OED-Expanded

Equipment

Money

Starting Money: 3d6x10 Silver Pieces (SP).

Silver Standard: OED uses a Silver standard for money. A Silver Piece in OED has the buying power of a GP in traditional sources. In published sources replace references to “gold pieces’ with”silver pieces”, keeping original amount. Silver becomes Copper, Platinum becomes Gold and so on.

Calculating Costs: For items not listed, take the historical value in shillings and multiply by 3 for SP cost.

Monthly Upkeep: Equal to 1% of current XP (of highest class) in Silver Pieces, minimum 20 sp. Paid monthly. If unpaid, the character suffers –10% to Attack rolls and HP, cumulative per month.

Encumbrance

OED measures the encumbrance value of items in “Stone”, roughly equivalent to the historical unit. Characters can carry a number of stone equal to their Strength. A character’s encumbrance affects their movement rate as shown below. This encumbrance level also functions as a modifier to some rolls (see Adventuring Tasks).

For items that do not have a Stone value listed, the Judge is encouraged to enforce common sense, such as limiting the PC to total of 20 for any such items.

Level Stone Carried Effect
Level 0 Up to 1/3 Strength Score Full Movement Rate: 12” (60’)
Level 1 Up to 2/3 Strength Score Movement Reduced 1/3: 9” (45’)
Level 2 Up to Strength Score Movement Reduced 1/2 :6” (30’)
Level 3 Up to 2x Strength Score Movement Reduced to 3” (15’)

Weapons

Weapons in OED fall into 3 categories, Light, Medium, and Heavy.

Weapons have 5 main properties.

Weapon Category Cost (SP) Damage Stone Properties
Dagger Light 3 1d4 1/12 “Sword”; “Thrown” 60’
Dagger (silver) Light 30 1d4 1/12 “Sword”; “Thrown” 60’
Crude Club Light -- 1d6 1/3 Thrown 60’; not a “Club” type weapon
Spear Light 1 1d6 1/3 “Spear”; “Thrown” 60’
Hand Axe Light 3 1d6 1/3 “Axe”; “Thrown” 60’
Mace Light 5 1d6 1/3 “Club”; “Thrown” 60’
Hammer Light 5 1d6 1/3 “Club”; “Thrown” 60’
Military Pick Light 5 1d6 1/3 “Club”; “Thrown” 60’
Staff Medium 1 1d6 1/3 Two Hands needed to attack
Sword Medium 10 1d8 1/3 “Sword”
Polearm Medium 7 1d8 1/3 “Spear”; Two Handed
Battle Axe Medium 7 1d8 1/3 “Axe”
Morning Star Medium 6 1d8 1/3 “Club”
2H Sword Heavy 15 1d10 1 “Sword”
Lance Heavy 4 1d8 1 “Spear”; x2 Damage on Charging Mount
Pike Heavy 5 1d8 1 “Spear”; x2 Damage when set vs charge
Halberd Heavy 7 1d10 1 “Axe”
Flail Heavy 8 1d8 1 “Club”; Ignore Target Shield Bonus
Sling Light 1 -- -- Fire every other round; “Ranged” 60’
Light Crossbow Light 15 -- 1/3 Fire every other round; “Ranged” 95’
Heavy X-bow Heavy 25 -- 1/3 Fire every other round; “Ranged” 120’
Short Bow Medium 25 -- 1/3 “Ranged” 75’
Long Bow Heavy 40 -- 1/3 “Ranged” 105’
Composite Bow Heavy 50 -- 1/3 “Ranged” 90’
Sling Bullets N/A: Ammo -- 1d4 1/3 Qty 10
Arrows N/A: Ammo 5 1d6 1/3 Qty 20
Arrow (silver) N/A: Ammo 5 1d6 -- One Arrow
Quarrels N/A: Ammo 5 1d6 1/3 Qty 30
Quiver/Case N/A: Gear 5 -- -- Holds 30 Quarrels/20 Arrows/10 Bullets

Gear

Item Cost (SP) Stone Notes
Coins (1000) Varies 1 When in an appropriate container
10’ Pole 1 1  
50’ of Rope 1 1/3  
6 Torches 1 1/3 Good light 30’, dim light 60’ radius, lasts 1 hour per torch
12 Iron Spikes 1 1/3  
Small Sack 1 -- Holds 1/3 Stone
Large Sack 2 -- Holds 2 Stone
Leather Back Pack 5 1/3 Holds 3 Stone
Water/Wine Skin 1 1/3 Holds a half-gallon (full weight shown)
Rations 5 1 Food for 1 person-week (e.g., salt pork or fish, tack, cheese)
Iron Rations 15 1 Canned food for 1 person-week (must be bought from Dwarves)
Lantern 10 1/3 Good light 30’, dim light 60’ radius, 4 hours per flask.
Lantern Oil (Flask) 2 1/3 Is not flammable but can ignite flammable items.
3 Stakes & Mallet 3 1/3  
Steel Mirror 5 --  
Silver Mirror (Small) 15 --  
Holy Symbol (Wood) 2 --  
Holy Symbol (Silver) 25 --  
Holy Water (Vial) 25 --  
Wolfsbane (Bunch) 10 -- Wards vs Lycanthropes (Must save vs Breath to attack)
Belladona (Bunch) 10 -- Lycanthropy cure, consume just after infection (save vs poison to work)
Garlic (Head) 5 -- Wards vs Vampires (Must save vs Breath to attack)
Wine (Quart) 1 -- Account for weight in wineskin
Mule 20 -- AC 7, MV 12, HD 2+1, normal load 20 stone, will go in dungeons
Draft Horse 30 -- AC 7, MV 12, HD 2+1, normal load 40 stone
Light Horse 40 -- AC 7, MV 24, HD 2, normal load 20 stone
Warhorse (Medium) 100 -- AC 7, MV 18, HD 2+1, normal load 30 stone, used to fire/combat
Warhorse (Heavy) 200 -- AC 7, MV 12, HD 3, normal load 40 stone, used to fire/combat
Saddle 25 1  
Saddlebags 10 -- Holds 3 stone
Barding 150 6 Horse armor, gives +4 AC bonus
Cart 100 -- 2 Wheels, can hold 1 ton
Wagon 200 -- 4 Wheels, can hold 2 tons
Raft 40 -- 1-2 occupants plus 60 stone, drifts with current
Rumors d6x10 -- via rounds of drinks/bribes; generated by GM.
Post for Hirelings 100 -- Attracts 1d3 potential recruits of 1st-level(see Hirelings)
Potion of Healing 200 -- Heals 1d6+1 HP
Potion of Mithridate 1,000 -- Neutralizes Poison in imbiber
Spellbook (Blank) 100 1 Large; can hold up to 12 spells.
Small Boat 100 -- 10 – 20’ long, 4 occupants plus 1 ton, sail or oar
Room & Board (week) 15 -- Communal space and meals
Sage or Specialist 10 -- Per Day Rate
Monthly Upkeep Varies -- 1% of XP in SP (min 20) per month or -10% to Attack/HP
Other Items Varies Varies Take historical value in shillings x3

Armor

Armor in OED comes in 4 types, Light (Leather), Medium (Chain), Heavy (Plate), and Shields. Helmets require some level or Armor proficiency to use. Leather and Chain armor takes 1 minute to put on, Plate takes 10 minutes and requires assistance.

Item Cost (SP) AC Stone
Unarmored -- 9 --
Leather (Light) 15 7 1
Chain Mail (Medium) 50 5 2
Plate Mail (Heavy) 200 3 4
Shield 10 -1 1
Helmet 10 * 1/3

* Helmets: A helmet gives a 50% chance (3-in-6) to neutralize a critical hit, turning it into a normal hit instead.