NEW EQUIPMENT



 
 
 
 
 
 
 
Costs and Weights
-
-
-
New Equipment Descriptions
-
-
Dungeoneer's Survival Guide
-
-

COSTS AND WEIGHTS

Several new types of equipment are introduced in the Dungeoneer's
Survival Guide. While primarily intended for underground
exploration, the items mentioned below can be used in
any AD&D game campaign. New equipment is listed with its
average cost and typical encumbrance. Descriptions of the
equipment follow the lists. Specific uses of some of this equipment
are explained under the rules for climbing, mining, and
underground water travel.
 

Table 35: EQUIPMENT COST AND WEIGHT
 
Type of Equipment Cost Weight
Air bladder 15 gp 2 #
Basket, large (bushel) 5 sp 8 #
Basket, small 2 sp 4 #
Beacon 40 gp 20 #
Birdcage 5 sp 5 #
Box, small gold 100 gp 2 #
Box, small lead 20 gp 2 #
Crampons 40 gp 5 #
Crowbar 3 gp 7.5 #
Drill, iron 5 gp 5 #
Grappling hook 15 gp 7.5 #
Lantern, waterproof 50 gp 5 #
Lard, pint 5 cp 2 #
Oil, waterproofing 1 gp 2 #
Pickaxe 20 gp 20 #
Powder, chalk 2 sp 2 #
Pulley 25 gp 6 #
Reed, hollow 1 sp 0.1 #
Shovel 10 gp 18 #
Whistle 1 sp 0.1 #

Transportation
 
Type of Equipment Cost Weight
Boat, collapsible 500 gp 60 #
Canoe, small 100 gp 80 #
Canoe, large 300 gp 160 #
Kayak 250 gp 50 #

Equipment for Proficiencies
    <(Raw Materials = 11-20% of value of finished work)>
Type of Equipment Cost <Area>
Animal Trainer 100 gp 1-20 acres<*>
Armorer 1,250 gp 20' x 20'
Blacksmith 1,000 gp 30' x 30'
Boatwright 1,000 gp 50' x 120'
Bowyer/Fletcher 250 gp 20' by 20'
Carpenter 400 gp Varies by task
Gem cutter 2,225 gp 15' x 15'
Miner 750 gp Varies
Potter 600 gp 20' x 30'
Smelter 2,000 gp 50' x 50'
Stonemason 250 gp Varies
Weaponsmith 1,500 gp 40' x 30'
Weaver 500 gp 30' x 30'
<1 acre = 1 dungeon map, in UA = 16 x 16, in 10' squares>
<these should be noted at the skills themselves, with links of some kind>
<actually, the main entry might be best placed at the skill itself>
<maybe, note the names of these places in (parentheses) : e.g., a blacksmith needs a (smithy)>
<real estate rules need to be figured out, for UA: every square in a city is 1) for sale, or, 2) not for sale : this has to be zoned in, square by square, for each city map>

NEW EQUIPMENT DESCRIPTIONS

Air Bladder: This is an airtight leather sack that can aid characters
in many varied situations underground. The bag has two
principal purposes: as a flotation device and as a very limited air
supply container.

When used for flotation, an air bladder is filled with air and held
by a character in the water. Air bladders generally have several
straps for just such a purpose. A character holding an air bladder
does not have to exert himself to remain afloat, nor does he need
to be able to swim. By kicking, the character can move at 1/3 of
his normal swimming speed. Of course, the effects of hypothermia can still endanger characters using air bladders.

The secondary function of an air bladder is to provide air to a
character who might otherwise suffocate or drown. If the character
is resting, an air bladder can provide him with enough air to
last a full turn. The rate of air consumption increases at the proportions
described under the Air Supply rules (page 36) when the
character exerts himself.

Baskets: These woven containers are not waterproof, but hold
most nonliquid substances. Each basket comes with a lid that
can be latched tightly.

Beacon: A beacon is essentially a very bright lantern that is
too large to be carried by hand. It must be mounted on some kind
of structure, such as a building, wagon, or boat.

A beacon can project light in a cone shape up to 240 feet from
its source. The cone is only two feet wide at its source, but broadens
into a 90-foot-wide fan at its extreme end. Because of its high
output, a beacon burns a pint of oil in 10 turns of operation. A beacon
can be tightly shuttered so as not to emit even a trace of light.

Birdcage: This is a wicker cage, capable of holding up to three
songbirds. It is about 18 inches high and one<1> foot in diameter.

Box: These small metal boxes are completely light proof and
airtight when sealed. They are useful for storing items that a char-

56


acter does not wish subject to magical inspection. Boxes also
serve as handy containers for gems or other objects that have
been enchanted with permanent light spells.

Boxes are about two feet wide, two feet long, and 1 1/2" deep.

Crampons: These are iron spikes that can be attached to a
character’s boots. Their function is to provide better footing on
ice or other slippery surfaces.

Drill: This iron tool can slowly bore a hole through wooden or
stone barriers. The hole is about one<1> inch wide, and up to nine<9>
inches deep. A character, by heavily exerting himself, can drill
through one inch of wood in a turn, and one inch of stone in three
turns. When in USE, the drill makes a grinding noise that is audible
up to 120 feet away.

Grappling hooks:

These two- or three-pronged hooks are
designed to be thrown at a surface that the hooks catch on to.
A rope is nearly always attached to a grappling hook.

Use of Grappling Hooks +

Q: Aren't the DSG grappling hooks (page 56) a bit expensive at 76 gp?
A: Well, maybe. How does 15 gp sound?
(118.58)

Lantern, waterproof: This is a tightly enclosed lantern that
produces an amount of light equivalent to a normal lantern. The
waterproof lantern contains a flame that is carefully shielded
against water dousing and gusts of wind.

If a waterproof lantern is taken underwater, the area of illumination
is reduced to a 10-foot radius instead of the normal 30 feet.
While water does not extinguish the flame, it is soon extinguished
because of lack of air when underwater. If a waterproof lantern is
submerged, the DM makes a secret d6 roll. The result is the number
of rounds the lantern continues to burn.

Lard: This common substance is occasionally employed as a
lubricant to help large objects, including characters, squeeze
through small holes. A character who has been smeared with lard
can squeeze through a passageway that is only 80% as wide as
the minimum passage needed, as explained under the movement
rules (page 21). Lard is also mildly flammable, but unlike oil,
it burns too stubbornly to function as a weapon. When smeared
with lard, a character who sustains any damage from a fire-based
attack suffers 2 hp extra damage per round for ld6 rounds.

Lard can also serve as an insulating coating for swimmers who
enter very cold water. See the hypothermia rules (page 42) for
exact effects.

Oil, waterproofing: This type of oil is harvested from creatures
who have developed very effective insulation systems.
Seals && minks are common sources of waterproofing oil. One
pint of oil is enough to thoroughly coat two square yards of leather
or wool material. Cotton material cannot be effectively waterproofed.

When a material has been treated with waterproofing oil, it
completely repels water for 1d6 +6 turns if the water is pouring or
showering onto the material (as in rain). If the material is
immersed in water, it remains completely waterproof for only 1d6
turns. If the material starts to leak in either case, it grows slowly
wetter for 1d6 turns, after which time it is completely saturated.

Pickaxe: This essential ingredient of every miner’s kit is
required if characters are to excavate at full efficiency (the excavation
rate is only 1/2 of max. without pickaxes). In desperate
conditions, a pickaxe can be used as a weapon. In addition to
normal nonproficiency penalties, a pickaxe used as a weapon
suffers an inherent -2 on all attack rolls because of its unwieldiness.
If the blow lands, however, it inflicts a hefty ld10 points of
damage to small or medium creatures and ld20 points of damage
against large creatures.

Powder, Chalk: This is a white powder that can be used for a
wide variety of purposes, limited only by a player’s imagination. A
single container holds enough chalk powder to thoroughly cover
a 20-foot-square section of floor, or up to eight human-sized characters.
If the powder is scattered on the floor, any creatures walking
through it leave footprints. When hurled through the air or
smashed against a wall, it creates a 10-foot-diameter cloud of
dust that settles on all creatures within the AREA. Thus, invisible creatures can be discovered, and creatures or objects that are
too dark to easily distinguish can be made lighter in color.

Pulley:

This simple machine is typically purchased with a
wooden block and a sturdy hook at the top && bottom. In addition
to standard pulleys that accept only one loop of rope, there
are pulleys that accept two or even three loops of rope.

A single pulley allows a character to change the direction of
force when lifting or moving something. For example, by pulling
down on a rope, you can lift a heavy weight up.
Two single-rope pulleys allow the direction of force to be changed, and double the amount of weight that can be lifted.
Two double-rope pulleys quadruple the amount a character can lift.
Two triple-rope pulleys increase a character’s lifting ability by six times.
Of course, very solid means of attaching the pulleys must be found before they can be used effectively.

<lifting = max. press?>

Reed, hollow:

This is a slender straw that, if used carefully,
enables a character to breathe while completely submerged
under water. The reed is inserted into a character’s mouth, and
his nose is sealed with wax or by other means. By lying on his
back with the straw sticking up like a small periscope, the character
can remain underwater and breathe.

Because of the character’s upside-down position, it is very difficult
for him to remain concealed while moving. The maximum a
character can move is 1/3 of his normal swimming movement
rate. In addition, if a character attempts to move while breathing
through a reed, he stands a 10% chance per round of creating a
tell-tale ripple on the surface of the water, If the character simply
floats with the current, however, no such risks are entailed.

Shovel: This is another item standard to every miner’s supplies.
If a group of characters lacks shovels, the amount of excavation they can accomplish in a day is reduced by 50%.

Whistle: This is a simple device of hollowed wood, bone, or
reed. When blown, it creates a piercing sound audible up to 1,000
feet away.
 

Transportation Equipment

Collapsible Boat: The hull of this craft is made of skins and
the frame is a folding series of wooden spars. This boat folds
down into a package that can be carried in a backpack, although
such a load fills the backpack. It can be unfolded into a shallow
boat (equivalent to a small rowboat) in 1d3 turns, and can be
folded back down in an equal amount of time. If carried when wet,
the collapsible boat weighs twice the listed amount.

Canoe: This small boat is designed for light loads and easy
paddling. It is much swifter and more maneuverable than a rowboat,
but is also more susceptible to capsizing. A canoe can carry
three characters with normal gear or two characters with heavy
gear. Large canoes can hold nine characters with normal gear or
six characters with heavy gear.

Kayak: This one-character craft works very well in rough or
cold water. The kayak has a layer of oilskin completely surrounding
its frame (except for a small opening for the kayaker), so even
capsizing does not cause it to fill with water.
 

Equipment for Proficiencies

The list of equipment for proficiencies provides the initial cost
of the equipment needed to begin work, and the minimum
amount of space that the operation requires. If the necessary
space is not available, the proficiency is only partially effective.
The costs given do not include raw materials that characters
must buy before they can begin to USE most proficiencies. An
armorer || blacksmith, for example, needs to have a supply of
iron, as well as hardwood or coal for his forge.
The cost of raw materials is 11-20%(1d10 + 10)of the value of the finished work.

The following descriptions provide brief introductions to the
various proficiencies. Interested players are encouraged to learn
more by reading of these arts during medieval times.

<(The descriptions are placed with the proficiencies)>
 
 




































*template***template*