Harvest Moon Campaign World

Campaign Almanac

In-game date: 5608.12.10

Luna: New

Jupiter: Waxing Gibbous

Jerusalem Temperature: 85

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Harvest Moon Campaign World

- Classes

The Harvest Moon Campaign World and its content is Copyright 1998-2008 Adam Fasoldt unless otherwise credited to another artist.

Equipment

The unique history and environment of the Harvest Moon Campaign World gives rise to a great deal of interesting inventions. Some of the more mundane (but no less interesting) items are found here, on this page.

General Goods Descriptions

Adventurer's Pack

The Adventurer's Guild provides Adventurer's Pack at the nominal price of 10 gold. These kits are meant to be promotional items for the guild.

The Adventurer's Pack contains the following:

  • backpack
  • bedroll
  • blanket, winter
  • candles (3)
  • chalk (3 pieces)
  • flint and steel
  • pouch, belt
  • rations, trail (7 days)
  • rope, hemp (50')
  • torch
  • traveller's outfit
  • waterskins (3)
  • enrollment in the Adventurers' Guild

The adventurer's pack weighs 46 lbs with waterskins full, not including one of the outfits (which you should be wearing). It weighs 5 pounds less when the player pays an extra 9 gp for a silk rope instead of the hemp. The pack also weighs 8.75 pounds less for a small character.

Repair Tools

These tools are used to repair modern/ancient devices. These tools are required to repair such items and using sub-standard tools to do so incurs a -6 penalty. Using the proper tools reduces the penalty to -3. If you have electricity at your disposal, the penalty is totally negated. These tools cost 1000 gold and masterwork versions have been known to exist.

Stainless Steel

This substance is as strong as steel except that it doesn't rust except in rare circumstances or after a truly long time has passed. Items made from stainless steel are fundamentally immune to rust and cost twice as much as anything made from a different substance. No known blacksmith has been able to recreate this substance, so it must be found in ancient, hidden caches.

Weapon Descriptions

Pulse Weapons

Pulse weapons are powerful devices. The wielder attacks with a Pulse Weapon using a ranged touch attack, though the damage is still normal and therefore subject to damage reduction. Pistols hold 8 shots in their power packs while Rifles hold just 4.

Revolver

The revolver is a one-handed, small ranged weapon. It fires a metal slug propelled by the explosion of gunpowder to devastating effect. A revolver may only be fired once per round regardless of Rapid Shot or high base attack bonus. Reloading the entire magazine takes a full-round action, but one bullet may be loaded as a move-based action. The Colt Revolver has a six-round magazine and the Eagle Revolver has a five-round magazine. Special Gunsliner training allows those specialized warriors to use the weapon much more effectively. Revolvers have 15 HP. Repairing each point of Damage a Revolver takes requires two days and a Craft: Firearms check DC 20. A firearm that is reduced to 0 HP cannot be repaired. Although a Revolver may be enchanted with magic, its ammunition cannot. Ammunition may be Silvered or Adamantine. Anyone firing a revolver does not provoke an attack of opportunity for doing so.

Rifle

The rifle works on the same principle as the revolver, but has much greater range and is a great deal deadlier. Some very selective individuals are able to strike with the rifle with such deadly skill that a single shot will bring down even the strongest of warriors. A rifle may only be fired once per round regardless of Rapid Shot or high base attack bonus. Special Gunsliner training allows those specialized warriors to use the weapon much more effectively. A rifle holds six shots and reloading takes a full-round action, however one bullet may be loaded as a move action. Rifles have 20 HP. Repairing each point of Damage a Rifle takes requires two days and a Craft: Firearms check DC 20. A firearm that is reduced to 0 HP cannot be repaired. Although a Rifle may be enchanted with magic, its ammunition cannot. Ammunition may be Silvered or Adamantine.

Staff, Wizard's

Not all Wizards' staves are true quarterstaffs.. they have a single knobbed end and a long, tapered shaft. The end of this shaft is much too feeble and the entire weapon is much too unbalanced to be used as a double-weapon. The wizard may use a weapon that is a cross between the greatclub and the quarterstaff which deals 1d8 damage, is a two-handed weapon and has only one head.

Staff-Sling, Halfling

The Halfling Staff-Sling is a stout, iron-shod staff with a sling affixed to one end. Unlike a normal staff, this is not a double-weapon, but is wielded two-handed by small creatures much like they would wield a club. It even widens at the business end a bit to add weight. The sling acts as a normal sling would, but if an enemy were to incur an attack of opportunity on the wielder in the same round he slung a stone, he would be able to use his staff-sling to make this attack.

Trident, Great

Made famous by the great Ingrid Dankir, the great trident is a very large weapon indeed. It resembles a standard Trident in most respects, but at the end instead of three simple prongs are three very nasty, sharp blades. A Great Trident has 10' reach, and as such cannot be used to attack adjacent creatures. A character without Exotic Weapon Proficiency (Great Trident) will not only incur the standard -4 to hit, but cannot throw the weapon or use it as a slashing weapon.

Weapons Table:

New Weapons
Weapon Size Damage Critical Range Inc. Wt. (lbs) Type Proficiency Cost (gp) Special
Pulse Pistol Light 2d6 x3 80' 4 P Exotic (pulse) 15,000 Touch attack (physical dmg)
Pulse Rifle 2-handed 2d8 x3 140' 10 P Exotic (pulse) 30,000 Touch attack (physical dmg)
Revolver Light 2d6 x3 60' 5 P Exotic (firearms) 1500 -
Rifle 2-handed 2d8 x3 120' 12 P Exotic (firearms) 3000 -
Staff, Wizard's 2-handed 1d8 x2 - 8 B Simple - -
Staff-Sling, Halfling 2-handed 1d8 (1d6 ranged) x2 40' 8 B Exotic 4 -
Trident (great) 2-handed 1d12 x3 10' 20 P/S Exotic 120 Reach weapon