Tag Archives: Equipment

Eldritch Artifacts

Instead of “standard” magic items (swords +1 and the like), characters in my Black City campaign have been discovering eldritch artifacts. I’m using the guidelines from Realms of Crawling Chaos to create strange and alien items. In my opinion, the … Continue reading

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Viking Templates

Vanilla ACKS is pretty close to the B/X baseline, with one big exception: Proficiencies. The thing that really sold me on ACKS proficiencies was the templates chapter in the Player’s Companion. Jeffro wrote about this before, so I’m just going … Continue reading

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Black City – Special Starting Gear

Characters in the Black City campaign are already experienced adventurers and can select 1000gp worth of “special” starting equipment (500gp for henches) before play begins. Characters will retain any leftover gold, but note that once you arrive at the Thule … Continue reading

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Equipment Availability in Trade Town

(I’m getting pretty excited about my new Black City ACKS campaign. I’m working on a bunch of ideas in the background, but want to post some reference material now. Here’s one about buying stuff in Trade Town.) When fully populated … Continue reading

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Equipment Quick-Start

In an attempt to speed up character creation, we’ll do randomized equipment selection. These tables are based Gavin Norman’s Dolmenwood House Rules. Armour Fighters (& subclasses) roll 1d6 twice and pick the best result; clerics (& subclasses) and non-humans roll … Continue reading

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Draining Characters of their Hard-Earned Gold

I’ve been running some low-level games for my kids lately. They’re really keen on knowing what they can buy with their ill-gotten loot. This came up as well in my previous Sakkara game, and I figured I should highlight “interesting things … Continue reading

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