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Campaign Equipment Rules

 

What You Write Is What You Got

Each player is responsible for a detailed account of his or her gear. If it's not written down on your inventory, you don't have it.  It is very important that you know what you can carry, both on your person versus on your mount (if any).  Please mark your character sheets with that information. 

 

Legal Equipment Sources

All equipment from the Core Rulebook and from the Advanced Player Guide can be purchased normally with the exception of all special materials (Darkwood, Cold-Iron, Mithril, etc.). These are not available and specific arrangements must be made with the GM to obtain such.

 

Overall, I'm a relaxed GM; if you think something will be fun for you to play with in the campaign, most of the time I will find a way to get it into your hands.

 

Adventurers Adventure into the Unknown

This is intended to be a living campaign world, with weather, a calendar that's relevant to your lives, and an economy that exists and is impacted by current events.  You may need obscure equipment.  Often characters will leave settled locations for wildlands where purchases cannot be made.  Situations can change from outdoor exploring to underground entrapment in no time.  Your characters need to be prepared for a variety of survival-or-death situations when they leave the cities.  Not having something when you need it will create problems.  Note that water does not need to be tracked. 

 

 

 

A note on normal missile ammunition:

For bows, crossbows and slings, normal ammunition is free and weightless.  I find it to be more trouble than it’s worth to track individual normal missile ammunition.  For javelins, daggers, and other weapons of size, individual ammunition is tracked. 

 

Any special materials ammunition must be tracked by shot.  The normal rule for attrition applies (100 percent of all hits are expended and 50 percent of all misses are expended; use an aggregate for the latter).

GM Dane Patterson

heliodorus04@yahoo.com

 

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