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[KenzerCo] Goods and Gear - update

Mark Plemmons

Explorer
Just wanted to let you know that it looks like this supplement will be heading back from the printer this week, barring any unforeseen problems! Also, a look at the cover and interior. Pardon the size and shininess (these are actual photos). I'm estimating it'll hit stores in about a month - as soon as I know something definite, I'll update this. :)

Goods and Gear: The Ultimate Adventurer's Guide
Whether you're looking for arms or equipment, Goods and Gear is the book for you! This supplement is jam-packed with nearly a thousand different entries for arms and armor, and also includes hundreds of entries for animals, clothing, concoctions, foodstuffs, games, lodging, musical instruments, services, tools, transportation and more! Best of all, Goods and Gear is usable for the Kingdoms of Kalamar, HackMaster, d20, and any other medieval fantasy campaign!
K&C1203 (256 pages, hardcover) $34.99
 

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Scarogoth

What do other people have?
As they might say on the tragically cut short Firefly:

"Shiny!"

[Have to say, though, that, ahem, object hanging on the left wall at the top manages to look a bit rude in a low-res image! Exactly what sort of shop is this? And the thing directly underneath has a few connotations, too... indeed, there could be a, ahem, connection. Perhaps it's just me being filthy...]
 


thundershot

Adventurer
YES YES YES!! I've been waiting for this book since it was the "World's Most Complete Arms & Equipment Guide"...

Though I'm hoping it doesn't have weapons and armor in it, anymore, and is more like Aurora's...

Any chance of letting us see a few preview pages via pdf???


Thanks
Chris
 

Omote

First Post
Definatly looking forward to this one. We've been hearing about it for almost a year, the two pics provided look promising. I would definatly like it if all of the equipment, arms and armor were drawn out like the picture we see provided. Good stuff, looking forward to it.

.........................Omote
 


Mark Plemmons

Explorer
shadow said:
Looks awesome. One question, will it be compatible with 3.0e rules? Not all of us have switched to 3.5e.

Since this is a book of items, you should find it easy to use with 3.5 or 3.0. In fact, it's already designed to be used with multiple games and campaign settings. Details on this follow.

For the sake of consistency, item descriptions and flavor text refer to one particular campaign setting: the Kingdoms of Kalamar. Of course, while many items have a racial name specific to this setting, you may notice that other items or weapons (such as the flamberge sword) have the same name as they do here on Earth. These non-Tellenian names or words, such as “flamberge” or “flask,” are considered the Merchant’s Tongue name for this item. (Merchant’s Tongue is the international language of trade, often considered equivalent to the Common tongue in other settings.) If you are not using this setting, you can either disregard setting-specific information or adapt it to fit into your own world.

How to Use This Book...

…with the Kingdoms of Kalamar campaign setting
For players and Dungeon Masters who already use this setting, most of the information in this book is applicable. Each description divulges where the item is found on Tellene, and who is most likely to use it. This supplement also assumes that you are using the current (version 3.5) edition of the Dungeons & Dragons rules.

Game statistics are presented in tables, either with the HackMaster statistics or in a separate table (indicated by "D" for Dungeons & Dragons, or "H" for HackMaster). Most of the items that appear herein do not have wide circulation, meaning that DMs should feel free to introduce only those items that they choose. Many items can be found only in certain areas of Tellene, and can only be constructed or repaired by trained smiths or crafters. On the other hand, DMs should also feel free to increase the availability of items they like. Finally, the prices listed with the items are merely suggestions. Each vendor on Tellene is likely to have differently priced items. Unfamiliar or rare items are likely to be more expensive when found.

…with other d20 campaign settings
Even if you do not use the Kingdoms of Kalamar campaign setting, this book is an excellent resource for your game. Most of the items and weapons in this book have counterparts in reality, meaning that they have a logical basis in most campaigns. In addition, many of Tellene's human cultures have general characteristics that could appear in any campaign.
Brandobians: are vibrant and proud, with a love of exploration.
Dejy: are diverse, nomadic and tribal, but are also skilled craftsmen.
Fhokki: are tall, bearded and clannish, with bodies adapted to the cold north.
Kalamarans: are proud and militaristic, with a love of grandeur.
Reanaarians: are artistic, open-minded, and often sailors or merchants.
Svimohz: are dark-skinned, wise and strong, with an ancient, rich culture.
Items from most nonhuman cultures, such as dwarves and elves, can easily be substituted into another campaign setting with little difficulty. Hobgoblin gear might go to orcs, humans or other hobgoblins, depending on the campaign setting.

…with HackMaster or earlier editions of D&D
As the Kingdoms of Kalamar setting can be used with multiple game systems, you may already be using it for your HackMaster game, or an earlier edition of D&D (pre-version 3.0). In this case, you may keep the flavor text as is. Otherwise, you may alter it to fit your own campaign setting.

In this supplement, d20-specific statistics are either included with the HackMaster items (see below), or have their own tables (indicated by an "D" in the table name). Note that the DM may want to adjust the listed prices so that they fit within his or her campaign.

Throughout this book, you may notice references to unfamiliar character classes such as Basiran Dancer (Dan), Brigand (Brg), Gladiator (Gld), Infiltrator (Inf), Shaman (Sha) and Spellsinger (Spl). These are simply variant classes, defined in the Kingdoms of Kalamar Player’s Guide.


In this supplement, HackMaster-specific statistics are either included in the d20 tables or have their own tables (indicated by an "H" in the table name). When no HackMaster-specific statistic appears, the listed value applies. In addition, any non-campaign specific information in the item descriptions still applies to the HackMaster version of the item. Finally, most HackMaster-specific rules are called out in italics for ease of reference.
 
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Mark Plemmons

Explorer
thundershot said:
YES YES YES!! I've been waiting for this book since it was the "World's Most Complete Arms & Equipment Guide"... Though I'm hoping it doesn't have weapons and armor in it, anymore, and is more like Aurora's... Any chance of letting us see a few preview pages via pdf???

Hopefully we'll have a preview PDF soon. My production guys' schedule is pretty backed up at the moment, trying to get a lot of stuff to the printer, though, so we'll see. In the meantime, here's the basic contents:

Chapter 1: In the Marketplace introduces you to the topics of bartering, coinage, craftsmanship, taxes, trade and more. Both player and Dungeon Master will certainly find many ideas to incorporate into their own shopping sprees.

Chapter 2: Weaponry provides the reader with information on hundreds of different weapons, plus information on their basic parts and types. You see, while the basic weapons provided by most roleplaying books are enough for many campaigns, they fail to provide any racial or regional flavor. For example, how does a bow crafted by elves, hobgoblins and humans of different regions vary? Is it length, material, game statistics, or a combination of the above? This chapter answers those questions.

Chapter 3: Armor, Shields and Barding gives information on these items, as well as details on various accessories, materials and maintenance.

Chapter 4: Clothing presents clothing for all types of characters, as well as introducing an optional "style point" system that takes into account how the character's clothing affects those he or she interacts with.

Chapter 5: Games and Entertainment provides a detailed list of items commonly used by those with an acting profession, as well as basic entertainment, and gambling simulations.

Chapter 6: Musical Instruments includes dozens of such items usable by bards and other characters with a flair for music.

Chapter 7: Tools, Gear and Equipment details various equipment used by many professions, including: academic, arcane, commercial, clerical, engineering, seafaring, thieving and more.

Chapter 8: Food and Drink details many differing meals and dining customs, as well as lists of foodstuffs (breads, desserts, alcoholic and non-alcoholic drinks, fruits, fish and meats, herbs, and more).

Chapter 9: Concoctions covers many alchemical, herbal and poisonous mixtures, as well as alchemical items. Also included is information on drugs and their effects.

Chapter 10: Personal Goods and Services goes into detail on cosmetics, grooming and hair styles, as well as providing details and statistics for dozens of Non-Player Characters (NPCs) and the services that they provide; also including slaves and prostitute tables - perfect for darker or evil campaigns.

Chapter 11: Animals includes a listing of commonly encountered animals that the player characters are likely to encounter, either in battle or as allies. Also included are price lists and details on related accessories.

Chapter 12: Lodging provides information on buildings, sleeping arrangements, and other related items found in homes and inns through the land.

Chapter 13: Travel and Transportation lists the dangers and costs of travel by land and by sea, as well as detailing the many methods of available transport.
 

Conaill

First Post
Hi Mark! Could you tell us a lirttle more about the Alchemy in Ch. 9? How many items are included, did you incorporate any OGL stuff from other sources, are you using any of Bastion Press' alchemy rules (gah, I hope not!), etc?
 


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