NEW EQUIPMENT
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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' |
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.
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.
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.
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?>
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.
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.
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)>
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