
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 | For feeling and turning tumblers. |
| 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.