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Version 1.25
  • Home
    • Revision History
  • Introduction
    • Introduction for Beginners
      • Creating a Character (Generic)
    • Creating a Character for the Campaign
      • MS-Word Character Sheet
      • Blank Character Sheet
      • Example Character
  • Ability Scores
    • Strength
    • Intelligence
    • Wisdom
    • Dexterity
    • Constitution
    • Charisma
  • Character Races
    • Dwarf
    • Elf
    • Gnome
    • Half-elf
    • Halfling
    • Half-orc
    • Human
    • Racial Preferences
  • Character Classes
    • Secondary Skills
    • Gaining Levels
    • The Cleric
    • The Druid
    • The Fighter
    • The Paladin
    • The Ranger
    • The Magic-user
    • The Illusionist
    • The Thief
    • The Assassin
    • The Monk
  • Equipment
    • Money
    • Character Expenses
    • Armor
    • Weapon Proficiency
    • Weapon Attributes
    • Missile Weapons
    • Melee Weapons I
    • Melee Weapons II
    • Weapon Descriptions
    • Miscellaneous Equipment
    • Encumbrance
  • Additional Rules
    • Alignment
    • Character Traits
    • Time
    • Distance
    • Movement
    • Exploration
    • Adjudicating Actions
    • Languages
    • Pursuit and Evasion
  • Combat
    • How Combat Works
      • Example of Combat
        • Aggro the Axe
        • Abner
        • Arkayn
        • Arlanni
        • Gutboy Barrelhouse
        • Balto
        • Blastum
        • Barjin
    • Hit Points
    • Saving Throws
    • Surprise
    • Encounter Setup
    • Encounter Reaction
    • Declare Intentions
    • Initiative
    • Combat Actions
      • Avoid
      • Parley and Gauge Reaction
      • Delay or Ready
      • Ranged Attacks or Abilities
      • Move or Manipulate
      • Melee
      • Typical Time Requirements
      • Combat Modifiers
      • Combat Modifier Tables
    • Morale
  • Magic
    • Preparing Spells
    • Casting Spells
    • Acquiring Spells
    • Spell Books
    • Adjudicating Spells
    • Magic Resistance
    • Spell Research
  • Spells
    • Cleric Spell List
    • Druid Spell List
    • Magic-user Spell List
    • Illusionist Spell List
  • Additional Classes
    • The Barbarian
    • The Bard
    • The Death Master
    • The Shaman
    • The Witch Doctor
  • Dungeonmastering
    • Encounter Design
    • Conducting the Game
    • The Campaign
    • Monsters and Organization
    • Construction and Siege
  • Playing the Game
    • Sample Dungeon I
  • Adventures
    • Dungeon/Underground Environments
    • Wilderness/Outdoor Environments
    • Aerial Environments
    • Waterborne Environments
    • Underwater Environments
    • Extraplanar Environments
  • Non-player Characters
    • Special Roles of the Dungeon Master
    • Player Character Interactions
    • Hirelings
    • Henchmen
    • Loyalty
  • Treasure and Magic Items
    • Treasure Tables
    • Potions
    • Scrolls
    • Rings
    • Rods, Staves, & Wands
    • Miscellaneous Magic Items
    • Armor and Shields
    • Swords
    • Miscellaneous Weapons
    • Fabrication of Magic Items
  • Conditions
  • Deities
    • Greyhawk Deities List
      • St. Cuthbert
      • Corellon Larethian
      • Fharlanghn
      • Trithereon
  • Random Encounters
    • Dungeon Generation
    • Wilderness Generation
    • Dungeon/Underground Encounters
    • Underwater Encounters
    • Astral/Ethereal Encounters
    • Outdoor Encounters
    • Waterborne Encounters
    • Airborne Encounters
    • City/Town Encounters
  • Character Sheet
    • Pregenerated Characters
      • 1A. Dwarf Fighter 2
      • 2A. Human Cleric 2
      • 3A. Elf Fighter 2, Magic-user 1
      • 4A. Halfling Thief 2
      • 1B. Human Ranger 1
      • 2B. Human Cleric 1
      • 3B. Gnome Illusionist 1, Thief 1
      • 4B. Human Magic-user 2
Version 1.25
Equipment
Armor | Weapons | Miscellaneous Equipment | Encumbrance

Miscellaneous Equipment

Equipment Tables | Container Capacity | Illumination | Special Items

Successful adventurers know they must carry gear more versatile than basic armor and weapons.

Encumbrance Weight in g.p.. See Encumbrance, below.

*. This item has negligible encumbrance weight.

†. This item generally requires a separate container or case (such as a “scroll case” for maps or scrolls).

( ). Numbers in parentheses indicate the encumbrance of the item while empty.

Container Capacity (1)

A small pouch or purse holds 25 g.p., or volume of ¼ cubic foot.

A large pouch holds 50 g.p., or volume of ½ cubic foot.

A small sack or tied shirt holds up to 100 g.p. or volume of 1 cubic foot.

A backpack holds 300 g.p. or volume of 3 cubic feet.

A large sack holds 400 g.p. or volume of 4 cubic feet.

In terms of chests and other containers, approximately 4,000 g.p. (or like coins) can fit in one cubic foot of space.

Illumination

Special Items

Acid. Thrown on a creature, this will burn for 2d4 damage (or 1 h.p. from a splash).

Holy (Unholy) Water. Ingesting or bathing with holy water will have the beneficial effect of slowing the onset of lycanthropy or of becoming undead. For each vial so used, the process is slowed by 1d4 turns. All forms of undead, as well as creatures from the lower planes are affected by holy water. Paladins, and extra-planar creatures of good alignment are affected by unholy water. The liquid causes the affected creature to suffer a burning as if struck by acid. Undead in non-material form cannot be harmed by holy water, i.e. until a ghost takes on material form, it is unaffected, and a vampire in gaseous form cannot be harmed by holy water. Damage is 1d6+1 (or 2 h.p. from a splash).

Oil. If a creature is directly hit by a flask of oil and the oil is subsequently lit, it will cause 2d6 fire damage and, next round, another 1d6 fire damage. A splash of oil will light for 1d3 damage.

Torch. A torch may be used as a weapon, doing 1 point of fire damage per hit unless the torch is specially made to be used as a club (1d4 plus 1 point of fire damage).

Starting Equipment

Each character begins with one set of clothing (quality dependent upon character background) and must use starting wealth to purchase additional possessions. (See Money, Starting Money above.)

Damage to Equipment

See Combat, Item Saving Throws.

1. Polyhedron #5, Dispel Confusion: Q: “How much does a saddlebag hold? Or a backpack?” A: According to the AD&D Player Character Record Sheets booklet, a Small Pouch or Purse holds 25 g.p., volume ¼ cubic foot; large pouch 50 g.p., ½ cubic foot; small sack or tied shirt 100 g.p. or 1 cubic foot; backpack 300 g.p. or 3 cubic feet; and large sack, 400 g.p. or 4 cubic feet.
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