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Tales of EvenFall

Introduction 

Welcome Page
Home Page

Game Rules

Persona Sheet
Race
Archetypes
Persona Stats
Level Resistance Bonus
Archetype Level Advancement
Moral Reference
Equipment
Starting Equipment Packages
Select Spells
Combat
Magic
Magic Items
Bestiary
Bard Spells
Priest Spells
Ranger Spells
Wizard Spells
Master Spell List

Evenfall Campaign 

Campaign Setting
Players
Personas
Adventure Journal

Forgotten Realms 3E Campaign

Introduction
 

 

Step 5: Purchase Equipment

Each Persona starts out with 50 Gold Coins.  Now the player should buy Equipment, Armor and Weapons.

 

Money

____________________________

Gold Coin= 10 Silver Coins

Silver Coin= 10 Copper Coins

Copper Coin=1/10 Silver Coin

 

Gold Coin= $10

Silver Coin= $1

Copper Coin= $.10

 

 

Equipment

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Equipment:                 Cost

Backpack                     3 GC

Belt                              2 SC

Boots

  Short                          2 GC

  Long                          4 GC

Cloak

  Short                          5 SC

  Long                          1 GC

Clothes

  Plain                           1 GC               

  Middle                       2 GC

  Fine                            5 GC

  Very Fine                   10 GC             

Garlic                             5 SC

Grappling Hook            1 GC

Hammer, Iron               2 GC

Hat or Cap                   2 SC

Holy Symbol                20 GC

Holy Water                  2 GC

Iron Spike                    3 SC

Lantern                         2 GC

Mirror                          5 SC

Oil                                2 SC

Pole, Wooden 10’        5 SC

Pouch, Belt                   2 SC

Quiver                          5 SC

Rations                        1 GC

Rope, 50’                     2 GC

Sack

   Small                          3 SC

   Large                         5 SC

Shoes                           1 GC

Stakes, Wooden           1 SC

Mallet, Wooden           5 SC

Thieves’ Tools            20 GC

Tinder Box                   1 GC

Torch                           2 SC

Waterskin                     5 SC

Wine                            1 GC

Wolfsbane                    2 GC

 

 

Armor

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Armor Type

 

Defense Bonus Cost
None 0
Light 2 20 GC
Heavy 4 100 GC
Sheild 1 10 GC

The Armor Defense Bonus is added to the Defense Attribute.

 The player can decide what his armor looks like.  Some suggestions for types of armor are cloth, leather, scale mail, chain mail and plate mail.  Shields may be wooden or metal.  The GM might decide that a wooden shield is cheaper than the listed price and metal shields are more expensive than the listed price.

 

Weapons

All Weapons do the same amount of damage, 1d6, except those with a number listed after the name.  See the reference for details.

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Weapon           Cost           Range

 

Ammunition:

Arrow                          1 SC

Silver-tipped Arrow      5 SC

Blowgun Dart               1 SC

Quarrel                         1 SC

Silver-tipped Quarrel   5 SC

Sling:

Stone                              -

Lead Pellet                   1 CC

Silver Pellet                   5 SC

 

Axes:

Axe                                 2 GC                   25’

Bows:

Short Bow                     15 GC                 100’

Long Bow                     20 GC                 100’

Crossbow                     30 GC                100’

Hand Crossbow           40 GC                 25’

Bludgeons:

Club                                5 SC

Flail                                 1 GC

Hammer                          3 GC               25’

Mace                             15 GC

Staff                                2 GC

Daggers:

Normal                             2 GC             25’

Silver                              20 GC            25’

Pole Weapons:

Glaive                             20 GC

Javelin                            20 GC            75’

Lance                             20 GC

Pike                                  7 GC

Spear                                5 GC           50’

Trident                               5 GC          25’

Swords:

Short Sword                 15 GC

Long Sword                 20 GC

 

Other Weapons:

Blackjack 1                  5 SC

Blowgun 2                    2 GC               25’

Bola 3                           1 GC               50’

Holy Water 4                20 GC            50’

Net 5                            2 GC               25’

Oil, Burning 6                1 SC             50’

Rock, Thrown  7             -                   50’

Sling                             5 SC            100’

Torch 8                         1 SC

Whip 9                         2 GC

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1.  Blackjack: The Blackjack does only 1 point of damage, but there is a chance that it can cause a Knock Out.  (1-3 on 1d6).   To use this weapon effectively a successful stealth check is necessary.

2.  Blowgun: The Blowgun does not do any damage, but various poison affects will apply.

3.  Bola: The Bola does 1 point of damage, but there is a chance that it can entangle a target.  (1-3 on 1d6).

4.  Holy Water only affects undead and it does 1d6+2 damage.

5.  Net: The net does not do any damage, but there is a chance that it can entangle a target.  (1-3 on 1d6).

6. Oil, Burning:  Burning Oil does 1d6 fire damage each turn it continues to burn.  The oil will burn for two turns.

7.  Rock: A thrown rock only does 1 point of damage.

8. Torch:  The torch only does not do any damage, but fire damage may result the next turn.

9.  Whip: The whip does 1 point of damage.