evil act it is most cer-
  tainly not the act of a good-aligned character and anyone who
  recognizes the material used in the manufacture of the cowl will
  likely instantly assume the wearer to be a vile, evil individual.
  Value: 177 gp (1 gp for the cowl, 46 gp for the masterful con-
  struction of the garment, and 130 gp for the skin).
  Special Rules: In addition to the previously mentioned armor
  bonus, any evil-aligned spellcaster wearing this cowl may –
  once per day – cast one necromantic spell of his choice as if it
  were under the effect of the Heightened Spell metamagic feat.
  This is a natural property of the skin cloak material and the cowl
  does not radiate magic when under the effect of the spell detect
  magic. In addition, the cowl does not affect the casting of any
  spells and it does not affect movement. Weight: 3 lbs.
  ELEGANT LIRAPIPE HOOD
  Appearance: This cowl-like garment, complete with gorget
  made of red silk, features a remarkably long hood of black silk.
  The fine silk of the garment is sewn to a linen backing.
  Appraise Information: DC 14. The lirapipe hood is worn as
  like cowl or cape, with the long back section of the hood
  wrapped loosely around the neck and shoulders of the wearer.
  Some men and women prefer to wrap the excess cloth around
  their heads, much like a turban.
  Value: 30 gp (25 gp worth of silk and 1 gp for the lirapipe
  hood, and 4 gp for the craftsmanship of the garment).
  Special Rules: None. Weight: 1 lb.
  LADY’S EXPEDITION GORGET
  Appearance: This gorget, made of red leather, was created
  for the adventurous lady. The lower edges of the gorget are
  adorned with small red gemstones and a dozen silver spikes. The
  gorget covers the woman’s breasts and shoulders and is intend-
  ed to be worn over a light armor (such as leather) or a tunic. This
  gorget offers the wearer minimal protection in battle (armor
  bonus +1 – may be stacked with any armor that grants a +2 or
  lower armor bonus). While a man could wear this item its cut
  and design marks it a woman’s garment. The image of a falcon
  is embroidered into the back of the garment.
  Appraise Information: DC 13. This is a rather elaborate
  gorget, designed over 100 years ago for the Lady Chamalise, an
  adventuress best known for her role in the defeat of the Demon
  Army of Magnaka the Wicked. The falcon was the lady’s cho-
  sen image and she had it added to all of her possessions. The
  gemstones – 10 in all – are small, flawless rubies.
  Value: 316 gp (1 gp for the gorget, 10 gp for the leather and
  materials used in its construction, 20 gp for each ruby, 5 gp for
  the silver spikes, and 100 gp for the historical value of the gar-
  ment).
  Special Rules: This item has no effect on movement or the
  casting of spells. Weight: 1 lb.
  LEGALMAN’S CHAPERON
  Appearance: This hat is made of silver-colored silk and
  black linen. The black linen is bunched up and wraps around the
  head while the silk covers the top of the head and drapes down
  one side and the back of the wearer’s head. 
  Appraise Information: DC 15. Chaperons like these are
  worn primarily by lawyers, judges, and lower-ranked politi-
  cians. Such men often wear a silk robe of black or silver.
  A Dozen Unusual Articles of Clothing
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  A Dozen Unusual Articles of Clothing
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  Value: 13 gp (12 gp worth of silk, 1 gp for the chaperon).
  Special Rules: None. Weight: 1 lb.
  NOBLEMAN’S GREAT COAT
  Appearance: This heavy, leather coat is a rich, deep black in
  color and adorned with silver and gold buttons and silver studs.
  The coat is double-breasted and hangs to the floor when worn
  by most humans (or other medium-sized characters). The coat
  is heavy enough to provide the wearer with protection in com-
  bat and against the coldest temperatures.
  Appraise Information: DC 15. This finely tailored coat is a
  work of art, crafted hundreds of years ago by the tailor Xorove
  Tylen. Tylen’s garments are some of the finest articles of cloth-
  ing ever made and are prized possessions of the truly wealthy.
  The coat has 12 silver buttons, 18 gold buttons, and 40 silver
  studs.
  Value: 796 gp (2 gp for each gold button, 5 sp for each sil-
  ver button, 1 sp for each silver stud, 10 gp for the coat, and 750
  gp for being a Tylen).
  Special Rules: The coat is treated like leather armor and the
  wearer receives a +2 circumstance bonus to Fortitude saves vs.
  [cold]. Weight: 10 lbs.
  NOBLEMAN’S SUPERTUNIC
  Appearance: This fashionable, blue silk tunic is little more
  than a large sheet of silk stitched to a light leather backing. A
  hole is cut from the center for the head and the tunic simply
  hangs over the wearer, the sides open. Some noblemen draw the
  supertunic closed with a belt. Fine embroidery around the neck
  and a pattern of small, brass studs provide the garment’s only
  decoration. When worn this garment hangs down to the wear-
  er’s knees.
  Appraise Information: DC 15. The silk, craftsmanship, and
  brass studs are the valuable components of this article of cloth-
  ing. The thread used in the embroidery is a fine, golden thread
  available only in the most glorious of the ancient elven cities.
  Value: 75 gp (5 gp for the tunic, 15 gp worth of silk, 10 gp
  for the brass studs, and 45 for the elven thread and quality of the
  embroidery).
  Special Rules: Supertunics are quite popular with both the
  wealthy and noble and also with rogues (the billowing mass of
  fabric makes the perfect material with which to conceal pick
  pocket and sleight of hand attempts – a character gains a +2
  equipment bonus to Sleight of Hand checks when wearing a
  supertunic). 
  SILK HOUPPELANDE
  Appearance: This silk gown is a deep crimson in color and
  includes a dark black leather belt and a high collar that is stiff-
  ened with short lengths of leather. When worn the gown reach-
  es to the wearer’s knees. The image of a shield and spear is
  embroidered on the right chest of the gown.
  Appraise Information: DC 12. This elegant clothing is
  quite common amongst the wealthy. The shield and spear
  emblem embroidered on the houppelande is the symbol of the
  Bitterfast family. The Bitterfast family is best known for their
  trade caravans and practice as moneylenders. An undertunic
  and breeches are typically worn with a houppelande.
  Value: 25 gp (15 gp worth of silk, 2 gp for the leather belt,
  and 8 gp for the artistry of the embroidered symbol and fine
  stitching of the gown).
  Special Rules: None. Weight: 3 lbs.
  SILKEN TIPPETS
  Appearance: Two three-foot long sections of black silk,
  each a mirror image of the other. Each piece is sewn to form a
  tunnel of silk and they are decorated with embroidered patterns
  – white thread – depicting great dragons in flight. Straps made
  of red silk hang from one end of the tunnel.
  Appraise Information: DC 14. These tippets are worn at
  the elbows by finely dressed women and are purely ornamental.
  Tippets typically trail along the floor and are only worn to the
  
  most extravagant of events. Men sometimes wear tippets though
  they are most often seen on the wealthiest of women.
  Value: 25 gp for the pair.
  Special Rules: Much like supertunics, tippets can assist a
  rogue in sleight of hand attempts – +1 equipment bonus to
  Sleight of Hand checks.
  TANGTALSKIN DOUBLET
  Appearance: This finely tailored tunic is crafted from a
  thick, fine brown fur-covered skin that’s sewn to a leather under-
  tunic. The front of the tunic is adorned with golden buttons and
  stuffed in order to make the wearer appear more masculine and
  broad-shouldered. The inside of the undertunic is lined in soft,
  purple-colored velvet.
  Appraise Information: DC 18. While the doublet is a fairly
  common type of tunic, this particular tunic is covered in the skin
  of the ferocious tangtal, a magical feline beast that lives in the
  deep forests of the west. These creatures are quite rare and their
  fur valuable to tailors and furriers. There are 12 gold buttons on
  the outfit.
  Value: 241 gp (2 gp for the doublet, 2 gp for each gold but-
  ton, 65 gp for the craftsmanship and artistry of the garment, 10
  gp worth of velvet, and 140 gp worth of tangtalskin. 
  Special Rules: None. Weight: 6 lbs.
  THUNDERSHRIKE CLOAK
  Appearance: This long, flowing cloak hangs to the ground
  and fastens at the neck with a gold chain and small hook. The
  cloak is covered in large, gray and red feathers and is lined with
  black velvet. The cloak is in excellent condition and has obvi-
  ously been well taken care of. 
  Appraise Information: DC 16. The feathers are those of a
  young thundershrike, a massive eagle-like magical beast. The
  chain is constructed of the finest quality gold available and,
  overall, the garment is a fabulous work of art deserving of the
  wealthiest of men or women.
  Value: 587 gp (1 gp for the cloak, 15 gp worth of velvet, 11
  gp for the chain, 460 gp for the thundershrike feathers, and 100
  gp for the superb craftsmanship of the cloak).
  Special Rules: The wearer of this cloak receives a +2 cir-
  cumstance bonus to Fortitude saves vs. [electricity] and a +1
  bonus to Fortitude saves vs. [cold]. The cloak is quite heavy and
  is treated like leather armor for all other purposes (armor bonus,
  arcane spell failure, etc.). Weight: 10 lbs.
  VELVET BREECHES
  Appearance: These red velvet pants are designed to be form
  fitting fully enclose the wearer’s legs and feet and are tied at the
  waist with a thin cord. The soles of the feet are covered in
  leather so that the wearer need not wear shoes. These elegant
  breeches bear the symbol of a crescent moon along the outside
  of the right leg.
  Appraise Information: DC 12. These are the pants of a
  wealthy landowner or merchant and are intended to be only
  worn inside or to elaborate social functions. The symbol on the
  right leg is that of the Latiyohy family, a noble family that was
  eradicated over one hundred years ago.
  Value: 17 gp (1 gp for the breeches, 10 gp for the velvet, 1 gp
  worth of leather, and 5 gp for the craftsmanship of the pants). A
  collector of Latiyohy memorabilia would likely pay twice that
  amount.
  Special Rules: None. Weight: 2 lbs.
  VELVET PELISSE
  Appearance: This blue velvet robe is trimmed with bands of
  yellow silk that run around the edges of the neck and arms of the
  garment. The robe is an artistic work, the stitching near perfect
  and quite delicate. The interior of the robe is lined with a thin,
  gray fur that makes it quite comfortable to wear (though a little
  warm during summer months).
  Appraise Information: DC 16. This is one of the robes worn
  by the Society of Enchanters, a guild of good-aligned wizards
  A Dozen Unusual Articles of Clothing
  4 of 5
  
  operating in a large city to the south. The color of the silk used
  as trim denotes the rank of the wearer, with yellow being the
  color of a middle rank wizard. White trim is used for appren-
  tices, blue for low-ranked wizards, green for higher ranked wiz-
  ards, and black for members of the Council of Enchanters, the
  governing body of the Society of Enchanters. The fur is taken
  from the skin of a corpsespinner, a large, magical spider found
  deep beneath the earth. The Society of Enchanters will go to
  great lengths to deal with anyone wearing one of these robes that
  is not a member of the guild; they take their reputation serious-
  ly and do not wish to see it harmed.
  Value: 35 gp (1 gp for the robe, 20 gp worth of velvet, 2 gp
  worth of silk, and 11 gp for the corpsespinner fur).
  Special Rules: None. Weight: 3 lbs.
  A Dozen Unusual Articles of Clothing
  5 of 5
  OPEN GAME LICENSE Version 1.0a
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  A Dozen Unusual Articles of Clothing
  Copyright 
  © 
  2004 
  Philip 
  Reed,
  www.philipjreed.com.
  Tome of 
  Horrors 
  II 
  Copyright 2004,
  Necromancer Games, Inc.; Author Scott
  Greene; Additional Authors: Erica Balsley,
  Kevin Baase, Casey Christofferseon, Jim
  Collura, Meghan Greene, Lance Hawvermale,
  Travis Hawvermale, Bill Kenower, Patrick
  Lawinger, Nathan Paul, Clark Peterson, Bill
  Web and Monte Cook.
  Secret College of Necromancy, Copyright
  2002, Green Ronin Publishing; Authors David
  “Zeb” Cook and Wolfgang Baur.
  
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