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Equipment

This chapter presents gear for your characters,


offering options for armor, weapons, and tools,
along with magical substances, gizmos, and more.

Commerce
People engage in commerce by exchanging items
of value for the goods or services they need. Often,
people resort to using coins to purchase the goods
they need, but any valuable might stand in for
coin. Merchants might accept gems, jewelry, and
trade goods in exchange for their wares. In large
communities, letters of credit might stand in for
coin, while in other places people barter for goods,
trading one commodity away for one they need
more.

Coinage
Coin, though, proves the most reliable method for
transacting business as people generally agree on
the value of coins, provided the coins have the
proper weight. Communities typically mint their
own coins and stamp them with likenesses of their
leaders and heroes, monuments and geographical
features, or symbols representing their chief
exports. Although coins do differ in shape and
appearance, for simplicity coins, regardless of
their origins, hold the same purchasing power.
Coins come in three denominations of
increasing value: copper (cp), silver (sp), and gold
(gp). Ten copper pieces equal one silver piece and
ten silver pieces equal one gold piece. Many
communities also trade in fractional coins, such as
the halfpenny—half a copper piece. Other lands
might use coins of different metals. The Sage
determines the exchange value for these coins.

Buying and Selling


All the items presented in this chapter have prices
listed in a certain number of coins. Such items are
newly made and of typical quality. One can find
used goods for about half the listed price and sell
used goods for about a quarter of their price.
Certain items hold their value. Gemstones,
jewelry, artwork, base metals, livestock, trade
goods, promissory notes, deeds to lands, and the
like all can be used in place of currency.

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The Value of Things
otherwise, superior items grant 1 boon on rolls
made to use them.
To understand coin’s purchasing power, it’s worth
a brief mention of what people typically earn. The Item Availability
average worker can expect to earn about 200 cp a An item’s availability describes how easy it is to
year, or about 16 cp per month. Skilled workers, find it in a community. Common can be found in
those with trades such as masons and weavers, as communities of any size. Uncommon items require
scholars, priests, and the educated, can earn as more specialized training to make and are thus
much as 600 cp per year, or 50 cp a month. found in towns and larger communities. Rare
Aristocrats and other members of the elite have indicates the item is made of rare materials and
yearly earnings equal to or greater than 50,000 cp, require expert craftsmanship, which limits it to
or more than 4,000 cp a month. cities. Exotic items are custom made by masters of
The disparity in earnings aside, the copper piece their craft using expensive materials. Finding
holds no little purchasing power. A single coin can someone who can create such an item might be
purchase a gallon of wine, two gallons of beer, a the goal of a quest.
pound of dried fruits, a pair of chickens or a
couple dozen eggs, a half dozen loaves of bread,
and so on. Simple clothing such as a tunic and
trousers might be had for a couple of coins each,
Carrying Limits
You can carry or wear a number of objects equal to
while a cheap sword can be purchased for a your Strength score. You hold such objects in your
bargain of five. hands or by strapping them to your body. You can
Silver and gold see less circulation, due in part exceed this limit, up to twice your Strength score,
to their scarcity, but also for their value. A but you become Agility impaired until the number
commoner, for example, is unlikely to ever handle of items you carry is equal or less than your
gold or even see it. Silver sees use for purchasing normal limits. A few exceptions to this rule follow.
valuables. A single silver piece can buy a good Containers A container and everything it holds
quantity of lumber, wool, and other trade goods. It counts as one item. You could, for example, stuff
can also purchase a sheep or a pound of black your backpack with torches, a coil of rope,
peppercorns. tinderbox, and provisions, and the backpack
People use gold for the most expensive would still count as a single item. Note, some
transactions. One spends gold to buy property, heavy containers might count as two or more
armies, ships, and the most exotic devices and items, especially when filled.
trinkets. Merchants and nobles use gold for Clothing and Accessories Wearable items such
transporting wealth, since gold concentrates as clothing, necklaces, eye patches, rings, and
purchasing power to a smaller quantities of coin. similar items collectively count as one item. Heavy,
bulky, or awkward apparel counts as two items.
Item Quality Coins and Gems Every ten loose coins you
Items described in this chapter have standard or carry count as one item. Every five loose gems
average quality. You can also purchase items of carried count as one item.
inferior and superior quality.
An inferior item has shoddy construction from
poor materials. Unless the description says Crafting
otherwise, inferior items impose 1 bane on rolls Between quests, you can craft items described in
made to use them and they retain usefulness for this chapter if you have a profession or path that
about one quest before they break. Inferior items provides you with the necessary knowledge. If you
sell for half the normal price. have the alchemist path, for example, you could
Superior items represent the work of masters of produce doses of poison. If you have discovered
their craft. Such items have exquisite make, from one or more traditions, you can make inscriptions
fine materials to offer superior functionality and of those traditions. It costs you materials equal to
greater durability. They might also include designs one-half of the item’s price. Although you could
and embellishments such as a jeweled pommel on exhaust your wealth to craft a slew of items, the
a sword or intricate patterns. Superior items sell Sage might limit what you can craft based on
for ten times their normal price or 1 gold piece, where you spend your time between quests and
whichever is higher. Again, unless the rules say the amount of time that passes between them.

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Clothing
uniforms varies from organization to organization,
but are made of quality materials.
Fancy: The most expensive clothing counts as
Most people wear functional garments made from fancy and includes elaborate costumes of silk, hair,
linen, wool, and leather. Silk, furs, and other finer and fur, often colored with expensive dyes. The
materials appear in the garb of the wealthy. garb worn by regents and aristocrats at major
Clothing styles vary from land to land and depend functions counts as fancy clothing.
to a large extent on customs, available materials,
and social expectations. In one land, a person's
garb might be considered outlandish or
Accessories
scandalous, while in another place the same outfit Accessories include everything from cosmetics to
would be seen as conservative. jewelry.
In the Borderlands, common people favor loose, ACCESSORIES
comfortable shirts worn under vests. They don Common Price
trousers and skirts, with simple shoes made from Mask, cheap 1 cp
leather with wooden soles. Many wear head Mask, fine 5 sp
coverings such as hats or scarfs. Perfume 1 sp
People wear cloaks from fall through early Pomander 5 cp
spring; they protect against the elements and Soap, 1 bar 5 cp
serve as blankets for travelers. Cloaks might be Uncommon Price
hooded or not. In some lands, cloaks have given Mask, cheap 1 cp
Cosmetic kit 1 sp
way to long coats, jackets, and similar coverings.
Jewelry Varies
CLOTHING Tattoo 5 cp
Common Price Cosmetic Kit: People of a certain higher class
Inferior 1 cp use cosmetics and face powder to conceal their
Normal 5 cp blemishes and to accentuate their looks. A
Uncommon Price cosmetic kit includes grease, powder, brushes, and
Superior 1 gp the like and lasts for a few months of regular use
Uniform 1 sp before it needs replacing.
Rare Price
Jewelry: Any adornment worn to beautify or
Fancy 10+ gp
enhance once’s appearance counts as jewelry.
Pieces include rings, necklaces, torques, tiaras,
Clothing Descriptions bracelets, brooches, and more. Normal jewelry
A purchased set of clothing includes might be made from silver and gold and have
undergarments, the garments themselves and semiprecious or precious gemstones. Superior
outerwear such as cloaks, coats, and hats. jewelry comes from finer materials with rubies,
Inferior: Simple and cheaply made, inferior diamonds, sapphires, and emeralds, while inferior
clothing includes the most basic apparel and ill- jewelry comes from copper, bronze, glass, and so
fitting at that. A tunic for the upper body, breeches on. Prices for jewelry varies a great deal
or skirt for the lower, and rag shoes, if they include depending on artistry, composition, and materials.
shoes at all. Jewelry can have any price, with cheap jewelry
Normal: Any attire commonly found in an being made from copper and glass, while
environment counts as normal clothing. A set expensive jewelry is silver or gold with precious
includes underclothes, shirt, trousers, and vest, or gemstones. Jewelry retains its full value when
dress with shawl. The outfit also includes a hat or sold.
bonnet, and a sturdy pair of shoes. Masks: Masks can be simple coverings or
Superior: Fine materials cut in the latest elaborate headgear. Cheap masks could be
fashion make up superior clothing. Superior dominos or mouth coverings, while fine masks
clothing is suitable for appearing in a regent’s have feathers and costume jewelry or could be
court or in any events and circumstances that more elaborate constructions to make the wearer
require fancy dress. look like a devil or beast.
Uniform: Many organizations require members Perfume: Sandalwood, jasmine, and other
to wear uniforms. Examples include some military scents conceal the natural odors that arise from a
units, priesthoods, magic-societies, centers of
education, and so on. The style and appearance of

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population who hold odd superstitions about False Eyes, Noses, Teeth: These cosmetic items
regular washing. replace the missing parts, though most are
Pomander: People with delicate constitutions obviously not the real feature.
find relief from the malodorous streets using these Walking Stick: A stout wooden stick used to aid
round cloth or linen bundles of scented herbs. walking. It functions as a club in a pinch.
Soap: A good bar of lye soap. 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 weapon to
piece of art with a relatively simple design. More it—a hook, which counts as a knife, provided it’s a
complex tattoos can be had at a greater price. weapon you can wield in just one hand. Add the
appendage cost the weapon’s price. While
Prosthetics and Wheeled attached, you cannot drop the weapon or be
disarmed.
Chairs Wheeled Chair: A wheeled chair allows a
Developments in technology grant partial or creature who has lost the use of locomotive limbs
complete restoration of the ability to perform to move freely by rolling the wheels that stand to
certain activities to those who have suffered the either side of the seat. A creature in a wheeled
loss or lack of a limb or feature. chair can move by walking or running.

Armor
PROSTHETICS AND WHEELED CHAIRS
Common Price
Crutches 1 cp
False eye, nose, teeth 1 sp Suits of armor fall into one three broad groups:
Walking Stick 1 cp light, medium, and heavy. Each group has special
Uncommon Price rules as noted in their descriptions.
Prosthetic 1 sp Armor Quality: Like other items, armor might
Weapon Appendage 1 gp* be available in inferior and superior qualities. The
Exotic Price effects of wearing inferior or superior armor are
Clockwork prosthetic 20 gp covered in their descriptions.
Wheeled Chair 5 gp
Resting in Armor: Although you can wear
armor for long stretches without too much
Clockwork Prosthetics: Mechanisms of discomfort, they do interfere with the quality of
clockwork found in the most expensive limbs offer rest. If you wear armor while resting, you heal half
full range of motion for as long as the gears and the normal amount of damage.
cogs keep working. Installing the limb requires a Strength Requirement: If you do not meet the
magical procedure that binds the machine to the listed requirement for wearing the armor, you are
flesh. weakened for as long as you wear it.
A creature can use an action to wind the key on Defense: If your Defense is less than the score
a clockwork prosthesis. The key turns for 1 day. If, granted from wearing the armor, shown on the
however, if the total of the wearer’s failed attribute table below, replace your Defense with the higher
roll in combat is 0 or less, the wearer must make a score while you wear the armor. Some armor lets
luck roll and, on a failure, the prosthesis suffers you add a bonus to your Defense if your Defense
damage and loses functionality. A creature with a score is higher than the Defense the armor
tool kit can repair the damaged limb in an hour by provides.
expending one set of spare parts.
A clockwork arm grants 1 boon on Strength ARMOR
rolls, while a clockwork leg grants 1 boon on Common Defense Price
Agility rolls. Light
Crutches: A pair of crutches allows a creature Padded 11 or +0 1 sp
that has lost the use of its leg, legs, or other Leather 12 or +1 2 sp
appendage the ability to walk, though not run. Brigandine 13 or +1 5 sp
Medium (Requires Strength 11)
Prosthetics: Ordinary prosthetics appear in
Ring 14 or +2 10 sp
various designs and quality. A prosthetic leg or
Uncommon Defense Price
foot allows a creature to walk but not run. A Medium (Requires Strength 11)
prosthetic hand and arm allow a creature to carry Mail 15 15 sp
items, but not to wield weapons that require the Plate and mail 16 3 gp
use of both hands. Heavy (Requires Strength 13)

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Breastplate 16 or +2 5 gp Ring: An affordable suit of armor, it is a suit of
Rare Defense Price brigandine further reinforced by heavy metal
Heavy (Requires Strength 13) rings sewn into the leather.
Plate 17 10 gp Mail: Mail armor is made from a mesh of
Exotic Defense Price interlocked rings designed to stop thrusts and
Heavy (Requires Strength 13)
cuts.
Full plate 18 50+ gp
Plate and Mail: A suit of mail armor reinforced
with plating.
Light Armors SUPERIOR ARMOR
The most common form of armor and the easiest Armor produced by master artisans might be available
to create, a typical suit includes a sleeved jacket, for sale in some large or wealthy communities, but are
trousers with greaves, thick boots, and a helmet or more likely discovered in treasure chambers or on
leather cap. It takes about one minute to put on or display as prized heirlooms. Suits of superior medium
take off a suit of light armor. and heavy armor are often made from rare metals, such
Padded: A suit of padded armor has quilted or as star metal or fey silver.
A superior suit of light armor increases the bonus to
felt panels designed to soften blows and protect
Defense by 1, though if you replace your Defense with
against minor scrapes.
the armor’s score, there is no change. Superior medium
Leather: The most common form of light armor, armor has no requirements for wearing it. And, superior
leather reinforces soft, flexible leather clothing heavy armor has no requirements and increases the
with plates of inflexible, hardened leather Defense score by 1.
designed to project the vitals.
Brigandine: A suit of brigandine armor is made
by sandwiching metal strips between leather
panels to offer superior protection without
Heavy
Heavy armor protects the torso, limbs, neck, and
sacrificing mobility. joints with metal plating typically worn over
INFERIOR ARMOR elements of mail and leather. A suit of heavy armor
Armor components scavenged from the dead found on also includes a great helmet that fully protects the
battlefields, old breastplates spotted with rust, and torn wearer’s head.
and tattered shirts of mail can all serve in a pinch, but are It takes ten minutes to don or doff a suit of
never suitable for long-term use. Inferior armor is heavy armor. The noise it makes imposes 1 bane
worthless and rarely sells in markets except to the most on rolls made to sneak while wearing it. Finally, its
gullible and foolish. Instead, such armor sees use when cumbersome nature prevents you from taking the
there’s nothing else available. initiative while you wear it. When you carry a suit
A suit of inferior armor holds up until the end of a of heavy armor, it counts as 3 items for the
quest and then offers no protection at all. The Defense purpose of tracking carrying limits.
granted by inferior armor of any kind drops by 1
Breastplate: A breastplate is typically worn
(minimum 10 or +0). While wearing a suit of inferior
over a coat of mail.
medium or heavy armor, you’re Agility impaired.
Plate: A suit of plate includes any armor that
most covers the wearer with plating, while leaving
Medium the joints exposed to improve mobility.
Full plate: A suit of full plate is always fitted to a
Medium armor offers greater protection, though
particular person since the armor fully encloses
wearing the armor is less comfortable than
the wearer under a sheathe of metal plates.
wearing light armor. The components of a suit of
medium armor include many of the elements of a
suit of light armor, with additional coverage on the
torso, arms, and upper legs.
It takes about five minutes to put on and remove
medium armor. The armor’s noise imposes 1 bane
on rolls made to sneak while wearing it. When you
carry a suit of medium armor, it counts as 2 items
for the purpose of tracking carrying limits.

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Weapons
Greatsword 5 sp 3d6 Heavy, Keen +2d6,
Martial, Punishing, Slow,
Two-handed
Most people in the world go about their daily Long sword 2 sp 1d6 Keen +1d6, Martial,
business armed with at least a knife, a club, or a Versatile
staff. Settlements often require all able-bodied Scimitar 2 sp 1d6 Keen +1d6, Martial,
citizens to have spears or swords on hand in case Wounding
of attack. Other individuals might carry axes, RANGED WEAPONS
hammers, or other weapons depending on their Common Price Damage Properties
circumstances or their professions. Bow 1 sp 1d6 Ammunition (arrow),
Every weapon is defined by a set of Range 3, Two-handed
characteristics that are presented in the following Sling 5 cp 1d6 Ammunition (stone),
tables. Light, Range 2, Slow
Uncommon Price Damage Properties
MELEE WEAPONS Blowgun 5 cp 1 Ammunition (dart),
Common Price Damage Properties Range 1, Slow, Two-
Buckler 5 cp 1 Defensive +1, Light, Off- handed
hand Longbow 3 sp 2d6 Ammunition (arrow),
Club 1 cp 1d6 — Precise, Range 6, Two-
Hammer 5 cp 1d6 Off-hand, Thrown 1 handed
Hatchet 5 cp 1d6 Off-hand, Thrown 1 Shortbow 2 sp 1d6 Ammunition (arrow),
Javelin 5 cp 1d6 Finesse, Light, Thrown 2 Range 4, Rapid Fire,
Knife 2 cp 1 Finesse, Light, Off-hand, Two-handed
Swift, Thrown 1 Rare Price Damage Properties
Maul 1 sp 2d6 Concussing, Heavy, Crossbow 5 sp 2d6 Ammunition (bolt),
Slow, Two-handed Brutal, Range 3, Slow,
Quarterstaff 2 cp 1d6 Finesse, Two-handed Two-handed
Shield 1 sp 1d6 Bashing, Defensive +2, Crossbow pistol 1 gp 1d6 Ammunition
Light, Off-hand (bolt), Range 1, Slow
Spear 5 cp 1d6 Finesse, Thrown 1

Weapon Properties
Warclub 1 sp 2d6 Martial, Slow, Two-
handed
Whip 1 sp 1 Light, Painful, Reach
Uncommon Price Damage Properties A weapon's properties reflect its functionality,
Axe 1 sp 1d6 Brutal, Martial including drawbacks and advantages that apply
Battle axe 2 sp 1d6 Brutal, Martial, when it is put to use. Some properties can be used
Wounding only if the wielder has a minimum score in either
Dagger 5 cp 1d6 Finesse, Light, Off-hand, Strength or Agility, as indicated in the rules for
Precise that property.
Flail 2 sp 1d6 Brutal, Martial, Many creatures and even some characters use
Punishing natural weapons that have one or more of these
Long spear 1 sp 1d6 Reach, Slow, Two- properties, as set forth in the rules for each such
handed, Wounding weapon. (For instance, the claws of a spriggan
Mace 1 sp 1d6 Concussing, Martial have the finesse and keen +1d6 properties.)
Polearm 2 sp 2d6 Martial, Reach, Slow, Ammunition Bows use arrows, crossbows use
Two-handed
bolts, and slings use stones. Ammunition, and a
Rapier 2 sp 1d6 Finesse, Precise, Swift
container to hold it, is included in the weapon’s
Scourge 1 sp 1d6 Finesse, Light, Painful
Sword 2 sp 1d6 Keen +1d6, Martial
price. The rules assume you recover spent
Trident 1 sp 1d6 Martial, Precise ammunition after combat and make replacements
Warhammer 2 sp 1d6 Concussing, Martial, while you rest.
Versatile Bashing (Strength 11) When you perform
Rare Price Damage Properties either the driving attack or the unbalancing attack
Chain knife 2 sp 1d6 Finesse, Martial, Reach, combat maneuver with this weapon, you spend 1
Two-handed combat token instead of 2.
Greataxe 5 sp 3d6 Brutal, Heavy, Martial, Brutal (Strength 12) When you roll damage for
Slow, Two-handed, an attack with this weapon, you reroll any 1, but
Wounding you must use the second roll.

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Concussing (Strength 13) When the result of Thrown 1, 2 You can make a ranged attack with
your roll to attack with this weapon is 20 or this weapon by throwing it at a target within the
higher, the target becomes dazed until the end of indicated number of zones.
your next turn. Versatile (Strength 12) When you wield this
Defensive +1, +2, +3 While you wield this weapon in both hands, your attacks with it deal an
weapon, your Defense increases by the indicated extra 1d6 damage.
number. If you attack with this weapon, you lose Wounding (Strength 13) When you deal 10
this benefit until the start of your next turn. damage or more on an attack with this weapon,
Finesse When you attack with this weapon, you the target loses 1d6 Health.
can use Agility in place of Strength for the roll.
Heavy If your Strength is 13 or lower, you make AMMUNITION VARIANTS
The Sage might decide to track ammunition and use
rolls to attack with this weapon with 1 bane.
either of the following rules.
Keen +1d6, +2d6 When the result of your roll Ammunition Containers: You can purchase a
to attack with this weapon is 20 or higher, the container of ammunition for 1 sp. A container has three
target takes extra damage equal to the indicated states: full, partial, empty. You must have at least one
amount. full or partial container to attack with the weapon. Each
Light When you spend combat tokens to deal time you attack with the weapon and at least one die
extra damage on an attack with this weapon, you rolled comes up as a 5 or lower, the container’s state
must spend 3 tokens instead of 2. changes by one step, such that full becomes partial and
Martial (Strength 11) When you spend combat partial becomes empty. After a combat in which you
tokens to deal extra damage on an attack with this made at least one ranged attack using ammunition, you
weapon, you spend 1 token to deal an extra 1d6 can recover ammunition by making a luck roll. On a
damage instead of 2. success, you improve the container’s state by one step,
Off-Hand You can wield this weapon in your off from empty to partial or partial to full. On a failure, you
hand. don’t find enough spent ammunition to replenish your
supply.
Painful (Agility 13) When the result of your
Ammunition Die: Whenever you make an attack with
roll to attack with this weapon is 20 or higher, the
a ranged weapon that uses ammunition, roll an
target becomes Agility impaired until the end of ammunition die for each quiver, case, or bag of
the next round. ammunition you have. The ammunition die is a d6. If all
Precise (Agility 12) You can roll against the the ammunition dice come up as 1, you run out of
target’s Agility instead of its Defense. ammunition in that quiver, case, or bag. You can
Punishing (Strength 13) When you roll at least replenish your supply of ammunition for 5 cp.
one 6 on a roll for damage or extra damage on an Pieces of Ammunition: The weapon comes with 20
attack with this weapon, the attack deals an extra pieces of ammunition. Each time you make a roll to
1d6 damage. attack with the ranged weapon, you deplete the number
Range 1, 2, 3, 4, 6 When you attack with this of pieces by one. You can purchase another 20 pieces for
weapon, you choose your target from among any 5 cp and an extra quiver, case, or bag in which to put
eligible targets within the indicated number of them for 1 cp.
zones, but you cannot target something in your Weapon Materials
zone. Weapons might be made from other materials.
Generally, inferior materials make for inferior weapons.
Rapid Fire When you attack with this weapon,
A bone sword, for example, would be an inferior sword.
you can spend any number of combat tokens to
Other weapons might have special materials for their
roll additional d20s equal to that number. You use properties, such as a silvered weapon for use against
the highest of all the d20s rolled to resolve the certain foes. Weapons with unusual and valuable
attack. For each roll of 20 on a die, the attack deals materials count as superior weapons.
an extra 1d6 damage.
Reach When you make a close attack with this
weapon, you can do so without engaging the
target.
Weapon
Slow When you would spend combat tokens to
attack extra targets, you must spend 3 combat
Descriptions
All the weapons listed on the weapons tables are
tokens for each additional target.
described below. Some of them also have special
Swift (Agility 12) The first extra target you
rules associated with their use.
choose on an attack with this weapon requires you
to spend 1 combat token instead of 2.

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Axe: An axe has a wedge-shaped blade fitted to Javelin: A javelin is a short spear designed for
a wooden or metal handle. throwing.
Battle Axe: Like the axe, but bigger, the battle Knife: Knives include any small weapons with
axe has a long haft and its head has a wide, short blades. They are weighted for throwing.
crescent-shaped blade. Long Spear: A long spear is a long, heavy spear,
Blowgun: The blowgun is a long tube with sometimes called a pike when used on the ground,
mouthpiece fitted at an end. Using a blowgun or a lance when carried while on the back of a
creates no noise and when you attack with this steed. If you are riding a friendly mount, you can
weapon from a hiding place, you remain hidden. wield this weapon with your main hand.
You must be able to breathe in order to attack with Long Sword: The long sword includes any
this weapon. sword that has a blade length greater than a
Bow: The bow, has a flexible length of wood that normal sword, but less than a great sword such as
when bent can be fitted with a cord tied off on the hand-and-a-half and claymore.
both ends to create tension. Longbow: The longbow, sometimes called a
Buckler: A buckler is a small round shield made greatbow, has longer limbs than does an ordinary
from leather and wood worn strapped it to the bow or shortbow, giving it a total length of six feet.
forearm. If you are wielding this weapon, you can The increased size improves the weapon’s range
wield an additional weapon in that hand, but you and arrows loosed from it strike with greater
make rolls to attack with that weapon with 1 bane. force.
Chain Knife: A chain knife appears as its name Mace: A heavy bludgeon, a mace sports a weight
suggests—a length of chain with a blade at one at the end of a short haft. The weight might be
end and a ring or weight at the opposite end. You flanged, spheroid, or spiked.
attack with it by flinging the blade at a foe and Maul: A maul has a weighted, blunt sledge at the
then whipping the blade back to your hand. end of a long wooden haft. A mattock, which has a
Club: Any bludgeon made from wood or metal spike at the end for breaking apart stone, uses the
counts as a club. Examples include nightsticks and same rules.
saps. Polearm: The halberd, voulge, and bardiche,
Crossbow: A crossbow has a grooved wooden polearms all, have similar design, being long,
stock to which has been fastened a metal or hafted weapons fitted with blades, barbs, or tines
wooden crossbar that functions as the bow. at one end.
Cranking back the bowstring until it cocks readies Quarterstaff: A wooden pole between 4 and 5
the weaponing for firing the loaded bolt. feet in length, Quality quarterstaffs ferules on
Crossbow Pistol: A smaller, compact crossbow, either end to prevent the ends of the wooden staff
it’s made from metal. It requires both hands to from splitting.
reload it, however. You can use this weapon to Rapier: A rapier has a thin, double-edged blade
make close attacks. extending out from an elaborate guard and handle.
Dagger: The dagger has a blade up to 18 inches Similar weapons, such as foils and epees, use the
in length. Daggers come in many different styles, same rules.
each with their own names, such as dirk, Scimitar: The scimitar has a curved blade that
misericord, stiletto, hanger, and short sword. widens nearer the tip and then tapers sharply. A
Flail: A flail has a weighted rod, ball, metal scimitar usually has a single edge. Similar
lozenge, ring, or spiked ball at the end of a chain weapons, such as the khopesh and saber, use the
that’s attached to a long handle. Some flails feature same rules.
multiple weights at the end of chains. Scourge: A scourge has several metal-tipped
Great Axe: A great axe features a double axe- cords extending out from a handle.
blade at the end of a long wooden or metal haft. Shield: A shield is a wooden or metal board
The great axe is sometimes called an executioner’s worn strapped to the arm for the purpose of
axe. blocking incoming attacks.
Great Sword: The great sword has a 7-foot long, Shortbow: The shortbow is a smaller, more
double edged blade extending out from a wide hilt compact version of the bow made from superior
and overlong handle to help offset the blade’s materials. Smaller construction allows for faster
weight. firing.
Hammer: The hammer has a stone or metal Sling: A sling consists of several cords attached
sledge atop a sturdy length of wood or metal. to a leather cup. Spinning the cup at speed, you
release the missile with a snapping motion.

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Spear: One of the most common weapons, a takes 1 minute of work to repair and reload the
spear is a length of wood with a sharp point at one weapon, which must be done before it can be used
end. The point might be whittled down or be a again.
metal spike or blade. Clubs: An unloaded firearm counts as a club.
Sword: Called arming swords and broad
swords, a sword has a straight blade extending out
from a handle, usually separated by a guard.
Firearm Descriptions
The two main firearms receive descriptions below.
Trident: A trident is a spear capped with a
Flintlock: A flintlock is a pistol with a metal
three-pronged fork.
tube protruding from a wooden stock. The weapon
Warclub: A big, heavy bludgeon.
uses an advanced mechanism that throws a spark
Warhammer: An oversized hammer with long
from the flint on the metal that ignites the black
haft.
powder to launch the ball.
Whip: A long, braided length of leather cord
Musket: The musket has a long metal barrel
extending from a stout handle, the whip might
attached to a wooden stock. It fires small balls
have metal cap or a hook at the end to tear at the
made of lead, clay, or iron.
skin. Attacks with a whip deal no damage to
targets with Defense scores of 14 or higher.
IMPROVISED WEAPONS Explosives
If you’re holding an object made of some hard or sharp Explosives, such as bombs and grenades, have
material such as a frying pan or a broken bottle, you can trickled into the Borderlands. Explosives throw
attack with the object as if it were a weapon, but you shrapnel, release poison gas, or smoke.
make a Strength roll to attack with it and do so with 1
bane. If the total of your roll is less than 0 or greater EXPLOSIVES
than 19, the object breaks. A success with an attack Uncommon Price
made using an improvised weapon deals 1d6 damage. Bomb 1 gp
Rare Price
Gas bomb 5 gp
Firearms Grenade
Smoke bomb
1 gp
2 gp
Firearms enjoyed a period of popularity in the Old Exotic Price
Kingdom, but the fall of that land has rendered Wild fire bomb 10 gp
these weapons rare once more. Firearms use a
number of special rules, including several of the
weapon properties defined in the previous Explosives Descriptions
section. Typical explosives are described below.
Bomb: A bomb is an iron sphere, about the size
FIREARMS of a fist, and fitted with a fuse. It takes ten rounds
Rare Price Damage Properties to burn a full length of fuse, though you can cut the
Flintlock 5 gp 2d6 Ammunition (powder and fuse as a minor action so that it burns down faster.
shot), Keen +2d6, Off-hand, You can use an action to light the fuse and throw
Precise, Range 1
the bomb or set it somewhere in your zone.
Musket 10 gp 3d6 Ammunition (powder and
shot), Brutal, Range 3, Two-
The unstable materials that make the bomb
handed, Wounding explode might make the bomb detonate. If the
Slow Loading: You use an action to reload a bomb strikes a hard surface or takes damage from
firearm. fire or lightning, roll luck. On a failure, the bomb
Moisture and Firearms: If a firearm comes into detonates as if you had used it.
contact with water, it cannot be fired until dried You can set or throw the bomb. The bomb
and cleaned. It takes 1 hour using a tool kit and a detonates when the fuse burns down (see above).
pint of oil to clean the weapon. When the bomb detonates, it deals 2d6 damage to
Noisy: A firearm makes noise loud enough to each creature and object in its zone, and each
carry up to ten zones each time it’s fired. creature must make an Agility roll, taking an extra
Smoke: When fired, the firearm gives off smoke 2d6 damage on a failure. In addition, smoke from
that obscures its zone for 1 minute. the explosion obscures the zone in which the
Misfires: If the result of your roll to attack with bomb detonated as well as each zone adjacent to it
the firearm is 5 or less, the weapon misfires. It for 1 minute.

9
The sound of an exploding bomb travels up to for each explosive you carry. On a failure, that explosive
twenty zones in all directions. detonates. Grenades ignore this rule.
Gas Bomb: A fluid in the metal cannister
sloshes. You crack the cannister and either throw
it or set it down in your zone. For 1 minute, the
cannister releases poison gas to obscure its zone
Gear
Torches, lanterns, coils of rope, and more help you
and each adjacent zone and the gas remains for overcome challenges.
1d6 minutes or until dispersed.
At the end of each round, each air-breathing GEAR
creature either chooses to be subject suffocation Common Price
Backpack 1 cp
or make a Strength roll with 1 bane. On a failed
Bedroll 1 cp
roll, the creature is poisoned (luck ends).
Caltrops 5 cp
Grenade: A smaller, more stable bomb, Candle (10) 1 cp
grenades come in many different shapes and sizes. Canteen 1 cp
You can throw the grenade out to a distance of two Chain, 20 feet 1 sp
zones and the grenade then explodes, dealing 1d6 Chest 5 sp
damage to everything in its zone. A creature Crowbar 5 cp
makes an Agility roll and takes an extra 1d6 Flask 1/2 cp
damage on a failure. Smoke obscures the zone in Grapnel 1 cp
which the grenade detonated for 1 minute. The Incense (5 sticks) 1 cp
sound of an exploding grenade carries up to ten Knuckledusters 5 cp
zones in all directions. Lantern 5 cp
Smoke Bomb: The cylindrical cannister Manacles 1 cp
contains a fluid that combusts when exposed to Mess kit 1 cp
air. You can use an action to crack the cannister Oil, pint 1 cp
and either throw it or set it down in your zone. Pitons (10) 5 cp
Pole, 10-foot 1 cp
Thick, black smoke spews from the cannister for
Pouch 1/2 cp
1 minute, obscuring its zone and each adjacent Provisions 1 cp
zone completely so that sighted creatures in the Rope, 50 feet 5 cp
zones are blinded. In addition, at the end of each Sack 1/2 cp
round, each air-breathing creature in a smoke- Saddle bag 1 cp
filled zone can choose to be subject to suffocation Scroll case 5 cp
or make a Strength roll with 1 bane. On a failed Spike, iron (3) 1 cp
Strength roll, the creature takes 1d6 damage and Tent, 2-person 5 cp
is Strength impaired (luck ends). Tinderbox 1 cp
Wild Fire Bomb: Wild fire bombs hold a thick, Torch (5) 1 cp
gelatinous substance that ignites on contact with Uncommon Price
air. Once it burns, it is almost impossible to Acid 1 gp
extinguish. Wild fire burns even if submerged in Antitoxin 1 gp
water. Compass 1 gp
Hourglass 1 gp
You can throw a wild fire bomb up to two zones
Lock and key 1 sp
from you, where it explodes and deals 6d6 damage Lock picks 1 sp
to everything in its zone. Flammable objects catch Mirror, small 1 sp
fire. A creature in the zone makes a luck roll, Paper (5 sheets) 5 cp
taking half the damage on a success, or catching Poultice 1 sp
fire on a failure. Anything that has caught fire from Sulfur sticks, box of 20 1 cp
this bomb cannot extinguish the flames for 1 Rare Price
minute. After, the fires can be doused only by Magnifying glass 10 gp
smothering them. Poison 1 gp
Smoke from the fires obscures the explosion’s Spyglass 10 gp
zone and each zone adjacent to that zone.
UNSTABLE EXPLOSIVES Gear Descriptions
If you carry one or more explosives when you take 5 Descriptions for everything on the above table
damage or more from fire or lightning, make a luck roll follow.

10
Acid: A small glass bottle contains one of many Hourglass: A wooden frame holds a pair of
different kinds of acid. You can use an action to glass bulbs connected in the middle by a narrow
pour or throw the bottle. Anything of an organic neck. Sand sits in one bulb and, when flipped, the
material that comes into contact with the acid sand fully drains into the empty bulb after about 1
loses 1d6 Health plus an extra 1 Health at the end hour.
of each round (luck ends). A creature losing Health Incense: Use an action to light a stick or block of
from the acid can neutralize its effects by washing incense, which then burns for 1 hour and fills its
it away with water or neutralizing it with lime. zone and each adjacent zone with a perfumed
Antitoxin: If you are poisoned, you can drink smoke strong enough to cover obnoxious odors.
the antitoxin as a minor action. At the end of the Knuckledusters: Sometimes called brass
round, before resolving the poison’s effects, make knuckles, knuckledusters are a set of fused rings
a luck roll. On a success, the antitoxin neutralizes worn over the fingers. If you wear a set of
and ends the poisoned affliction. knuckledusters, your unarmed attacks deal an
Backpack: A leather bag with shoulder straps— extra 1d6 damage.
it holds eight objects. Lantern: A lantern has a square metal frame
Bedroll: Anything from a sleeping bag to a with glass panels that fits overtop an oil reservoir
bundle of blankets. with wick. The reservoir holds one pint of oil.
Candle: A lit candle burns for 8 hours. One lit Lighting the wick causes the lantern to emit dim
candle sheds enough light to see when held close, light. It takes 8 hours to burn through a pint of oil.
while ten lit candles shed faint light. Lock and Key: A heavy, metal lock that comes
Caltrops: You can use an action to scatter with a key. The lock has Health 20.
caltrops on the ground in your zone. The caltrops Lock Picks: A set of tools for unlocking locks,
remain until cleared away. Any creature moving the set includes files, bent wires, needles,
into the zone makes an Agility roll. On a failure, screwdrivers, and other small tools. You can use
the creature loses 1 Health and takes 1d6 damage lock picks to attempt to open locks. See chapter 1
if it walks or 2d6 damage if it runs. The creature for more details.
can overcome this effect with a successful Strength Magnifying Glass: This glass lens in a metal
roll. On a 0 or less, the creature also falls prone. frame with handle provides 10 times
Canteen: A canteen holds water or some other magnification of any object you examine through
liquid and, while you have a canteen and have it.
ready access to water, you are immune to Manacles: A set of metal cuffs attached by a
deprivation from thirst. thick chain, the manacles have a locking
Chain: A length of chain counts as two objects mechanism and a key to lock them. A creature can
with Health 20. A creature with a 15 Strength or use an action attempt to break free from the
higher attempting to snap the chain can make a manacles by making a Strength roll with 3 banes
Strength roll with 1 bane and breaks it on a and breaks the chain on a success. A creature with
success. 15 Strength or higher automatically breaks free.
You can attack with a chain, using it as an Mess Kit: A mess kit includes a plate, cup, knife,
improvised weapon. and fork that all fold up into a wallet.
Chest: A chest is a large wooden box with a lid Mirror, Small: A small mirror has polished,
on hinges and a lock on the front. The chest comes reflective surface.
with a pair of keys. A chest can hold 50 objects, but Oil, Pint: Sold in clay bottles with cork stoppers,
it counts as six objects for the purposes of oil protects gear, waterproofs leather, and serves
determining charrying limits. as fuel for lanterns. Anything covered in oil that
Compass: A compass’s iron needle usually takes damage from fire automatically catches fire
points the way north. (luck ends).
Crowbar: A crowbar grants you 1 boon on Paper: Paper might be genuine paper,
Strength rolls made to open doors and containers. parchment, or a different flexible, lightweight
You can also use a crowbar as a club. material used for writing.
Flask: A flask is a small metal container with Pitons: You can hammer pitons into the rock
screw cap. It can hold one pint of liquid. and thread rope through their loops to aid in
Grapnel: Tie this heavy pronged device to a climbing. Rope secured with pitons prevents
rope and throw it to catch onto a surface and thus climbers using the rope from falling.
enable climbing. To catch the grapnel on a suitable
edge, you must make a Strength roll and succeed.

11
Poison: A toxic substance created in a If you have a ready flame, you can light a torch
laboratory or found in nature. See “Poison” in without using an action. Otherwise, it takes 1
chapter 1 for more details. minute. You can attack with a torch as if it was a
Pole, 10-foot: Tapping a floor or prodding club, but the torch imposes 1 bane on rolls you
doors with this 1-inch diameter, 10-foot-long make to attack with it. A lit torch deals 1 extra
wooden pole might spring traps and reveal damage from the flames and can cause flammable
hazards from a distance. creatures or object it touches to catches fire (luck
Pouch: This small cloth bag can hold up to 50 ends). A lit torch emits dim light for up to 2 hours.
coins or similarly-sized object. Waterskin: A leather bladder designed for
Poultice: A poultice includes all the ingredients holding liquids, while you carry a waterskin and
needed to make a healing compress. It takes 1 have ready access to water you are immune to
minute to prepare a poultice and apply it to a deprivation from thirst.
creature. If worn for 1 hour by a resting creature,
the creature heals twice as much damage as
normal.
Provisions: Provisions can be rations of dried
Kits and Tools
You can use kits and tools to make items and
meats, nuts, hard bread, and dried fruit, or they perform specialized activities.
might be fully cooked meals. While you have
provisions, you are immune to deprivation from KITS AND TOOLS
hunger. One purchase of provisions lasts until the Common Price
end of a quest. Block and tackle 5 cp
Rope: Hemp, jute, or silk rope sells in 50-foot Dice set 1 cp
Garrote 5 cp
coils. Cutting the rope requires dealing 5 damage
Healer’s kit 2 sp
or more to it using an edged weapon or 10 damage
Ladder 2 cp
using a pointed weapon. A creature with Strength
Net 5 cp
14 or higher can break the rope with a successful Tool kit 1 gp
Strength roll. Uncommon Price
Sack: A typical burlap sack can hold six items. Book 1+ gp
Saddlebag: A saddlebag is made from oiled Book, blank 1 sp
leather and can hold ten items. Cards, deck 1 sp
Scroll Case: A wood and leather case protects Crystal ball 1 gp
up to 10 sheets of paper or similar objects. Disguise kit 1 sp
Spike: A one-foot tapering length of iron. You Holy water 4 sp
can hammer the spike into stone to block doors or Musical instrument 1+ sp
prevent them from closing. You can also wield a Spare parts 1 sp
spike as if it were a club. Writing kit 1 sp
Spyglass: A collapsible tube of brass and wood Rare Price
Alchemist’s kit 2 gp
fitted with a set of lenses, the spyglass lets you see
Clock 1 gp
at distance with 10 times magnification. Flame-maker 5 sp
Sulfur Sticks: Sold in boxes often printed with Forger’s kit 1 gp
colorful labels and designs, sulfur sticks are thin Navigator’s instruments 1 gp
lengths of wood that catch fire when drawn across Occultist’s kit 5 sp
a rough surface. Each stick burns for 1 minute and Pocket watch 2 gp
gives off light in order to see something to which Exotic Price
you hold the flame close. Gas mask 5 sp
Tent: It takes a 10 minutes to set up a tent and
take it down. A tent provides shelter for one or
two people.
Kits and Tools Descriptions
Descriptions for everything on the above table
Tinderbox: A wooden box containing a piece of
follows.
flint, a small steel bar, and several curls of wood
Alchemist’s Kit: This kit includes a burner,
shavings. It takes 1 minute of work using the
alembics, flasks, a manual, plus an assortment of
tinderbox to start a flame. You can readily
magical substances. A kit counts as three items.
replenish the wood shavings for free.
Torch: A typical torch is a bundle of twigs or
length of wood topped with a naphtha-soaked rag.

12
Block and Tackle: When used with a rope or The disguise holds up to casual visual
chain, block and tackle can help you lift extremely inspection, but any kind of scrutiny enables a
heavy objects. creature to make an Intellect roll and recognize
Book: A book contains writing on a subject the disguise for what it is on a success. A creature
determined by the book’s rarity. If you can wearing a disguise can use an action to remove it.
reference the book, you count as if you had Damage from fire, being submerged in water, or
knowledge of the book’s contents of the book’s brisk activity such as combat ruin the disguise
rarity. For example, if you have a rare book on unless the wearer succeeds on a luck roll.
magic, you would count as have rare knowledge of Flame-maker: A small metal cube that can fit in
magic while you can reference the book. The listed the palm of your hand, it has a hinged lid opens to
price is for a book containing common knowledge. reveal a wick, wheel, and bit of flint. You can spin
Uncommon books sell for 5 gp or more, rare books the wheel and cause a tongue of flame to appear
for 25 gp or more, and exotic books for 250 gp. that emits shed faint light. The flame-maker has
Book, Blank: A heavy book with 100 blank enough fuel to burn for 4 hours total, with each
pages. use counting as 1 minute of time. You can refill the
Cards: A typical deck of cards has 78 cards, with flame-maker with a quarter pint of oil.
22 major arcana cards, and 56 minor arcana cards Forger’s Kit: A forger’s kit everything one needs
divided into four suits. The suits are usually cups, to make a copy of simple documents, invitations,
pentacles, wands, and swords. The cards of the and similar items.
minor arcana include those numbered from 1 to You can make a forgery of a document or similar
10, along with a page, knight, queen, and king to object you can see. The time it takes to produce
complete a set of 14. The major arcana cards the copy varies, from just a few minutes to several
typically correspond to those found in a typical days depending on the nature of the forgery.
tarot deck. Games of chance are played using the Usually, creating the forgery requires a successful
minor arcana only. Intellect roll, with 3 or more banes depending on
Clock: An ornate mechanical device used for the original’s complexity. Some forgeries might not
keeping time. When fully wound, the clock be possible without a special talent or materials,
operates for 1 day, but it loses 1d6 minutes each at the Sage’s discretion. A forger’s kit includes
hour. enough material to make one forgery.
Crystal Ball: A sphere, about 6 inches in Garrote: You can use this length of wire with
diameter, made from crystal, glass, or some other wooden handles to choke the life of your foe. If you
material. are wielding a garrote when you attempt to grab a
Dice Set: A typical set of dice includes three to creature, you make your roll with 1 bane. If you
five six-sided dice carved from ivory, bone, or succeed, the target also becomes affected by
some other material. Each die side features a suffocation in addition to the grab’s other effects.
different number of pips, numbered one to six. Gas Mask: A heavy mask made from rubber
Other shaped dice might be available with with two round filters near the mouth helps clean
uncommon availability. the air you breathe. You can equip the mask as a
Disguise Kit: A kit contains greases, waxes, and minor action. The mask’s filters work for a total of
other cosmetics you need to make someone 4 hours and you can replace a pair of filters for 1
appear other than who they are. A disguise kit has sp. The filters scrub the air you breathe to make
enough material to create five disguises. immune to the effects of breathing in smoke, gas,
You can create a disguise for yourself or for and inhaled toxins.
someone in your zone by expending a use from the Healer’s Kit: A set of bandages, ointments,
kit. It takes 10 minutes of work to create the herbs, thread, and needles, all of which can be
disguise. If you would disguise yourself, you must used to treat injuries, a healer’s kit has five uses.
also have a reflective surface. When you finish, you You can spend one minute treating a willing or
or the creature becomes disguised until the unconscious creature. When you finish, expend a
disguise is removed, ruined, or thwarted. use from the kit and make an Intellect roll. On a
A disguised creature appears to be someone success, the target heals damage equal to twice its
else. The disguise can replace a person’s level.
coloration, apparent gender, blemishes with Holy Water: Sold in glass bottles etched with
different ones. A disguise can increase or decrease the symbol of the religion responsible for its
height by up to 6 inches or weight by 20 percent. blessing, each bottle contains one dose. Any

13
demon, faerie, fiend, or undead covered in the holy incapacitated dies at the end of the round. Rules
water loses 2d6 Health. appear of animals in Chapter 10: Enemies.
Ladder: A standard ladder measures 18 feet
long and has 12 rungs. Carrying a ladder counts as ANIMALS AND ANIMAL GEAR
Common Price
carrying 6 items.
Bit and bridle 2 cp
Musical Instrument: A musical instrument Dog 1 sp
includes any easily carried device for making Harness 2 cp
music such as a lute, hand drum, fiddle, and pan Horse 5 gp
pipes. Pack Mule 1 gp
Navigator’s Instruments: You can use these Pet 1 cp
tools—maps, sextants, astrolabes—to chart Saddle 1 sp
courses and avoid becoming lost. When traveling Saddle blanket 1 cp
with these instruments, you can reroll one result Rare Price
of 1 for a die rolled to determine progress, but you Hawk 1 sp
must use the second result, even if it’s another 1. Warhorse 25 gp
Net: Made from rope and tied into a grid
pattern, a net can ensnare other creatures. You can Animal Descriptions
use an action to throw the net at one creature in The following descriptions correspond to those
your zone. Make a Strength roll against the target’s options shown on the preceding table.
Agility. If the target is immobilized, you succeed Bit and Bridle: You use a bit and bridle to
automatically. On a success, the target becomes control the steed you ride.
weakened and, while weakened, the target can Dog: Smart and loyal, dogs make excellent
move only by crawling. A target can overcome this companions and can be trained to perform in a
affliction with a successful Strength or Agility roll variety of different roles.
or by using an action to cut itself free using an off- Harness: You use a harness to tether an animal
hand, edged weapon. to a cart or wagon.
Occultist’s Kit: An occultist kit contains a pair Horse: Any large animal trained or otherwise
of knives, a chalice, pentacle, chalks for inscribing willing to bear other creatures as riders uses the
mystic diagrams and circles, as well as a set of ten rules for horse. The following rules represent
black candles. horses, ponies, mules, camels, oxen, and similar
Pocket Watch: A compact version of a clock, it creatures.
is small enough to fit in your pocket. The item Pack Mule: Pack animals carry objects such as
includes a thin chain. armor, weapons, and supplies needed for travel. A
Spare Parts: A set of spare parts includes donkey, pony, mules, oxen, and horses are all
components used to build and repair mechanical common pack animals, while giant ants, flightless
objects. You can use an action to expend a set of birds, and enormous worms represent the more
parts and enable one clockwork, automaton, or exotic offerings.
other mechanical object in your zone to regain Pet: A harmless companion animal such as a
2d6 Health. mouse, rat, cat, ant farm, songbird, turtle,
Tool Kit: A tool kit includes a hammer, wrench, tapeworm, or fish in a bowl.
pliers, screwdrivers, an awl, and other tools used Raptor: These trained animals are used for
by craftsmen, as well as shovels, picks, and similar hunting game. You can use the following rules for
tools for breaking up rocks and clearing hawks, ravens, and owls.
challenging terrain. Saddle: A wooden and leather seat for making
Writing Kit: A writing kit includes bottles of the riding of steeds more comfortable. Saddles
ink, pens, a knife, and a bag of fine sand. include stirrups.
Saddle Bag: A heavy leather bag that either

Animals straps onto the saddle or connects to another bag


and place over the back of a horse, a saddle bag
Animals carry gear, riders, fight in battle, and can hold 8 items.
might be companions. An animal you purchase Saddle Blanket: A blanket worn by the steed to
counts as a companion. The Sage controls the cushion the saddle.
animal and determines what the animal does Warhorse: Beasts trained to serve riders in
unless you direct it. An animal that becomes battle are accustomed to the noise and scents of
conflict and keep their cool while also lending aid

14
in the struggle. War steeds include chargers and two or three decks. The ship measures up to 150
destriers, giant breeds of dogs, trained bears, great feet in length, 30 feet in width, and rises about 45
cats, or a more exotic animal. Most can wear feet above the water. To sail a galleon, you need a
armor as well, which can be had for four times the crew of at least two hundred sailors.
normal prices. Rowboat: A boat with room enough to hold six
people. At least one person moves the boat by

Vehicles using the oars. When using a rowboat for travel,


you roll 3d6 instead of 4d6.
Sailboat: A modest-sized boat with one or more
Vehicles haul gear, make travel easier, and provide
shelter from the elements. A vehicle is an object. sails to catch the wind, these vessels can hold eight
When it moves, it’s Defense equals half the driver’s people and has cargo space to hold 20 items. For a
Agility score and the vehicle has a Health score sailboat to move, it must have at least one person
equal to 20 times the number of passengers it can tending the sails and one steering the ship. When
carry. Each passenger counts as 10 items. sailing with the wind while traveling, roll 6d6 to
determine progress. When sailing across the wind
VEHICLES while traveling, you roll the normal 4d6 for
Common Price traveling by boat. When sailing against the wind,
Cart 5 gp you roll just 2d6 for progress.
Rowboat 1 sp Wagon: Larger than a cart, a wagon features an
Sailboat 35 gp
open bed with a bench in front situated atop four
Wagon 10 gp
wheels. The wagon can hold 40 items. A wagon
Uncommon Price
Carriage 35 gp can travel across roads, paths, and relatively-
Galleon
Rare
125 gp
Price on progress.
obstacle free terrain, but makes no improvement

Cycle 5 gp

Vehicle Descriptions Hirelings


The following descriptions correspond to those Some people have specialized training making
options shown on the preceding table. them valuable to almost any expedition. The list
Carriage: This ornate conveyance allows prices for a hireling employs the individual for one
passengers to travel in comfort and style. A typical quest. Hirelings perform the services for which
carriage has a cabin with cushioned seats inside, they are hired, but might be convinced to do more
doors to either side, a bench in the front with a if well-treated, or do less or quit if they suffer poor
pair of lanterns to help the driver see at night. It treatment. As humans have the great population in
takes two to four horses to pull a carriage. The the Borderlands, most hirelings are assumed to be
cabin can hold up to six passengers and the bench human.
can hold two people, one of whom drives. Most Although hirelings count as allies and
carriages have steps on the outside on which companions, the Sage retains control over them.
guards might stand. The cabin’s roof has room Hirelings obey spoken orders in combat, but fight
enough to store 30 items. When using a carriage to only if hired to do so or to protect themselves. If a
travel by road, roll an extra 1d6 for progress. hireling is incapacitated, it dies during the end of
Cart: A two-wheeled conveyance used for the round. The hirelings’ rules appear in Chapter
hauling materials, it takes one horse or similar @: Enemies.
animal to draw it. A cart can hold 30 items. A cart HIRELINGS
can travel across roads, paths, and relatively Common Price
obstacle-free terrain, but makes no improvement Peasant 5 cp
on progress. Professional 1 sp
Cycle: A two-wheeled conveyance that moves Uncommon Price
when the driver pedals the gears. A cycle can hold Bodyguard 3 gp
one person and the entire vehicle has Health 10. Mercenary 2 gp
When using a cycle to travel by road, roll an extra Spy 1 gp
1d6 for progress. Rare Price
Hedge mage 5 gp
Galleon: A sailing vessel of considerable size, it
boasts three or four masts with square rigging,

15
Hireling Descriptions Consumables
The following descriptions correspond to those
options shown on the preceding table. Consumables make up a category of magical item
Bodyguard: Trained warriors protect their comprised of any substance imbued with magic
employers and take risks, even sacrificing that’s released upon its consumption.
themselves, if need be. Bodyguards do not throw Using a Consumable: You can perform the use
their lives away for no reason; employers who an item activity to either consume or administer to
show no regard for their safety might end up with one willing or unconscious creature one
no protection at all. consumable you hold or carry on your person in a
Peasant: Workers, drivers, pilots, stevedores, place in which you can retrieve it easily.
porters, sailors, butchers, servants, valets, and Consumables affect people in different ways and
more fill the ranks of peasants. even when a consumable promises specific effect,
Hedge mage: Hedge mages hire out spells for a it can sometimes have unpredictable results as
steep price and cast them as needed. noted in its description.
Mercenary: Sometimes considered soldiers of PREPARING CONSUMABLES
last resort, mercenaries sell their loyalty for gold. You prepare a consumable by distillation, infusion,
Most mercenaries require contracts and are brewing, cooking, baking, or in some other way, a
sticklers for the terms. In other words, they do process that takes time, special ingredients, and a
what they were hired to do and no more. You recipe. If you have a recipe, you can prepare a
might hire a couple mercenaries to help you fight consumable from ingredients that have the availability
bandits, but if you encounter a monster along the one step lower than the consumable’s (minimum
way, the mercenaries might ask for more gold as common availability) and price worth one-quarter the
compensation. If you violate the contract’s terms, consumable’s price. With the ingredients assembled, it
takes 1 hour per gp of the consumable’s final price
the mercenaries think nothing of call it quits and
working with an alchemist’s kit. When you finish, you
leaving you to deal with the mess.
produce a single dose of the consumable.
Professional: Any commoner with special
training counts as a professional. These characters CONSUMABLES
are guides, entertainers, healers, and scholars. A Common Price
professional uses the rules for a peasant with the Elixir of Healing 1 sp
talents of the associated profession. Uncommon Price
Spy: A spy is a skilled observer and can gather

Elixir of Health 5 gp
information about a person, place, or organization. Philter of Courage 5 gp
Philter of Good Feeling 5 gp

Magical Items
Philter of Rage 5 gp
Potion of Clarity 5 gp
Potion of Might 5 gp
Any object that carries a magical effect, permanent Potion of Speed 5 gp
or temporary, counts as a magical item. Although Rare Price
creating magical items takes an investment of time Potion of Invisibility 25 gp
and resources, magic’s abundance makes magical
items available in most lands, really anywhere Consumable Descriptions
where one might find a witch with a cauldron, an The following descriptions correspond to those
alchemist with a laboratory, or an artificer with a options shown on the Consumables table.
shop. Elixir of Healing: You heal 2d6 damage at the
Magical items fall into broad categories end of the round.
arranged by types: consumables, inscriptions, Elixir of Health: You heal 4d6 damage and
vessels, and trinkets. In addition, the Sage has regain 1d6 Health at the end of the round. Then,
access to rarities, relics, and artifacts, each of for 1 day, you make rolls to resist the effects of
which is a potent item that might be exotic in infection and being poisoned with 1 boon.
rarity or unique. The items described in the Philter of Courage: Starting at the end of the
following pages represent a small sample of the round, you are immune to the frightened affliction
kinds of things one might purchase in a shop or and you make Strength and Agility rolls with 1
find amongst treasure. boon, but you are Intellect impaired. The philter’s
effects wear off after 1 hour.

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Philter of Good Feeling: Starting at the end of and 1d6 damage (starting), 2d6
the round, you are friendly to all creatures. The damage (novice), 4d6 damage
philter’s effects wear off after 8 hours or until you (expert), 8d6 (master) to everything
have been harmed. in the zone.
Philter of Rage: Starting at the end of the 2–5 A misreading releases the magic
contained in the inscription. The
round, whenever you roll damage, you can roll it
inscription is destroyed and you take
twice and use the highest total. However, you are
1d6 damage (starting), 2d6 damage
Intellect impaired and unfriendly to all creatures. (novice), 4d6 damage (expert), or
The effects wear off after 1 hour. If you are 8d6 damage (master)
frightened, you lose the philter’s benefits, but the 6–9 You mispronounce or stumble over
drawback persists until the consumable’s effect the words causing the inscription to
ends. disappear with no effect.
Potion of Clarity: Starting at the end of the 10 or more You nearly botched the reading, but
round, you can locate the presence of each stopped yourself before you could
creature and object within your zone and each ruin the inscription. Nothing happens
adjacent one, even if they are invisible or hidden. and the inscription remains.
The potion wears off after 1 hour.
INSCRIPTIONS
Potion of Invisibility: Starting at the end of the
Uncommon Price
round, you are invisible for 1 minute. Starting 5 sp
Potion of Might: Starting at the end of the Novice 1 gp
round, you have a +4 bonus to Health, you make Rare Price
Strength rolls with 1 boon, and you impose 1 bane Expert 5 gp
on rolls made against your Strength. The potion Exotic Price
wears off after 1 hour. Master 25 gp
Potion of Speed: Starting at the end of the
round, whenever you walk or run, you can move WRITE AN INSCRIPTION
You can write and inscription of any spell you have
one additional zone. You make Agility rolls with 1
learned provided you have the time and materials to do
boon and impose 1 bane on rolls made against so. It takes a writing kit, something to hold the
your Agility. The potion wears off after 1 hour. inscription such as a sheet of paper or table, one hour
for a starting spell, two for a novice spell, four for an

Inscriptions expert spell, and eight for a master spell of which you
would create the inscription, and special inks worth half
An inscription is a spell that has been written on a the final inscription’s price. The inks’ availability
surface and imbued with the magic required to uncommon for an inscription of starting or novice spell,
cast it one time. One can find inscriptions on rare for an expert spell, and exotic for a master spell.
scrolls, tablets, and inside the pages of tomes and
books.
Using an Inscription: You use an inscription by Trinkets
performing the cast a spell activity. Unless you Trinkets capture magical items created to produce
have already learned the spell, you make an specific effects or to enhance an item’s normal
Intellect roll. If the spell is of a tier lower than the capabilities. Some trinkets bestow traits for as
highest you can cast, make the roll with 1 boon. If long as you wear or carry them, while others
the spell is of a tier higher than you can cast, make require you to use them by performing the use an
the roll with a number of banes equal to the item activity.
difference. If you have learned the spell or you Identification: Normally, a trinket’s seller how
succeed on the roll, the inscription disappears and to use it, but when found, identification of the
you resolve the spell’s effects. On a failed roll, trinket’s properties might take some effort. When
make a luck roll and find the total of your roll on examined under the effect of a spell that reveals
the Inscription Mishaps table. magical auras, the trinket shines with faint magic.
Although spells can sometimes identify a trinket’s
INSCRIPTION MISHAPS properties, often one must figure them out
Luck Roll Effect
through experimentation—pushing buttons,
1 or less You botch the reading and causing
the inscription to explode. The
shaking them, or simply using them in a manner
explosion destroys the inscription that seems they were intended to be used can all
reveal their properties.

17
Limits on Use: You can have any number of are cursed, make a luck roll with 1 boon and, on a
trinkets. Many trinkets require you to wear them. success, you end the cursed affliction.
You can only wear one trinket on a particular part
of your body and, if the trinkets come in a pair, you Apotropaic Broach
must wear both to gain their benefits. In other Numerous lines form a complex pattern on this
words, you have to wear both gloves in a pair and faintly glowing broach. While you wear the broach,
you cannot benefit from two pairs of gloves at a you take half damage from magical sources,
time. impose 1 bane on rolls made against you from
magical sources, and you make rolls to resist
TRINKETS magical effects with 1 boon.
Uncommon Price
Enchanted armor 5 gp*
Enchanted weapon 5 gp* Axe of Carnage
Gloves of climbing 5 gp The wide, crescent shaped blade shows heavy use
Glow sphere 5 gp in its notches and grisly stains. The axe of carnage
Night eyes 5 gp uses the rules for an axe. In addition, whenever
Talisman 5 gp the result of your successful roll to attack with the
*Add this price to the price of a superior item. weapon is 20 or higher, you can make another
Rare Price attack as part of the same action that deals an
Amulet of protection 25 gp extra 1d6 damage.
Bloodthirsty blade 25 gp
Bottomless bag 25 gp Belt of Scales
Chameleon cloak 25 gp
A thin length of snake skin with a coiled serpent
Collapsible boat 25 gp
for its buckle, it adjusts its size to fit the wearer.
Fire opal diadem 25 gp
Flaming sword 25 gp While you wear this belt, you can retreat as a
Ghost shoes 25 gp minor action.
Helm of leadership 25 gp
Icon of faith 25 gp Belt of Strength
Kraken skull 25 gp This wide, thick leather belt has a dinged and
Mask of tongues 25 gp dented bronze buckle. It resizes to fit its wearer.
Serpent rope 25 gp While you wear this belt, your Strength is 15 if it is
Shield of warding 25 gp lower than 15.
Skeleton Key 25 gp
Exotic Price Bloodthirsty Blade
Apotropaic broach 100 gp
This sword features a long blade with a fuller
Axe of carnage 100 gp
down the center to carry blood to its yawning
Belt of scales 100 gp
Belt of strength 100 gp
mouth-shaped guard. This weapon uses the rules
Circlet of thought 100 gp for a sword. In addition, when you use it to attack
Flying carpet 100 gp an injured target, you make the roll with 1 boon.
Invulnerable plate 100 gp
Mantle of courage 100 gp Bottomless Bag
Ring of invisibility 100 gp he bag has a 1-foot-diamter open and can hold up
Scoundrel cloak 100 gp to 20 objects of the opening’s diameter or smaller.
Vicious hammer 100 gp Objects placed in the bag have no weight. A
Widdershins 100 gp creature placed inside the bag vanishes, never to
Winged shoes 100 gp be seen again. Finally, if the bag is torn, everything
it carried falls out through the opening, the magic
Trinkets Descriptions dissipates, and the bag is an ordinary scrap of
The following descriptions correspond to those fabric.
options shown on the Trinkets table.
Chameleon Cloak
Amulet of Protection A hooded cloak of some fine gray fabric that
The medallion hanging from the silver chain has moves like water through your hands. If you are
the shape of an open eye and is used to ward off hidden while you wear this cloak, you are invisible
evil influences. If you wear this amulet when you until you are no longer hidden.

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Circlet of Thought the shoes, you automatically succeed on rolls
Sigils decorate this thin loop of silvery steel and made to sneak.
the loop stretches or shrinks to fit your head.
While you wear the circlet, your Intellect is 15 if it Gloves of Climbing
is lower than 15. These leather gloves fit snug over your hands and
with a gesture they sprout bristling spines to
Collapsible Boat secure your grip. While you wear these gloves, you
What appears to be a small wooden cube unfolds make rolls to attack with 1 bane, but succeed on
when you speak the command word. You can use all rolls to climb and you can climb any vertical
an action and speak the command word to cause a surface, overhangs, and ceilings.
boat to appear on a surface in your zone or the
boat to fold itself back up into its cube shape. Glow Sphere
A small, fist-sized orb of opaque white glass, while
Enchanted Armor you hold the sphere, you can use an action to
Wearing this suit of armor grants you a +1 bonus cause the sphere to emit bright, faint, or dim light
to Defense. until you dismiss it as a minor action.

Enchanted Weapon Helm of Leadership


You make rolls to attack with this weapon with 1 A helmet forged from steel and etched with images
boon. of weaponry, while you wear this helmet, you
grant 1 boon on rolls made to attack by allies in
Fire Opal Diadem your zone.
The bright jewel set in this headpiece gleams in
the shadows and darkness. While you wear the Icon of Faith
diadem, you emit faint light and, whenever you A martyr’s likeness has been painted on this
take damage from fire, roll 2d6 and reduce the wooden board and fills you with zealous fury.
damage you take by the total of the roll (minimum While you are not injured and carrying the icon,
0 damage). you make rolls to attack with 1 boon, but you are
Will impaired.
Flaming Sword
The blade of this sword has a wavy edge and feels Invulnerable Plate
warm to the touch. This weapon uses the rules for The plates making up this suit of armor have
a sword. In addition, while you hold it, you can, as runes of warding etched into them. Once per
a minor action, cause the blade to burn for 1 round, when you take damage while wearing this
minute. Your attacks with this weapon deal an armor, roll luck. On a success, you take no damage.
extra 1d6 damage from the flames. Once you use
this property, you must wait 1 hour before you can Kraken Skull
use it again. A helmet constructed from corroded copper and
wrought to look like a kraken, it adjusts its size to
Flying Carpet fit your head. While you wear this helmet, you can
Unrolling the carpet reveals a distinctive weave breathe air and when submerged in water. You
showing colorful birds in flight. An unrolled carpet also have the Swimmer trait.
is 9 feet wide and 12 feet long. It’s large enough to
seat six human-sized creatures. Mantle of Courage
The first creature to sit upon the carpet and You feel courageous while you wear this dark blue
speak the command word is the pilot and grants shirt. The mantle renders you immune to the
the carpet the ability to fly and hover. Performing frightened affliction.
the use an item activity allows the pilot to fly the
carpet in any direction. Mask of Tongues
A delicate porcelain mask changes shape when
Ghost Shoes worn to match the contours of your face. While
The soft shoes have padding on the soles and you wear the mask, whenever you speak, anyone
adjust their size to fit your feet. While you wear who hears you and knows at least one language
understands what you say.

19
Night Eyes Vicious Hammer
A pair of spectacles with black lenses that clear in The warhammer’s head has notches and grooves
shadowy conditions, while you wear these lenses on either side to rend the flesh even as it shatters
in an area of bright light, you cannot see. If you bone. This weapon uses the rules for a
wear them in areas of dim or faint light, you treat warhammer. In addition, whenever you deal
dim light as bright light and faint light as dim light. damage with this weapon, roll one additional time
and use the highest amount.
Ring of Invisibility
A simple gold band feels heavy when held. While Winged Shoes
you wear the ring, you are invisible to all creatures Tiny feathered wings sprout from the sides of
except supernatural creatures. Putting it on and these soft, leather shoes. While you wear these
taking it off is a minor action. shoes, you take no damage from landing after a fall
and you ignore challenging terrain on the ground
Scoundrel Cloak when you move.
A cloak of many colors, it shimmers in the light.
While you wear this cloak, you can use a move to Widdershins
teleport to an empty space you can see within two A doorknob made from gold and wrought into the
zones. form of a grinning fey face. When you place the
doorknob on a flat surface and turn the knob
Serpent Rope counterclockwise while thinking of a zone you
The slender cord of this 50-foot length of rope have visited at least once before, an outline of a
looks too thin to bear any weight, but it shows door forms in the surface and a door up to 7 feet
itself stronger than that woven from hemp. You tall and 3 feet wide opens on the surface and
can use an action and speak the command word to connects to a surface of the Sage’s choice in the
direct the rope to knot or untie itself, to gather zone you imagined. The door remains open until
itself in a tidy coil, or send one end slithering up or you close it and turn the knob clockwise, which
across a surface and attach its end to something at causes the door to disappear.
the top or side.

Shield of Warding
A heavy shield with a heraldic device depicting a
stone tower, while you wield this shield, you
impose 1 bane on rolls made to attack allies in
your zone. The shield otherwise uses the rules for
a shield.

Skeleton Key
A hand-sized key carved from bone with a skull-
shaped handle, it fits into any lock. You can use an
action to place this key into any lock in your zone.
The lock unlocks or locks as you choose. Each time
you use the key after the first, make a luck roll. On
a failure, the key breaks and its magic departs.

Talisman
A protective charm attached to a chain for wearing
around the neck or wrist. If you are wearing a
talisman when you make a luck roll, you can use
the item to make the roll with 1 boon. If the roll
fails, the talisman loses this property until the end
of the quest. The talisman also loses this property
after its used three times and becomes an
ordinary object.

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