Equipment Tables
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Choosing Equipment
In Adventure's Edge choosing the right equipment is critical for survival. Characters are limited to what they can carry, and having the right tool for the task is important; you might need rope for climbing, lanterns for exploring the dark, food and water for travel, and warm bedrolls for surviving a frigid night. You'll need to know what you are planning for and often change out your kit for different adventures. This is a good time to collaborate with your team and possibly assign equipment roles. Having the means to start a fire, a good tent, and food for a hot meal are just as important as weapons, armor, arrows, and healing potions. 
Wealth and Money
Each character begins play with 300 +5d20 silver pieces that they can spend on equipment, plus any starting gear specified in the class description. All characters are assumed to start with at least one outfit of average quality and little else. The starting money represents possessions acquired over time and doesn’t include small trophies or knick-knacks with sentimental value.
| Description | SP/Day | Example Professions |
|---|---|---|
| Labor - Unskilled | 6 | Laborer, Ditch Digger, Porter |
| Labor - Skilled | 8 | Lumberjack, Miner, Sailor, Prostitute |
| Labor - Specialized | 25 | Ship Officers (x2 for Captains or higher ranks) |
| Service - Basic | 8 | Carriage Driver, Baker, Skinner, Wet Nurse, Painter |
| Service - Skilled | 10 | Barber, Chef, Soldier/Guard, Priest, Tailor, Teacher |
| Service - Specialized | 25 | Doctor, Judge, Merchant, City Officials, Military Officers (x2-x3 for higher positions) |
| Service - Magical | 150 | Alchemist, Enchanter |
| Craftsman - Basic | 7 | Cobbler, Basket Maker, Brick Maker, Potter |
| Craftsman - Skilled | 11 | Carpenter, Cooper, Furrier, Blacksmith, Chandler |
| Craftsman - Specialized | 15 | Armorer, Locksmith, Weaponsmith, Glassblower |
| Craftsman - Master | 25 |
Carrying Capacity
Characters can carry a number of small items equal to their strength stat without penalty. For each increment of carried gear beyond the first, they become progressively encumbered.
For example, a character with a strength of 12 can easily carry 12 small items, 6 Medium items, or 3 large items. If they carry more than that they become encumbered. For the second increment worth of items carried they are at a Medium load, and all attacks, athletics and conditioning checks are at -2. On the third increment of items carried they are at a Heavy load and -4, and then at the fourth increment they are at an extreme load and -6. This is the most that a character is able to carry.
| Load Carried Penalty | ||
|---|---|---|
| 1st increment carried | Light Load | No Penalty |
| 2nd increment carried | Medium Load | -2 |
| 3rd increment carried | Heavy Load | -4 |
| 4th increment carried | Extreme Load | -6 |
| Penalty applies to Attacks, Athletics, and Conditioning checks. | ||
Item sizes double their slot use for each increment in size increase.
2 Tiny Items=1 Small Item
2 Small Items=1 Medium item
2 Medium Items=1 Large item (4 Small Items)
2 Large Items=1 Oversized Item (8 Small Items)
2 Oversized Items = 1 Heavy Item (16 Small items)
| Table: Item Size / Weight ranges | |
|---|---|
| Tiny Items | <=1lb |
| Small Items | 1 to 2 lbs |
| Medium Items | 3 to 5 lbs |
| Large Items | 6 to 15 lbs |
| Oversized | 16 to 25 lbs |
| Heavy | 26 to 50 lbs |
Using mismatched sizes
It might be easy to think that a small person could pick up a Medium-sized arming sword and use it as a long sword, but the reality is the size of the handle and balance of the blade would render it useless to the smaller combatant. To represent this, each size category different between the weapon and attacker puts the attacker at -2 on attack, and the damage for the actual size of the weapon is the effective useful damage.
For example, if a Medium character picks up a small longsword, which does 1-6, they could try to use it as an arming sword. It retains the small statistics, such as weight and reach, but the size difference, the small grip and odd balance would put the Medium attacker at minus one edge.
Weapon Equipment Quality
The quality of a piece of equipment makes a significant difference in its effectiveness.
| EquipmentQuality | To Hit | DamageRange | DamageResistance | BreakageScore | PriceAdjustment |
|---|---|---|---|---|---|
| Tool Quality | -1 | -1 | 0 | 2 | |
| Poor Quality | -1 | -1 | -1 | -1 | -50% |
| Standard Quality | 0 | 0 | 0 | 0 | |
| Fine Quality | 0 | 1 | 0 | 1 | +50% |
| Magic +1 | 1 | 1 | 1 | +5 | calculated |
| Magic +2 | 2 | 2 | 2 | +10 | calculated |
| Magic +3 | 3 | 3 | 3 | +15 | calculated |
Item Breakage and Wear
Weapons, armor, and shields in Adventure’s Edge are not indestructible. Equipment degrades under stress, heavy impact, and misuse. Breakage is intended to represent long-term wear and battlefield damage, not minor cosmetic scratches.
Every applicable item has a Breakage Score. This determines how much structural punishment the item can endure before becoming unusable.
Breakage Score and Damage Track
An item’s Breakage Score determines how many damage boxes it has.
When an item suffers breakage damage, mark one box.
Once an item reaches half of its Breakage Score (rounded up), any further damage is marked from the right side of the track. Damage marked on the right side represents structural failure.
- Damage marked on the left side may be repaired in the field.
- Damage marked on the right side requires professional repair or magic.
- When all boxes are filled, the item is broken.
A broken item cannot be used for its intended purpose.
Some items may be repairable by a skilled craftsman. Others, once broken, are ruined beyond recovery without magic.
Weapons
Weapons suffer breakage primarily through mishaps and misuse.
A weapon takes 1 point of breakage damage when:
- The attacker rolls a natural 1 and triggers a mishap result of 3–6 (Weapon Damage).
- The weapon is deliberately targeted and struck successfully.
- The weapon strikes a hardened surface such as stone, iron bars, or magical wards.
- The weapon is subjected to destructive environmental effects such as acid, crushing force, or extreme heat.
- The Gamemaster determines the weapon has suffered unusual stress.
Armor
Armor suffers breakage when it absorbs catastrophic impact.
When a combatant wearing armor is struck by a natural 20, the armor takes 1 point of breakage damage, regardless of whether the armor fully absorbs the attack.
Armor damage represents cracked plates, split seams, bent rings, or torn padding.
Shields
Shields degrade through active defense.
When a shield is used to parry an attack, the defender temporarily increases their Defense as normal.
If the final attack total falls within the shield’s parry margin — meaning the attack would have hit the defender’s base Defense but is stopped by the shield/parry bonus — the shield absorbs the blow and takes 1 point of breakage damage.
Shield breakage reflects cumulative structural impact.
Shields typically have higher Breakage Scores than weapons because they are designed to absorb repeated force.
Materials and Durability
Different materials affect durability. The Breakage Score listed for an item reflects its construction.
As a general guideline:
- Crude or bone weapons have lower Breakage Scores.
- Wooden weapons and shields are less durable than metal equivalents.
- Steel versions typically have approximately double the durability of wooden versions.
- Fine craftsmanship or superior alloys may increase Breakage further.
The Breakage Score listed in equipment tables already reflects material quality unless otherwise noted.
Magic Items
Magic reinforces structure.
A magic weapon or shield ignores a number of breakage damage equal to its enhancement bonus per combat. Damage beyond that threshold applies normally.
Magic armor ignores breakage damage from the first natural 20 it suffers each combat per point of enhancement bonus.
Magic items are still not indestructible, but they are far more resilient than mundane equipment.
Repairs
Field Repair:
- Requires appropriate crafting proficiency.
- Requires basic tools.
- Removes damage marked on the left side only.
- Takes one Exploration Interval per repair attempt.
- May require materials at the Gamemaster’s discretion.
Professional Repair:
- Requires a trained craftsman.
- Can repair right-side damage if the item is not fully broken.
- Costs coin and requires downtime.
Magic may restore breakage damage at the Gamemaster’s discretion.
Broken Items
When an item’s Breakage Score is fully depleted, it is broken.
- Broken weapons cannot be used to attack.
- Broken armor provides no protection.
- Broken shields cannot be used to parry.
Improvised use of broken equipment is at the Gamemaster’s discretion and is typically ineffective.
Master Equipment List
Pricing note: Costs below are at source. In settlements, typical markup is +25% to +200% depending on scarcity, distance, and danger.
Animals and Mounts
Animals require:
- 1 Feed per day (see Food section)
- 40 Water per day (more in heat)
- Rest
- Shelter in severe cold
Animals accrue fatigue and exposure as characters do.
Mounts
| Animal | Cost | Attack Type | Carrying Capacity | Notes |
|---|---|---|---|---|
| Riding Horse | 300 | 6 mph (road) | 200 lbs rider + gear | Standard mount |
| Draught Horse | 240 | 4 mph (road) | 400 lbs (pulling) | Wagon animal |
| War Horse | 600 | 6 mph (road) | 250 lbs | Trained for combat |
Notes
- Mounted rider uses mount’s Attack Type.
- Rough terrain reduces mounted Attack Type by 1–2 mph.
- Dense forest and swamp may require dismount.
- Overloaded mounts reduce Attack Type by 1 mph.
- Draft animals pulling wagons cannot exceed wagon Attack Type.
Fatigue & Travel
Mounted travel reduces rider fatigue:
- Riding at Normal pace counts as Light activity for rider.
- Dexterity mounted travel counts as Moderate for rider.
- Mount accrues fatigue normally.
Overworking mounts may cause:
- Reduced Attack Type.
- Refusal.
- Injury (GM discretion).
Exposure
Mounts:
- Suffer cold exposure below 30°F unless blanketed.
- Cannot benefit from sleeping bags.
- Require shelter in severe storms.
| Item | Cost | Size | Effect |
|---|---|---|---|
| Horse Blanket (Winter) | 25 | L | Cold DR 2 for mount |
| Horse Blanket (Heavy Fur) | 50 | L | Cold DR 3 for mount |
Saddle Blanket (5 SP) prevents chafing; no exposure bonus.
Tack & Riding Gear
| Item | Cost | Size | Effect |
|---|---|---|---|
| Bit & Bridle | 15 | S | Required for controlled riding |
| Saddle, Leather | 75 | L | Required for extended riding |
| Combat Saddle | 100 | L | +2 to mounted stability checks |
| Pack Saddle | 50 | L | Required for cargo transport |
| Saddle Blanket | 5 | M | Required for saddle use |
| Riding Crop | 3 | S | +1 to Handle Animal checks |
| Horseshoe (Set of 4) | 12 | T | Prevent rocky terrain penalty |
Shoeing service: 20 SP (as listed in Services).
Storage
| Item | Cost | Size | Capacity |
|---|---|---|---|
| Saddlebags, Small | 20 | S | 6 small items |
| Saddlebags, Medium | 25 | M | 10 small items |
| Saddlebags, Large | 30 | L | 14 small items |
Capacity counts toward mount’s load.
Mounted Combat
- War Horse ignores first Morale check in combat.
- Riding Horse must make Morale check when wounded.
- Draught Horse flees combat unless restrained.
Additional Pack & Work Animals
All animals:
- Require 1 Feed per day (unless noted).
- Require 40 Water per day (more in heat).
- Accrue fatigue normally.
- Suffer exposure normally.
Mule
| Animal | Cost | Attack Type | Carrying Capacity | Notes |
|---|---|---|---|---|
| Mule | 120 | 4 mph (road) | 250 lbs | Sure-footed; ignores rocky terrain penalty |
Role: Ideal pack animal for mountains and rough terrain.
- Less likely to panic than horse.
- Cannot be ridden effectively (counts as uncomfortable mount; rider gains fatigue normally).
Donkey
| Animal | Cost | Attack Type | Carrying Capacity | Notes |
|---|---|---|---|---|
| Donkey | 60 | 3 mph | 150 lbs | Hardy; low feed requirement |
- Requires only ½ Feed per day.
- Heavy but extremely durable.
- Ideal for poor travelers or small caravans.
Camel
| Animal | Cost | Attack Type | Carrying Capacity | Notes |
|---|---|---|---|---|
| Camel | 350 | 5 mph (desert) | 300 lbs | Desert adapted |
- Requires Water only every other day (unless exerted heavily).
- Cold exposure below 40°F.
- No swamp travel.
Excellent for desert campaigns.
Ox
| Animal | Cost | Attack Type | Carrying Capacity | Notes |
|---|---|---|---|---|
| Ox | 150 | 2 mph | 800 lbs (pulling) | eavy draft animal |
- Cannot be ridden.
- Ideal for Heavy wagons.
- Very slow but strong.
- Requires 1.5 Feed per day.
War Dog
| Animal | Cost | Attack Type | Carrying Capacity | Notes |
|---|---|---|---|---|
| War Dog | 75 | 5 mph | — | Trained for combat |
- Gains +2 to tracking checks.
- Must make Morale check if handler falls.
- Requires ½ Feed per day.
- May assist in combat.
Pack Animal Comparison Summary
| Animal | Best Terrain | Best Use |
|---|---|---|
| Riding Horse | Roads / plains | Dexterity travel |
| Draught Horse | Roads | Wagons |
| War Horse | Open terrain | Mounted combat |
| Mule | Mountains | Pack transport |
| Donkey | Rural / poor caravans | Budget pack |
| Camel | Desert | Long-distance arid travel |
| Ox | Roads | Heavy hauling |
| War Dog | Any | Guard / scout |
Armor
Armor Penalties are cumulative by body part - meaning add the torso penalty, then the leg penalty once, and the arm penalty once.
Example: A chainmail shirt -3, combined with chainmail arm greaves -1, and chainmail leg greaves -1, would result in a -5 total penalty. Armor Training reduces this penalty by 3, Advanced Armor training by 3 more.
Armor penalties apply to attacks and athletic checks.
Armor contributes to Encumbrance weight, and encumbrance and armor penalties stack.
| Item | Cost | Protects | Action
Penalty |
Size | Breakage | Details |
|---|---|---|---|---|---|---|
| Arm Greaves, Soft Leather | 25 | Arms | M | 2 | DR2, Covers Upper/Lower Arms | |
| Arm Greaves, Boiled Leather | 50 | Arms | -1 | M | 4 | DR4, Covers Upper/Lower Arms |
| Arm Greaves, Chainmail | 75 | Arms | -1 | M | 5 | DR5, Covers Upper/Lower Arms |
| Arm Greaves, Steel | 125 | Arms | -1 | M | 7 | DR6, Covers Upper/Lower Arms |
| Bracers, Soft Leather | 10 | Lower Arms | S | 2 | DR2 | |
| Bracers, Boiled Leather | 25 | Lower Arms | S | 4 | DR3 | |
| Bracers, Steel | 100 | Lower Arms | S | 7 | DR5 | |
| Soft Leather Boots | 20 | Feet | M | 2 | DR2 | |
| Rigid Leather Boots | 35 | Feet | M | 4 | DR3 | |
| Steel Boots | 75 | Feet | M | 6 | DR5 | |
| Helm, Leather Cap | 10 | Head | M | 4 | DR2, Partial head | |
| Helm, Chainmail Coif | 25 | Head/Neck | M | 6 | DR5, Covers head and neck (no face) | |
| Helm, Steel, Open-Faced | 50 | Head | M | 7 | DR6, Covers head (no face) | |
| Helm, Great, Closed-Faced | 75 | Head | M | 8 | DR7, Covers full head, -2 Perception | |
| Leg Greaves, Soft Leather | 50 | Legs | M | 2 | DR2, Covers Upper/Lower Legs | |
| Leg Greaves, Boiled Leather | 75 | Legs | -1 | M | 4 | DR4, Covers Upper/Lower Legs |
| Leg Greaves, Chain | 125 | Legs | -1 | M | 5 | DR5, Covers Upper/Lower Legs |
| Leg Greaves, Steel | 150 | Legs | -1 | M | 8 | DR6, Covers Upper/Lower Legs |
| Leather Jerkin (Soft) | 40 | Torso | M | 1 | DR1 | |
| Leather Coat | 60 | Torso | -1 | L | 3 | DR3, Covers torso & upper legs |
| Gambeson, Light | 50 | Torso | -1 | M | 2 | DR2 |
| Gambeson, Heavy | 75 | Torso | -2 | L | 4 | DR4, Covers torso, upper arms/legs |
| Breastplate, Boiled Leather | 75 | Torso | -2 | L | 5 | DR5, Covers chest & abdomen |
| Cuirass, Boiled Leather | 100 | Torso | -3 | L | 5 | DR5, -3 Armor Penalty |
| Chainmail Shirt | 200 | Torso | -3 | O | 6 | DR6, Covers torso & upper arms |
| Chainmail Hauberk | 275 | Torso | -4 | O | 6 | DR6, Covers torso, arms, upper legs |
| Cuirass, Brigandine | 700 | Torso | -4 | O | 7 | DR7, Leather w/ steel plates |
| Breastplate, Steel | 500 | Torso | -3 | O | 8 | DR8 |
| Cuirass, Steel | 800 | Torso | -4 | O | 8 | DR8 |
| Half Plate (Plate/Chain) | 800 | Torso | -4 | O | 8 | DR8 Plate (torso), DR6 Chain (limbs) |
| Full Plate, Steel | 1200 | Full Body | -6 | H | 8 | DR8, Includes great helm, fitted |
| Gloves, Soft Leather | 10 | Hands | S | 2 | DR2 | |
| Gauntlets, Boiled Leather | 25 | Hands | S | 4 | DR3 | |
| Gauntlets, Steel | 50 | Hands | S | 7 | DR5 | |
| Quilted Cloth Gorget | 15 | Neck | S | 3 | DR2 | |
| Boiled Leather Gorget | 20 | Neck | S | 4 | DR3 | |
| Chainmail Gorget | 25 | Neck | M | 5 | DR4 | |
| Steel Gorget | 30 | Neck | M | 6 | DR5 | |
| Buckler, Wood | 20 | Shield | S | 4 | +1 | |
| Buckler, Steel | 30 | Shield | M | 8 | +1 | |
| Round (Wood) | 30 | Shield | M | 6 | +2 | |
| Round (Steel) | 45 | Shield | M | 12 | +2 | |
| Heater (Wood) | 40 | Shield | M | 8 | +3 | |
| Heater (Steel) | 60 | Shield | L | 16 | +3 | |
| Kite (Wood) | 75 | Shield | L | 12 | +4 | |
| Pavise (Wall Shield, Wood) | 100 | Shield | H | 16 | +5, Provides cover |
Clothing
Base Layers (Inner)
- Clothing provides Cold DR.
- DR stacks by layer.
- Accessories (hat, gloves, boots) provide a combined maximum of +1 DR total.
- Sleeping gear provides Sleeping DR, which only applies while resting.
- Waterproof outerwear prevents becoming Wet in Light or Heavy Rain (but not Torrential unless stated).
- Only one Inner Layer counts toward DR.
| Item | Cost | Size | Cold DR | Heat DR | Notes |
|---|---|---|---|---|---|
| Pants, Cotton | 10 | S | |||
| Pants, Linen | 15 | S | |||
| Pants, Silk | 50 | S | |||
| Pants, Wool | 12 | S | 1 | ||
| Dress, Cotton (Common) | 20 | S | 0 | ||
| Dress, Cotton (Nice) | 30 | S | 0 | ||
| Dress, Silk (Fine) | 75-100 | S | 0 | ||
| Dress, Silk, Beaded (Ornate, Gown) | 150-200 | M | 0 | ||
| Shirt, Cotton | 10 | S | 0 | — | |
| Shirt, Linen | 15 | S | 0 | — | |
| Shirt, Wool | 13 | S | 1 | Inner Layer | |
| Shirt, Silk | 75 | T | 0 | Hot climates | |
| Shift, Woolen | 15 | S | 1 | Inner Layer | |
| Tunic, Woolen | 20 | M | 1 | Inner Layer |
Only one Inner Layer counts toward DR.
Mid Layers
| Item | Cost | Size | Cold DR | Heat DR | Notes |
|---|---|---|---|---|---|
| Cloak, Wool | 25 | M | 2 | Outer Layer | |
| Cloak, Fur-Lined | 40 | M | 3 | Outer Layer | |
| Coat, Heavy Cotton | 25 | M | 2 | Outer Layer | |
| Coat, Heavy Wool | 40 | L | 3 | Outer Layer | |
| Coat, Fur | 50 | M | 4 | Outer Layer | |
| Coat, Fur (Rare) | 100 | M | 5 | Outer Layer |
Only one Outer Layer counts toward DR.
Accessories (Combined Max +1)
| Item | Cost | Size | Cold DR | Heat DR | Notes |
|---|---|---|---|---|---|
| Hat, Fur | 15 | S | +1 | Accessory | |
| Gloves, Wool | 7 | S | +1 | Accessory | |
| Boots, Rigid Leather | 15 | M | +1 | Accessory | |
| Scarf, Wool | 10 | S | +1 | Accessory | |
| Socks, Wool | 2 | T | +1 | Accessory |
Only 1/2 Accessory DR counts toward total DR.
Waterproof Outerwear
| Item | Cost | Size | Effect |
|---|---|---|---|
| Travel Cloak, Oiled | 35 | M | Waterproof (Light/Heavy Rain) |
| Oilskin Coat | 50 | M | Waterproof (All Rain) |
| Waxed Canvas Poncho | 20 | S | Waterproof (Light Rain only) |
Waterproof prevents becoming Wet while worn properly.
General Goods
Books & Documents
Books matter for knowledge, spellcraft, and research.
| Item | Cost | Size | Effect |
|---|---|---|---|
| Book (Blank, 24 pages) | 30 | M | Required for recording spells or research |
| Book, Arcane | 100 | M | +2 to Spellcraft research (when relevant) |
| Book, Scholarly | 50 | M | +2 to relevant knowledge research |
| Book, Religious | 25 | M | +2 to religious lore checks |
| Map, Local | 15 | S | +2 to navigation (local area) |
| Map, Regional | 30 | M | +2 to navigation (region) |
| Map Case | 10 | S | Protects maps from Wet condition |
| Scroll Case | 6 | S | Protects documents from Wet condition |
Books must be dry to function.
Wet books are unusable until dried.
Writing & Seals
| Item | Cost | Size | Effect |
|---|---|---|---|
| Ink (1 oz) | 1 | T | Required for writing or copying |
| Inkwell | 4 | T | Stores ink |
| Quill (5) | 1 | T | Writing instrument |
| Sealing Wax | 1 | T | Secure written documents |
| Personal Seal | 10 | T | Authenticate documents; +2 to formal contracts |
Medical Supplies
| Item | Cost | Size | Effect |
|---|---|---|---|
| First Aid Kit (10 uses) | 15 | S | Stabilize at 0 HP; +2 to healing checks |
| Bandages (5 uses) | 5 | T | Required for treating wounds |
| Antiseptic Spirits | 8 | S | Prevent infection; required after severe wound |
Water Storage
| Item | Cost | Size | Capacity |
|---|---|---|---|
| Waterskin | 3 | M | 2 Water |
| Canteen (Quart) | 2 | M | 4 Water |
| Bucket (Wood) | 3 | L | 8 Water |
| Jug (Gallon) | 8 | L | 8 Water |
Containers (Utility)
| Item | Cost | Size | Capacity |
|---|---|---|---|
| Sack | 1 | S | 4 small items |
| Chest (1x1x2) | 10 | L | 20 small items |
| Barrel (15 gal) | 10 | H | 60 small items |
Cooking Gear
| Item | Cost | Size | Effect |
|---|---|---|---|
| Cooking Pot (Small) | 15 | M | Required to cook grain or stew |
| Cauldron (Iron) | 75 | H | Cook for 6+ people |
| Frying Pan | 10 | M | Flat iron pan for direct heat cooking |
| Mess Kit | 10 | M | Flat iron pan for direct heat cooking |
| Spice Kit | 15 | M | Small handled vessel for boiling water |
| Tea Kettle | 12 | M | Personal kit: bowl, cup, small utensil |
| Utensil (Wood) | 1 | T | Required to eat cooked meals |
Utility
| Item | Cost | Size | Effect |
|---|---|---|---|
| Mirror (Steel) | 1.5 | S | +2 to inspect corners, signals |
| Ladder (12 ft) | 10 | O | Overcome 12 ft vertical barrier |
| Oar (8') | 5 | L | Required for rowing boat |
| Soap | 1 | S | Remove grime; required before medical treatment in civilized areas |
Survival Gear
Fire & Fuel
| Item | Cost | Size | Effect |
|---|---|---|---|
| Firewood (bundle) | 2 | M | Warmth 1 for 1 hour |
| Tinderbox | 3 | S | Start fire (dry conditions) |
| Flint & Steel | 3 | S | Start fire |
| Fire-Starting Bow | 3 | S | Start fire (dry wood only) |
Warmth stacks from multiple bundles.
Sleeping Gear
| Item | Cost | Size | Sleeping DR |
|---|---|---|---|
| Blanket, Light | 5 | S | 1 |
| Blanket, Heavy | 10 | M | 2 |
| Bedroll, Canvas | 25 | L | 2 |
| Sleeping Bag, Wool | 40 | L | 3 |
| Sleeping Bag, Fur | 75 | L | 4 |
Sleeping DR only applies while resting.
Shelter
| Item | Cost | Size | Effect |
|---|---|---|---|
| Tent, 2 Person | 20 | M | Shelter 1 |
| Tent, 4 Person | 40 | L | Shelter 1 |
| Tent, 8 Person | 80 | O | Shelter 2 |
| Canvas Tarp | 10 | M | Shelter 1 (improvised) |
Shelter reduces exposure before clothing DR.
Climbing & Utility
| Item | Cost | Size | Effect |
|---|---|---|---|
| Rope, Hemp (100') | 40 | M | Required for safe climbing |
| Rope, Silk (100') | 120 | S | +2 to climbing checks |
| Grappling Hook | 20 | M | Anchor climbing rope |
| Climbing Harness | 25 | M | Prevents fall on failed check (once per climb) |
| Crowbar | 5 | M | +2 to forced entry checks |
| Pickaxe | 12 | L | +2 to mining checks |
| Shovel | 10 | L | Dig 1 cubic yard per hour |
Containers
| Item | Cost | Size | Capacity |
|---|---|---|---|
| Coin Purse | .5 | T | 4 Tiny Items |
| Canvas Bag, Small | 5 | S | 4 Small Items |
| Backpack, Small | 10 | S | 6 small items |
| Backpack, Medium | 15 | M | 10 small items |
| Backpack, Large | 20 | L | 14 small items |
| Sack | 1 | S | 4 small items |
| Sack, Large | 4 | S | 10 small items |
| Barrel (15 gal) | 10 | H | 60 small items |
Capacity counts toward encumbrance normally.
Light
| Item | Cost | Size | Effect |
|---|---|---|---|
| Torch (1 hr) | 0.3 | M | Bright 20 ft |
| Lantern | 8 | M | Bright 30 ft |
| Lamp Oil (1 pt) | 1 | S | 4 hours fuel |
| Candle (2 hr) | 0.5 | T | Dim 10 ft |
| Item | Cost | Size | Effect |
|---|---|---|---|
| Compass | 50 | T | +2 to navigation |
| Sextant | 175 | M | Required for sea navigation |
| Spyglass | 20 | S | +2 to spotting distant objects |
| Map, Local | 15 | S | +2 navigation (region) |
| Map, Regional | 30 | M | +2 navigation (region) |
| Map, Continent | 150 | M | +2 navigation (continent) |
Bonuses do not stack from multiple maps.
Food and Drink
Food is measured in Food units for survival purposes.
- A Medium humanoid requires 1 Food per day.
- Fresh food weighs 2 lbs per unit.
- Preserved food weighs 1 lb per unit.
Some listed items are flavor goods and do not count as full Food units unless specified.
Travel Rations
These count directly toward daily survival needs.
| Item | Cost | Size | Effect |
|---|---|---|---|
| Field Rations (1 Day) | 2 | M | 1 Food (preserved) |
| Hardtack Rations (1 Day) | 2.5 | M | 1 Food (preserved; dry only) |
| Fresh Rations (1 Day) | 3 | M | 1 Food (fresh; 2 lbs) |
Hardtack spoils if soaked.
Preserved Staples
These may count as Food if sufficient quantity is consumed.
| Item | Cost | Size | Notes |
|---|---|---|---|
| Salted Herring (5) | 1 | T | ½ Food |
| Pickled Herring (5) | 1 | T | ½ Food |
| Dried Meat (1 lb) | 2 | S | ½ Food |
| Cheese Wheel (small) | 3 | S | 1 Food |
| Grain Sack (10 lb) | 5 | M | 5 Food (requires cooking) |
Cooking grain requires fire and 30 minutes.
Beverages
Beverages provide Water unless strongly alcoholic.
| Item | Cost | Effect |
|---|---|---|
| Ale | 0.75 | Counts as 1 Water (not suitable for exposure reduction) |
| Beer | 1 | Counts as 1 Water (not suitable for exposure reduction) |
| Mead | 1.5 | Counts as 1 Water (mild intoxication) |
| Wine, Average | 1 | Counts as 1 Water |
| Wine, Fine | 3 | Counts as 1 Water |
| Wine, Gallon | 6 | 8 Water |
| Whiskey | 2 | No Water value; strong intoxication |
| Coffee | 4 | Suppresses 1 fatigue temporarily (1 hour), then returns |
| Tea | 5 | Suppresses 1 fatigue temporarily (1 hour), then returns |
Alcohol does not reduce heat exposure.
Coffee/Tea benefit once per day.
Animal Feed
| Item | Cost | Size | Effect |
|---|---|---|---|
| Horse Rations (20 lb Oats/Hay) | 2 | O | 1 day of feed for horse |
Mounts must eat daily or suffer starvation.
Services
Services represent prepared food, shelter, and labor in settlements.
Meals
| Item | Cost | Effect |
|---|---|---|
| Meal, Light | 1 | ½ Food |
| Meal, Normal | 2 | 1 Food |
| Meal, Heavy | 3 | 1 Food; removes 1 fatigue if well-rested |
Heavy meal benefit applies once per day.
Lodging
| Item | Cost | Effect |
|---|---|---|
| Lodging, Poor | 0.5 | Rest, no bonus |
| Lodging, Communal Inn | 1 | Rest |
| Lodging, Average | 2 | Rest; +1 to next day Morale checks |
| Lodging, Good | 4 | Rest; remove 1 additional fatigue |
| Public Baths | 1 | Remove 1 fatigue if resting |
Fatigue removal requires full rest period.
Animal Services
| Item | Cost | Effect |
|---|---|---|
| Stabling (Hay) | 1 | Feed + shelter for mount |
| Stabling (Grain) | 2 | Feed + improved condition |
| Shoeing Horse | 20 | Prevents movement penalty on rocky terrain |
Coach service assumes road and stable conditions.
Instruments
Instrument
Instruments are used for performance, ceremony, signaling, and morale. Any character proficient in Perform (Play instrument) may use an instrument to perform publicly, earn income, or influence crowds.
Unless otherwise noted, instruments provide:
- +2 to Performance checks when played.
- May earn 1–10 SP per evening in settlements (GM discretion).
- May affect morale in downtime or military settings (GM discretion).
Signaling Instruments
These instruments may be used to communicate simple signals over distance.
| Item | Cost | Size | Effect |
|---|---|---|---|
| Hunting Horn | 10 | S | Audible up to ½ mile; simple coded signals |
| Trumpet, Fanfare | 35 | M | Audible up to ½ mile; ceremonial or command signals |
| Trumpet, Brass | 40 | M | Audible up to ½ mile; battlefield signals |
| Drum | 25 | M | Audible up to ¼ mile; rhythm signals |
| Kettle Drums | 25 | L | Audible up to ½ mile; battlefield or alarm |
| Tabor | 25 | M | Audible up to ¼ mile |
| Bells | 10 | T | Alarm or ritual; audible 200 ft |
| Triangle | 1 | T | Audible 100 ft |
These may be used for:
- Alarm
- Watch changes
- Military commands
- Caravan coordination
Portable Performance Instruments
| Item | Cost | Size | Notes |
|---|---|---|---|
| Lute | 60 | S | Common bard instrument |
| Mandolin | 9 | M | Portable string |
| Lyre | 45 | M | Classical string |
| Recorder | 9 | S | Simple wind instrument |
| Fife | 10 | S | High-pitched signal flute |
| Pan Pipes | 2 | S | Simple wind instrument |
| Fiddle (5 String) | 25 | M | Folk string |
| Violin | 60 | L | Refined performance |
| Viol | 75 | L | Court performance |
| Dulcimer | 15 | M | Hammered string |
| Sitar | 10 | M | Regional string |
| Cittern | 100 | M | Refined string |
| Hurdy-Gurdy | 90 | L | Drone instrument |
| Sackbut | 30 | M | Early brass instrument |
| Tambourine | 9 | S | Rhythm instrument |
| Castanets | 4 | S | Rhythm accent |
| Cymbals | 10 | S | Loud rhythmic |
| Chimes | 10 | S | Ritual or ambiance |
| Xylophone | 35 | L | Stationary melodic |
| Harp, Handheld | 50 | L | Traveling harp |
| Harp, Standing | 75 | H | Stationary court instrument |
These instruments:
- Provide +2 to Performance checks when played.
- May earn 1–10 SP per evening in settlements (GM discretion).
- May improve camp morale during extended travel.
Performance and Morale
- Successful performance during camp reduces one hireling’s Morale check difficulty the following day.
- Successful battlefield performance grants +1 to a single Morale check for allies within hearing.
Encumbrance Note
Large instruments:
- May count as Large or Heavy items.
- May require protection from rain.
- May suffer damage if exposed to water.
Subterfuge
Subterfuge items assist in stealth, infiltration, deception, sabotage, and illicit activity.
Many items in this category are illegal in civilized regions.
Possession of Subterfuge gear may impose penalties when dealing with law enforcement or authority figures if discovered.
Lock & Entry Tools
| Item | Cost | Size | Effect |
|---|---|---|---|
| Lockpicks, Poor | 10 | S | -2 to lockpicking checks |
| Lockpicks, Average | 15 | S | Standard lockpicking |
| Lockpicks, Fine | 20 | S | +2 to lockpicking checks |
| Skeleton Key | 15 | T | Attempt to open simple locks; DL 15 |
| Key Making Set | 50 | S | Duplicate key with access; requires 1 hour |
| Glass Cutter | 12 | T | Silent entry through glass (non-reinforced) |
| Door Wedge (Silent) | 5 | S | Prevent door from opening silently |
Climbing & Movement
| Item | Cost | Size | Effect |
|---|---|---|---|
| Clawed Gloves | 10 | S | +2 to climbing checks |
| Clawed Overshoes | 10 | M | +2 to climbing checks |
| Footpads Boots | 15 | S | +2 to stealth movement checks |
| Soft Sole Wraps | 5 | T | Reduce noise; no penalty on fragile surfaces |
| Grapnel (Compact) | 15 | S | Short-range climbing hook |
Concealment & Hidden Weapons
| Item | Cost | Size | Effect |
|---|---|---|---|
| Wrist Sheath | 3 | S | Conceal small blade |
| Blade Boots | 25 | M | Concealed blade; surprise +1 damage |
| Razor Ring (Silver) | 25 | T | Concealed blade; counts as dagger |
| Purse-Cutter Blade | 10 | S | +2 to pickpocket checks |
| Sleeve Dagger Rig | 12 | S | Conceal Medium dagger |
Distraction & Deception
| Item | Cost | Size | Effect |
|---|---|---|---|
| Blinding Powder | 7 | T | Target must pass DL 15 or be blinded 1 round |
| Flash Dust | 15 | T | Brief bright flash; -2 to Perception for 1 round |
| Smoke Pellet | 20 | T | 10 ft concealment cloud (1 round) |
| Listening Cone (Brass) | 8 | S | +2 to overhearing through doors |
| Invisible Ink | 15 | T | Revealed by heat or reagent |
| Marked Cards Deck | 8 | S | +2 to gambling deception |
| Loaded Dice | 5 | T | +2 to gambling checks |
Sabotage
| Item | Cost | Size | Effect |
|---|---|---|---|
| Weapon Black (Vial) | 5 | T | Removes weapon shine; lasts 1 day |
| Oil Slick Flask | 10 | S | Create 5 ft slippery surface |
| Acid Vial (Weak) | 15 | T | 1d3 damage to objects |
| Rope Saw (Wire) | 8 | T | Quietly cut rope or bars over time |
| Wax Impression Kit | 6 | T | Create key impression |
Advanced
| Item | Cost | Size | Effect |
|---|---|---|---|
| Silence Powder | 40 | T | 5 ft radius muffled for 1 round |
| Chameleon Cloak (Mundane) | 50 | M | +2 to hide in natural terrain |
| False Bottom Case | 15 | S | Conceal small item |
| Disguise Kit | 20 | S | +2 to disguise checks |
Tools
| Item | Cost | Size | Effect |
|---|---|---|---|
| Breacher’s Kit (crowbar, hammer, wedge) | 25 | M | +2 to forced entry checks; required for reinforced doors. |
| Metal Cutting Kit (hacksaw, file) | 15 | M | Required to cut metal bars or chains; halves cutting time. |
| Lock – Simple | 3 | S | Basic security (DL 10 to bypass). |
| Lock – Average | 6 | S | Moderate security (DL 15 to bypass). |
| Lock – Complex | 12 | S | Difficult security (DL 20 to bypass). |
| Padlock – Simple | 10 | S | Portable lock; basic security (DL 10 to bypass). |
| Padlock – Average | 20 | S | Portable lock; moderate security (DL 15 to bypass). |
| Padlock – Complex | 30 | S | Portable lock; difficult security (DL 20 to bypass). |
| Climber’s Kit (harness, spikes, hammer) | 35 | M | +2 to climbing when anchored; prevents falling damage once per climb. |
| Grappling Hook | 20 | M | Enables vertical access when used with rope. |
| Block & Tackle | 75 | O | Multiplies lifting capacity ×4 when anchored. |
| Excavation Kit (pickaxe, shovel) | 25 | L | Required for stone excavation; halves excavation time. |
| Folding Field Kit (folding shovel, hatchet) | 20 | S | Enables digging and wood harvesting; no time bonus. |
| Herbalism Kit (Small shears, light leather gloves, tweezers,
small canvas bag, tiny storage jars (8) |
20 | M | +4 harvesting herbs. |
| Woodsman’s Kit (long-handled axe, wedge) | 20 | L | Halves time to cut timber or breach wooden barriers. |
| Fire Kit (flint & steel, tinderbox) | 5 | S | +2 to start fire in adverse conditions. |
| Hunting Kit (snares or trap gear) | 15 | M | +2 to gather food in wilderness. |
| Bear Trap (Steel) | 40 | L | Target failing Athletics check becomes immobilized until freed. |
| Caltrops (20) | 5 | S | Movement through area requires check or suffer minor damage and reduced Attack Type. |
| Armorer's Kit (Field) | 15 | M | Allows minor repair of metal armor, buckles, fittings |
| Leatherwork Kit (Field) | 15 | M | Allows repair of straps, light armor, packs |
| Sewing Kit | 10 | S | Allows repair of damaged cloth, padding, gambesons. |
| Sharpening Stone | 1 | S | Restore dull weapon during rest. |
| Mortar & Pestle | 5 | S | Required for preparing herbal mixtures or alchemical components. |
| Magnifying Glass | 15 | S | +2 when inspecting small details or examining clues. |
| Iron Spikes (10) | 4 | S | Anchor rope, secure doors, or create climbing points. |
| Stilts (4') | 15 | L | Ignore shallow water, mud, or caltrops; -2 in confined spaces. |
| Waterproof Gear Wrap | 8 | S | Protect one pack or tool kit from becoming Wet. |
| Snowshoes | 20 | M | Ignore deep snow movement penalty; +2 to movement checks in snow. |
Travel Services
Adventurers rarely walk everywhere. Coaches, riverboats, trains, and ships offer faster and often safer means of travel between settlements.
Costs listed are typical rates for basic passage. Prices may vary depending on distance, demand, and conditions.
| Service | Cost per Day | Distance Traveled |
|---|---|---|
| Coach Service | 10 | ~30–40 miles (road dependent) |
| Riverboat Passage | 5 | ~25–35 miles (with current) |
| Train Passage | 15 | ~80–120 miles (fixed routes) |
| Ship Passage (Coastal-Overseas) | 10 | ~60–100 miles |
Vehicles
Vehicles increase transport capacity and may improve travel Attack Type on suitable terrain.
Vehicles:
- Require appropriate animals (unless human-drawn).
- Cannot traverse dense forest, swamp, or mountains without prepared paths.
- Suffer damage from rough terrain.
- Do not remove exposure effects unless enclosed.
Land Vehicles
| Item | Cost | Capacity | Attack Type | Notes |
|---|---|---|---|---|
| Cart (1 Horse, 400 lbs) | 50 | 400 lbs | 3 mph (road) | Light cargo |
| Small Wagon (2 Horse, 1000 lbs) | 100 | 1000 lbs | 3 mph (road) | Moderate cargo |
| Large Wagon (4 Horse, 1500 lbs) | 175 | 1500 lbs | 3 mph (road) | Heavy cargo |
| Closed Coach (2 Horse, 4 passenger) | 200 | 4 riders + gear | 4 mph (road) | Shelter 1 |
| Closed Coach (4 Horse, 4 passenger) | 400 | 4 riders + gear | 5 mph (road) | Shelter 1 |
| Wagon Cover (Canvas) | 20 | Shelter 1 | ||
| Spare Axle Kit | 15 | Repair breakdown once |
Notes
- Attack Type assumes maintained road.
- Rough terrain reduces Attack Type by half.
- Wagons require driver proficiency.
- Closed coaches provide Shelter 1 against weather.
- Overloading reduces Attack Type by 1 mph.
Watercraft
| Item | Cost | Capacity | Attack Type | Notes |
|---|---|---|---|---|
| Canoe (2 person) | 25 | 2 riders | 3 mph (river) | Silent, light |
| Small Boat (10’) | 200 | 4 riders | 3 mph | Oars required |
| Boat (20’, 8 person) | 500 | 8 riders | 3 mph | Coastal or river |
| Paddle (4’) | 4 | — | — | Required for canoe/boat |
Notes
- River travel may increase or decrease Attack Type depending on current.
- Boats offer no shelter unless modified.
- Capsizing risks apply in storms.
- Exposure applies normally on open water.
Specialized Transport
| Item | Cost | Capacity | Notes |
|---|---|---|---|
| Howdah (3 person) | 450 | 3 riders | Mounted on large beast (elephant or equivalent) |
Requires suitable large animal.
Travel & Fatigue Interaction
- Riding reduces fatigue accumulation by one category (GM discretion).
- Drivers still accumulate fatigue.
- Draft animals accumulate fatigue and require feed.
Mounts and draft animals:
- Require 1 Feed per day.
- Require water.
- Accrue fatigue if overworked.
Terrain Restrictions
Vehicles cannot travel through:
- Dense forest
- Swamp
- Mountain passes (without roads)
Unless road or cleared path exists.
Attempting to force passage:
- Risks axle damage.
- May halve movement.
- May require unloading.
Weapons and Weapon Accessories
| Accessories | Cost | Carrying Size | Weight | |||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Small Sheathe, Leather | 3 | T | ||||||||
| Medium Sheathe, Leather | 5 | S | ||||||||
| Large Sheathe, Leather | 7 | M | ||||||||
| Bandolier (3 short daggers) | 5 | S | ||||||||
| Bolt | 1 | T | ||||||||
| Long Arrow | 1.5 | T | ||||||||
| Short Arrow | 1 | T | ||||||||
| Quiver, Holds 10 Long Arrows | 4 | S | ||||||||
| Quiver, Holds 10 Short Arrows/Bolts | 3 | S | ||||||||
| Quiver, Holds 20 Long Arrows | 7 | S | ||||||||
| Quiver, Holds 20 Short Arrows/Bolts | 5 | S | ||||||||
| Axes | Cost | Weight | Reach | Attack Type | Range | Damage | Breakage | Damage Type | Properties | |
| War axe | 90 | M | 3 | M | Strength / Heavy | 1-8+2 | 8 | Slash/Crush | 2H, (BS,S,B) | |
| Long axe | 75 | M | 2.5 | M | Strength / Heavy | 1-8 | 7 | Slash/Crush | 1H, 2H 3-9 (BS,S,B) | |
| Hand axe | 35 | S | 2 | C | Strength | 1-6+1 | 3 | Slash | (B,S) | |
| Throwing axe | 25 | S | 1 | C,T | Dexterity | 20 | 1-6 | 3 | Slash | Thrown (B,S) |
| Bows | Cost | Weight | Reach | Attack Type | Range | Damage | Breakage | Damage Type | Properties | |
| Composite Bow | 75 | M | 2.5 | R | Strength | 35 | 1-6+1 | 6 | Pierce | (B,B,S) |
| Long Bow | 60 | M | 3 | R | Strength / Heavy | 50 | 1-8+2 | 7 | Pierce | (B,B,S) |
| Short Bow | 45 | S | 2 | R | Dexterity | 25 | 1-5+1 | 5 | Pierce | (B,B,S) |
| Short Blades | Cost | Weight | Reach | Attack Type | Range | Damage | Breakage | Damage Type | Properties | |
| Knife | 8 | T | 0.5 | C | Dexterity | 1-3 | 2 | Slash | DEX Attack, (B,S) | |
| Long Dagger | 12 | S | 1.5 | C | Versatile | 1-4 | 3 | Pierce | (B,B,S) | |
| Parrying Dagger | 15 | S | 1.5 | C | Dexterity | 1-4 | 4 | Pierce | +2 Parry / Bind (B,B,S) | |
| Short Dagger | 10 | S | 1 | C | Dexterity | 5 | 1-4 | 3 | Pierce | (B,B,S) |
| Stiletto | 10 | S | 1 | C | Dexterity | 1-4 | 2 | Pierce | (B,B,S), +1dmg vs chain | |
| War Knife | 15 | S | 2 | C | Strength | 1-4+1 | 5 | Slash or Pierce | Slash (B,S) or Pierce (B,B,S) | |
| Medium Blades | Cost | Weight | Reach | Reload | Range | Damage | Breakage | Damage Type | Properties | |
| Arming Sword | 60 | M | 2.5 | S | Strength | 1-5+1 | 6 | Slash or Pierce | (B,S) or Pierce (B,B,S) | |
| Cutlass | 55 | M | 3 | S | Versatile | 1-6 | 5 | Slash | (B,S) | |
| Bastard Sword | 100 | M | 3.4 | M | Strength | 1-8+2 | 7 | Slash or Pierce | 1H, 2H 3-9 Strength / Heavy Slash (B,S) or Pierce (B,B,S) | |
| Falchion | 65 | M | 3 | M | Strength | 1-6+1 | 7 | Slash | (B,S) | |
| Long Sword | 75 | M | 3 | M | Strength | 1-8+1 | 6 | Slash or Pierce | Slash (B,S) or Pierce (B,B,S) | |
| Rapier | 55 | M | 2.5 | M | Dexterity | 1-5 | 4 | Slash or Pierce | Slash (B,S) or Pierce (B,B,S) | |
| Sabre | 50 | S | 1.5 | S | Strength | 1-6 | 5 | Slash | (B,S) | |
| Scimitar | 65 | M | 2.5 | M | Strength | 1-6+1 | 4 | Slash or Pierce | Slash (B,S) or Pierce (B,B,S) | |
| Long Blades | Cost | Weight | Reach | Attack Type | Range | Damage | Breakage | Damage Type | Properties | |
| Two-Handed Sword | 125 | L | 5.5 | M | Strength | 1-10+2 | 8 | Slash | 2H (B,S) | |
| Blunt Weapons | Cost | Weight | Reach | Attack Type | Range | Damage | Breakage | Damage Type | Properties | |
| Blackjack | 3 | S | 1 | C | Dexterity | 1-4 | 3 | Crush | (SS,S) | |
| Brass Knuckles | 10 | S | 1 | C | 1-S+1 | 3 | Crush | (S) | ||
| Cudgel | 5 | S | 1 | S | Dexterity | 1-4+1 | 4 | Crush | (S) | |
| Fist | NA | NA | C | Dexterity | 1-S | NA | Crush | (S) | ||
| Fist (Armored) | NA | NA | C | Dexterity | 1-S+1 | Crush | (S) | |||
| Flail | 65 | M | 3 | C | Strength / Heavy | 1-8+2 | 4 | Crush/Pierce | -1 Shield AC, +1 Disarm (BS,B,S) | |
| Kick | NA | NA | S | Strength | 1-(S+1) | NA | Crush | (S) | ||
| Light Mace | 35 | S | 1 | S | Strength | 1-6 | 6 | Crush | (S,S,B) | |
| Spiked Mace | 45 | M | 3 | S | Strength | 1-7+1 | 6 | Crush/Pierce | (BS,B,S) | |
| War Hammer | 50 | S | 2 | S | Strength / Heavy | 1-8+1 | 7 | Crush or Pierce | Crush (S,S,B) or Pierce (B,B,S) | |
| Lances | Cost | Weight | Reach | Attack Type | Range | Damage | Breakage | Damage Type | Properties | |
| Heavy Lance | 60 | O | 17 | L | Strength / Heavy | 1-10+2 | 6 | Pierce | (B,B,S) | |
| Light Lance | 50 | L | 15 | L | Strength / Heavy | 1-8+2 | 4 | Pierce | (B,B,S) | |
| Jousting lance | 25 | L | 12 | L | Strength / Heavy | 1-8 | 2 | Pierce | (B,B,S) | |
| Polearms | Cost | Weight | Reach | Attack Type | Range | Damage | Breakage | Damage Type | Properties | |
| Javelin | 10 | S | 1 | M | Dexterity | 10 | 1-6 | 4 | Pierce | Thrown, (B,B,S) |
| Spear | 20 | S | 1.4 | L | Strength | 5 | 1-6 | 5 | Pierce | 1H, 2H 1-8+1 (B,B,S) |
| Pole Hammer | 85 | M | 4.6 | M | Strength / Heavy | 1-10+2 | 6 | Slash or Pierce or Crush | 2H, Slash (B,S) / Pierce (B,B,S) / Crush (S,S,B) | |
| Baltian Bill | 75 | M | 4 | L | Strength / Heavy | 1-10+2 | 6 | Slash or Pierce | 2H, Slash (B,S) or Pierce (B,B,S), Hook | |
| Elven Bill | 90 | M | 4.25 | L | Strength / Heavy | 1-10+2 | 8 | Slash or Pierce | 2H, Slash (B,S) or Pierce (B,B,S), Hook | |
| Pole Axe | 100 | L | 5.5 | M | Strength / Heavy | 1-10+2 | 6 | Slash | 2H, (B,S) | |
| Bludgeon (Heavy Club) | 10 | M | 5 | M | Strength / Heavy | 1-9+1 | 5 | Crush | 2H, (S,S,B) | |
| Hunting Spear | 30 | M | 2.5 | L | Strength | 1-8+1 | 6 | Pierce | 2H, (B,B,S) | |
| Pike | 50 | L | 8 | E | Strength | 1-8+1 | 5 | Pierce | 2H, Extended Reach, (B,B,S) | |
| Quarterstaff | 15 | S | 2 | M | Strength | 1-6+1 | 5 | Crush | 2H, (S,S,B) | |
| Mechanical Bow | Cost | Weight | Reach | Attack Type | Range | Damage | Breakage | Damage Type | Properties | |
| Pistol Crossbow | 75 | M | 5 | R | Dexterity (Reload 1) | 10 | 1-6 | 4 | Pierce | 1H (2H to reload) (B,B,S) |
| Crossbow | 175 | L | 8 | R | Dexterity (Reload 4) | 30 | 1-8+2 | 5 | Pierce | 2H (B,B,S) |
| Arbalest | 250 | L | 14 | R | Dexterity (Reload 8) | 75 | 1-10+3 | 6 | Pierce | 2H (B,B,S) |
| Slings | Cost | Weight | Reach | Attack Type | Range | Damage | Breakage | Damage Type | Properties | |
| Sling | 5 | T | 0.5 | R | Strength | 20 | 1-6 | 2 | Crush | (S,S,B) |
| Staff-sling | 10 | S | 2 | M,R | Strength / Heavy | 25 | 1-8 | 4 | Crush | (S,S,B) |
Scientific Instruments
| Item | Cost | Size | Effect |
|---|---|---|---|
| Barometer | 75 | S | Predicts weather shifts within 12 hours; +2 to weather prediction checks |
| Thermometer | 50 | M | Accurately determines temperature; +2 to Exposure-related planning checks |
| Hourglass (1 hr) | 25 | M | Tracks 1-hour intervals precisely |
| Minute Glass | 10 | S | Tracks 1-minute intervals precisely |
| Telescope | 150 | L | +2 to long-distance observation; requires setup |
| Microscope | 200 | L | +2 to medical, alchemical, or biological analysis checks |
Notes:
- Telescope requires stable surface.
- Microscope requires light source.
- These do not stack with similar observation bonuses.
Alchemical Equipment
Alchemy needs two layers:
- Crafting Infrastructure
- Consumable Supplies
Alchemist’s Kit (Portable)
| Item | Cost | Size | Effect |
|---|---|---|---|
| Alchemist’s Kit (Portable) | 75 | M | Required to craft alchemical items; +2 to alchemy checks |
Contains:
- Small mortar & pestle
- Heating vessel
- Stirring rods
- Measuring tools
- Basic reagents (1 use)
Requires fire to function.
Alchemist’s Lab (Stationary)
| Item | Cost | Size | Effect |
|---|---|---|---|
| Alchemist’s Laboratory | 500 | H | +4 to alchemy checks; reduces crafting time by half |
Requires:
- Permanent location
- Dedicated workspace
Field Distillation Kit
| Item | Cost | Size | Effect |
|---|---|---|---|
| Field Distillation Kit | 40 | M | Purify liquids; +2 to creating alcohol or distilled water |
Containers
| Item | Cost | Size | Capacity |
|---|---|---|---|
| Vial, Glass | 2 | T | 1 dose |
| Bottle, Potion | 1 | T | 1 dose |
| Bottle, Glass (Quart) | 3 | M | 4 doses |
| Jug, Glass (Gallon) | 8 | L | 16 doses |
Potion doses are standardized unless otherwise specified.
Alchemical Bases
Alchemical bases are required to bind magical or volatile properties into stable mixtures. Each dose of potion or alchemical compound requires one appropriate base unless otherwise specified.
| Base Name | Type | Price | Crafting DL | Effect |
|---|---|---|---|---|
| Distilled Aetherwater | Purified arcane water | 5 | 10 | Standard base for most potions |
| Alchemical Spirit | Refined alcohol solvent | 10 | 15 | Rapid-acting delivery; volatile |
| Vitriol of Salts | Mineral acid solution | 25 | 20 | Forces latent properties to surface |
| Oil of Binding | Arcane oil / unguent | 50 | 15 | Required for salves, coatings, weapon oils |
| Royal Aqua | Composite alchemical water | 100 | 25 | Required for rare or legendary concoctions |
Potions
Potions are TINY items.
| Potion Name & Category | Potion Type | Price | Effect |
|---|---|---|---|
| Healing & Recovery | |||
| Blindness cure | Blindness cure | 145 | Applied to the eyes, restores sight loss from magic or toxins. Does not 'heal' or replace eyes. |
| Cure disease | Cure disease | 100 | Cures Severity 1-5 Diseases. |
| Cure poison | Cure poison | 50 | Potion grants an immediate +10 poison resistance against active poisons in the drinker's system; it does not act as a proactive defense. The effect will continue until the active poisons have run their course or all failed the poison attacks.  |
| Sailor's Draught | Cures Nausea | 50 | Prevents nausea for 8 hours. |
| Flow Stop Potion | Stop Bleeding | 165 | Reduces bleeding 1 / round for 1 hour. |
| Basic healing | Lesser healing | 50 | Heals 2 per/round for 3 rounds |
| Healing | Moderate healing | 55 | Heals 2 per/round for 5 rounds |
| Greater healing | Greater healing | 215 | Heals 2 per/round for 10 rounds |
| Paralysis immunity | Paralysis immunity | 460 | Imbiber is immune to chemical or enchanted paralysis for 8 hours. |
| Restore vitality | Restore vitality | 330 | Restores 1d6 Spirit |
| Remove curse | Remove curse | 480 | Potion grants an immediate +10 check to remove the highest-level curse afflicting the drinker. The DC is 15+2x level of the curse. If the drinker is afflicted with multiple curses, and the check is less than the highest level, but exceeds a lower-level curse than the lower level one will be nullified. If the check fails, drinking the same potion again will have no effect.  |
| Stabilization | Stabilization | 50 | +1 HP and stabilizes a body in shock. |
| Short Rest | Remove Fatigue | 50 | -1 fatigue per round for 3 rounds |
| Wake Me Up | Restore Consciousness | 125 | Heals 1 HP and restores consciousness from non-magic injury or effects. |
| Physical Enhancement | |||
| Increase strength | Increase strength | 105 | +2 Strength for 4 hours |
| Increase dexterity | Increase dexterity | 105 | +2 Dexterity for 4 hours |
| Increase endurance | Increase endurance | 70 | +1 Athletics & Conditioning Checks for 4 hours. |
| Increase Attack Type | Increase Attack Type | 105 | +1 Move for 4 hours |
| Crafter's Clarity | Hand Eye Skills | 100 | +1 Edge to Crafting for 4 hours. |
| Stone skin | Stone skin | 215 | Bludgeoning/Crushing Resistance for 1 hour |
| Bark Skin Potion | Bark Skin | 70 | +1 DR for 1 hour, then +1 Fatigue |
| Giant strength | Giant strength | 215 | +4 Strength for 4 hours |
| Great Dexterity | Great Dexterity | 240 | +4 Dexterity for 4 hours |
| Mental & Social | |||
| Increase intelligence | Increase intelligence | 105 | +2 Intelligence for 4 hours |
| Increase wisdom | Increase wisdom | 100 | +2 Wisdom for 4 hours |
| Increase charisma | Increase charisma | 105 | +2 Charisma for 4 hours |
| Enhance focus | Enhance focus | 50 | +1 Edge on Discipline checks for 1 hour. |
| Mental clarity | Mental clarity | 50 | +1 Edge to stay awake for 8 hours. |
| Fear immunity | Fear immunity | 330 | Imbiber is immune to magical or natural fear effects for four hours. |
| Charm resistance | Charm resistance | 330 | Imbiber gains +10 versus magical or natural charm effects for four hours. |
| Truth sensing | Truth sensing | 100 | +1 Edge on Read Emotions for 8 hours. |
| Memory recall | Memory recall | 120 | +1 Edge on Knowledge checks for 1 hour |
| Calm emotions | Calm emotions | 50 | Imbiber experiences calm and clarify, natural fear abates, and negative effects from fear, grief, or stress are temporarily nullified for one hour. |
| Perception & Awareness | |||
| Night Sight | Night Sight | 55 | Grants Night Vision and +2 Perception for 1 hour. |
| Detect magic | Detect magic | 100 | Imbiber can see magic in a spectrum of colors, and gains +1 Edge to Arcane Sight checks for 1 hour. |
| See invisibility | See invisibility | 175 | Grants ability to see invisible creatures or objects as ghostly shapes for 1 hour. |
| Heightened hearing | Heightened hearing | 100 | Enhances hearing and grants +1 Edge to Hearing-based Perception checks for 1 hour. |
| Danger sense | Danger sense | 310 | +1 Edge to Alertness checks to detect ambushes or hidden threats for 4 hours. |
| Movement & Environment | |||
| Water breathing | Water breathing | 105 | Breathe water for 1 hour. |
| Spider climbing | Spider climbing | 100 | +1 Edge to Climbing; imbiber can climb any surface with a DL5, but must have bare hands and feet; lasts 1 hour. |
| Fire Proofing Oil | Fire resistance | 145 | Items or skin coated with oil gain DR5 versus fire for 24 hours. |
| Cold resistance | Cold resistance | 145 | Items or skin coated with oil gain DR5 versus cold for 24 hours. |
| Poison Resistance | Poison Resistance | 50 | +2 vs Poisons for 4 hours |
| Poison Resistance, Greater | Poison Resistance | 55 | +5 vs Poisons for 8 hours |
| Stealth & Utility | |||
| Invisibility draft | Invisibility draft | 310 | Imbiber and worn items become invisible for one hour. |
| Shadow blending | Shadow blending | 145 | Drinker and worn items blend into the surrounding shadows; +1 Edge to stealth or stalking in low light. |
| Sleeping Potion | Sleep Enducement | 100 | Induces sleep for 4 hours; +5 Body attack. |
| Walk Softly Potion | Walk Softly Potion | 165 | Apply oil to feet or shoes; +1 Edge on Stealth checks for 1 hour. |
| Arcane & Magical Defense | |||
| Magic resistance | Magic resistance | 330 | +5 resistance versus indirect magic attacks for 8 hours. |
| Hocus Focus Potion | Spell Concentration | 120 | +1 Edge on Discipline checks to prevent spell casting mishaps for 1 hour. |
| Equipment & Item Enhancement | |||
| Brightblade Oil | Weapon enchantment | 145 | Coated weapon becomes +1 magic for one hour. |
| Cinderglow Paste | Item enhancement | 95 | Coated on torches makes them burn twice as long. |
| Armor fortification | Armor fortification | 145 | Coated armor gains +1 DR for one hour. |
| Blade sharpening | Blade sharpening | 145 | Coated weapon inflicts +1 damage for one hour, and first injury is always bleeding.. |
| Gear mending | Gear mending | 145 | Slow application repairs 3 points of damage to a piece of equipment. Does not replace missing pieces, but will join broken parts. |
| Resource & Ability Interaction | |||
| Mana restoration | Mana restoration | 310 | Restores 6 points of magic. |
| Power Restoration | Power Restoration | 55 | Restores 6 points of power. |
Trade Goods
Trade Units
Trade goods are bought/sold in standardized lots.
| Trade Unit | Size | Notes |
|---|---|---|
| Bundle | M | Hand-carryable (cloth, furs, herbs) |
| Crate | H | Packed goods (tools, glass, ceramics) |
| Barrel | H | Liquids or bulk dry goods |
| Bolt | M | Cloth roll |
| Ingot (5 lb) | M | Metal bar for trade/crafting |
Pricing note: Costs below are at source. In settlements, typical markup is +25% to +200% depending on scarcity, distance, and danger.
Bulk Trade Goods Table
| Trade Good | Unit | Cost (Source) | Notes |
|---|---|---|---|
| Salt (refined) | Barrel | 50 | Staple commodity; preserves food |
| Grain | Barrel | 40 | Requires milling/cooking |
| Flour | Barrel | 60 | Higher value than grain |
| Dried Fish / Salted Meat | Barrel | 80 | High demand in cities/armies |
| Ale / Beer | Barrel | 60 | Common freight; fragile casks |
| Wine (average) | Barrel | 120 | High markup in inland regions |
| Lamp Oil (whale or equivalent) | Barrel | 80 | Essential for cities/ships |
| Timber / Lumber | Crate | 60 | Construction commodity |
| Coal / Charcoal | Crate | 50 | Smithing and heating fuel |
| Stone / Brick | Crate | 40 | Slow; low margin |
| Leather (tanned) | Bundle | 40 | Trade staple |
| Furs (mixed pelts) | Bundle | 60 | Regionally variable; high markup |
| Wool | Bundle | 35 | Textile supply |
| Linen / Canvas | Bolt | 60 | Used for tents, sails, clothing |
| Silk | Bolt | 300 | Luxury; high markup |
| Spices (mixed) | Bundle | 150 | Very high markup, low weight |
| Dyes / Pigments | Bundle | 120 | Drives luxury textiles and inks |
| Beeswax | Bundle | 25 | Candles, sealing, craft |
| Soap (hard) | Crate | 40 | City demand; military supply |
| Paper / Parchment | Crate | 120 | Scholars, courts, arcane use |
| Glassware (typical) | Crate | 80 | Fragile; higher risk freight |
| Iron Ingots | Ingot | 3 | Workhorse metal |
| Steel Ingots | Ingot | 6 | Higher-grade; military demand |
| Copper Ingots | Ingot | 4 | Coinage, craft |
| Silver Ingots | Ingot | 60 | Wealth transport |
| Gold Ingots | Ingot | 500 | Wealth transport; attracts trouble |
Gems & Jewelry
Gem Value Tiers (Treasure + Enchanting)
| Gem Tier | Typical Examples | Value (each) | Enchantment Use |
|---|---|---|---|
| Tier I: Common | agate, quartz, amber | 10–25 | Minor reagent |
| Tier II: Fine | garnet, amethyst, pearl | 50–150 | Standard reagent |
| Tier III: Precious | emerald, ruby, sapphire | 250–750 | Major reagent |
| Tier IV: Royal | flawless stones | 1,000–5,000+ | Master reagent |
Jewelry
| Item | Typical Value | Notes |
|---|---|---|
| Simple Jewelry (ring, pendant) | Gem value + 25% | Common craft |
| Fine Jewelry (filigree, set stones) | Gem value + 100% | Court-quality |
| Masterwork Jewelry | Gem value + 300% | Rare; status symbol |
Jewelry can substitute for coin in large transactions and bribes.
Rare Goods
| Component | Cost | Notes |
|---|---|---|
| Ambergris (oz) | 45 | Fixative for perfumes/potions; luxury trade |
| Ivory (lb) | 100 | Carving, reliquaries, enchant foci |
| Essential Oil (oz) | 4+ | Alchemy ingredient, varies by rarity |
| Saffron (lb) | 160 | Ultra-high value, low weight trade good |