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Game Mechanics for RPG Encounters

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0% found this document useful (0 votes)
16 views12 pages

Game Mechanics for RPG Encounters

Uploaded by

Florent Desombre
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Game Procedures

Hazards and Encumbrance


Challenges Basic: Movement rate based on armour
worn and whether a significant amount
of treasure is carried. Max 1,600 coins of
Ability Checks: Roll 1d20 treasure can be carried.
Detailed: Movement rate based on weight
Result: Lower or equal = success.
of armour, weapons, and treasure. Max
Difficulty: –4 (easy) to +4 (very difficult). 1,600 coins total weight can be carried.
1s and 20s: 1s always pass, 20s always fail.
Treasure Encumbrance in Coins
Climbing Treasure Weight in Coins
Dexterity check: May be required when Coin (any type) 1
climbing in a difficult or tense situation. Gem 1
Sheer surfaces: Can only be climbed with Jewellery (1 piece) 10
specialist gear or class ability. Potion 10
Rod 20
Falling Scroll 1
Falling from a height onto a hard surface Staff 40
inflicts 1d6 damage per 10’ fallen. Wand 10
Saving Throws: Roll 1d20 Basic Encumbrance
Result: Higher or equal = save succeeds. Movement Rate
Without Carrying
Swimming Armour Worn Treasure Treasure
Movement rate: Half normal speed. Unarmoured 120’ (40’) 90’ (30’)
Drowning: Chance determined by the Light armour 90’ (30’) 60’ (20’)
referee, based on circumstances. Heavy armour 60’ (20’) 30’ (10’)

Detailed Encumbrance
Encumbrance Movement Rate
Up to 400 coins 120’ (40’)
Up to 600 coins 90’ (30’)
Up to 800 coins 60’ (20’)
Up to 1,600 coins 30’ (10’)
4
Dungeons Wilderness
Sequence Per Dungeon Turn (10m) Sequence Per Wilderness Day
1. Wandering monsters 1. Party decides course of travel
2. Party decides course of actions 2. Losing direction
3. Description: The referee describes 3. Wandering monsters
what happens. 4. Description: The referee describes
4. End of turn: Update time records, the regions passed through and any
checking light sources, spell dura- sites of interest, asking players for
tions, rest. their actions as required.
5. End of day: Update time records,
checking rations, spell durations, rest.
Wandering Monsters
Chance: Typically 1-in-6 every 2 turns.
Losing Direction: Roll 1d6
Doors Clear, grasslands: 1-in-6.
Listening: Base 1-in-6 chance of success. Barren, hills, mountains, woods: 2-in-6.
Shutting: Doors may close after PCs pass. Desert, jungle, swamp: 3-in-6.
Stuck: Chance of forcing depends on
STR. Failed attempt alerts monsters. Wandering Monsters
Frequency: Typically rolled once per day.
Movement City, clear, grasslands, settled: 1-in-6.
Exploring the unknown: Characters Air, barren, desert, forest, hills: 2-in-6.
move their movement rate per turn. Jungle, mountains, swamp: 3-in-6.
In familiar areas: Referee may allow a
faster movement rate. Finding Food
Foraging: Performed alongside travel.
Resting 1-in-6 chance of food for 1d6 humans.
Frequency of rest: One turn every hour. Hunting: Sole activity of day. 1-in-6
Penalty: –1 to hit and damage rolls. chance of encountering animals.

Searching: 1-in-6 Chance Movement


Area: Particular 10’ × 10’ area. Miles/day: Base movement rate ÷ 5.
Time: Searching takes one turn. Broken, desert, forest, hills: 33% slower.
Jungle, mountains, swamp: 50% slower.
Traps Maintained roads: 50% faster.
Chance of triggering: 2-in-6 chance Forced march: 50% faster, rest 1 day after.
when PC makes action that could trigger.
Types: Room trap, treasure trap. PCs can Resting
find room traps by searching. Frequency of rest: One day out of seven.
Penalty: –1 to hit and damage rolls.
5
Waterborne Surprise
Aquatic monsters: Not surprised by
ships, except in special circumstances
Sequence Per Waterborne Day (e.g. thick fog).
1. Party decides course of travel
2. Losing direction Visibility
3. Weather
4. Wandering monsters Spotting land: 24 miles on a clear day.
5. Description: The referee describes Sighting ships: 300 yards on a clear day.
the regions passed through and any 40 yards in dense fog.
sites of interest, asking players for
their actions as required. Wind Conditions: Roll 2d6
6. End of day: Update time records, ▶ 2: No wind; sailing is not possible.
checking rations, spell durations, rest. ▶ 3–11: Normal sailing is possible.
▶ 12: Gale or storm; sailing vessels’
Losing Direction: Roll 1d6 speed tripled.
With navigator: 2-in-6. (Or see Variable Wind Conditions.)
Without navigator: 2-in-6 within sight
Near Gales
of land. 100% on open seas.
Risk of taking on water: Seaworthy ves-
sels 10%, unseaworthy vessels 20%.
Wandering Monsters
Effects: Movement rate reduced by 1/3.
Frequency: Typically rolled once per day.
Ocean, river: 2-in-6. Gales and Storms
Seaworthy vessels: May attempt to move
Swamp: 3-in-6.
with the wind: 3 times normal movement
Movement rate in random direction. If land encoun-
tered, 75% chance of wrecking.
Rivers: Upstream: –1d6+6 miles/day. Unseaworthy vessels: 80% chance of
Downstream: +1d6+6 miles/day. sinking. In sight of land, may beach (2-
Sailing: Depends on wind conditions. in-6 chance of success if shore not clear).

Variable Wind Conditions


2d6 Wind Effect
2 No wind Sailing impossible. Movement by oar at 1/3 rate (due to fatigue).
3 Faint breeze Sailing movement rate reduced to 1/3 normal.
4 Gentle breeze Sailing movement rate reduced to 1/2 normal.
5 Moderate breeze Sailing movement rate reduced to 2/3 normal.
6–8 Fresh breeze Normal sailing movement rate.
9 Strong breeze Sailing movement rate increased by 1/3.
10 High wind Sailing movement rate increased by 1/2.
11 Near gale Sailing movement rate doubled. See Near Gales.
12 Gale or storm Sailing movement rate tripled. See Gales and Storms.

6
Evasion and Pursuit Pursuit in the Wilderness
The following procedure is followed, day
by day, until the pursuit is over:
1. Fleeing side moves in a random direc-
Dungeon tion (no mapping is possible).
2. If pursuing side is faster, 50% chance
Evading Dungeon Encounters of catching up (pursuit ends).
Succeeds if fleeing side is faster. Other- 3. If fleeing side wishes to continue flee-
wise a pursuit occurs. ing, make an evasion check (Wilder-
Pursuit in Dungeons ness Evasion Chance). If the roll fails,
Running: Full movement rate in feet per return to step 1.
round. Mapping not possible.
Waterborne
Exhaustion: After 30 rounds. –2 to AC,
attacks, and damage. Evading Waterborne Encounters
Line of sight: Most monsters will not Chance: Based on relative movement rate
pursue if they lose sight of the party. of fleeing and pursuing sides:
Dropping lures: (e.g. food, treasure.)
Waterborne Evasion Chance
3-in-6 chance of monsters stopping.
Fleeing Side’s Movement Rate Chance of
Obstacles: Burning oil or other obstacles
(Compared with Pursuer’s) Evasion
may also slow or stop a pursuit.
Faster than pursuer 80%
Wilderness 0’–30’ per round slower 50%
31’–60’ per round slower 40%
Evading Wilderness Encounters 61’–90’ per round slower 35%
No surprise: See the Wilderness Evasion 91’–120’ per round slower 25%
Chance table, below.
121’+ per round slower 10%
Surprise: Surprised side cannot evade.
Surprising side may automatically evade. Pursuit on the Water
Initial distance: 4d6 × 10 yards (1d4 × 10
yards with surprise).
Closing in: Distance decreases each round
by the difference between sides’ move-
ment rates (minimum 30’ per round).

Wilderness Evasion Chance


Fleeing Group Size Chance of Evasion by Number of Pursuers
1–4 1 pursuer: 50% 2–3 pursuers: 70% 4+ pursuers: 90%
5–12 1–3 pursuers: 35% 4–8 pursuers: 50% 9+ pursuers: 70%
13–24 1–6 pursuers: 25% 7–16 pursuers: 35% 17+ pursuers: 50%
25+ 1–10 pursuers: 10% 11–30 pursuers: 25% 31+ pursuers: 35%
Minimum chance: The chance of escape Pursuing side twice as fast: –25%.
is always at least 5%. Fleeing side twice as fast: +25%.
Environmental modifiers: Referee may
apply modifiers for conditions / terrain. 7
Encounters Combat
Encounter Sequence Sequence Per Combat Round (10s)
1. Surprise 1. Declare spells and melee movement
2. Determine encounter distance 2. Initiative: Each side rolls 1d6.
3. Initiative: Unsurprised sides only. 3. Winning side acts:
4. Actions: Any sides that are not sur- a. Monster morale
prised decide how they will respond b. Movement
to the encounter. The encounter is c. Missile attacks
played out accordingly. d. Spell casting
5. Conclusion: One turn has passed. e. Melee attacks
4. Other sides act: In initiative order.
Surprise: Each Side Rolls 1d6
Result: 1 or 2 = surprised. Morale: Roll 2d6
Result: Higher than morale score: mon-
Encounter Distance ster surrenders or flees.
Dungeon: 2d6 × 10 feet. When to check: First death on side; side
Wilderness or waterborne: 4d6 × 10 half incapacitated.
yards (1d4 × 10 yards with surprise). Morale scores of 2 or 12: Score of 2:
Never fights (unless cornered). Score of
Initiative: Each Side Rolls 1d6 12: Never checks morale.
Result: Highest acts first.
Movement in Melee
Ties: Either roll again or resolve actions
on both sides simultaneously. Fighting withdrawal: Move backwards at
Slow weapons: Always act last in round. up to half encounter movement rate.
Retreat: Flee at full encounter movement
Monster Reactions: Roll 2d6 rate. Cannot attack, opponent gains +2
bonus to hit, ignoring shield bonus to AC.
CHA modifier: Of interacting PC applies.

Monster Reaction Roll Missile Attacks (>5’ Away)


2d6 Result Range: Short: +1 to hit; Long: –1 to hit.
2 or less Hostile, attacks Partial cover: –1 to –4 to hit.
3–5 Unfriendly, may attack
Spell Casting
6–8 Neutral, uncertain
9–11 Indifferent, uninterested Sole action: No move or other action.
12 or more Friendly, helpful Disrupting: If caster is hit or fails a save,
the spell being cast is lost.

Attacking: Roll 1d20


Modifiers: Melee: STR modifies attack
and damage. Missile: DEX modifies attack.
8 1s and 20s: 1s always miss, 20s always hit.
Attack Matrix
Attack Roll to Hit AC
Monster HD THAC0 –3 –2 –1 0 1 2 3 4 5 6 7 8 9
Normal H 20 [–1] 20 20 20 20 19 18 17 16 15 14 13 12 11
Up to 1 19 [0] 20 20 20 19 18 17 16 15 14 13 12 11 10
1+ to 2 18 [+1] 20 20 19 18 17 16 15 14 13 12 11 10 9
2+ to 3 17 [+2] 20 19 18 17 16 15 14 13 12 11 10 9 8
3+ to 4 16 [+3] 19 18 17 16 15 14 13 12 11 10 9 8 7
4+ to 5 15 [+4] 18 17 16 15 14 13 12 11 10 9 8 7 6
5+ to 6 14 [+5] 17 16 15 14 13 12 11 10 9 8 7 6 5
6+ to 7 13 [+6] 16 15 14 13 12 11 10 9 8 7 6 5 4
7+ to 9 12 [+7] 15 14 13 12 11 10 9 8 7 6 5 4 3
9+ to 11 11 [+8] 14 13 12 11 10 9 8 7 6 5 4 3 2
11+ to 13 10 [+9] 13 12 11 10 9 8 7 6 5 4 3 2 2
13+ to 15 9 [+10] 12 11 10 9 8 7 6 5 4 3 2 2 2
15+ to 17 8 [+11] 11 10 9 8 7 6 5 4 3 2 2 2 2
17+ to 19 7 [+12] 10 9 8 7 6 5 4 3 2 2 2 2 2
19+ to 21 6 [+13] 9 8 7 6 5 4 3 2 2 2 2 2 2
21+ or > 5 [+14] 8 7 6 5 4 3 2 2 2 2 2 2 2

Monster Saving Throws


Hit Dice Death Wands Paralysis Breath Spells
Normal Human 14 15 16 17 18
1–3 12 13 14 15 16
4–6 10 11 12 13 14
7–9 8 9 10 10 12
10–12 6 7 8 8 10
13–15 4 5 6 5 8
16–18 2 3 4 3 6
19–21 2 2 2 2 4
22 or more 2 2 2 2 2

Damage Common Combat Situations


PCs: 1d6 (optional rule: by weapon). Attacks from behind: Ignore shield AC.
Melee: STR modifies damage. Blind characters: Cannot attack.
Monsters: Indicated in description. Paralysed characters: Can be automati-
Minimum damage: At least 1. cally hit (just roll damage).
Death: At 0 hit points or less. Unarmed attacks: 1d2 damage, modified
by STR.

9
Downtime and Equipment
Downtime Learning Spells from a Mentor
When: If using the standard spell book
rules, an arcane spell caster may learn
Buying Equipment new spells from a mentor upon gaining
a level.
Availability: Depends on location.
Number of spells: Spells in spell book
increased to match the number that can
Hiring Retainers: Roll 2d6 be memorized per day.
Locating: Taverns or posting notices. Time: About one week.
CHA modifier: Of hiring PC applies.
Generosity: –2 to +2, based on offer. Magical Research
Bad reputation: –1 or –2. Spells: Per spell level: 2 weeks + 1,000gp.
Retainer Hiring Reactions Items duplicating spells: Per spell level
per charge: 1 week + 500gp.
2d6 Result Other items: Ref. decides time/cost.
2 or less Ill will (–1 to further rolls)
Misc. research: Ref. decides time/cost.
3–5 Offer refused
Chance of failure: 15% or higher.
6–8 Roll again
9–11 Offer accepted Resting
12 or more Offer accepted, +1 loyalty
Healing: 1d3hp per day of complete rest.

Hiring Specialists or Mercenaries


Locating: Taverns or posting notices.
Availability: Depends on residents in area.
Pay rate: Depends on type.

Coin Conversion Rates


1 pp 1 gp 1 ep 1 sp 1 cp
Value in pp 1 1/5 1/10 1/50 1/500
Value in gp 5 1 1/2 1/10 1/100
Value in ep 10 2 1 1/5 1/50
Value in sp 50 10 5 1 1/10
Value in cp 500 100 50 10 1

26
Animals and Land Transport
Animals of Burden
Unencumbered Encumbered
Cost Miles Movement Max Load Miles Movement Max Load
Animal (gp) per Day Rate (Coins) per Day Rate (Coins)
Camel 100 30 150’ (50’) 3,000 15 75’ (25’) 6,000
Horse (draft) 40 18 90’ (30’) 4,500 9 45’ (15’) 9,000
Horse (riding) 75 48 240’ (80’) 3,000 24 120’ (40’) 6,000
Horse (war) 250 24 120’ (40’) 4,000 12 60’ (20’) 8,000
Mule 30 24 120’ (40’) 2,000 12 60’ (20’) 4,000
Encumbrance: Unencumbered at up to Mule: AC 7 [12], HD 2, Att 1 × kick
half maximum load. When encumbered, (1d4) or 1 × bite (1d3), SV (NH), ML 8.
move at half normal movement rate. Riding horse: AC 7 [12], HD 2, Att 2 ×
Camel: AC 7 [12], HD 2, Att 1 × bite (1), hoof (1d4), SV (1), ML 7.
1 × hoof (1d4), SV (1), ML 7. War horse: AC 7 [12], HD 3, Att 2 ×
Draft horse: AC 7 [12], HD 3 Att None, hoof (1d6), SV (2), ML 9.
SV (2), ML 6.

Dogs Tack and Harness


Cost Miles Movement Item Cost (gp)
Dog Type (gp) per Day Rate Dog armour (AC 6 [13]) 25
Hunting 17 36 180’ (60’) Horse barding (AC 5 [14]) 150
War 25 24 120’ (40’) Saddle and bridle 25
Hunting dog: AC 7 [12], HD 1+2, Att 1 Saddle bags 5
× bite (1d6), SV (1), ML 10. Dog armour: Usable by war dogs only.
War dog: AC 8 [11], HD 2+2, Att 1 × Horse barding: Weighs 600 coins.
bite (2d4), SV (1), ML 11.
Saddle bags: 300 coin capacity.

Land Vehicles
Cost Miles Movement Minimum Max Load Extra Max Load
Vehicle (gp) per Day Rate Animals (Coins) Animals (Coins)
Cart 100 12 60’ (20’) 1 draft horse 4,000 2 draft horses 8,000
or 2 mules or 4 mules
Wagon 200 12 60’ (20’) 2 draft horses 15,000 4 draft horses 25,000
or 4 mules or 8 mules
Cart: 2 wheels, AC 9 [10], 1d4 hp. Difficult terrain: Can only travel on
Wagon: 4 wheels, AC 9 [10], 2d4 hp. maintained roads in desert, forest,
swamp, etc.
27
Adventuring Gear Weapons & Armour
Adventuring Gear Weapons
Item Cost (gp) Weight
Backpack 5 Weapon Cost (gp) (Coins)
Crowbar 10 Battle axe 7 50
Garlic 5 Club 3 50
Grappling hook 25 Crossbow 30 50
Hammer (small) 2 Dagger 3 10
Holy symbol 25 Hand axe 4 30
Holy water (vial) 25 Javelin 1 20
Iron spikes (12) 1 Lance 5 120
Lantern 10 Long bow 40 30
Mirror (hand-sized, steel) 5 Mace 5 30
Oil (1 flask) 2 Polearm 7 150
Pole (10’ long, wooden) 1 Short bow 25 30
Rations (iron, 7 days) 15 Short sword 7 30
Rations (standard, 7 days) 5 Silver dagger 30 10
Rope (50’) 1
Sling 2 20
Sack (large) 2
Spear 4 30
Sack (small) 1
Staff 2 40
Stakes (3) and mallet 3
Sword 10 60
Thieves’ tools 25
Two-handed sword 15 150
Tinder box (flint & steel) 3
War hammer 5 30
Torches (6) 1
Waterskin 1
Ammunition
Wine (2 pints) 1
Wolfsbane (1 bunch) 10
Ammunition Cost (gp)
Arrows (quiver of 20) 5
Backpack: 400 coin capacity.
Crossbow bolts (case of 30) 10
Lantern: Burns 1 oil flask per 4 hours. 30’
Silver tipped arrow (1) 5
radius light.
Sling stones Free
Oil: Pools burn for 1 turn, 3’ diameter.
1d8 damage on passing.
Armour
Rope: Supports the weight of 3 humans.
Cost Weight
Sack (large): 600 coin capacity. Armour AC (gp) (Coins)
Sack (small): 200 coin capacity. None 9 [10] – –
Tinder box: 2-in-6 success per round. Leather 7 [12] 20 200
Torch: Burns for 1 hour. 30’ radius light. Chainmail 5 [14] 40 400
Waterskin: Holds 2 pints. Plate mail 3 [16] 60 500
Wolfsbane: Repels lycanthropes hit with Shield +1 10 100
the herb in melee.
28
Weapon Combat Stats
Weapon Damage Qualities
Battle axe 1d8 Melee, Slow, Two-handed
Club 1d4 Blunt, Melee
Crossbow 1d6 Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, 2H
Dagger 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Hand axe 1d6 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Holy water vial 1d8 Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Javelin 1d4 Missile (5’–30’ / 31’–60’ / 61’–90’)
Lance 1d6 Charge, Melee
Long bow 1d6 Missile (5’–70’ / 71’–140’ / 141’–210’), Two-handed
Mace 1d6 Blunt, Melee
Oil flask, burning 1d8 Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
Polearm 1d10 Brace, Melee, Slow, Two-handed
Short bow 1d6 Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed
Short sword 1d6 Melee
Silver dagger 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
Sling 1d4 Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)
Spear 1d6 Brace, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’)
Staff 1d4 Blunt, Melee, Slow, Two-handed
Sword 1d8 Melee
Torch 1d4 Melee
2-handed sword 1d10 Melee, Slow, Two-handed
War hammer 1d6 Blunt, Melee
Damage: Die rolled when using the op-
tional rule for variable weapon damage.

Reload (optional rule): Requires a round


Weapon Qualities to reload between shots; can only be fired
Blunt: May be used by clerics. every second round.
Brace: Bracing against the ground dou- Slow: The character acts last in each
bles damage against charging monsters. combat round.
Charge: On horseback, moving at least Splash weapon: On a successful attack,
60’ in a round and attacking doubles any the container smashes and douses the
damage done with a successful hit. target with the liquid. The listed damage
Melee: Close quarters weapon (5’ or less). is inflicted over two rounds, as the liquid
Missile: Thrown or fired weapon (greater drips off.
than 5’ distance). The distances for short Two-handed: Requires both hands; the
(+1 to hit), medium, and long (–1 to hit) character cannot use a shield.
range are shown in parentheses.

29
Item-Based Encumbrance
By Gavin Norman
Old-School Essentials presents two op- Weapons and Armour
tions for determining characters’ move- Weapons: One-handed weapons count
ment rates based on the amount of gear as 1 item; two-handed weapons count as
and treasure carried. This article presents 2 items.
a third option for groups wishing to use Ammunition: The encumbrance of
a more abstract approach based on track- missile weapons already includes the
ing the number of items carried. ammunition and its container.
Armour: Shields count as 1 item; light
Tracking Significant Items Carried armour (e.g. leather) counts as 1 item;
Instead of tracking the weight (in coins) heavy armour (e.g. chainmail) counts as
of items carried, players using this al- 2 items. Clothing (i.e. unarmoured) does
ternative encumbrance system track the not count as encumbering.
number of significant items carried.
Adventuring Gear
General guideline: An object that can be
The item weights of standard adventuring
carried in one hand counts as 1 item and
gear are listed in the Adventuring Gear
an object that requires two hands to carry
Item-Based Encumbrance table, opposite.
counts as 2 items. Very heavy or bulky
objects may count as 3 or more items, per Bundled items: Some items (e.g. torches,
referee judgement. rations) are usually purchased and
carried in bundles. Up to 3 such items
Equipped and Packed Items (e.g. individual torches or days’ rations)
Each item carried is classified as equipped bundled together count as 1 item.
or packed. Tiny items: Some very small items
Equipped items: Anything the character (e.g. necklaces, rings) are not treated
is holding, actively using, or has ready to as encumbering unless carried in large
use at short notice: armour worn, shields numbers (referee’s judgement).
or weapons held, sheathed weapons, Storage: Containers (e.g. backpacks,
items worn on the belt. sacks) only count as an item when not in
Packed items: All other equipment, use. The referee must judge how much
packed into pockets, sacks, backpacks, can be stored in a container.
etc. In combat, retrieving a packed item
optionally takes one round. Treasure
Coins and gems: Up to 100 coins or
gems count as 1 item.
Character Sheet
Jewellery: Tiny pieces (e.g. necklaces,
The Purist Character Sheet, available at
rings) do not count as encumbering;
[Link], includes a version
larger pieces count as 1 item.
supporting item-based encumbrance.
Magic items: Staves count as 2 items;
others count as 1 item.
28
Movement Rate STR Modifier (Optional Rule)
Movement rate is determined by the A character’s melee STR modifier (see
number of items carried, shown in the Ability Scores in Old-School Essentials)
Item-Based Encumbrance table. A char- may be applied to the number of packed
acter’s equipped and packed items should items at each movement rate band. e.g. a
both be looked up in the table and the character with STR 16 (+2 modifier) can
slower movement rate used. carry up to 12 packed items at 120’ (40’).

Item-Based Encumbrance Adventuring Gear Item-Based Encumbrance


Equip. Items Packed Items Move. Rate Item Encumbrance
0–3 0–10 120’ (40’) Backpack 1 (storage)
4–5 11–12 90’ (30’) Crowbar 1
6–7 13–14 60’ (20’) Garlic 0 (tiny)
8–9 15–16 30’ (10’) Grappling hook 1
Maximum load: A character carrying Hammer (small) 1
more than 9 equipped items or more than Holy symbol 0 (tiny)
16 packed items cannot move. Holy water (vial) 1
Iron spikes (12) 1
Mounts and Vehicles Lantern 1
The number of items that mounts or ve- Mirror (hand-sized, steel) 1
hicles can carry is calculated by dividing Oil (1 flask) 1
their coin capacity (defined in Old-School
Pole (10’ long, wooden) 2
Essentials) by 100. The distinction be-
tween packed and equipped items does Rations (iron, 7 days) 3 (bundle)
not apply to mounts and vehicles. Rations (standard, 7 days) 3 (bundle)
Example: A riding horse can to carry up Rope (50’) 1
to 30 items (3,000 coins) unencumbered Sack (large) 1 (storage)
and a maximum of 60 items (6,000 coins). Sack (small) 1 (storage)
Stakes (3) and mallet 2 (bundle)
Item-Based Encumbrance Example Thieves’ tools 1
Morgan, a fighter, has the following gear: Tinder box (flint & steel) 1
6 equipped items: Chainmail (2 items), Torches (6) 2 (bundle)
shield (1 item), sword (1 item), shortbow Waterskin 1
(2 items, including quiver + arrows). Wine (2 pints) 1
4 packed items: Rope (1 item), tinder Wolfsbane (1 bunch) 1
box (1 item), 3 iron rations (bundle, 1 Bundle: Lists the item weight of the
item), waterskin (1 item). number of individual items in the bundle
Movement rate: Looking at the encum- when bought (e.g. 7 rations = 3 items).
brance table, Morgan’s 6 equipped items Storage: Only counts as an item when
put her at movement rate 60’ (20’) and not in use. The referee must judge how
her 4 packed items at 120’ (40’). She much can be stored in a container.
thus has a movement rate of 60’ (20’)— Tiny: Not encumbering unless carried in
the slower of the two. large numbers.
29

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