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.
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 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 |
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 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.