Given that we’re playing in a setting that is somewhat more technologically advanced than your typical fantasy-medieval deal, there are some added equipment choices.
At the end of this section is a table containing the items we have added to the campaign.
Our campaign takes place in a setting similar to Earth’s late 17th century. Because of this, the equipment available is different from that of the base game.
In the case of weapons, the content here is in addition to what is contained in the Player’s Handbook but it is recommended as replacements.
In the case of armour, the content here replaces the choices in the Player’s Handbook.
Also listed are ship weapons, which operate under different rules (explained in the ship rules chapter, near the end of the guide).
What Was Common
If you want your character to fit the 17th century (late 1600s) theme of the campaign, you should consider equipping them as a soldier or adventurer of the time period. The most appropriate description one can give is that of the musketeer – equipped with a musket and a rapier.
The musket absolutely dominated the battlefield in the late 17th century. People did carry other weapons, but most often as sidearms or in situations where firearms were not practical. Common melee weapons during the period are the pike, the rapier, the broadsword, the saber, and the bardiche.
Bows were rarely seen on the battlefield, but were used by hunters and those looking for a quieter approach.
Only those who expected to engage in melee combat wore traditional armour during this time, the rest opting to forego the additional weight. The primary reason for this is that musket balls have a tendency to sail right through the thin plate that was popular during this time, rendering it useless.
Pretty well everyone did, however, wear leather buff coats, which could reliably turn a sword blade.
Cambria 2021 Expanded Equipment List
|Simple Melee Weapons|
|Cutlass||20 gp||1d8 slashing||4 lb||–|
|Martial Melee Weapons|
|Sabre||30 gp||1d8 slashing||3 lb||Finesse|
|Bardiche||25 gp||1d10 slashing||7 lb||Heavy, two-handed, reach|
|Katana||40 gp||1d8 slashing||3 lb||Finesse, versatile (1d10)|
|Simple Ranged Weapons|
|Pistol||25 gp||1d10 piercing||3 lbs||Ammunition (range 30/90), loading|
|Carbine||40 gp||1d10 piercing||7 lbs||Ammunition (range 40/120), loading, two-handed|
|Musket||50 gp||1d12 piercing||10 lbs||Ammunition (range 40/120), loading, two-handed|
|Martial Ranged Weapons|
|Rifle||75 gp||1d12 piercing||10 lbs||Ammunition (range 80/200), loading, two-handed|
|Arming Doublet||5 gp||11 + Dex modifier||–||–||8 lb|
|Buff Coat||10 gp||12 + Dex modifier||–||–||10 lb|
|Cuirass||400 gp||14 + Dex modifier (max 2)||–||–||20 lb|
|Half plate||750 gp||15 + Dex modifier (max 2)||–||–||40 lb|
|Plate||1500 gp||18||Str 15||Disadvantage||65 lb|
|Targe||10 gp||+2||–||–||6 lb|
|Provisions||5 sp||2 lb||Rations, but stored for ship-goers.|
|Repair Materials||100 gp||100 lb||Restores 1 hull point of a ship.|
|Mana Potion||50 gp||1 lb||Restores 1 spell point. Not available in stores.|
|Greater Mana Potion||100 gp||1 lb||Restores 2 spell points. Not available in stores.|
|Swivel Gun||500 gp||1d6 piercing||Short (5)||Ammunition|
|Light Cannon||1000 gp||1d8 piercing||Medium (10)||Ammunition|
|Medium Cannon||1500 gp||1d10 piercing||Long (20)||Ammunition|
|Heavy Cannon||2000 gp||2d6 piercing||Medium (10)||Ammunition|
|Carronade||2500 gp||2d8 piercing||Short (5)||Ammunition|
|Scorpion||2250 gp||1d6 piercing||Short (5)||Ammunition, Special|
Special Note: The equipment in the Foundry should reflect the values shown in the tables above. Whenever a discrepancy is found, please notify the GM immediately.