
Coins
The most common coin is a silver penny (SP), which is enough to buy a day's food or a safe bed for a night.
A gold crown (GC) is worth 100 SP, and 10 of them will commission an artisan's work:
- Masterwork gear (+1, or some minor extra feature.)
- A minor enchantment: a small constant effect or a once per day ability. Requires an uncut gemstone of an appropriate temperament.
- A batch of 3 potions (S). This requires reagents of a nature related to the potions' effect.
- A feast for the people (+1 XP per character per tale of adventure told, up to 5 bonus XP.)
- A comfortable home, assuming you own land.
Gear
GEAR |
COST (SP) |
NOTES |
Sack |
10 |
(-) when empty, fills a hand when full to add 1 slot. |
Candles (6) |
1 |
Dim light for 1 hour each. |
Common Tool |
5 |
Hammer, crowbar, etc. |
Feed |
1 |
Feeds a horse for a day. |
Fine Clothes |
30 |
+1 to reactions from nobility. |
Horse |
150 |
2 HD, Morale 6 |
Hook & 30' Rope |
15 |
Perfect for scaling walls. |
Iron Spikes (10) |
5 |
Anchor ropes, shut doors, etc. |
Lantern |
15 |
Bright light for 4 hours per oil flask. Fills a hand. |
Lockpicks |
5 |
Break on a failed test. |
Medicine |
30 |
+1 HP. |
Oil Flask |
5 |
Fills a lantern or a 5' radius area. |
Poison |
20 |
(S) +d4 damage to the next hit. |
Ration |
1 |
(S) Dry and Salty |
Rope |
5 |
(B) 60 feet of sturdy line |
Saddlebags |
30 |
Adds 10 slots to a horse's inventory. |
Ten Foot Pole |
3 |
Useful for tapping and testing. |
Tent |
10 |
Shelter for 1 person in a storm. |
Tinder Box |
5 |
(-) Required for lighting fires. |
Torch |
1 |
(S) Burns with bright light for 1 hour. |
Wagon |
50 |
50 slots, must be hauled by a horse or 2 people. |
Weighted Net |
10 |
Target must save after each round to escape. |
Wine |
5 |
Save vs. intoxication, as fatigue. |
Weapons
Weapon |
Cost (SP) |
DMG |
Notes |
Dagger |
10 |
d4 |
Light, Thrown |
Staff |
10 |
d4 |
2H, Shatter |
Sword |
20 |
d6 |
Versatile (d8) |
Scimitar |
15 |
d6 |
Light |
Spear |
15 |
d6 |
Brace |
Axe |
15 |
d6 |
Cleave |
Hammer |
15 |
d6 |
Smash (d4) |
Rapier |
75 |
d8 |
Precision (19) |
Glaive |
50 |
d10 |
2H, B, Brace |
Greataxe |
50 |
d10 |
2H, B, Cleave |
Maul |
50 |
d10 |
2H, B, Smash (d6) |
Greatsword |
100 |
d12 |
2H, B |
Bow |
20 |
d6 |
2H, Ranged |
Longbow |
50 |
d8 |
2H, B, Ranged |
Crossbow |
100 |
d10 |
2H, B, Ranged, Loading |
Armor
Armor |
Cost (SP) |
AC |
Notes |
Leather |
40 |
12 |
Add Grace to AC. |
Chain |
150 |
14 |
B |
Plate |
500 |
16 |
B, Sneak and Swim with -3 |
Shield |
30 |
+2 |
Shatter |
Gear Definitions
- 2H - This weapon requires 2 hands.
- B - Bulky, fills 2 inventory slots.
- Brace - If an enemy enters melee range on their turn, you may attack them as a reaction.
- Cleave - If this weapon slays a foe, remaining damage is dealt to an adjacent foe.
- Light - You may use Grace or Might to attack with this weapon.
- Precision (X) - This weapon must use Grace, and scores a critical hit if the dice rolls X or above.
- Ranged - This weapon uses Grace, and can target foes within line-of-sight. It cannot be used if foes are within melee range.
- Shatter - This item can be destroyed to negate all damage from a single melee attack.
- Smash (x) - On a miss, this weapon still deals X damage.
- Thrown - This weapon can target foes within 30' and line-of-sight.
- Versatile - This weapon uses the listed damage dice when wielded in 2 hands.