Documente Academic
Documente Profesional
Documente Cultură
Expenses
Cost of Living: Squalid: 3 GP/month, Poor: 5 GP/month,
Middle-Class: 50 GP/lvl/month, Wealthy: 200 GP/lvl/month.
City Tax: 1 CP per head/horse/wheel, 1 SP per weapon other than daggers,
1 GP per magic weapon/item (applied to outsiders upon entering a city,
applied to citizens once a year.)
Kings Tax: 1 SP per head/horse/wheel, 10% value of all property owned. (Yearly tax.)
Kings Road Toll: 1 CP per horse/wheel (usually collected by the kings men for every
30 to 50 miles traveled.)
Dock Fee: 1 SP per ton of ship (collected upon docking before permission to disembark
is given.)
Item HP
Chair: 1D8+1
Common Leather: 2D4
Glass Bottle: 1D2
Glass Pane / Mirror: 1
Rope: 1D4+1
Wooden Door / Table: 1D20+30
Wooden Pole: 2D6
Languages: Almost every intelligent race has its own native tongue, some races like giants, elementals, dragons, etc. have a racial common
tongue and a sub-race specific tongue.
Constructing Magic Items
Items must be made of the highest quality (x10 cost), Enchant an Item & Permanency spells may also be required. Success is 60% +1/lvl of
mage -1 per each spell, special process, & unique ingredient.
Cost to construct: Item + 1/10 listed cost of any spells needed + cost of any unique ingredient required.
Note: most combat related spells cost 100 GP x the spell level. (fireball 300 GP, magic missile 100 GP, etc.)
Mages earn 10 XP per + x 50 XP per ability (spell) x 100 XP per special purpose. After creation of items the mage must rest for 1 day per 100
XP earned.
Mages experience drain from casting magic, when casting spells within their level capabilities they can cast their Int x4 in spells per day, from
1 to 3 lvls higher Int x3 per day, 4 to 5 lvls higher Int x2 per day, 6 to 7 lvls higher Int per day, & 8 lvls higher Int per day.
XP Awards
Warrior: 10 per HD of creature defeated
Priest: 100 per successful use of a granted power
100 x spell level per spell successfully cast
XP value of potion, scroll, or magic item successfully made
Wizard: 50 x spell level per spell cast
500 x spell level per spell successfully researched
XP value of potion, scroll, or magic item successfully made
Rogue: 200 per successful use of ability
2 per GP value of treasure obtained
5 per HD of creature defeated (Bard & Ninja only)
Initiative Modifiers
Haste: -2
Slow: +2
Slippery footing: +2
Wading in deep water: +4
Attacking with weapon: Weapon Speed -any magical + it has
Natural Weapons: +2
Breath Weapon: +1
Innate Spell Ability: +3
Misc. Magic Item: +3
Potion: +4
Ring: +3
Rod: +1
Casting a spell or reading a Scroll: casting time of spell
Staff: +2
Wand: +3
Time
1 Round = 10 seconds
6 Rounds = 1 minute
1 Turn = 10 minutes
6 Turns = 1 Hour
The Calendar of Harptos
Order Name
Colloquial Description Gregorian Month
1
Hammer
Deepwinter
(January)
-Midwinter2
Alturiak
The Claw of Winter,
(February)
or the Claws of the Cold
3
Ches
of the Sunsets
(March)
4
Tarsakh
of the Storms
(April)
-Greengrass5
Mirtul
The Melting
(May)
6
Kythorn
The Time of Flowers
(June)
7
Flamerule
Summertide
(July)
-Midsummer8
Eleasias
Highsun
(August)
9
Eleint
The Fading
(September)
-Higharvestide10
Marpenoth Leafall
(October)
11
Uktar
The Rotting
(November)
-The Feast of the Moon12
Nightal
The Drawing Down
(December)
Special Calendar Days
Midwinter: Midwinter is known officially in Cormyr as the High
Festival of Winter. It is a feast where, traditionally, the local lords of
the land plan the year ahead, make and renew alliances, and send
gifts of goodwill. To the common-folk throughout the Realms, this
is Deadwinter Day, the midpoint of the worst of the cold.
Acid
11
11
12
5
10
13
16
16
15
4
3
3
12
8
9
Crushing Blow
16
16
N/A
20
3
7
N/A
7
N/A
18
17
17
2
10
13
Creature XP Values
HD or Level
> 1-1
1-1 to 1
1+1 to 2
2+1 to 3
3+1 to 4
4+1 to 5
5+1 to 6
6+1 to 7
7+1 to 8
8+1 to 9
9+1 to 10+
11 to 12+
13 or more
Disintegration
19
19
19
19
19
17
19
19
19
19
18
18
19
19
19
XP Value
7
15
35
65
120
175
270
420
650
975
1,400
2,000
3,000 +1,000 per HD over 13
Class
Priest
Rogue
Warrior
Wizard
Class
Priest
Rogue
Warrior
Wizard
1
20
20
20
20
31
0
4
-10
10
2
20
20
19
20
32
0
4
-11
10
3
20
19
18
20
33
0
3
-12
10
4
18
19
17
19
34
-2
3
-13
9
5
18
18
16
19
35
-2
2
-14
9
6
18
18
15
19
36
-2
2
-15
9
7
16
17
14
18
37
-4
1
-16
8
8
16
17
13
18
38
-4
1
-17
8
9
16
16
12
18
39
-4
0
-18
8
10
14
16
11
17
40
-6
0
-19
7
11
14
15
10
17
41
-6
-1
-20
7
20
31
-11
1
19
33
-13
2
19
34
-13
3
17
35
-15
4
17
36
-15
5
15
37
-17
6
15
38
-17
7
13
39
-19
8
13
40
-19
9
11
41
-20
10
11
42
-20
11
9
43
-20
1-1
20
32
-11
Ability
AC 0 or lower
Blood Drain
B.W. Weak
B.W. Strong
Causes Disease
Psychic
Energy Drain
Flies
4+ attacks/rd
great HP
High Int
Hit by magic/silver
Immune to Spell
Mod
+1
+1
+1
+2
+1
+2
+3
+1
+1
+1
+1
+1
+1
Calculated THAC0
Level
12 13 14 15 16 17
14 12 12 12 10 10
15 14 14 13 13 12
9 8 7 6 5 4
17 16 16 16 15 15
42 43 44 45 46 47
-6 -8 -8 -8 -10 -10
-1 -2 -2 -3 -3 -4
-20 -20 -20 -20 -20 -20
7 6 6 6 5 5
Creature THAC0
HD
12 13 14 15 16 17
9 7 7 5 5 3
44 45 46 47 48 49
-20 -20 -20 -20 -20 -20
HD Modifiers
Ability
Mod
Weapon Immunity +1
Invisible at Will
+1
Lvl 2 or low spells +1
Lvl 3 or high spells +1
Magic Resistance +1 / 10%
Missile Weapons +1
Mult. Att. 30+ dam +2
Paralysis
+2
Petrification
+3
Poison
+2
uses magic item
+1
Regeneration
+1
1 attack 20+ dam +2
Ability
Spec. Defense
Spec. Magic Att
Spec. Att
Swallow Whole
Cause Weakness
Cause Fear
Mod
+1
+2
+1
+2
+2
+2
18
10
12
3
15
48
-10
-4
-20
5
19
8
11
2
14
49
-12
-5
-20
4
20
8
11
1
14
50
-12
-5
-20
4
21
8
10
0
14
51
-12
-6
-20
4
22
6
10
-1
13
52
-14
-6
-20
3
23
6
9
-2
13
53
-14
-7
-20
3
24
6
9
-3
13
54
-14
-7
-20
3
25
4
8
-4
12
55
-16
-8
-20
2
26
4
8
-5
12
56
-16
-8
-20
2
27
4
7
-6
12
57
-16
-9
-20
2
28
2
7
-7
11
58
-18
-9
-20
1
29
2
6
-8
11
59
-18
-10
-20
1
30
2
6
-9
11
60
-18
-10
-20
1
18
3
50
-20
19
1
51
-20
20
1
52
-20
21
-1
53
-20
22
-1
54
-20
23
-3
55
-20
24
-3
56
-20
25
-5
57
-20
26
-5
58
-20
27
-7
59
-20
28
-7
60
-20
29
-9
61
-20
30
-9
62
-20
1D20+mods
2 or less
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20 or more
Friendly
Friendly
Friendly
Friendly
Friendly
Friendly
Friendly
Indifferent
Indifferent
Indifferent
Indifferent
Cautious
Cautious
Cautious
Cautious
Threatening
Threatening
Threatening
Hostile
Hostile
Indifferent
Friendly
Friendly
Friendly
Friendly
Friendly
Indifferent
Indifferent
Indifferent
Indifferent
Indifferent
Cautious
Cautious
Cautious
Threatening
Threatening
Threatening
Threatening
Hostile
Hostile
Reaction Table
PCs Are Acting
Threatening
Friendly
Friendly
Cautious
Cautious
Cautious
Cautious
Cautious
Cautious
Threatening
Threatening
Threatening
Threatening
Threatening
Threatening
Hostile
Hostile
Hostile
Hostile
Hostile
.
Hostile
Flight
Flight
Flight
Flight
Cautious
Cautious
Cautious
Threatening
Threatening
Threatening
Threatening
Hostile
Hostile
Hostile
Hostile
Hostile
Hostile
Hostile
Hostile
Community Populations
11
Hamlet: 50-250, 3-8 residents per home only a
few dozen homes.
Village: 200-1000, more than 2 dozen but less
than 200 homes.
12
Town: 500-15000, many homes and several
public buildings including a business
district.
City: 15000-200000, the largest and most
13
diverse of communities.
Random City Generation
Type of Government
1D20 Government
1
Anarchy: This is basically a lack of
government.
2
Autocracy: In this form of
government, one self-appointed
person holds supreme authority. It
is a form of dictatorship in which
the ruler is sometimes considered a
tyrant or a despot.
3
Bureaucracy: This is essentially
government by bureaus or
departments
4
Collegium: This is government by an
elite group of people, each of
whom has approximately the same
amount of power.
5
Democracy: The residents of this
community have established their
own government, either by putting
themselves in the government or
by appointing representatives to
rule for them.
6
Dictatorship: Similar in some
respects to an autocracy, a
dictatorship is a very strict form of
government in which authority
resides in the hands of one
individual. However, this person is
not necessarily a tyrant or despot.
7
Feodality: This is a form of
government that is almost always
coupled with another government
type, with the officials in that
government setting up a system of
feudalism.
8
Gerontocracy: This is rule by elderly
men and women.
9
Gynarchy/Matriarchy: Women rule in
this form of government, whether
it be a council of several women or
one woman who is in a supreme
position of authority.
10
Hierarchy: Clergy govern in this
system, with the highest-level
church leaders having the most
authority.
14
15
16
17
18
19
20
Governmental Relations
1D% Attitude
01-45 Governments are cooperative and
enjoy good, friendly relations.
46-65 Governments accept each other and
under certain circumstances would
aid each other.
66-76 Governments accept each other, but
are neither friendly nor hostile to
each other.
77-87 Governments ignore each other.
88-95 Governments are antagonistic.
96-00 Governments are hostile, and with
some provocation could go to war.
Alignment of Leaders
1D%
Alignment of ruler(s)
01-15 Lawful good
16-30 Neutral good
31-40 Chaotic good
41-70 Neutral
71-75 Chaotic neutral
76-85 Lawful neutral
86-92
93-97
98-00
Lawful evil
Neutral evil
Chaotic evil
10 Lazy
11 Unpredictable
12 Flamboyant
13 Bold
14 Secretive
15 Deceptive
25 Insensitive
26 Maniacal
27 Devious
28 Domineering
29 Harsh
30 Cruel
76
77-79
80
81-82
83
84-85
86
87-88
89
90-92
93
94-96
97
98-99
00
Defenses
1D%
Type(s) of Defense
01-07 None
08-34 S only
35
S, M
36-50 S, CW
51
S, CW, M
52-59 S, W
60
S, W, M
61-71 S, W, CW
72
S, W, CW, M
73-75 FM only
BUSINESS TABLES
Table I
Community
Population
Hamlet
50-250
Village
200-500
Village, large
501-1,000
Town, small
1,001-2,000
Town, medium 2,001-5,000
Town, medium 5,001-10,000
Town, large
10,001-20,000
City, small
15,000-30,000
City, medium
30,001-50,000
City, medium
50,001-75,000
City, large
75,001-100,000
City, large
100,001-200,000
FM, M
FM, CW
FM, CW, M
FM, CW, W
FM, W, CW, M
AP only
AP, M
AP, S
AP, S, M
AP, S, CW
AP, S, CW, M
AP, C, CW, W
AP, S, CW, W, M
AP, S, FM, CW, W
AP, S, FM, CW, W, M
10 Barrelwright
11 Bathhouse
12 Beautician
13 Bindery
14 Book Shop
15 Bordello
16 Bowyer
17 Brass Worker
18 Brewery
19 Broom/Brush Maker
20 Builder
21 Butcher
22 Cabinet Maker
23 Candy Shop
24 Carpenter
25 Carpet Maker
69 Money Changer 26 Cartographer
70 Music Shop
27 Chandler
71 Painter
28 Cheese Shop
72 Perfumer
29 Cobbler
73 Potter
30 Cooper
74 Rope Maker
31 Customs House
75 Sage
32 Dagger Shop
76 Sail Maker
33 Dairy
77 Seamstress
34 Distillery
Table IV
1D%
Merchants Disposition
01-10 Sour, gruff
11-20 Quiet and reserved
21-30 Boisterous
31-40 Pushy, aggressive
41-60 Friendly
61-80 Courteous
81-90 Talkative
91-96 Suspicious, distrusting
97-00 Shifty, dishonest
44 Freight Company
45 Furniture Maker
46 Fortune Teller
47 Furrier
48 Gambling House
49 Gem Cutter
50 Glassblower
51 Goldsmith
52 Granary
53 Healer
54 Herbalist
55 Inn
56 Jeweler
57 Kiln
58 Lamp & Oil Shop
59 Lapidary
60 Lawyer
61 Leather Worker
62 Limner
63 Locksmith
64 Lumber Dealer
65 Magic Shop
66 Mason
67 Metalsmith
68 Mill
78 Scribe
79 Silversmith
80 Slaughterhouse
81 Soap Maker
82 Stable
83 Sword Shop
84 Tack Shop
85 Tailor
86 Tannery
87 Tavern
88 Taxidermist
89 Thatcher
90 Tinker
91 Tool Maker
92 Toy shop
93 Trading Post
94 Undertaker
95 Wainwright
96 Warehouse
97 Weaver
98 Weaponsmith
99 Wheelwright
00 Woodcarver
Table V
1D%
Merchants Motivation
01-10 Greed
11-20 To support a family
21-30 Pride in his work
31-40 Striving for quality
41-60 Striving for quantity
61-80 To support himself
81-90 Hobby, something to do
91-96 Enjoyment, likes to work
97-00 Service, likes to help others
Parade
Horse Race
Adventurers
Town Guards
Spy/Spies
Loose Animals
City Officials
Laborers
Beggars
Urchins
Clerics
Thieves
Fighters
Ruffians
Muggers
Mugging in Progress
Pickpockets
Drunks
Dead Body
Merchants
Soldiers
Construction Workers
Pilgrims
Building Fire
Doppelganger
Friendly Monster
Dangerous Monster
Undead
Dissatisfied Residents
Lost Child
Escaped Prisoner
Peasants
Fortune Teller
Bullies
Giant Vermin
Insect Swarm
Pack of Dogs
Sports Contest
Circus
Street Fair
Gypsies
Dwarves
Gnomes
Elves
Halflings
Fortune Teller
Werebear
Werewolf
Wererat
Weretiger
Jackalwere
Middle Class
Day Night
01
01
02-03 02
04-06 03-06
07-08 07-10
09-10 11-12
11
13
12-15 14
16-19 15
20-21 16-18
22-23 19-22
24-25 23
26-27 24-28
28-30 29-31
31-33 32-34
34-36 35-37
n/a
38-39
37-39 40-42
40-41 43-44
42
45-46
43-50 47-50
51-55 51-56
56-57 57-58
58-61 59-60
62
61
63-64 62
65
63
66
64
n/a
65
67
66-67
68-69 68-70
70-71 71-72
72-75 73
76-77 74-76
78-79 77-79
80
80-81
81
82
82
83
83-84 84
85
85-86
86-87 87
88
88-89
89-90 90
91-92 91
93-94 92
95-97 93
98-99 94-95
00
96
n/a
97
n/a
98
n/a
99
n/a
00
Parade
Horse Race
Adventurers
Town Guards
Spy/Spies
Loose Animals
City Officials
Laborers
Beggars
Urchins
Clerics
Thieves
Fighters
Mages
Muggers
Mugging in Progress
Pickpockets
Drunks
Dead Body
Merchants
Soldiers
Construction Workers
Pilgrims
Building Fire
Doppelganger
Friendly Monster
Dangerous Monster
Undead
Dissatisfied Residents
Lost Child
Escaped Prisoner
City Rulers
Fortune Teller
Bullies
Giant Vermin
Unusual Animal
Friendly Animal
Sports Contest
Circus
Street Fair
Gypsies
Dwarves
Gnomes
Elves
Halflings
Fortune Teller
Werebear
Werewolf
Wererat
Weretiger
Jackalwere
Upper Class
Day Night
01
n/a
02-04 01-03
05-06 04-05
07-14 06-16
15-16 17-18
17
19
18-21 20-21
22-24 22-23
25-27 24-26
28-29 27-29
30-31 30-31
32-34 32-34
35-36 35
n/a
36
37-40 37-39
41
40
42
41
43-44 42-44
45
45
46-50 46-48
51-55 49-56
56-60 57-60
61-63 61-64
64
65
65
66
66
67
67
68
n/a
69
68-70 70-72
71
73
72-73 74
74-76 75-76
77-80 77-82
81
83
n/a
84
82
85
83
86
84-88 87
89
88
90-91 89
92-93 90
94
91
95
92
96
93
97
94
98-99 95
00
96
n/a
97
n/a
98
n/a
99
n/a
00
Parade
Aristocrat
Adventurers
Town Guards
Spy/Spies
Loose Animals
City Officials
Laborers
Clerics
Thieves
Fighters
Knights
Haughty Men
Drunken Men
Mages
Muggers
Mugging in Progress
Pickpockets
Dead Body
Merchants
Soldiers
Construction Workers
Gossip
Building Fire
Doppelganger
Friendly Monster
Dangerous Monster
Undead
Haughty Residents
Lost Child
Visiting Nobleman
City Rulers
Socialite
Pet Shop Owner
Giant Vermin
Unusual Animal
Friendly Animal
Sports Contest
Jousting Match
Reception
Minstrels
Dwarves
Gnomes
Elves
Halflings
Artists
Werebear
Werewolf
Wererat
Weretiger
Jackalwere
Merchants District
Day Night
01-02 01-02 parade
03-04 03-04 horse race
05-08 05-07 adventurers
09-14 08-11 town guards
15-17 12-14 spy/spies
18-20 15-16 loose animals
21-24 17-18 city officials
25-28 19-20 laborers
29-33 21-24 beggars
34-37 25-30 urchins
38-40 31-33 clerics
41-44 34-39 thieves
45-47 40-44 fighters
48-49 45-47 mages
50-51 48-50 muggers
52
51-52 mugging in progress
53-55 53-56 pickpockets
56-57 57-58 drunks
58
59-60 dead body
59-68 61-70 merchants
69-72 71
soldiers
73-74 72
construction workers
75-76 73
protestors
77
74
building fire
78
75
doppelganger
79
76
friendly monster
80
77
dangerous monster
n/a
78
undead
81-83 79
disgruntled customers
84-85 80
disgruntled merchants
86
81
escaped prisoner
87-88 82
peasants
89
83
fortune teller
90
84
protection racket
n/a
85
giant vermin
n/a
86
unusual animal
91
87
friendly animal
92
88
street fair
93
89
sale days
94
90
witness robbery
95
n/a
gypsies
96
91
Dwarves
97
92
Gnomes
98
93
Elves
99
94
Halflings
00
95
fortune teller
n/a
96
Werebear
n/a
97
Werewolf
n/a
98
Wererat
n/a
99
Weretiger
n/a
00
Jackalwere
Docks/Wharfs
Day Night
01-02 01-03 feuding captains
03-05 04-06 feuding sailors
06-09 07-10 adventurers
10-13 11-16 town guards
14-15 17-18 spy/spies
16
19
loose animals
17-19 20
city officials
20-24 21-22 laborers
25-26 23
beggars
27-28 24-25 urchins
29-30 26-27 clerics
31-34 28-32 thieves
35-37 33-36 fighters
38
37
mages
39-40 38-40 muggers
41
41
mugging in progress
42-44 42-46 pickpockets
45
47-54 drunken sailors
46
55-57 dead body
47-56 58-59 merchants
57-58 60-63 soldiers
59-60 64
boating race
61-64 65-67 protestors
65
68
ship fire
66-67 69-70 doppelganger
68-70
71-72
n/a
73-76
77
78
79-81
82
83-84
85
86-87
88
89-91
92
93-94
95
96
97
98
99
00
n/a
n/a
n/a
n/a
n/a
71-73
74-76
77-79
80-81
82-83
84
n/a
85
86
87
88
89
n/a
n/a
90-91
92-94
n/a
n/a
n/a
n/a
95
96
97
98
99
00
friendly monster
dangerous monster
undead
disgruntled sailors
stowaway
escaped prisoner
city rulers
visiting royalty
bullies
giant vermin
unusual animal
friendly animal
dock fair
ship sale
press gang
pirates
Dwarves
Gnomes
Elves
Halflings
fishing contest
Werebear
Werewolf
Wererat
Weretiger
Jackalwere
River Banks
Day Night
01-02 01-03
03-05 04-06
06-09 07-10
10-13 11-16
14-16 17-19
17-18 20-21
19-20 22-23
21-23 24-25
24-25 26-28
26-29 29-32
30-31 33-34
32-37 35-40
38-39 41-42
40
43
41
44
42
45
43-44 46-47
n/a
48-49
45
50-51
46-50 52-57
51-53 58-59
54-55 n/a
56-57 n/a
58
60
59
61
feuding captains
feuding sailors
adventurers
town guards
spy/spies
loose animals
city officials
laborers
beggars
urchins
clerics
thieves
fighters
mages
muggers
mugging in progress
pickpockets
drunken sailors
dead body
merchants
soldiers
boating race
protestors
ship fire
doppelganger
60-61
62-63
n/a
64-69
70-72
73
74-76
77
78
79
80
81-82
83-85
86-87
88-89
90-91
92
93
94-95
96-97
98-99
00
n/a
n/a
n/a
n/a
62
63-64
65-67
68-70
71-74
75
76-77
78
79-80
81-82
83
84
85
n/a
86-87
88-89
90
91
92
93
94
95
96
97-98
99
00
friendly monster
dangerous monster
undead
disgruntled laborers
stowaway
escaped prisoner
city rulers
visiting royalty
bullies
giant vermin
unusual animal
friendly animal
river fair
boat sale
press gang
rowdy laborers
Dwarves
Gnomes
Elves
Halflings
fishing contest
Werebear
Werewolf
Wererat
Weretiger
Jackalwere
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
16. Tussoire (clasp and chain which hangs from girdle to hold one side
of long gown up, for walking with ease)
17. Mask or face-veil
18. Pendant; large gem on chain
19. Pectoral; necklace with plates of ivory, silver, polished abalone, or
obsidian joined with filigree wire, and trimmed with hanging
gems
20. Eyepatch, bejeweled and with trim of tiny teardrop rock crystal
gems
Sub-table 5: (1d4) Female Footgear
1. Sandals
2. Slippers
3. Pattens (ornamental wooden clogs, worn with slippers or boots)
4. Boots
Sub-table 6: (1d20) Female Headgear
1. Circlet, gold
2. Hennin (long, conical steeple hat with lappets, dangling head
ribbon, and veil, drapery hanging from point of hennin)
3. Wimple and veil
4. Gable headpiece (brocade, gem-encrusted cap with gable-like
flaring side points)
5. Caul (hair net with diadem and silk draperies)
6. Crispine (gold-thread circular hair net)
7. Gorget (linen wrapped around head and neck, to frame face)
8. Escoffion (two-horned headdress with veil)
9. Diadem; jeweled head-band
10. Hood (of parchment, stiffened and painted, adorned with cloth or
silk)
11. Liripipe (later form: throat scarf covering chin to shoulders, like an
all-the-way-around stand-up collar)
12. Bonnet, linen, pleated and embroidered, with tassels
13. Fur cap
14. Tiara, of wire filigree studded with gems (e.g., rose quartz,
emerald, or carbuncle)
15. Headscarf, of green, flame-orange, white, or red silk
16. Soft hat, trimmed with gems, fur, and feathers
17. Cap-of-coins, strung on wire
18. Bucket-hat of black velvet, with trailing ribbons
19. Cockscomb of wire filigree trimmed with feathers
20. Hawk-head mask of felt painted and trimmed with feathers, gems
for eyes, etc., to resemble real bird perched on head of wearer
(bill forming prow of brim), plumage shielding head and tail
trailing out behind; various other birds possible
Sub-table 7: Possible fabrics for fine garments
Choose from those available.
Cloth of gold Used by royalty or titled nobles only
Sable fur Used by royalty or titled nobles only
Camlet Made from camels hair; heavy and expensive
Cloth of silver
Silk, sheer gauzy, fine, translucent
Samite Thick silk
Moire Stiff, water-marked silk
Satin Sheen-finished, fine silk
Velvet Silk cut so as to have nap
Brocade Silk woven in contrasting colors and textures
Damask Linen or cotton, with pattern in weave
Linen
Tisshew Gauzy linen weave
Wool Heavy-work; warm, mainly used for outer garments
Keyrse Very fine wool, like a veil
Musterddevelys Greyish, soft wool
TABLE C: Harness (body armor)
Roll once on Table 1 and twice on Table 2. (Warriors roll three times
on Table 2, and re-roll any results below 56 on Table 1.)
Sub-table 1 (d100) Armor
01-20 Leather jerkin (only)
21-35 Leather armor
36-44 Padded armor
45-55 Studded leather
56-60 Ring mail
61-70 Scale mail
71-83 Chain mail
84-89 Splint mail
90-94 Banded mail
95-99 Plate mail
00 Field Plate Armor
Sub-table 2 (other protection)
01-33 High, hard boots, with armored insteps
34-50 Skullcap or sallet (metal cap)
51-58 Helm with visor
59-65 Gauntlets
66-89 Shield
90-00 Buckler
TABLE D: Personal Belongings
Characters using this table will always have a leather backpack,
canvas dunny-bag, muslin sack, leather pouch and satchel, or the
like, and:
%
Roll Items
01-25 Skin of water and food
26-35 Skin of wine and food
36-40 Earthen jug of milk, wrapped in skin, tied in leather thong
41
Ink, vial
42
Parchment, 1-6 scrips
43-44 Quills (for pens)
45-47 Pipe and pouch of tobacco
48-50 Tapers, 1-6
51-53 Candle stick, travelers
54-64 Candles, 1-3, tallow
65-75 Tinder box or flint & steel
76-78 Drinking jack (hollow-horn drinking cup)
79-81 Mirror (small metal hand-held type) and comb
82-87 Bowl, wooden
88-92 Lamp
93-96 Lamp oil in flask
97
Symbol, holy, wooden (iron or silver possible), or lucky
keepsake
98-99 Thief trap (see description in .Short Version.)
00
Family treasure: valuable piece of jewelry, minor magical
item (e.g., Quaals feather token), treasure map, or the like,
well hidden)
TABLE E: Tools
Pick deliberately for craftsmen. Otherwise, roll three times on the
table, re-rolling when the result is inappropriate. Parenthetical
remarks refer to the items. use in combat to hit and inflict damage.
% Roll Tool
01-11 Mallet, wooden (as Hammer)
12-18 Chisel(s), (1-4) with canvas satchel (as Darts)
19-23 Sickle, draw-knife, or coracle (as Knife)
24-27 Hammer (as Hammer)
28-33 Iron nails, bag of 20-50
34-37 Spike(s) (1-12), iron, large (as Darts)
38-40 Wedges, iron, 1-3
41-45 Chain, 1-3 12.-lengths (in leather pack) (as Morning Star)
46-48 Tongs, iron (as Club)
49
Anvil iron
50
Pincers, iron (as Club)
51
Saw (differing sizes, from jewelers to cross-cut 2-man wood
cutters.) (as Club)
52-57 Bar, iron (as Morning Star)
58-62 Shovel (as Quarter Staff)
63-64 Whetstone
65
Oil, non-flammable lubricant, in glass or clay vial, wrapped
in leather
66-70 Rags
71-75 Sack, heavy canvas (1-2)
76-77 Sack, muslin (1-4)
78-82 Tarpaulin, canvas
83
Twine, ball
84
Scissors, iron (rarely, of gold or silver, or plated) (as Knife)
85
Buckle(s) or clasp(s) (1-8)
86-87 Leather thongs, 1-12
88-89 Leather straps
90
Awl or punch, iron, with wooden head (as Dart)
91
Ladder, wooden, 12-20 in length
92-95 Poles, 10.
96-99 Measuring cord (knotted at regular intervals), usually 12-20
in length
00
Chalk, 1-4 pieces
TABLE F: Traveling Goods and Gear
Follow the four steps below in the order given. Cargo (materials
carried for trade) should be determined deliberately by the DM, and
are not given here; Table J gives a random selection.
1. Choose afoot (or afloat) and alone, or using beasts of burden: mules,
horses, oxen, camels, or others (e.g. yaks, dogs, reindeer;
elephants, pack lizards).
2. Choose conveyance (or none): wagons, litters (covered cargo or
passenger cubicle on poles, borne on shoulders of 2 or 4 men or
beasts), travois (two poles with cargo lashed to them, and between
them poles and ground form triangular shape dragged behind men
or beasts of burden), sledges or sleighs (dragged behind teams of
men or beasts; best in snow).
3. Tack if beasts used (select): saddles, saddle blankets, saddle bags,
bridles, nosebags (feedbags), leading reins, whips, hobbles,
harness, barding (beast armor). If beasts of burden are not used,
tack will include sacks, ropes, tumplines (leather straps, circular,
go around heavy load and forehead of carrier, load carried on
back).
4. Accoutrements:
% Roll Item
01-20 Tent(s)
21-26 Stakes, wooden
27-35 Rope, 1-4 50 long coils
36
Pennants(s)
37-45 Bundle(s) of firewood
46
Chopping block
47-55 Torches, 1-20
56-75 Water, 2-12 costrels (small leather .barrels. with shoulder
straps and central neck), or 1-6 wooden barrels (in wagon)
76-80 Maps (trade routes, surrounding lands); usually scratched or
burned on leather hides, rolled and stored in leather bags
81-86 Poles (for tents, probing rivers for ford-footing, erecting
fences and tripods)
87-89 Snares, wire, and spring-jaws (for game and protection
against intruders)
90-94 Stew cauldrons(s), cast iron (1-2)
95-97 Lamp oil in small wooden barrel(s) (1-2)
98-99 Skillet(s), cast iron
00
Spare wheel(s) for wagons/spare poles for litters and
travois/spare runners for sledges, spare horseshoes, etc
TABLE G: Carried Coinage (Everyday monies)
Money carried in pouch, money belt, or purse
% Roll Amount
01-04 6 CP
05-18 3 CP, 1 SP
19-26 11 CP, 1 SP
27-36 6 CP, 2 SP
37-44 15 CP, 4 SP, 1 EP
45-51 2 CP. 3 SP, 2 EP
52-58 4 CP, 6 SP, 1 GP
59-65 1 CP. 3 SP 5 EP
66-71 2 CP, 4 SP, 2 GP
72-77 1 SP, 4 EP, 1 GP
78-82 2 CP, 2 SP. 4 EP, 3 GP
83-86 3 CP, 6 SP, 4 EP, 3 GP
87-90 4 SP, 1 EP, 4 GP
91-93 3 SP. 15 GP
94-96 3 SP, 3 EP, 6 GP
97-98 1 CP, 2 SP, 4 EP, 9 GP
99-00 3 SP, 11 GP
76-86
87-90
91
92
93
94
95-96
97
98
99
00
TABLE I: Miscellaneous
Roll twice per person, or (preferably) choose deliberately from list.
Personal items of value (marked thus: *) will typically be hidden (in
lockets, boot heels, sewn in belt, cloak-hem, or hat).
% Roll Item
01-05 Splint and/or sling
06-20 Rags/bandages/towels
21
Harp
22-24 Flute (tin whistle)
25-28 Drum (stretched type leather thump or bongo type), or
tambourine
29-36 Dice, pair (1d6)
37-43 *Pretty pebbles, 1-3, keepsakes (at DMs option, some may
be ornamental or semi-precious Gems, in DMG)
TABLE H: Wealth
44-45 Ball (rubber or leather stuffed with dried seeds) and jacks
Choose from list according to situation. Roll randomly if large caravan
(brass, 3-14)
or family hoard, or thieves spoils/mercenaries plunder. Wealth can 46-55 Cards
be the life savings of a traveler or displaced person, cash carried by 56
*Magic: spell scroll, information (item command word, being
a person often engaged in commerce, or items worn or carried by
true name, wizards name and location of abode, etc.),
rich persons.
minor magical item
% Roll Amount or Item(s)
57
*Map: (to) treasure hoard, wizards keep, sprite settlement,
01-20 Bars, silver (3-60), each of 25 GP value
hidden pass, magical gates, and the like
21-30 Bars, gold (4-48), each of 100 GP value
58-60 Thread or wool, 1-6 balls
31-45 Chest (iron-bound), of 250 GP
61-68 Pets (chipmunks, songbirds, snakes, ferrets, cats, dogs,
46-55 Chest (iron) of 500 GP
monkeys, lizards, even beetles possible)
56-65 Chest of 500 SP
69-70 Doll or toy (ball, carved wooden soldiers or horses, etc)
66-70 Coffer of 50 PP
71-77 Basket, straw, or cane
71-75 Casket, of delicately carved ivory (value: 20 GP) of 100
78-80 Walking stick/cane/crutch
cabochon-cut star rose quartz stones (value of each: 50 GP) 81-84 Soap tin clay or metal pot)
85-86
87-88
89-91
92
93-94
95
96
97-98
99-00
TABLE J: Goods
These include the delivery of small finished pieces, samples, recent
purchases, etc.)
% Roll Item & Approximate Market Value of One Such Item
01-05 Glass jug(s), goblet(s), and/or bowl(s) 3 CP
06-15 Tobacco or snuff 1 CP
16-20 Pomander (ball) or perfume (vial) or incense stick(s) 1 GP
21-23 Brass censer or lamp 5 SP
24-25 Vellum, 1-4 hides stretched on wooden frames and scraped 1
GP
26-28 Inks, 1-8 glass vials, stoppered with corks and sealed with
wax; all colors possible 6 SP for sepia; up to 2 GP/vial for
gold; red is next most valuable
29-32 Clothing, fine (see Table A) varies
33-34 Birds, pets, or live food creatures, in cages varies (cage: 1
GP)
35-40 Copperware (bowls, trays, ewers, and pots) varies (app. 5
GP)
41-43 Silver trays, cups, and pipkin (small dipping cup) varies (app.
15 GP)
44-45 Carved wooden stools 2cp
46
Statuette(s), carved ivory, jade, or obsidian 20-200 GP
47-53 Livestock varies
54-55 Parchment, 1 ream (of 50 pages, in canvas bag-bound
between two boards for protection) 2 GP
56-62 Wine, 3 gills (or .noggins.), glass bottles each held in wicker
carrier 1 CP/gill to 2 GP/gill (varies with quality)
63-66 Knives, of iron with wooden handles 5 SP-1 GP
67-73
74-77
78-82
83-86
87-90
91-93
94-95
96-98
99-00
TABLE K: Weaponry
Mercenaries and warriors roll three times on Sub-table 2; all others
roll twice on Sub-table 1. If results inappropriate (e.g., horsemans
weapons for individual on foot, or duplications), re-roll.
Sub-table 1
% Roll Weapon
01-10 Bo stick or Quarter Staff
11-24 Bow with quiver of 2-24 arrows
25-38 Club
39-53 Dagger
54-66 Hand Axe
67-70 Javelin
71-79 Sling w/pouch of 1-20 stones
80-93 Staff, quarter
94-00 Staff, short
Sub-table 2
% Roll Weapon
01-40 Dagger
41-46 Flail, horseman's
47-55 Glaive
56-64 Lance (light horse) or hammer
65-75 Mace (footmans or horsemans)
76-84 Sword, long
85-88 Sword, short
89-91 Sword, bastard
92-00 Spear
Arabian Statistics
Arabian steeds use the standard statistics for
Light Horses, with the following modifiers:
+2 Dexterity
-I Strength
-3 Hit Points
Feats: None.
Climate/Terrain: Any Land
Organization: Solitary
Challenge Rating: I
Treasure: None