Sie sind auf Seite 1von 7

Equipment

All item costs are in obsidian pieces which is the only coin in the Known World. Merchants will often trade in high value goods while the Great Merchant Houses give their family members promissory notes that can be redeemed at any of their enclaves.

Armour
Name Padded sandcloth Leather Studded leather Hide Scale Chainmail Breastplate Splint armour Half Plate Full Plate Shield Cost 20 1,000 10,000 50 1,000 10,000 60 150 1,000 10,000 20 Armour Class 11 + Dex mod 12 + Dex mod 13 + Dex mod 13 + Dex mod (max 2) 14 + Dex mod (max 2) 15 + Dex mod (max 2) 14 16 17 18 +1 Speed -5 feet -5 feet -5 feet -5 feet Stealth Disadvantage Disadvantage Disadvantage Disadvantage Category Light Light Light Medium Medium Medium Heavy Heavy Heavy Heavy Shield Weight 10 lb. 15 lb. 20 lb. 25 lb. 30 lb. 40 lb. 40 lb. 45 lb. 50 lb. 50 lb. 5 lb.

Padded Sandcloth: Sandcloth is a very loose weave of cotton, often used for desert wear. Padded sandcloth is reinforced to provide more protection. Leather: Commonly worn by hunters who work for the Great Merchant Houses who can afford this armour, it is carefully constructed from the tanned hides of various creatures such as erdlu and carru in a manner that doesnt restrict the wearers manoeuvrability while offering protection for the wearer. Studded Leather: Bone or obsidian studs have been masterfully interwoven with the leather armour to ensure that they provide a real benefit to the wearer without restricting their maneuverability. Hide: Hide armour is constructed from the hide of creatures that are particularly thick skinned such as braxat and inix. However due to its heavy nature, it does restrict the manoeuvrability of the wearer more. Scale: Constructed from the scales of some of the most dangerous creatures including dujat worms and mekillots, scale provides more protection for the wearer than any other of the light armours. However this is at the cost of manoeuvrability. Chainmail: This is composed of smaller scales that have been linked together much more expertly then scale armour, although at a significantly higher cost. Breastplate: Covering only the torso, breastplate is normally made from the shell of creature. Most commonly this is from a scrab in the Allanak region. Wearing it does offer quite a bit of protection, however it does increase the amount of water the wearer needs to consume. As such, it is normally only worn by the Allanaki militia who have their water and food provided to them for free. Splint: This is constructed from bone or obsidian that is embedded into leather armour. This is done much less expertly then studded leather as it severely inhibits the manoeuvrability of the wearer. Dark Sun Gazetteer Page 24

Half-Plate: Half-Plate takes elements of breastplate and scale armour to provide greater protection then just scale armour. It incorporates breastplate, but provides a helm to protect the head in addition to sleeves and gauntlets made from scale armour. Full Plate: Where full plate incorporates breastplate and scale armour, full plate incorporates breastplate and chainmail with much finer scales used to protect the arms, head and legs of the wearer. Unlike traditional breastplate, the torso protective armour can be constructed of obsidian rather than shell. Shield: In Allanak shields are constructed from shell or bone and leather. Category Light Medium Heavy Time to Don 1 minute 5 minutes 10 minutes Time to Remove 1 minute 1 minute 5 minutes Water Requirements No effect No effect Increases water consumption requirements by half.

Weapons
Name Cost Damage Weight Properties Group Basic Weapons (Attack: Strength modifier) Club 1 1d4 bludgeoning Greatclub 2 1d8 bludgeoning Handaxe 10 1d4 slashing Improvised object 0 1d4 bludgeoning Improvised object 0 1d6 bludgeoning Mace 10 1d6 bludgeoning Miners Pick 10 1d6 piercing Quabone 0 1d4 slashing Sickle 2 1d6 slashing Spear 5 1d6 piercing Unarmed Strike 1d4 bludgeoning

3 lb. 15 lb. Two-Handed. 5 lb. Range 30/120 Two-Handed 8 lb. 6 lb. 5 lb. 5 lb. -

Mace Mace Axe Improv. Improv. Mace Pick Improv. Sword Spear Unarmed

Finesse Weapons (Attack: Strength or Dexterity modifier) Dagger 5 1d4 piercing 3 lb. Quarterstaff 2 1d8 bludgeoning 4 lb. Stiletto 50 1d6 piercing 2 lb. Short sword 20 1d6 slashing 3 lb. Spiked Chain 30 1d6 piercing 5 lb. Whip 4 1d4 slashing 2 lb. Martial Weapons (Attack: Strength modifier) Bastard Sword 70 1d10 slashing Longsword 30 1d8 slashing Morningstar 30 1d8 bludgeoning&piercing Shield 20 1d6 bludgeoning Throwing axe 10 1d6 slashing Dark Sun Gazetteer

Range 20/80 Two-Handed

Dagger Staff Sword Sword Whip Whip

10 lb. Two-Handed 5 lb. 12 lb. 5 lb. 7 lb. Range 20/80

Sword Sword Mace Shield Axe Page 25

Warhammer Wrist Razors

30 1d8 bludgeoning 60 1d6 slashing

8 lb. 6 lb.

Special

Hammer Sword

Heavy Weapons (Attack: Strength modifier) Carrikal 20 1d10 slashing Greatsword 60 1d12 slashing Impaler 10 1d10 piercing Gythka 10 1d10 slashing Datchi Club 10 1d10 bludgeoning Simple Missile Weapons (Attack: Dexterity modifier) Blowgun 1 1d4 piercing Hand Crossbow 20 1d6 piercing Improvised Object 1d2 bludgeoning Sling 1 1d4 bludgeoning Martial Missile Weapons (Attack: Dexterity modifier) Javelin 2 1d6 piercing Chatkcha 6 1d6 slashing Light Crossbow 50 1d8 piercing Shortbow 50 1d6 piercing 1d6 bludgeoning

15 lb. 15 lb. 5 lb. 15 lb. 25 lb.

Reach, Two-Handed Two-Handed Reach, Two-Handed Reach, Two-Handed Reach, Two-Handed

Axe Sword Spear Axe Hammer

lb. 3 lb. lb.

Range 30/120 Spear Range 30/120, special Crossbow Range 30/120 Sling

5 lb. lb. 6 lb. 2 lb. 7 lb.

Throwing hammer 4

Range 30/120 Range 30/120, special Range 80/320, Two-Handed, special Range 20/80, Two-Handed Range 20/80

Spear Dagger Crossbow Bow Hammer

Heavy Missile Weapons (Attack: Dexterity modifier) Heavy Crossbow 100 1d10 piercing Longbow 100 1d8 piercing

10 lb. 3 lb.

Range 100/400, Crossbow Two-Handed, special Range 150/600, special Bow

Carrikal: The sharpened jawbone of a large creature is lashed to a haft. The jagged edges are sharpened, forming a sort of battleaxe with two forward-facing heads. Chatkcha: This is a thri-kreen throwing weapon. It is made up of bone wedges that are lashed together with sinew. Due to its spin and affect upon the air, it returns to the thrower if it misses the target. Crossbows: Normally it takes an action to reload a crossbow. You can load and fire a crossbow in the same action, however doing so gives you disadvantage on the attack roll. Datachi Club: A datchi club has reach. You can strike opponents 10 feet away with it, but you cannot use it against an adjacent foe. This weapon, generally found in the arenas, is made by affixing a 4-5 foot length of dried insect hive or roots to a three-foot long shaft. Teeth, claws, or obsidian shards are embedded into the head of the weapon. Gythka: This thri-kreen polearm has wicked blades at either end. The weapons thick shaft allows it to be used like a quarterstaff against similarly armed opponents. The use of this weapon has actually been mastered by desert elves, the long sworn enemies of thri-kreen. Dark Sun Gazetteer Page 26

Impaler: An impaler is a weapon developed for arena combat. It has a single shaft about 4 feet long with a pair of long pointed blades, splitting to each side and forming deadly T The weapon can be swung horizontally or vertically, over the head. Quabone: This weapon is constructed from four identical shanks of bone, lashed together to form a radially symmetrical, sword-length rod. With its lightness and crudely sharpened end, the quabone is a fairly ineffective weapon. The quabone is used in arena situations where combat is intended to draw out for a long period of time. Wrist Razors: Wrist razors consist of a trio of blades that protrude from a heavy arm band. The razors project out over the back of the hand, are extremely sharp, and can be up to 6 inches long. Wrist razors can be worn on one or both forearms. Due to the fact theyre worn on the forearms, it is impossible to disarm someone wearing wrist razors. However it does take a minute to don them or remove them.

Weapon Materials
Weapons can be made from different materials. These materials impact how much it costs, weighs and the likelihood it breaks during combat. In order to determine if a weapon breaks, after youve rolled a natural 20 as part of an attack roll, roll a second time. If the d20 roll is within the break range for that weapon, the weapon shatters as it deals maximum damage to the enemy. Material Obsidian Bone Wood Fire Hardened Wood Metal Cost Multiplier x1 x1.5 x2 x10 Cannot be bought Weight x1 x1 x1 x1 x2 Break Range 1-10 1-7 1-5 1 Cannot break

Wages
Type of Work Daily Wage Type of Work Daily Wage Unskilled Labourer ..........................................30 Hunter .............................................................40 Militia Soldier ..................................................50 Crafter ............................................................ 40 Guard ............................................................. 45

Food and Water


Items Cost Items Cost Gallon of water ...............................................11 Glass of cheap wine ........................................10 Plain meal at a tavern .......................................3 Nobles meal at a tavern .................................20 Pint of ale ......................................................... 2 Glass of good wine......................................... 20 Merchants meal at a tavern ........................... 9 Days travel rations ......................................... 10

Gallon of water: This is how much water your normal race needs a day if theyre performing physical activities out in the sun (its halved if they are in shade all day or rest during the day and work during the night). Half-Giants need four times as much while thri-kreen only need 1 pint a day (there are 8 pints in a gallon).

Dark Sun Gazetteer

Page 27

Ale: This is the common drink served in most bars for commoners. Cheap wine: Commoners will break out the wine on special occasions. Good wine: Nobles, merchants and Templars alike drink this. Plain meal: This is roots and tubers supplemented with small portions of heavily salted meat, typically chalton meat, a six-legged antelope-like creature. If the ingredients are bought and cooked personally then the cost is halved. Merchants Meal: This relies less on salt and is often seasoned by ocotillo powder, which has a sour oniony flavour beloved by Nakkies. The meat will typically range from scrab to tarantula. If the ingredients are bought and cooked personally then the cost is halved. Nobles Meal: These vary the most, and can often involve meat and seasonings imported from neighbouring city-states. A local delicacy is to eat a scrabs head, with various tubers, roots and bulbs surrounding it. If the ingredients are bought and cooked personally then the cost is halved. Days Travel Rations: This is heavily salted meat that can last a long time without spoiling.

Clothing
Items Cost Items Cost Slaves outfit......................................................5 Artisans outfit ................................................20 Gypsy outfit .....................................................40 Belt Pouch .........................................................2 Commoners Outfit ........................................ 10 Travellers Outfit ............................................ 20 Nobles Outfit .............................................. 750

Slaves Outfit: Commonly loincloth and sandles, houseslaves or guards may be outfitted in clothing and armour. Commoners Outfit: Commonly made out of sandcloth, this is a very loose weave of cotton. Artisans Outfit: Commonly made out of cotton, this material can be stylised with patterns such as geometric shapes and stripes. Travellers Outfit: This includes a leather duster and boots, along with a sandcloth shirt and a sandcloth scarf that can be worn over the face during a sandstorm. It also includes sandcloth wrappants that stop at just below the knees, with strips of cloth wound tightly around the lower leg to deter sand from entering the wearers boots. Gypsys Outfit: This is often made from linen and lace and consists of bright patterns and jarring colours. Wealthy gypsies occasionally incorporate silk in their garments for twice as much obsidian coin. Nobles Outfit: Composed entirely of silk, this often incorporates designs that hinder the nobles day to day activities such as sleeves whose cuffs extend beyond the fingertips or slippers that are far too thin to allow the wearer to walk the city streets with them. These demonstrate that nobles who wear such clothing dont need to do things for themselves and have slaves to cut their food for them or to carry them in palanquins throughout the city. Dark Sun Gazetteer Page 28

Belt Pouch: A small leather or silk pouch that can hold coins inside.

Household Items
Items Cost Items Cost Backpack ...........................................................3 Heavy Blanket ...................................................5 Chest .................................................................3 Flint ...................................................................2 Hooded lantern ...............................................11 Pitcher ...............................................................2 Sack ...................................................................1 Torch .................................................................4 Bedroll.............................................................. 3 Candle .............................................................. 1 Dried dung ....................................................... 1 Flask of Oil........................................................ 2 Mug .................................................................. 2 Cooking Pot ...................................................... 8 Soap ................................................................. 5 Empty waterskin .............................................. 2

Tools
Items Cost Items Cost Artisans tools .................................................50 Climbers Kit ..................................................160 Manacles .........................................................15 Miners Pick .......................................................3 Shovel ................................................................2 Masterwork musical instrument...................200 Thieves Tools..................................................60 Bone crowbar .................................................. 2 Healers Kit ................................................... 100 Masterwork manacles ................................... 50 50 ft of Rope .................................................. 10 Simple musical instrument ............................ 10 Tent .............................................................. 100 Masterwork Thieves Tools .......................... 200

Mounts and Barding


Items Cost Items Cost Erdlu ................................................................25 Trained kank..................................................120 Leather inix barding ......................................150 Mekillot .........................................................200 Chitinous mekillot barding .........................7,500 Untrained kank ............................................... 50 Inix ................................................................ 120 Chitinous inix barding ................................... 500 Leather mekillot barding ........................... 5,000

Erdlu: These flightless, usually featherless birds are sometimes employed as mounts by the lighter races of Athas, although they cannot last great distances and are not particularly strong. They are, however, quite quick and eat relatively little compared even to kanks. Great care is taken in taming them, since they are capable of wreaking great damage in a fight. Despite this, their meat is usually very tender. Kank: Kanks are a type of insectoid creature that are commonly used as beasts of burden for riding and packing. Physically, they resembled gigantic ants, and are known for their strength, speed, and stamina for their size, compared to other mounts. They are easily domesticated, and used not only for transportation, but also for food and their green honey. Inix: These large lizards are capable of carrying even half-giants, albeit under duress. Plodding slowly along, they have voracious appetites, and usually only the rich, or those living in the green lands of

Dark Sun Gazetteer

Page 29

the far North, can afford to keep them. They have developed a protective shell that grows across their backs, and they have a tough hide, both useful and sought-after as raw materials. Mekillot: Gigantic behemoths, these lizards are many times the size of an inix, and often where six inix were required to draw a given argosy, only one mekillot suffices. In the wild they are extremely dangerous, being known to take out entire squadrons of ill prepared travelers in the salt flats. However, one carefully skinned carcass can provide shell, meat, bone, and remarkably tough hide for a huge number of people. Because of their danger in the wild (though with an appetite to suit their size), a very few mekillots are raised from birth as beasts of burden to draw the wagons of the filthy rich. They are believed to feed primarily upon the local Salt Worms.

Dark Sun Gazetteer

Page 30

Das könnte Ihnen auch gefallen