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Tools of the Trade [work in progress]
When you need to visit the store between adventures...
Contributor: B. Charles R. *Created: Feb 21, 2010Modified: Jan 13, 2019System: Treasure Awaits!

Ancient Odysseys: Treasure Awaits! left out some candy for those who may want to use it for more than just a quick pick-up game. Book One gives us several examples of some useful adventuring gear, weapons and armor. Book Three tells us that there’s gold and copper in them there dungeons. But where and how can we use that gold and copper to buy more weapons, armor and general gear? Well, it doesn’t, does it? Solution? Make it up! Or use this document. Carry Capacity There are only vague references to any sort of encumbrance. I don’t consider that a problem for such a simple game. Undoubtedly some do, so I’ve included a few brief words. AO:TA, Book 3, page 19 states, “Each adventurer can carry a total number of coins equal to 30 times his fitness rating if he has a satchel.” Well, then, why would anyone want to NOT have a satchel? And what about all their other gear like weapons and armor? Here’s the extrapolation: An adventurer may carry a maximum load of coin-equivalents of weight equal to 45 times his fitness rating. This gives us some wiggle room for heavy weapons and armor. Thus, a character of average fitness (3) can carry a total of 135ce, while a superman (fitness 5) can carry 225ce. Not too bad; not too great. Basically, those coins are heavy, heavy. But who cares, right? As long as everything makes sense. :) Alternately, instead of using that number as a maximum load, you can use it as more a break-point for encumbrance penalties. For each full multiple of the adventurer’s carry capacity which the adventurer is carrying, he suffers +1DIFF to all fitness and spellcasting tasks in the same way as armor bulk (Book One, page 23), except that the battlewear pursuit does not affect this modifier. Adventurer’s clothing is assumed to have enough pockets, pouches and other places to stash 50ce without a satchel. Weapons and worn-armor do factor in to this number. Money Adventurers often find coins, gems, jewelry and other valuables in their spelunking activities. Any good adventurer knows the need to repair and maintain equipment, purchase expendables like ammunition and torches, and so on. We also know, historically, that real weapons and armor are/were expensive! A medieval knight could reasonably expect to spend the entire year’s gross income from a small fiefdom on his armor, another year’s worth (often more) for his warhorse, and a third year’s worth for his sword and travel gear. That’s just the purchase costs! Maintenance and upkeep have their prices, too. So, if you think these prices are high you can reduce them if you like, but what else is an intrepid adventurer going to “save” for? 1 Gold coin = 100 Copper coins. Money-changers take 5% of any transaction as their profit. Jewelers will buy your jewelry for about half its value. Selling your used equipment can sometimes net you 1/3 its value, or 1/2 if it has been repaired before the buyer looks at it. Enchanted items are priceless, but scrolls, potions and partially filled grimoires are relatively common if you know which shops to look into. Weapons AO:TA introduces us to a bunch of weapons. The list is short and simple. That’s a good thing. Pretty much any implement of creature destruction falls neatly into the classifications given. The author leaves more exhaustive lists to the individual.
 Weapon  Cost  Mass 
 Club  20cc  6ce 
 Staff  35cc  10ce 
 Spear  20cc  30ce 
 Halberd  4gc  50ce 
 Fork  50cc  10ce 
 Knife  35cc  6ce 
 Dagger  80cc  7ce 
 Short Sword  8gc  16ce 
 Broadsword  18gc  20ce 
 Axe  50cc  20ce 
 Battle Axe  12gc  30ce 
 Mace/Hammer  35cc  16ce 
 War Hammer  12gc  30ce 
 Sling  10ce  1ce 
 Bow  40gc  40ce 
 Crossbow  60gc  45ce 
Clubs are essentially heavy sticks of wood used to hit people with. Staffs are long poles, used two-handed and able to strike with either end. Spears are staffs with a sharp point on one end. Points are often sheathed in sharpened metal for better penetration. Two-handed. Halberds are basically really long axes. Two-handed. Forks are like spears but with multiple, elongated points. These are most commonly seen on farms as tools for moving hay and other vegetation. Two-handed. Knifes are simple tools for cutting things up. Daggers are long-bladed, pointed knives; usually with two sharpened edges. They are designed specifically for killing things and are less useful as tools than the more utilitarian knife. Short Swords are longer, heavier daggers. Designed primarily as thrusting weapons, they still usually have sharpened edges to prevent foes from grabbing the blade. Broadswords are long, hacking weapons. Pretty useless for anything but killing things. Axes are tools for chopping and trimming wood. While not designed for it, they are effective weapons. Battle Axes are modified axes whose heavy heads are angled and edged for maximum killing power. They are often equiped with a back-spike or second edge. Two-handed. Maces and Hammers are pretty simple bludgeoning tools. They are an evolution of the basic club with weighted heads shaped for a pupose; killing in the case of maces and driving pegs and nails in the case of hammers. War Hammers are large hammer heads mounted on a longer haft. The head often has a back-spike or second hammering face on the opposite side. Designed specifically for killing. Two-handed. Slings are basically long straps with a cup to hold a stone or lead bullet. The strap is whirled and one end released to hurl the projectile at a target. Commonly found in the hands of herders and quite an effective killing tool in the right hands. One-handed, but require two hands to reload. Bows are flexible staves with a string attaching the ends, causing the stave to bend. The springiness of the stave imparts tension to the string, allowing arrows (miniature, flight-stabilized spears) to be launched. Two-handed. Crossbows are basically short bows mounted on a stick with a mechanical loading and release mechanism. They are expensive, slow to operate, highly effective and require minimal training for competent use. Two-handed. Armor
 Armor  Cost  Mass 
 Leathers  2gc  40ce 
 Brigandine  6gc  60ce 
 Chain Mail  80gc  90ce 
 Scale Mail  60gc  75ce 
 Plate Mail  180gc  150ce 
 Shield  2gc  50ce 
Leathers are hardened animal hides sewn together to form a tough carapace around the wearer. Brigandine is a vest or jacket, whether of cloth or leather, sewn with metal rings or plates usually on the inside. Chain Mail is a series of interlinked wire rings, similar to a chain. Scale Mail is composed of a multitude of overlapping metal plates or “scales” sewn to a tough leather or cloth backing. Plate Mail is a full carapace of metal. The plates are hinged at joints, but otherwise solid and rigid. Shields are wooden planks, sometimes bound with metal and often covered in leather, used to block incoming attacks. Cannot be used with two-handed weapons. Other Gear Bedrolls are a compact and portable instant-bed for use while traveling. They’re not terribly comfortable, but they stave off night time chills. Candles burn for 10 turns. Chalk and Charcoal can be used to make temporary marks on walls, floors, or any other reasonably dry surface. Charcoal can also be used as a sort of temporary pen for drawing or writing on paper or parchment. Crowbars are handy when your rogue turns out to be either dead or useless. Use them to force open chests and doors. Grimoire is just a fancy name for a book. Some contain spell formulas. Ink is needed to write or draw lasting scrawls on paper and parchment. Lanterns burn one volume of oil in 100 turns. Oil is fuel for lanterns. Paper is often used for the scribbling of notes, doodles and maps. Parchment can be used for creating scrolls. Pens are useful for putting ink to paper or parchment, though any fine-pointed object works in a pinch. Poncho/Cloaks are convenient for keeping the rain off you and your personal gear. In a pinch, they can be made into a makeshift tent. Rations are dried or otherwise preserved food. Not pleasant eating, but sufficiently nutritional to keep you going in the field. Rope helps adventurers tie things together. Also handy for traveling up and down steep surfaces. Satchels carry stuff. Spikes can be used to seal a door. A successful Fitness test can force it back open again. Tents keep the worst of weather and insects from bothering you while you sleep. Thief Tools are used to set/disarm traps and open locked doors and chests. Torches burn for 30 turns. Waterskins hold enough water for about 1/2 day’s needs. Or enough wine to get thoroughly drunk.

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