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<INSERT ART @; EQUIPMENT; 1/2H>

Equipment
Proper equipment can make the difference between
life and death. You need weapons, armor, goods,
and, eventually, magical items if you succeed in your
adventures. This appendix presents an extensive
inventory of items you might purchase with coin
you find on your adventurers and earn in the
downtime between them.

Prices
People conduct commerce using coins. Minting and
weights of these coins vary from land to land, but
coins are interchangeable regardless of who’s been
stamped onto their faces. Coins come in three basic
denominations: gold, silver, and copper. Of them,
copper coins are the most common in circulation,
being the primary unit of commerce. Exchange
rates between coins are always 10 to 1, such that 10
copper pieces (cp) equals 1 silver piece (sp). For ease
of reference, consult the following chart.

1 gold piece (gp) = 10 silver pieces (sp)


1 silver piece = 10 copper pieces (cp)

Rare Coins: People of other lands might use coins


of different denominations. Also, older coins
sometimes come up in circulation such as platinum
pieces, electrum pieces, and bronze pieces. Each
platinum piece is worth 5 gp. Each electrum piece is
worth 5 sp and each bronze piece is worth 5 cp.
Other Valuables: Gemstones, jewelry, art objects,
promissory notes, deeds, trade goods such as
lumber, base metals, livestock, and other
commodities can serve in place of coin. Such items
command anywhere from half their value to their
full value to interested buyers. People might also
trade ordinary items as well, though the value of
such goods depend on their condition and demand.

Availability
An item’s availability describes how easy it is to find
it in a marketplace. Common can be found in
communities of any size. Uncommon items require
more specialized training to make and are thus
found in towns and larger communities. Rare
indicates the item is made of rare materials and
require expert craftsmanship, which limits it to
cities. Finally, exotic items represent those that
must be custom made by true masters using
expensive or rare materials. Finding people who
create them might be the plot of an adventure.

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Carrying Limits Entertainer’s Clothing: Jugglers, acrobats,
You can carry or wear a number of objects equal to your singers, clowns, and anyone who lives by
Strength score by holding them in your hands or strapping entertaining audiences might wear entertainer’s
them to your body. You can exceed this limit, up to twice your clothing. The clothing matches the form of
Strength score, but you become impaired until the number of entertainment. A mime might wear a harlequin’s
items you carry is equal or less than your normal limits. A few
outfit complete with face paint, while a singer might
exceptions to this rule follow.
Containers A container and everything it contains counts as
wear clothing in bright, even gaudy colors.
one item. You could, for example, stuff your backpack with Merchant’s Clothing: A step above basic clothing,
torches, a coil of rope, tinderbox, and a couple rations, and the merchant’s clothing tends to be of fine quality, made
backpack would still count as a single item. Note, some heavy from expensive materials by expert hands. Such
containers might count as two or more items, especially when outfits include suits, dresses, with all the suitable
filled. accessories such as monocles, tall hats, necklaces,
Clothing and Accessories Wearable items such as clothing,
earrings, and so on.
necklaces, eye patches, rings, and similar items collectively
count as one item. Heavy, bulky, or awkward apparel counts as
Noble’s Clothing: Like courtier’s clothing, noble’s
two items. clothing changes with the current fashion trends.
Coins and Gems Every ten loose coins you carry count as one Such outfits are always made from the finest
item. Every five loose gems carried count as one item. materials by some of the best clothiers in the city.
Noble’s clothing counts as two items.
Clothing Priest’s Clothing: Uniforms worn by the devoted
followers and servants of the many gods vary with
From the simple smocks and leggings worn by the the religion.
commoners to the elaborate costumes donned by Scholar’s Clothing: Researchers, professors, and
courtiers and nobles, clothing comes in many academic users of magic favor scholar’s clothing,
different forms and styles. Clothing is sold as outfits which includes a set of heavy robes lined with
and include a number of different items. Within the pockets and likely includes a hood or hat.
bounds of the outfit, you can decide what your Traveler’s Clothing: Anyone making journeys
clothing looks like and what it includes. Some over land might avail themselves of a set of traveler’s
outfits also include accessories such as hats, simple clothes. Designed to keep the wearer comfortable
jewelry, and the like. and protect against the elements, they include a
CLOTHING durable shirt, trousers, boots, wide-brimmed hat
Outfit Price Availability and jacket or a hooded cloak.
Commoner’s 2 cp C
Cold Weather
Courtier’s
1 sp
2 sp
U
U Cosmetics and Accessories
Entertainer’s 1 sp U In addition to clothing, many people accentuate
Merchant’s 2 sp U their garb with accessories, cosmetics, and other
Noble’s 5 gp R decorations, as shown on the Cosmetic and
Priest’s 5 cp C
Accessories table. If you’re looking for something
Scholar’s 5 cp C
Traveler’s 1 sp C beyond this list, consult the Sage and work out a
suitable price.
Commoner’s Clothing: Clothing worn by most COSMETICS AND ACCESSORIES
people, it includes shirt, trousers or skirt, socks, Item Price Availability
underclothing, a pair of sturdy shoes, jacket or Cosmetic kit 5 cp U
cloak, and a cap or scarf. Jewelry, cheap 1 sp C
Cold Weather Clothing: Designed to insulate the Jewelry, fine metal 1 gp U
wearer against cold, it includes a heavy coat, hat, Jewelry, jeweled 25 gp U
Mask, cheap 1 cp C
leggings, and boots. While wearing cold weather
Mask, fine 1 sp C
clothing, you make rolls to resist the effects of Perfume 1 sp C
exposure in cold conditions with 1 boon. Cold Pomander 5 cp C
weather clothing counts as 2 items. Soap, 1 bar 5 cp C
Courtier’s Clothing: A more fanciful costume, Tattoo 5 cp U
courtier’s clothing changes each season to keep up
with the current taste in fashion. Such clothing Cosmetic Kit: Both men and women of a certain
might be a fine dress with matching shoes and a few higher class use cosmetics and face powder to
minor pieces of jewelry or it could be a doublet, conceal blemishes and to accentuate their looks. A
host, and large, feathered cap. cosmetic kit includes grease, powder, brushes, and
the like and lasts for a few months of regular use
before it needs replacing.

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Jewelry: Bracelets, rings, necklaces, circlets, and Installing the limb requires a complex surgical
other adornments count as jewelry. Cheap jewelry procedure that involved magic-use that establishes a
can be simple items made from wood, glass, or connection between the mind and machine.
copper. Fine metal jewelry includes such items A creature can use an action to wind the key. The
made from silver, electrum, or gold. Jewelry key keeps turning for 24 hours. If, however, the
described as jeweled have gemstones fitted into the creature gets a 1 on a luck roll, the mechanism
metal, which raises their price and value. breaks and the limb loses functionality until
Masks: Masks can be simple coverings or repaired. A creature with a tool kit can repair the
elaborate headgear. Cheap masks tend to just cover limb in an hour using one set of spare parts.
the eyes or lower mouth, while fine masks might A clockwork arm grants 1 boon on Strength rolls,
offer similar coverage with the addition of feathers while a clockwork leg grants 1 boon on Agility rolls.
and costume jewelry or could be more elaborate Crutches: A pair of crutches allows a creature
constructions to make you look like a devil, beast, or that has lost the use of its leg, legs, or other
something else. appendage necessary for locomotion to move by
Perfume: Few people bathe regularly and many walking, though the creature cannot run.
people have odd superstitions about scrubbing their Prosthetics: Ordinary prosthetics appear in
bodies. For this reason, many people of the upper various designs and quality. A prosthetic leg or foot
classes dab perfumes and oils on their bodies to allows a creature to walk, but not run. A prosthetic
cover their odors. hand and arm allow a creature to carry items, but
Pomander: People with delicate constitutions not to wield heavy weapons.
often carry balls of fragrant herbs and flowers to False Eyes, Noses, Teeth: These cosmetic items
cover the stench of the city. replace the missing parts.
Soap: A good bar of lye soap can keep one clean. Weapon Appendage: If you have a prosthetic
Tattoo: The listed price for a tattoo buys you a arm or clockwork arm, you can attach a small melee
basic piece of art with a relatively simple design. weapon to it if it’s your off-hand or a medium melee
More complex tattoos can be had at a more weapon if it’s your main. Add the appendage cost
substantial price. the weapon’s price. While attached, the wielder
cannot drop the weapon or be disarmed.
Prosthetics and Wheeled Wheeled Chair: A wheeled chair allows a
creature who has lost the use of locomotive limbs to
Chairs move freely by rolling the wheels that stand to
either side of the seat. A creature in a wheeled chair
To aid those who have lost limbs or functionality of
can move by walking or running.
certain body parts, developments in technology
have enabled some or all restoration of the ability to
perform certain activities rendered impossible by Armor
dismemberment or the otherwise absence or lack of Armor is special clothing designed to protect
use of certain body parts. wearers against damage and injury. Armor comes in
COSMETICS AND ACCESSORIES three basic varieties: light, medium, and heavy. Each
Item Price Availability heavier form has greater protective qualities at the
Clockwork Hand 10 gp E expense of mobility.
Clockwork Arm 15 gp E It takes 1 minute to put on or remove leather or
Clockwork Foot 5 gp E brigandine armor, 5 minutes for mail or scale armor,
Clockwork Leg 20 gp E and 10 minutes for half plate and full plate. If you
Crutches 5 cp C have someone helping you, halve the time it
Prosthetic Hand 5 sp U
Prosthetic Arm 1 gp U
normally takes.
Prosthetic Foot 5 sp U Requirement: You must meet the requirement to
Prosthetic Leg 2 gp U wear the armor properly. If you don’t meet the
False Eye 2 cp C requirement, you grant 1 boon on rolls made against
False Nose 2 cp C your Defense while you wear the armor.
False Teeth 2 cp C Defense: Armor either adds a number to your
Weapon Appendage 1+ gp U Defense score or replaces your Defense score.
Wheeled Chair 5 gp E
ARMOR
Clockwork Prosthetics: The leading edge of Type Requirement Defense Price Availability
prosthetic design, clockwork limbs use tension Leather — +1 5 cp C
created by cranking keys to provide full range of Brigandine Strength 10 13 1 sp C
Mail Strength 11 14 1 gp U
motion for as long as the inner mechanisms work.
Scale Strength 10 14 2 gp U

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Half Plate Strength 12 15 5 gp R Brutal (Strength 13+): When you roll a 1 on a die
Full Plate Strength 13 16 10 gp E for damage from an attack you make with this
weapon, reroll the die. You must use the new result,
Armor Descriptions even if it’s another 1.
Details on armor follow. Concussing (Strength 13+): When you deal 10
Brigandine: Brigandine armor is made from thin damage or more from an attack made with this
metal strips sandwiched between layers of cloth and weapon, the target must succeed on a Will roll or
leather, fitted with metal studs. It typically consists become impaired for 1 round.
of a long-sleeved coat with greaves, boots, and Defense +#: While armed with this weapon, you
gloves. Brigandine armor often comes with an open- add the number as a bonus to your Defense. If you
faced helmet. attack with this weapon, you lose the bonus to
Half Plate: Metal plating, bands, or splints protect Defense until you take another turn.
vital arears. The armor consists of the mail clothing Disarming (Agility 13+): You make rolls to disarm
plus cuirass, greaves, pauldrons, a padded with this weapon with 1 boon.
undergarment, and either a helmet with a visor or a Exploding: If you roll at least one 6 on a die for
closed-faced helm. damage from an attack you make with this weapon,
Full Plate: The heaviest form of armor and the the attack deals 1d6 extra damage.
one offering the best protection, full plate fully Finesse: You can use Agility in place of Strength
encases the wearer in metal plates, splints, or bands. when rolling to attack with this weapon.
The armor is typically worn overtop a thin mail Keen (Strength or Agility 13+): If the total of your
shirt and greaves, which is itself worn over padded roll to attack with this weapon is 20 or higher, the
clothing. The armor includes a closed-face helm or attack deals 1d6 extra damage.
a helmet with a visor. Large: You must wield a large weapon with both
Leather: This suit of leather clothing incorporates hands.
components made soft, flexible leather and Martial: When you deal damage with this
hardened leather to protect the most vital areas. It weapon, you add extra damage equal to half your
includes a jacket or breastplate, shoulder guards, Strength modifier for a small weapon, your Strength
greaves, boots, and a cap. Some forms of leather modifier for a medium weapon, and twice your
armor feature metal studs for additional protection. Strength modifier for a large weapon. For example,
Mail: An interlinked mesh of metal loops or rings, if you have a Strength 11, you would add nothing to
it’s worn overtop padded clothing to prevent the damage if it’s a small weapon, +1 for a medium
chafing. This suit includes a hood, sleeved mail shirt weapon, and +2 for a large weapon. Similarly, if you
that hangs to the thighs, leggings, and an open- have a Strength 8, you would subtract –1 for a small
faced helmet. weapon, –2 for a medium weapon, and –4 for a large
Scale: A superior suit of medium armor, scale weapon.
consists of a woven mesh of metal scales that cover Medium: You can wield a medium weapon with
the torso, arms, and lower body. The suit comes your main hand only.
with a helmet. Piercing (Agility 11+): When you roll to attack
with this weapon, you make the roll against the
Weapons lower of the target’s Defense or Agility.
Precise (Agility 11+): When you deal damage with
The weapons described below represent the ones this weapon, you add extra damage equal to half
typically used in the New Lands. Some weapons can your Agility modifier.
be used to represent other weapons. For example, a Range #: Range tells you the weapon’s maximum
scimitar might be a saber, while a sword can be a range in areas.
broad sword or a cutlass. One of the tables describes Reach: You can choose any target in your area
melee weapons, which are weapons you use against when you attack with this weapon.
target you can reach, and ranged weapons, which Shattering (Strength 13+): When you deal
include weapons you use to launch projectiles at damage to an object with this weapon, the attack
distant targets. deals 1d6 extra damage.
Slow: You can make just one attack with this
Weapon Properties weapon, regardless of how many attacks you can
normally make.
Weapons have properties to explain how they work. Small: You can wield a small weapon in either
Some properties include a requirement, which is hand, but you deal half damage to targets of a size
listed parenthetically, such as (Strength 13+). If you larger than you.
meet the requirement, you benefit from the
property.

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Special: The weapon weapons use special rules, Pike 2 sp C Large, Unreliable, Piercing,
as noted in its description. Special
Swift (Agility 13+): Increase the number of attacks Pole-arm 3 sp U Large, Martial, Reach
you can make with this weapon by 1, though you
Rapier 2 sp U Medium, Finesse, Precise,
must still assign at least one Attack Die to this
Swift
attack.
Thrown #: You can make a ranged attack with Quarterstaff 5 cp C Large, Finesse, Swift,
this weapon by throwing it. The number tells you Unreliable
the range of the weapon expressed in areas. You can Scimitar 2 sp U Medium, Keen, Finesse,
use either Strength or Agility for the roll. Martial
Unreliable: When you roll a 20 or higher on Shield 1 sp C Small, Defense +2, Slow
attack made using this weapon, the weapon takes
damage equal to its Health after you deal damage Spear 5 cp C Medium, Finesse, Thrown 1,
with it. Unreliable, Piercing
Versatile: You can wield this weapon in one or Sword 2 sp C Medium, Keen, Martial
two hands. If the weapon also has the Martial
Trident 1 sp U Medium, Martial, Thrown 1,
property, you add 1-1/2 your Strength modifier to Piercing
damage instead of twice your Strength modifier
when wielding it in two hands. Unarmed — — Small, Finesse

War Club 5 cp C Large, Martial, Slow


MELEE WEAPONS
Weapon Price Avail. Properties Warhammer 3 sp U Medium, Martial, Slow,
Battle axe 2 sp U Medium, Martial, Brutal Versatile, Concussing
Battle Whip 2 sp U Large, Finesse, Reach, Whip 1 sp C Medium, Finesse, Reach,
Disarming, Special Special
Buckler 5 cp C Small, Defense +1 RANGED WEAPONS
Chain 1 sp C Finesse, Disarming, Swift Weapon Price Avail. Properties
Blowgun 5 cp U Large, Range 2, Slow,
Club 2 cp C Medium, Unreliable Special, uses darts
Bow 1 sp C Large, Range 2, Swift, uses
Dagger 1 sp C Small, Finesse, Precise,
arrows
Swift
Crossbow 2 sp U Large, Piercing, Range 2,
Flail 2 sp U Medium, Martial, Slow, Slow, uses bolts
Concussing, Disarming Crossbow pistol 5 sp U Small, Range 1, Slow,
Precise, uses bolts
Great axe 3 sp R Large, Martial, Slow, Brutal Hand Cannon 1 gp R Medium, Exploding, Range
Great sword 3 sp R Large, Keen, Martial, Slow 1, Slow, Special, uses
powder and shot
Hammer 5 cp C Small, Martial, Thrown 1, Harquebus 3 gp R Large, Exploding, Range 3,
Concussing Slow, Special, uses powder
and shot
Hatchet 5 cp C Small, Thrown 1, Brutal
Longbow 2 sp C Large, Piercing, Range 4,
Knife 5 cp C Small, Finesse, Thrown 1 Swift, uses arrows
Sling 2 cp C Small, Range 2, Slow, uses
Knuckledusters 5 cp C Small, Finesse, Concussing stones
Javelin 2 cp C Small, Thrown 1, Unreliable

Lance 1 sp C Large, Unreliable, Piercing


Weapon Description
Descriptions for weapons are presented in
Long sword 3 sp R Medium, Keen, Martial, alphabetical order.
Slow, Versatile
Battle Axe: A hafted weapon fitted with a wide,
Mace 1 sp C Medium, Martial, wedge-shaped or crescent-shaped blade at the end.
Concussing Battle Whip: A length of chain or thick leather
Maul 3 sp C Large, Martial, Concussing, that terminates in one or more metal hooks, caps, or
Slow, Shattering weights. Your attacks with a battle whip deal half
damage.
Mattock 2 sp C Large, Martial, Shattering,
Blowgun: A wooden or metal tube, one uses it to
Slow
fire darts by blowing through one end. An attack
Morningstar 2 sp U Medium, Martial, Slow, with the blowgun deals 1 damage per Attack Die
Versatile, Brutal

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assigned to it. You can attack with a blowgun while causes the powder to ignite and launch the ball at
riding a friendly creature. the target. If the powder is wet, the weapon does not
Bow: The bow is a length of flexible wood with a fire. You must prime the weapon each time you fire
cord tied to both ends. To fire, you place the butt of it, an activity that requires two hands.
an arrow on the string, draw the string back, and
release. You can attack with a bow while riding a Misfire If you roll a 5 or less to attack with the weapon,
friendly creature. the hand cannon misfires and nothing happens.
Buckler: A small round shield normally worn Explosion If you roll a 0 or less to attack with the weapon,
strapped to the arm. the hand cannon explodes and deals 2d6 damage to
you.
Chain: A length of chain.
Club: Any basic bludgeon such as a nightstick,
Harquebus: The harquebus improves on the
cudgel, belaying pin, unlit torch, or a short branch
hand cannon’s design by incorporating matchlock
from a tree counts as a club. Most improvised
technology. Depressing the lever pushes a
weapons also count as clubs.
smoldering wick to the flash pan, which fires the
Crossbow: Anyone can fire a crossbow, so simple
weapon. If the powder is wet, though, the weapon
is its design. A crossbow features a grooved wooden
does not fire.
stock to which has been fastened a metal or wooden
bow perpendicular to the stock. A rope, bowstring, Recoil After firing the weapon, if you don’t meet the
or cable of some kind stretches from one side of the Strength requirement, you must succeed on a Strength
bow to the other and can be pulled back or cranked roll or fall prone.
back using a winding mechanism. The time it takes Misfire If you roll a 5 or less to attack with the weapon,
to reload severely limits the crossbow’s rate of fire. the harquebus misfires and nothing happens.
You must use two hands to load this weapon. You Explosion If you roll a 0 or less to attack with the weapon,
can attack with a crossbow while riding a friendly the harquebus explodes and deals 2d6 damage to you.
creature.
Crossbow Pistol: A smaller, compact version of Hatchet: A basic chopping tool, a hatchet features
the standard crossbow, the crossbow pistol makes an a short wooden haft with a wedge-shaped blade at
excellent sidearm for its size. Reloading the the end. A hatchet is balanced for throwing.
crossbow pistol requires drawing the cord back, Javelin: A short spear designed for throwing.
which takes two hands. Knife: Knives have short blades, no longer than
Dagger: A dagger is a knife with a longer blade six inches, that have one edge or two, emerging from
used as a backup weapon, off-hand weapon and for wooden or leather-wrapped grips. Knives are
close quarters fighting. Unlike the knife, the balanced for throwing.
dagger’s often heavy blade makes it unsuited for Knuckledusters: Rings of iron or bronze welded
throwing. Daggers come in various designs, with together so that they can be worn over the fingers,
some being distinctive enough to have special knuckledusters turn punches into bone-breaking
names, such as the stiletto, baselard, dirk, and strikes.
hanger. For bladed weapons balanced for throwing, Lance: A lance is a long, heavy spear. You can
see knife. attack with a lance while riding a friendly creature.
Flail: The flail is a hafted weapon with a length of
chain with one or more weights hanging from one Charging Strike Your attack with the lance deals 1d6 extra
end. The weights can be studded or spiked. damage if you are mounted and your mount moved at
least one area toward the target before you make the
Great Axe: The great axe has a long wooden or attack.
metal haft with grip near the base and a double Mounted Weapon While you are mounted, you treat a
blade at the end. lance as a medium weapon.
Great Sword: The great sword, sometimes called
a two-hander, has a double-edged blade of up to Long Sword: The long sword, sometimes called a
seven feet in length, with a long, leather-wrapped hand-and-a-half sword or claymore, features a long
grip. Designed for fighting cavalry, the weapon is blade with a grip long enough to accommodate a
cumbersome and slow. wielder using both hands.
Hammer: A tool designed to break up rock and Longbow: A larger version of the bow, it fires
pound nails, it also works well as a weapon. A arrows with greater force.
typical hammer has a wooden or metal haft topped Mace: A weighted ball or flanged head caps the
with a metal block. haft of this weapon, making it superior to a club.
Hand Cannon: The hand cannon is a simple Mattock: A tool for breaking up rock, a pick has a
metal barrel attached to a metal stock. You fire the dull slightly curved bladed resting at one end
weapon by touching fire to the flashpan, which perpendicular to its haft.

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Maul: A large, two-handed hammer, it takes Trident: The trident is a hafted weapon with a set
considerable strength to swing the weapon let along of three prongs at one end. The haft tends to be a bit
pull it back to swing again. longer to compensate for the weight of the prongs.
Morningstar: The morningstar resembles a mace, Unarmed: Fist, feet, head, elbows, and knees, an
but the head bristles with spikes. You can wield a unarmed strike sees you use your body parts to
morningstar in one hand or two. harm your foe.
Pike: A pike is an extremely long spear commonly War Club: A big, heavy club, often embedded
used by foot soldiers to thwart cavalry charges. with spikes and knobs to create quite the
impression.
Set for Charge If you use an action to prepare to attack Warhammer: A big, heavy hammer, you can it
with the pike when a creature moves into your area, you with one hand or two.
make the roll with 2 boons, instead of the 1 for using an Whip: A braided length of leather cord extending
action to prepare, and the attack deals 1d6 extra from a handle, the whip cuts strips in the skin.
damage.
Attacks with a whip deal no damage to objects or
creatures wearing armor and deal 1 damage per
Pole-arm: Pole-arms represent a large category of
Attack Die assigned to the attack for all other
hafted weapons that share certain characteristics.
attacks.
Each weapon has a long pole that ends with some
combination of blades, prongs, and spikes at the
end. The particular arrangement of these dangerous Ammunition
bits individuates the weapon so that a halberd is You need at least one piece of ammunition to attack
different from a bardiche. with a ranged weapon. You can purchase bundles of
Quarterstaff: The quarterstaff is a one- to two- ammunition for the weapon you use. At the end of
inch diameter wooden pole, measuring six to nine combat, you can recover some of the arrows, bolts,
feet in length. Many staffs have metal caps at either and stones used for your ranged attacks. Roll luck
end, called ferrules, to prevent the wood from and you recover all the ammunition you fired on a
splintering. success or half as much on a failure.
Rapier: The rapier offers speed and precision Note, some Sages might not worry too much
over the brute force of other swords. It features a about tracking ammunition. Talk with the Sage to
long, slender double-edged blade, with an elaborate determine the case. If so, you’re assumed to have
guard and handle. Rapiers also include a variety of enough ammunition on hand unless you are robbed
small swords such as foils, epees, court swords, or otherwise stripped of your possessions.
dueling swords, and the like. PACKS AND CONTAINERS
Scimitar: The scimitar resembles a sword, but its Item Price Availability
blade has a single edge that grows wider until it Arrows (5) 5 cp C
abruptly narrows to form a point. Sabers, Bolts (5) 5 cp C
backswords, and similar weapons all function as Darts (5) 5 cp U
scimitars. Powder and Shot (1) 5 cp R
Shield: A shield has a wide surface to cover the Stones (20) 5 cp C
wielder’s body. It might be round, square, or have
some other shape. One carries the shield by holding
the straps on the inside.
Packs and
Sling: A sling is a length of cloth and string fitted
with a leather cup to hold the projectile, which is Containers
fired by spinning the sling and releasing the stone Packs and containers make carry several small
with a snapping motion. things, such as coins and jewels, easy.
Spear: A spear is wooden pole of variable length
with a pointed metal blade at the end. Ease of use PACKS AND CONTAINERS
Item Price Availability
and low cost make the spear one of the most Backpack 5 cp C
common weapons encountered. Barrel 3 cp C
Sword: Swords encompass a wide range of similar Canteen 5 cp C
weapons, such as the broad sword, cutlass, and Cauldron 5 cp C
arming swords. It has a long blade with an edge on Flask 2 cp C
one or both sides, some sort of cross guard, and Messenger bag 5 cp C
Quiver or case 3 cp C
handle that ends at a weighted pommel for balance.
Sack 1 cp C
One can thrust, chop, or slash with a sword. Saddle bag 1 sp C
Scroll case 2 sp U

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Backpack: A leather bag with shoulder straps to Many people make their living by providing
keep the arms free, it can typically hold 8 items. accommodations to the adventurers, as well as to
Barrel: The large wooden containers can hold up merchants and other travelers. The following prices
to 20 items or 32 gallons of fluid. are for typical establishments. Cheaper and fancier
Canteen: A metal reservoir with a screw top, a accommodations decrease and increase the price as
typical canteen can hold 1 gallon of fluid. the Sage decides.
Flask: A metal container with a screw top. A flask
can hold up to 1 pint of liquid. ACCOMMODATIONS
Accommodation Price per Day Availability
Messenger Bag: A leather bag with a single Barn or stable 1 cp C
shoulder strap, it can hold 4 items. Common room 2 cp C
Sacks: A typical sack is made from burlap and can Shared room 1 sp U
hold 4 items. Private room 5 sp U
Scroll Case: The wood and leather construction
of the case protects contents from damage. Barn or Stable: Roadside inns and similar places
might rent out the loft or a stall inside the barn or
Food and Drink stable.
Spot by the Hearth: Some tavern-owners and
Meals and drink can be purchased just about innkeepers allow patrons to sleep by the fire.
anywhere for prices based on quality and quantity. Common Room: Most inns have a large common
It’s wise to carry some supplies when venturing into area and let bedrolls or cots to customers. Such
the unknown. areas lack complete privacy and in seedier inns one
must remain vigilant against thieves that share the
FOOD AND DRINK accommodations.
Item Price Availability
Shared Room: Inns that offer more private
Ale or beer, pint 1 cp C
Meal, cheap and dubious 1 cp C quarters usually divide smaller rooms between a
Meal, common 5 cp C couple of guests. Such rooms include one larger bed
Meal, fine 1 sp U or a couple of smaller ones.
Rations (7 days) 1 sp C Private Room: With space at a premium, private
Rotgut, bottle 5 cp C rooms are uncommon and usually found in upscale
Spirits, bottle 1 sp C inns. Sometimes, innkeepers might be convinced to
Wine, cheap bottle 5 cp C
Wine, fine bottle 2 sp U
surrender their personal chambers to a wealthy
guest.
Ale or Beer: Most people drink ale and beer over
water since the alcohol kills whatever is in the water.
Meals: Prices vary wildly for meals in Four
Personal Gear
Personal gear includes items and tools useful to
Towers and beyond. There are few dedicated
adventurers.
restaurants, with most found in the wealthy
districts. Instead, most folks get their food at public PERSONAL GEAR
houses, taverns, or wherever they bed down for the Item Price Availability
night. Acid, bottle 2 sp R
Rations: Sold as enough food for one person to Alchemist’s kit 5 sp R
eat for five days, a package of rations includes nuts, Bedroll 5 cp C
Block and tackle 1 sp C
dried fruits, smoked meat, hard bread, and a bit of Book, rare 5 gp R
oil. Book, uncommon 1 gp U
Rotgut and Spirits: People can make alcohol Book, blank 2 sp U
from just about anything. Rotgut tends to be poor in Candle 1 cp C
quality and some dubious bottles have caused Cards, deck 5 cp U
blindness and even death. Spirits, on the other Chain, 10 feet 5 sp U
Crowbar 5 cp C
hand, come from reputable distillers and are thus
Dice set 5 cp C
safe to drink in moderation. Disguise kit 1 sp U
Wine: From dreadful sugary concoctions to Forger’s kit 1 gp R
quality vintages, wines of all types can be had in and Garrote 5 cp U
around the New Lands. Grapnel 5 cp C
Healer’s kit 2 sp C

Accommodations Herbal Poultice


Holy Water
Hourglass
1 sp
1 sp
1 gp
C
U
U
Incense (5 sticks) 1 cp C

8
Knife, folding 1 sp U Book, Rare: A book with writing concerning a
Lantern 2 sp C particularly obscure subject. If you can reference
Lantern, spotlight 5 sp U
the book, you make Intellect rolls related to the
Liquid Smoke 1 gp R
Lock and key 1 sp U
book’s subject with 2 boons.
Lock picks 1 sp U Book, Uncommon: A book with writing
Magnifying glass 5 gp R concerning a particular subject. If you can reference
Manacles 5 cp C the book, you make Intellect rolls related to the
Mess kit 5 cp C book’s subject with 1 boon.
Mirror, small 1 sp U Book, Blank: A heavy book with 100 blank pages.
Musical instrument 1 sp U
Candle: Made from tallow or wax, a lit candle
Navigator’s instruments 1 gp R
Net 5 cp C
burns for 8 hours. One lit candle sheds dim light,
Occultist’s Kit 5 sp R while ten lit candles shed bright light.
Oil, pint 5 cp C Cards: A typical deck of cards has 78 cards, with
Paper (5 sheets) 5 cp U 22 major arcana cards, and 56 minor arcana cards
Pitons (10) 1 sp C divided into four suits. The suits are usually cups,
Pole, 10-foot 5 cp C pentacles, wands, and swords. The cards of the
Quiver 5 cp C
minor arcana include those numbered from 1 to 10,
Rope, 50 feet 5 cp C
Spare Parts 1 sp U along with a page, knight, queen, and king to
Spike, iron (3) 5 cp C complete a set of 14. The major arcana cards
Spyglass 5 gp R typically correspond to those found in a typical tarot
Sulfur sticks, box of 20 5 cp U deck. Generally, games of chance are played using
Symbol, Religion 5 cp C the minor arcana only.
Tent, 2-person 1 sp C Chain: A sturdy length of chain takes 10 damage
Tinderbox 5 cp C
Tool kit 1 sp C
to sever. A creature with a 15 Strength or higher can
Torch (5) 5 cp C snap the chain by with a successful Strength roll
Writing kit 1 sp U made with 1 bane.
Crowbar: A thick metal bar with a flattened
Acid: Alchemists sell acid in glass bottles. You can section on one end, it is useful for prying open
use an action to pour or toss out the bottle’s doors and containers. Using a crowbar grants you 1
contents. The acid deals 2d6 damage to wood, plant boon on Strength rolls made to force open doors.
fibers, and flesh, and other organic materials, plus You can also use a crowbar as a weapon. The
1d6 damage at the end of each round for 1 minute or crowbar functions as a club, but imposes 1 bane on
until the acid is diluted with water or neutralized rolls made to attack with it.
with lime. If tossed at a creature you can reach, the Dice Set: A typical set of dice includes three to
target can make an Agility roll and avoids the acid five six-sided dice carved from ivory, bone, or some
on a success. other material. Each die side features a different
You can also make an area attack with a bottle of number of pips, numbered one to six. Other shaped
acid by throwing it to a point within your area. Roll dice might be available with uncommon availability.
Agility. On a success, the bottle lands where you Disguise Kit: A case containing greases, waxes,
choose and breaks open to splash everything that and other cosmetics, you can use it to make
can reach that point. On a failure, the bottle lands someone appear to be someone they are not. A
somewhere else and splashes as a success. The acid disguise kit has 5 uses.
deals damage as described above. A creature that You can use an action and expend a use from the
would take this damage can roll luck and takes half kit to create a disguise for yourself, if you have a
the initial damage on a success. mirror or some other reflective surface, or for
Acid can be neutralized with lye, lime, or some someone you can reach. It takes about 10 minutes to
other strong base. finish the disguise. At the end of this time, roll
Alchemist’s Kit: This kit includes a burner, Intellect. You create a convincing disguise on a
alembics, flasks, a manual, plus an assortment of success, or a flawed one a failure.
occult substances. The kit counts as three items for A disguise can alter a person’s hair color, skin
carrying capacity purposes. color, gender, grant blemishes or conceal them, alter
Bedroll: Anything from a sleeping bag to a a person’s height by up to 6 inches or increase or
bundle of blankets, a bedroll provides a comfortable decrease a person’s apparent weight by 20 percent. A
sleeping place. disguise lasts until something foils it. Fire, heat,
Block and Tackle: When used with a rope or dousing with water, or similar effects can ruin a
chain, block and tackle can help you lift extremely disguise. A disguise is not foolproof, but it is
heavy objects.

9
sufficient to allow people to conceal their identities this damage can make a luck roll and the droplets
from casual inspection. miss on a success.
Forger’s Kit: A forger’s kit includes all the tools Hourglass: A wooden frame holds a pair of glass
and materials one needs to make copies of official bulbs connected in the middle by a narrow neck.
documents, invitations, and similar items. Sand sits in one bulb. When flipped so that the bulb
You can make a forgery of document or similar holding the sand is at the top, the sand drains into
object you can see. The time it takes to produce the the empty bulb in about 1 hour.
copy varies, from just a few minutes to several days Knife, Folding: The blade of this knife unfolds
depending on the nature of the forgery. Usually, from the handle. Attacking with this item counts as
creating the forgery requires a successful Intellect making an unarmed attack.
roll, with 3 or more banes depending on the Lantern: A standard lantern has a reservoir of oil
original’s complexity. If you are an artisan, you topped by an adjustable wick contained inside of
reduce the number of banes by 2 (minimum 0). glass and metal case. The reservoir can hold a pint
Some forgeries might not be possible without a of oil. You can use an action to light the wick,
special talent, at the Sage’s discretion. A forger’s kit causing the lantern to emit bright light. It takes four
includes enough material to make 5 forgeries. hours to burn through a pint of oil.
Garrote: This length of wire has two handles at Lantern, Spotlight: A spotlight lantern functions
either end and is used to strangle creatures. If you’re as a regular lantern, but emits light in just one
armed with a garrote, you can attack with it as if you direction out to two areas.
were making unarmed attack. A creature more than Liquid Smoke: Sold in a ceramic bottle labelled
2 sizes larger than you cannot be affected by your “Do Not Drink,” the fluid turns to a thick, smoke-
garrote. On a success, the target becomes grabbed. like gas when exposed to air. You can use an action
While the target is grabbed in this way, it is impaired to shake the bottle and throw it anywhere within an
and is subject to suffocation. Each time you strangle adjacent or closer area. When the bottle lands or
the target, it takes 1d6 damage. impacts against a solid surface, it cracks open and
Grapnel: A metal device with one or more the liquid releases thick gas to spread through the
curving prongs extending from a metal neck, the area, causing everyone in it to become blinded for as
loop at the base of the neck is wide enough to long as they remain there. At the end of the round,
accommodate a typical rope. The grapnel can be the smoke spreads into adjacent areas obscure them
thrown straight up a number of yards equal to 2d6 + as well. The liquid generates smoke for 1 minute, but
the thrower’s Strength modifier (minimum 1). To the smoke remains in the air for about 1 hour.
catch the grapnel onto a protrusion within the Lock and Key: A basic padlock, it comes with a
thrower’s range requires a successful Agility roll. If key.
the grapnel catches and has been attached to a rope, Lock Picks: Tools designed to thwart locks, they
creatures can ascend the rope for as long as the include several files, bent wires, needles, and the
grapnel holds. like. You can use lock picks to attempt to open a lock
Healer’s Kit: A set of bandages, ointments, herbs, you can reach. The time it takes to make the attempt
thread, and needles, all of which can be used to treat depends on the lock’s complexity, though it takes 1
injuries, a healer’s kit has 5 uses. You can spend 1 minute to open an ordinary lock. A successful
minute treating a willing or unconscious creature. attempt requires succeeding on an Agility roll.
When you finish, you can expend a use from the kit Superior locks might impose additional banes.
and roll Intellect. On a success, the target heals Magnifying Glass: A glass lens, it is sometimes
damage equal to 1 + its level. held in a metal frame with handle. The lens offers
Herbal Poultice: Apothecaries create herbal ten times magnification of any object you can reach.
poultices from plants with curative properties. You Manacles: A basic set of metal cuffs attached to
can use an action to apply a poultice to one creature each other by a thick chain, the manacles have a
you can reach. The next time the creature heals locking mechanism and a key to lock and unlock
damage from resting for 1 hour, the creature heals them. A creature wearing manacles can attempt to
twice the normal amount. break the chain if the creature has at least a 15
Holy Water: Sold in glass bottles etched with the Strength and succeeds on a Strength roll with 2
symbol of the religion responsible for its blessing, banes.
each bottle contains one dose. You can use an action Mess Kit: A typical mess kit includes a plate, cup,
to splash the liquid from inside the bottle at a knife, and fork that all fold up into a tidy package.
creature in the area. If the creature is a demon, Mirror, Small: Handheld mirrors are often made
faerie, or undead, it takes 2d6 damage. Otherwise, from highly polished metal to make them more
the water has no effect. A creature that would take durable when used in the field.

10
Musical Instrument: A musical instrument can order to spring traps or to push on pressure plates
be any type that one can normally carry such as a and the like from a distance.
lute, flute, hand drum, and so on. Larger Quiver: A case designed to hold arrows, bolts, and
instruments as well as instruments of higher quality similar projectiles. A quiver can hold up to 20
cost more. projectiles.
Navigator’s Instruments: A set of tools used by Rope: Sold in 50-foot coils, rope might be made
navigators to chart their courses and avoid from hemp, silk, or some other material. It takes 3
becoming lost, they include a sextant, charts, and damage to cut a length of rope. A creature with
astrolabe. Strength 14 or higher can break the rope with a
Net: Made from rope and tied in a grid pattern, a successful Strength roll with 1 bane.
net can ensnare other creatures. You can use an Spare Parts: A set of spare parts include all kinds
action to throw the net at one creature in your area. of mechanical components used to build and repair
Roll Agility against the target’s Agility. On a success, devices as well as clockworks. You can use an action
the net falls over the target and causes it to become to expend the parts and cause one clockwork,
entangled until a creature uses an action to remove automaton, or other device you can reach to remove
the net. An entangled creature is impaired and damage equal to 1 + its level.
cannot retreat or run. An entangled target can use Spike: A one-foot tapering length of iron.
an action to roll Agility with 1 bane. On a success, Spyglass: A collapsible tube of brass and wood
the target ends the entanglement. A target with a fitted with a set of lenses, the spyglass lets you see
Strength of 14 or higher can use an action to make a farther than you ordinarily can when you peer
Strength roll with 1 bane. On a success, it tears free through it. A spyglass provides ten times
from the net, destroying it. Finally, a creature with magnification of objects.
an edged weapon can use an action to cut a hole in Sulfur Sticks: Sold in boxes often printed with
the net, thus freeing the target. colorful labels and designs, sulfur sticks are thin
Occultist’s Kit: An occultist kits contains lengths of wood that catch fire when drawn across a
everything one might need to perform rituals, rough surface. Each stick burns for 1 round before
ceremonies, and other activities related to magic guttering out and gives off light in a 1-yard radius.
and the occult. The kit contains a pair of knives, a Symbol: A small icon, badge, medallion or charm
chalice, pentacle, chalks for inscribing mystic shape like one used by a particular religion.
diagrams and circles, as well as a set of ten black Tent: Unfolded, a tent provides shelter to up to
candles. two people. It takes a few minutes to set up a tent
Oil, Pint: Normally sold in clay flasks with cork and take it down.
stoppers, oil can be used to prevent weapons and Tinderbox: This wooden box holds a piece of
armor from rusting as well as to light lanterns. You flint, a small steel bar, and several wood shavings. It
can also use an action to stuff a flaming rag into the takes about a minute of work using a tinderbox to
neck of the oil flask and throw it into an adjacent start a flame. You can readily replenish the wood
area or anywhere in your area. When the flask shavings for free.
impacts against a solid surface, flaming oil spreads Tool Kit: A tool kit includes a hammer, wrench,
out across flat surfaces and burns for a few minutes pliers, screw drivers, an awl, and other tools used by
to create obscurement in the area from the smoke. craftsmen.
You can also use an action to throw the flask at a Torch: Torches can be short wooden staves,
creature in your area. Roll Strength or Agility roll bundles of twigs, or something similar. Most usually
against the target’s Agility. On a success, the flask have a naphtha-soaked rag tied around the end. If
hits, breaks, and covers the target with flaming oil. you have a ready flame, you can light a torch
The target takes 1d6 damage from the flames, and without using an action. You can attack with a torch
1d6 extra damage at the end of each round until a as if it was a club, but the torch imposes 1 bane on
creature uses an action to douse the flames. On a rolls you make to attack with it. A lit torch deals 3
failure, the flask misses, strikes a solid surface and extra damage from the flames. A torch emits bright
splashes up to randomly determined creatures or light for up to 2 hours.
objects in its area with burning oil that deals 1d6 Writing Kit: A writing kit includes 5 sheets of
damage. parchment or paper, a couple bottles of ink, pens, a
Pitons: Pitons are short metal spikes backed with knife, and a bag of sand to dry the paper.
loops. Climbers hammer them into the rock and
thread rope through them to aid those climbing up
from below. Implements
Pole, 10-foot: A 1-inch diameter, 10-foot-long An implement aids you in the casting of spells, by
wooden pole, it’s often used to tap the floor ahead in helping you focus the magical energies more

11
effectively. To derive benefits from an implement, Talisman: Talismans are protective charms
however, you must be attuned to it. You can be normally hung from chains worn about the neck or
attuned to one implement at a time. wrist. The charms can be made from any material
and have any shape or appearance. Some are
Attunement simple, with just a rune or symbol etched on their
You can become attuned to an implement provided surface. Others are more elaborate, having been
you have learned at least one spell. If so, you must fashioned into stars, blades, or animals.
touch the implement and maintain physical contact If you are attuned to a talisman and wear it on
with it for 1 hour. When you finish, you are attuned your body, you can use a reaction to impose 1 bane
to the implement until you die, the implement is on rolls made to attack you.
destroyed, or you become attuned to a different Tome: A tome is a sturdy book containing
implement. information about magic and spellcasting. Some
tomes appear sinister, wrapped in chains or
IMPLEMENTS decorated with bones and teeth. Others might be
Item Price Availability elegant, with dyed blue covers covered in silver
Orb 5 gp R script, held closed by a magnificent lock shaped like
Sacred Knife 5 gp U
Skull 5 gp R
a human face.
Staff 5 sp C If you are attuned to a tome when you cast a spell,
Talisman 5 gp U you make any roll against Intellect as a result of
Tome 5 gp U casting this spell with 1 boon. In addition, if you can
Wand 5 sp C reference the tome, you count as having
professional knowledge for the purposes of
Sacred Knife: No ordinary knives, these recalling information about magic.
implements are made from fine metals, worked with Wand: Some crooked, others straight, some
runes and sigils, the blade during its forging fashioned from wood, and others are made from
quenched in rare elixirs so the blade can capture metal, wands can look like scepters, rods, or the
magical energies. Even the leather wrapping the batons wielded by conductors. All wands, though,
grips have been worked with strange oils and is contain a special material within their structures to
white or black. aid the caster in directing spells.
If you are attuned to a knife, when you deal If you are attuned to a wand when you cast a
damage with a spell, you deal 1d6 extra damage. spell, the wand grants you 1 boon on rolls made
Orb: Orbs are spheres of blown clear or colored against Agility.
glass. They can be carried in netting, mounted atop
staffs, or simply carried in hand.
If you are attuned to an orb and wield it when you Substances
cast a spell, you can channel the magic through the The province of alchemists, herbalists, and some
orb, causing it to fill with smoke. You impose 1 bane science-minded scholars, the process of brewing
on rolls made to resist your spell. potions involves different techniques that often
Skull: For a skull to be a suitable implement, it involve infusing magical substances into common
must be cleansed of all flesh and hair, dried, and fluids such as water or alcohol. Magical substances
then have mystic runes carved over the exterior are divided into five categories: elixirs, philters,
surface. These etchings must be painted with black poisons, potions, and powders.
ink made from rare and exotic materials such as ink Creating Substances: You need a recipe to craft a
from a kraken, the gall from catoblepas, and the substance. You might purchase recipes from
spittle of a dragon. alchemists, apothecaries, witches, and others, or
If you are attuned to a skull when you cast a spell, you might find them. A recipe has a price equal to
the skull grants you 1 boon on rolls made against half the price of the substance it would create.
Strength and Will. By following the recipe’s instructions, you can
Staff: Staff implements are long poles, often made spend 1 hour using an alchemist’s kit to brew a
from wood, with ornate carvings along their lengths. substance from rare ingredients worth half the
Most typically have some sort of adornment at the substance’s price. At the end of this time, you have
top. Adornments include chunks of crystal, carvings one dose of the substance.
of animals or their heads, claws clutching glass
balls, or ferrules made of copper, bronze, or silver.
A staff implement can be used as a quarterstaff Elixirs
and it gains the Defense +1 property. In addition, Elixirs contain curative properties that can fight off
whenever you attack with the staff, your attacks deal sickness, cure wounds, and even neutralize harmful
1d6 extra damage. substances. Elixirs are sold by the dose and a

12
creature must drink the entire dose to gain any Philter of the Fool 2 sp R
benefit from it. An elixir cannot be diluted and it Philter of Truth 2 sp R
loses its magical properties when mixed with
another liquid. Philter of Deep Slumber: This philter tastes of
Consuming Elixirs: A creature holding an elixir elderberries. Drinking it causes you to fall prone
can use an action to either drink it or administer it become impaired for 1d6 + 1 hours. While impaired
to an unconscious creature it can reach. Consuming in this way, you are unconscious. Time spent
the elixir expends its magic. An elixir always takes unconscious from consuming this philter counts as
effect during the upkeep in which it is consumed. resting.
Philter of Inaction: Drinking this highly
ELIXIRS alcoholic philter causes you to become impaired for
Item Price Availability 1d6 + 1 hours. While impaired in this way, you
Elixir of Detoxification 1 gp R cannot retreat or run.
Elixir of Greater Healing 1 gp R
Elixir of Healing 2 sp U
Philter of Love: Drinking this sweet, honeyed
Elixir of Panacea 5 gp E philter causes you to become impaired for 1d6 + 1
Elixir of Vitality 1 gp U hours. While impaired in this way, you are friendly
Elixir of Wound Closure 1 gp R to all creatures.
Philter of Peace: This philter has a smoky taste.
Elixir of Detoxification: Drinking this pink elixir Drinking it removes the frightened affliction from
removes the sickened affliction and rids you of the yourself and grants you 1 boon for 1 hour on Will
affliction’s source. rolls made to resist harmful effects.
Elixir of Greater Healing: Drinking this white, Philter of Rage: Spicy and hot, drinking this
thick liquid causes you to heal 3d6 + 3 damage. philter causes you to become impaired for 1d6 + 1
Elixir of Healing: Drinking this thin white liquid hours. While impaired in this way, you are
causes you to heal 1d6 + 1 damage. unfriendly to all creatures, treat all creatures as
Elixir of Panacea: Drinking this golden liquid enemies, and increase your Attack Dice by 1d6.
causes you to heal all damage and remove the Philter of Telepathy: This philter has no taste.
fatigued and sickened afflictions. The elixir also rids Drinking causes you to become impaired for 1d6 + 1
you of sources of those afflictions. hours. While impaired in this way, you can
Elixir of Vitality: Drinking this effervescent communicate with any creature that knows at least
brown liquid removes the fatigued affliction and one language and is within an area adjacent to you
grants you a +3 bonus to its Health for 1 hour. or closer without having to speak. Communication
Elixir of Wound Closure: Drinking this yellow is two-way, so you can broadcast your thoughts and
brown liquid lets you reduce a penalty to Health by receive those from other creatures.
1d6 or heal 2d6 damage. Philter of the Fool: You become impaired for 1d6
+ 1 hours after drinking this goopy mess. While
Philters impaired in this way, you believe whatever you hear.
Philter of Truth: Drinking this metallic philter
Philters are magical liquids that when consumed causes you to become impaired for 1d6 + 1 hours.
causes a change to the drinker’s mental state. They While impaired in this way, you cannot knowingly
might induce feelings of goodwill and affection, speak a lie.
spark uncontrolled rage, or afflict the drinker with
delusions, madness, or worse. A philter can be
mixed with other fluids without affecting its Poisons
efficacy. Many substances have deleterious effects when
Consuming Philters: A creature holding a philter consumed, effects that might cause sickness,
can use an action to either drink it or administer it incapacitation, or even death. A small selection of
to an unconscious creature it can reach. Consuming toxic substances follows and all are of the
the philter expends its magic. A philter always takes manufactured variety. Most communities outlaw the
effect during the upkeep in which it is consumed. selling of poisons and punish poisoners and poison-
makers with imprisonment or death.
PHILTERS Applying Poison: You can use an action to apply
Item Price Availability
Philter of Deep Slumber 1 gp E
poison to an object you can reach. Depending on
Philter of Inaction 2 sp R the poison, you might smear it on an edged or
Philter of Love 2 sp R pointed weapon or piece of ammunition, drop it
Philter of Peace 2 sp R into a drink or mix it into food. Once applied, you
Philter of Rage 2 sp R must roll luck. On a failure, you expose yourself to
Philter of Telepathy 1 gp E the poison and suffer its effects.

13
POISONS A creature that consumes the poisoned food or
Item Price Availability drink becomes, after 1d6 hours, takes 2d6 damage
Amallin 10 gp E and becomes sickened. While sickened in this way,
Basic Poison 1 gp the creature cannot breathe and is subject to
Blood of Alice 1 gp E
suffocation.
Heartkill 25 gp E
Nalic Oil 5 gp E
Strangler Powder 10 gp E Potions
Amalin: Amlin comes from the skin of rare tree Potions are magical liquids that have a variety of
frog and is prized for paralyzing its victims. You can different effects. Potion bottles run the gamut, from
use an action to apply the dose to one weapon or simple metal vials to bottles shaped like animals or
piece of ammunition. The next creature to takes in artistic designs in colorful glass. Each bottle
damage from the poisoned weapon or piece of contains a single dose, which must be fully
ammunition must roll Strength with 1 bane. A consumed to activate its effects.
creature becomes sickened for 1 round on a success, Consuming Potions: A creature holding a potion
and falls prone and becomes sickened for 1 hour on can use an action to either drink it or administer it
a failure. While sickened in this way, the creature is to an unconscious creature it can reach. Consuming
also stunned. the potion expends its magic. A potion always takes
Blood of Alice: A syrupy sweet liquid, it is the effect during the upkeep in which it is consumed.
nectar of the Alice flower, a trumpet flower that Mixing Potions: Rarely is it a good idea to mix
grows in the southern jungles beyond the Sea of two potions together, even the same kinds of
Fears. A dose of this poison can contaminate a potions. The magic contained in the fluids proves
tankard-full of liquid or a single meal. volatile and thus the combination of potions
A creature that consumes drink or food produces unpredictable effects. Mixing a potion
contaminated with this poison must roll Strength occurs when you add one potion to another,
with 3 banes 1 hour later. On a failure, the creature whether you combining two potions into a new
becomes sickened. While sickened in this way, the container or if you drink a potion while under the
creature is unconscious. At the end of each hour, the effect of another potion. Roll 3d6 and consult the
creature can roll Strength with 1 bane and, on a following table to see what happens.
success, removes the sickened affliction from itself. MIXED POTION EFFECTS
Heartkill: A jar of this crimson paste can cover 3d6 Effect
the edge of an edged or pointed weapon or piece of 18 The potions combine to become a new potion of the
ammunition and retains potency for 1 hour or until Sage’s choice. If the new potion has a duration, it
it deals damage to a creature. A creature that takes lasts three time as long.
16–17 Each potion in the mix works normally, and if they
damage from a weapon or ammunition smeared
have durations, they each last twice as long.
with this poison must, during the upkeep, make a 13–15 Both potions continue to work as normal.
Strength roll with 3 banes. The creature takes 10d6 9–12 The effects of one potion chosen by the Sage stops
damage on a failure, or half the damage on a working.
success. 6–8 The effects of both potions stop working.
Nalic Oil: This thin colorless oil requires nothing 4–5 The mixed potions become toxic and their original
but contact to attack a creature’s system. You can effects end. You must roll Strength, taking damage
equal to your Health on a failure, or half your Health
apply the oil to a hard surface such as a door
on a success. If you’re still alive, you become
handle, a bowstring, or the weapon’s grip. A dose of sickened until rest for at least 8 hours.
poison, once applied, remains potent for up to ten 3 The mixed potions combine to become volatile, but
touches or for 1 hour. their effects continue. The next time you take
A creature that touches the oil with exposed flesh damage while under either potion’s effect, the
becomes, after 1 hour, sickened and takes 3d6 mixture explodes, dealing 20d6 damage to you and
damage. At the end of each thereafter that the everything in the area around you. A creature, other
than you, that would take this damage can roll Agility
creature is sickened, the creature must succeed on a
and takes half the damage on a success.
Strength roll with 1 bane or take 3d6 damage. After
the third success, the creature removes the sickened POTIONS
affliction from itself. Item Price Availability
Strangler Powder: Made by pulverizing a red Potion of Clarity 1 gp U
stone sometimes found near iron deposits in the Potion of Dragon’s Breath 1 gp R
Potion of Power 5 gp U
ground, strangler powder has a slightly bitter taste.
Potion of Fire Resistance 5 sp U
A dose of strangler powder can contaminate food Potion of Heroism 5 gp E
and drink for up to five people. Potion of Invisibility 5 gp E

14
Potion of Invulnerability 5 gp E Potion of Strength: When you drink this ruddy
Potion of Polymorph 5 gp E liquid, you make Strength rolls with 1 boon and you
Potion of Quicksilver 1 gp R
impose 1 bane on rolls made against your Strength
Potion of Strength 1 gp U
Potion of Titanic Growth 5 gp R
for 1 hour.
Potion of Uncommon Luck 1 gp R Potion of Titanic Growth: Drinking this dark,
Potion of Water Breathing 5 sp U coppery causes you to grow to size 4, though the
Potion of Weightlessness 1 gp R increase in size does not extend to your clothing or
possessions and thus you tear out of your clothing.
Potion of Clarity: When you drink this blue If you would grow to a size that the area you are in
liquid, your vision sharpens for 1 hour. Until the cannot accommodate, you stop growing when you
effect ends, you can see into adjacent areas of reach your limit. The effect lasts 1 hour, at which
darkness as if those areas were lit. In addition, you point you suddenly return to normal size and
can focus your gaze to see through objects. Using an become impaired for 1 round from the resulting
action, you can, for 1 round, see through 3 feet of dizziness. If you were size 1 or smaller when you
wood, 1 foot of stone, or 1 inch of any metal other drink this potion, you reduce your Defense by 4. If
than lead. you size 2, reduce your Defense by 2. If size 3, reduce
Potion of Dragon’s Breath: Drinking this bright your Defense by 1. You impose 2 banes on rolls
red, spicy liquid causes your breath to smoke for 1 made against your Strength, make Strength rolls 2
hour. You can use an action to spew flames from boons, and can make melee attacks against targets
your mouth at one creature or object in your area, in your area.
dealing 2d6 damage to it. A creature can roll luck Potion of Uncommon Luck: When you drink
and takes half the damage on a success. down this bubbly brew, you feel as though
Potion of Power: Drinking this midnight blue everything is about to go your way. For 1 hour, you
liquid makes your entire body tingle. You gain one make luck rolls with 1 boon.
casting that lasts until expended or for 1 hour. Potion of Water Breathing: This foul-tasting
Potion of Fire Resistance: Drinking this sooty brew gives you the ability to breathe water as easily
black liquid afflicts you with nausea for 1 minute, as you do air for 1 hour.
causing you to become impaired until the nausea Potion of Weightlessness: When you drink this
ends. While impaired in this way, you are immune purple, bubbly fluid, you rise an inch off the
to damage from fire and cannot feel heat. ground. At the end of each round for 1 hour, you rise
Potion of Heroism: When you drink down this 2d6 inches higher and remain there. If you
golden liquor, you feel invincible, like you can see encounter a ceiling, you stop rising and can pull
things no one else can see, do things no one else can yourself along it as if you were crawling. Similarly, if
do. The potion’s effects last for 1 hour, during which you can reach a wall, you can pull yourself along it,
time you can’t be frightened and you make attribute again as if you were crawling. You can be pulled
rolls with 1 boon. back down, but if released, you continue rising.
Potion of Invisibility: Drinking this thin, watery When the effect ends, you release a terrific belch
liquid causes your body to become invisible for 1 and descend 3d6 inches each round until you touch
hour. The potion has no effect on the clothes you the ground or a solid surface.
wear or your other possessions.
Potion of Invulnerability: When you drink this
thick, gray liquid, you become immune to damage
Powders
for 1 hour. However, whenever you would take Powders have many different effects, some being
damage, you must roll luck. On a failure, the potion toxic, others hallucinogenic, others just irritating.
wears off immediately. Sold in small paper packets, they are tossed or
Potion of Polymorph: You need to drop a hair, bit blown into the faces of other creatures so that they
of nail, or scrap of flesh of another creature into the breathe in the powder and become subject to their
potion bottle and give it a good shake before you effects soon after. You can use an action to blow the
drink it. When you choke down the foul-tasting powder at a creature within reach or use an action
brew, you transform into a copy of the creature who to inhale the powder yourself. An unwilling creature
donated the specimen and remain in its form for 1 can make a luck roll and avoids the powder’s effects
hour or until you become incapacitated. on a success.
Potion of Quicksilver: This silvery potion has a POWDERS
minty flavor. Upon drinking it, you feel your heart Item Price Availability
race. For 1 hour, you can move one additional time Choke Dust 1 gp R
on each of your turns. When the potion wears off, Eyeblind Powder 1 gp E
you are fatigued for 1 hour. Ironmelt Powder 5 sp R
Confusion Dust 5 sp R

15
minute. Any creature in the area when the gas
Choke Dust: An ultrafine powder that when appears or that enters it must succeed on a Strength
breathed in irritates the lungs and causes creatures roll or take 1d6 damage and become sickened for as
to cough, a creature that inhales the dust becomes long as it remains in the area and for 1 minute
impaired for 1 minute. While impaired in this way, thereafter.
the creature cannot retreat, run, or breathe. Bomb, Incandescent: When an incandescent
Eyeblind Powder: A mixture of lye powder, iron bomb explodes, it throws jagged fragments in all
filings, and other mysterious ingredients, a creature direction and release a burst of blinding light. You
exposed to this powder becomes blinded for 1 can use an action to throw this bomb to a point in
minute. your area. When the bomb strikes a solid surface, it
Ironmelt Powder: The brown flakes of this explodes, dealing 2d6 damage to everything within
powder can dissolve metal. When blown on or its area and causing creatures in it to become
sprinkled over an object made of iron or an iron blinded for 1 minute. A creature that would take this
alloy, the object takes 1d6 damage at the end of each damage can roll luck and just takes half the damage
round for 1d6 + 1 rounds. on a success.
Confusion Dust: A creature that inhales this fine,
white powder becomes impaired for 1 minute from
hallucinations. At the end of each round, the Devices
affected creature must succeed on a Will roll or The new science of engineering has tamed steam
become stunned for 1 round. and clockwork to create a bevy of mechanical
wonders. What began with reliable timekeeping
Bombs devices has grown into mechanical servants,
machinery capable of doing the work of dozens,
Innovations in the sciences have led to the discovery and, naturally, dreadful weapons of war. Despite the
of explosive materials capable of bursting doors and recent advances, devices remain expensive and
bringing down buildings. As potent as bombs can difficult to find outside of the largest cities.
be, they are dangerous as they tend to go off when
people least expect it. If a bomb takes any damage DEVICES
Device Price Availability
from fire, the Sage rolls luck. On a success, the Breathing Filter 1 gp R
bomb explodes as described. Climbing Ladder 5 sp U
Clock 1 gp R
EXPLOSIVES Conductor Rod 1 gp R
Device Price Availability
Flame-maker 5 sp R
Bomb, Explosive 1 gp R Gewgaw 1 sp R
Bomb, Gas 2 gp R
Glimmer Sphere 5 sp R
Bomb, Incandescent 2 gp R
Mechanized Caltrops 5 gp R
Messenger Moth 5 sp R
Bomb, Explosive: A bomb is a round metal ball Pocket Watch 5 gp R
filled with combustible material and fitted with a Spring Shoes 1 gp R
fuse. It takes a lit fuse 10 rounds to burn down and
cause the bomb to explode, though you can cut the Breathing Filter: When fitted over the mouth, the
fuse so that the bomb detonates in less time. You use filter cleans the air of smoke, gas, and other
an action to light the fuse. When the fuse burns contaminates. The filter is good for 4 hours before
down, roll luck. On a success, the bomb explodes they need to be replaced, which they can for 2 sp.
dealing 2d6 damage to everything in its area. On a Climbing Ladder: A climbing ladder appears as a
failure, the bomb is a dud and nothing happens; a thick metal rod with a button on either end. If you
new fuse (1 cp) fitted to the bomb lets you try again. depress one button with the bar placed against a flat
A creature in the area where the bomb explodes can vertical surface, the device activates. The bar opens
roll luck. On a success, the creature takes half the to reveal a bar within that is pushed 1 foot up and
damage. On a 5 or less, the creature becomes secures itself to the surface before opening to
stunned for 1 round. release another bar. This continues until the
Bomb, Gas: A gas bomb is a small metal cannister upkeep, at which point twelve bars form a ladder in
with a twistable ring around its center. Turning the the surface, each step 1 foot above the next.
ring exposes holes that release a noxious gas. You Depressing the other button reverses the process
can use an action to turn the ring and throw the until only a metal rod remains.
bomb to a point into an adjacent or closer area. Clock: An ornate mechanical device for keeping
During the upkeep, gas spreads out from the bomb time, when fully wound, the clock operates for 24
to creature obscurement in the area around it for 1 hours, though it loses 1d6 minutes each hour.

16
Conductor Rod: Sometimes called a shock stick then attaches itself to the dock. An active messenger
or a shocker, the conductor rod is a rubber-handled, moth has a Defense 11 and Health 3.
1-foot-long, 1-inch diameter metal rod wrapped with Pocket Watch: A compact version of a clock, it is
copper wire. The rod functions as a club. If, small enough to fit in your pocket. The price
however, you use an action to vigorously shake it, includes a thin chain.
the rod builds an electric charge that lasts for 1 Spring Shoes: Each shoe has a small button
minute. While charged, your attacks with the rod installed inside. While wearing the shoes, as part of
deals an additional 1d6 damage from the electrical your move, you can depress the buttons, which
jolt it imparts. causes a pair of springs to burst from the heels and
Flame-maker: A small metal cube that can fit in propel you 3d6 feet into the air. It takes an action
the palm of your hand, a hinged lid opens to reveal a and a toolkit to reset the shoes.
wick, wheel, and bit of flint. You can spin the wheel
and cause a tongue of flame, about as bright as a
candle, to burn. The flame-maker has enough fuel Trinkets
to burn for 4 hours total, with each use counting as 1 Artificers do brisk business building and selling
minute of time. You can refill the flame-maker with trinkets to wealthy adventurers. Items imbued with
a flask of oil. minor magic make expeditions into the deepest
Gewgaw: Any of the many clockwork objects dungeons easier by allowing anyone to make use of
created to amuse and distract, they include their properties. Such items do not come cheaply,
mechanical toys and music makers. unfortunately. What follows is a selection of the
Glimmer Sphere: A glimmer sphere is 3-inch- most common trinkets available. Others might be
diameter ball made from thin glass that holds a found at the Sage’s discretion.
filament in the center. If you use an action to shake Identification: When purchased, the seller
the orb vigorously, it sheds bright light for 1 hour explains how to use a trinket. When found, however,
before sputtering out again. identification of the trinket’s properties might take
Mechanized Caltrops: Mechanized caltrops are some effort. When examined under the effect of a
sold in small, metal boxes that break open to release spell that reveals magical auras, the trinket shines
their contents when they strike a hard surface. You with faint magic. Although spells can sometimes
can use an action to throw the box to a point in your identify a trinket’s properties, often one must figure
area, which releases a flood of miniscule machines them out through experimentation—pushing
to spread across flat surfaces in their area, creating buttons, shaking them, or simply using them in a
challenging terrain. If a creature moves onto or manner that seems they were intended to be used.
across the surface in the area, it must also succeed Limits on Use: You can have any number of
on an Agility roll or take a 1d6 penalty to Health. trinkets, but you are limited in how many trinkets
At the end of each round for 1 minute, the you can typically wear. For example, you can wear
machines swarm in their area, forcing each creature one cloak, one pair of boots, one pair of gloves, and
in it to roll Agility. On a failure, the creature takes so on.
1d6 damage. The machines can then move into an
adjacent area.
TRINKETS
Trinket Price Availability
Any area attack that deals 5 damage or more Bottomless Bag 5 gp R
destroys the machines. Chameleon Cloak 1 gp R
Messenger Moth: In its dormant form, a Climbing Gloves 1 gp R
messenger moth appears as a 2-inch long, 1/2-inch Dark Goggles 5 gp R
diameter metal rod with a screw cap, fitted with a Flying Carpet 10 gp
mesh of wires, on one side. Each moth is sold with Fortune Stone 1 gp R
Glow Stone 1 gp R
two metal docks, each one of which it is designed to Magic Armor +10 gp R
seek out when activated. You can use an action to Magic Weapon +10 gp R
unscrew the cap, which causes a pair of thin metal Protective Amulet 10 gp R
wings to unfold from the moth’s body and begin to Serpent Rope 5 gp R
flap. The moth can record up to 10 seconds of sound Silent Boots 1 gp R
and then flutter off toward the dock that is farthest Skeleton Key 1 gp R
from it, moving about 1 mile per hour. The moth can
fly for about 8 hours before its clockwork Bottomless Bag: What appears to be a bag
mechanisms wind down, causing it to become assembled from soft velvet, inspecting the interior
dormant once more. If the moth reaches the other reveals that it has no bottom. The bag has a 1-foot
dock, it replays the message it carries at a volume diameter opening and can accept anything of that
loud enough to be heard from a few feet away and diameter or smaller. Items placed in the bag have no
weight while inside it. The bag can hold up to 20

17
items and refuses to accept any items beyond this • The rope ties itself around an object within
limit. If you somehow put a living creature inside 5 feet of it.
the bag, the creature vanishes, never to be seen • The rope attacks one creature next to it.
again. If the bag is torn, every item it carries falls out The target must roll Agility with 1 bane. On
through the opening, the magic dissipates, and the a failure, the rope coils around the target
bag becomes an ordinary scrap of velvet. causing it to become restrained for the
Chameleon Cloak: If you wear this fine gray and duration. A target with a Strength 14 or
you hide, you become invisible to any creature higher can burst free from the binding with
beyond your reach until you use an action or move. a successful Strength roll. A target with an
Climbing Gloves: These sturdy gloves grant 1 Agility 14 or higher can escape the bindings
boon on rolls to climb. with a successful Agility roll. Finally, a
Dark Goggles: When you fit these heavy goggles creature that can touch the target can use
with black lenses over your eyes, you can see an action to cut through the cord.
through darkness in your area and adjacent areas,
treating those areas as being lit. Silent Shoes: A pair of fine leather shoes with soft
Flying Carpet: The carpet, when unrolled, soles, while you wear them on your feet, you only
measures nine feet by twelve feet and can seat eight make sound from moving when you choose to make
size 1 creatures. A creature can use an action to sounds.
become attuned to the carpet and pilot it. A creature Skeleton Key: Any creature holding the key can
can use an action to cause the carpet to rise into the use an action to lock or unlock a normal lock it can
air, fly up to 30 miles per hour, and land. reach. The first time used, the lock unlocks or locks.
Fortune Stone: This slender piece of crystal emits Each time thereafter, however, the user must roll
a feeble glow, though not enough to illuminate their luck. On a success, the lock unlocks or locks. On a
surroundings. Whenever you make a roll while the failure, the key breaks.
fortune stone is on your person, you can call upon
the stone’s energy to make the roll with 1 boon. Once
you use the fortune stone, you must wait 1 hour Inscriptions
before you can use it again. An inscription is a written spell imbued with a
Glow Stone: Mystic runes cover this stone. When single casting. Inscriptions can be found on scrolls,
handled, the stone feels warm to the touch. While tablets, or inside books. Most inscriptions contain
you hold the stone, you can use an action to activate mage spells, though other spells are possible at the
its magical property, which causes it to shed dim Sage’s discretion.
light. You can use an action to extinguish the light.
Magic Armor: Magic armor provides additional INSCRIPTIONS
protection. Add the listed price to the armor’s Item Price Availability
Mage spell 1 gp U
normal price. Magic armor increases the Defense Other spell 5+ gp E
from wearing armor by 2.
Magic Weapon: Runes inscribe the weapon, Casting Spells from Inscriptions: An inscription
helping to make your attacks with it more accurate. allows anyone who can read it to use an action to
The price of this item does not include the weapon’s cast the spell it contains, for the inscription includes
price. The magic weapon grants you 1 boon on rolls the magic required to produce the spell’s effect.
you make to attack with it. However, reading the spell requires you to roll
Protective Amulet: Similar in appearance to Intellect. On a failure, you must roll luck and find
talismans, the magic imbued in these amulets can the number rolled on the following table.
protect you from harm. When you would make a
roll to resist an attack or some other harmful effect, INSCRIPTION MISHAP
the amulet grants you 1 boon on the roll. Luck Roll Effect
Serpent Rope: A slender cord of finely woven 1 You botch the reading and causing the
rope, it is sold in 50-foot lengths. You can use an magic contained in the inscription to
explode. The explosion destroys the
action to command the rope to do any of the inscription and deals 3d6 damage to
following: everything within reach.
2–5 A misreading of the inscription releases
• The rope ties itself into a knot or unties the magic contained in the inscription. The
itself. inscription is destroyed and you take 1d6
damage.
• The rope gathers itself up in a neat coil. 6–9 You mispronounce or stumble over the
• One end of the rope moves in any direction words causing the inscription to disappear
you choose up to 10 feet. with no effect.

18
Vehicles
10 or more You nearly botched the reading, but
stopped yourself before you could ruin
the inscription. Nothing happens and the
inscription remains. Vehicles all count as objects. While moving, a
vehicle’s Defense, which is normally 0, increases to
Scribe Inscription half the driver’s Agility score. In place of a
You can create an inscription of any spell you know. passenger, the vehicle can hold 5 items.
You must use a writing kit to inscribe the inscription VEHICLES
on a surface capable of holding script using rare Vehicle Price Availability
inks worth 5 sp. After 1 hour, you expend the casting Carriage 10 gp U
of the spell and imbue it into the writing. Cart 1 gp C
Cycle 1 gp R

Animals Galleon
Rowboat
Sailboat
250 gp
1 gp
25 gp
U
C
C
Many adventurers purchase animals to carry gear, Wagon 5 gp C
fight at their sides, or simply to be companions. Pets
such as mice, cats, and similar animals can be Carriage: These ornate conveyances allow
purchased for one or more copper pieces. passengers to travel in relative comfort. A typical
ANIMALS AND ANIMAL GEAR carriage has a cabin with cushioned seats inside,
Item Price Availability doors to either side, a bench in the front with a pair
Bit and bridle 5 cp C of lanterns to help the driver see at night. It takes
Dog 1 sp C two to four horses to pull a carriage. The cabin can
Harness 5 cp C hold up to six passengers and the bench can hold
Hawk 5 sp R two people, one of whom acts as the driver. Most
Horse 1 gp C
carriages have steps on the outside on which guards
Saddle 2 sp C
Saddle bag 1 sp C might stand and they typically have one or two
Saddle blanket 5 cp C lanterns to help the driver see at night. The cabin’s
Warhorse 5 gp R roof has room enough to hold 30 items. When
drawn by horses, a carriage moves 3 miles per hour.
Bit and Bridle: You use a bit and bridle to help A carriage has four parts and four wheels. Each
you control a horse or similar animal that you’re part and wheel have Health 10.
riding. Cart: A two-wheeled conveyance used for hauling
Dog: Trained for war, guarding, or hunting, dogs materials, it takes one horse or similar animal to
make useful companions. A dog counts as a small draw it. A cart can hold 30 items and moves 2 miles
animal. per hour when drawn by a horse. A cart has two
Harness: You use a harness to tether an animal to parts and two wheels, each having Health 10.
carts, wagons, and similar vehicles. Cycle: A two-wheeled conveyance that moves
Hawk: These trained animals are used for when the driver pedals the gears. A cycle can hold
hunting small game. A hawk counts as a flying one person and the entire vehicle has Health 10. A
animal. cycle can reach speeds of 3 miles per hour or 12
Horse: These animals can be used for riding, miles per hour on paved surfaces.
drawing vehicles, or carrying gear. A horse counts as Galleon: A sailing vessel of considerable size, it
a steed. boasts three or four masts with square rigging, two
Saddle: A basic saddle that makes riding horses or three decks. The ship measures up to 150 feet in
and similar animal more comfortable. Saddles length, 30 feet in width, and rises about 45 feet
include stirrups. above the water. To sail a galleon, you need a crew of
Saddle Bag: A heavy leather bag that either straps at least two hundred sailors.
onto the saddle or connects to another bag and Rowboat: A basic boat with room enough to hold
place over the back of a horse, a saddle bag can hold six people. At least one person moves the boat by
8 items. using the oars. A rowboat moves about 4 miles per
Saddle Blanket: A saddle blanket makes bearing hour. A rowboat has three parts, each having Health
a saddle more comfortable and also keeps your 10.
steed warm when you camp. Sailboat: A modest-sized boat with one or more
Warhorse: Steeds trained to carry riders into sails to catch the wind, these vessels can hold eight
battle, they do not panic in a fight. A warhorse people and has cargo space to hold 20 items. For a
counts as a war steed. sailboat to move, it must have at least one person
tending the sails and one steering the ship. When

19
sailing with the wind, a sailboat can move about Servant: A servant might be your groom, cook,
three times the wind speed. When sailing across the valet, porter, or even torchbearer. Servants count as
wind, the sailboat moves about one-and-a-half commoners.
times the wind speed. Sailboats have six parts,
including the main mast, each having Health 10.
Wagon: Larger than a cart, a wagon features an
open bed with a bench in front situated atop four
wheels. The wagon can hold 40 items. A wagon
moves 2 miles an hour when drawn by two horses.
The wagon has four parts and four wheels, each
having Health 10.

Hirelings
Companies in need of a little extra muscle or
assistance on their expeditions might avail
themselves of hirelings, people with specialized
skills who can be hired to perform certain tasks.
Since hirelings work for pay, their loyalty depends
on how well they’re compensated, as well as the
treatment they receive from their employers. The
following statistics assume these characters are
human and all speak Common.
The Sage has statistics for these characters.
HIRELINGS
Hireling Price per Week Availability
Bodyguard 2 sp C
Healer 2 sp U
Laborer 5 cp C
Mercenary 5 sp C
Scholar 5 sp R
Servant 1 sp C

Bodyguard: Hired to provide personal security,


bodyguards are expected to put themselves in
danger if it means keeping you safe.
Healer: Healers provide basic medical care. They
can patch up wounds, help fight infection, and treat
poisons. Healers count as commoners with the
following special activity:

Heal Use an action to cause one creature the healer


touches to heal 1d6 damage. The healer can perform
this activity three times and regains expended uses
when it finishes an 8-hour rest.

Laborer: When working on a project, laborers


can speed up the time it takes. Laborers count as
commoners.
Mercenary: Mercenaries fight for money and
their loyalty lasts only so long as the payments come
in on time.
Scholar: Experts in their field, scholars can
answer general questions about their specialty and,
generally, know where to look to find answers to
more esoteric queries.

20

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