Equipment

The tools of an adventurer's trade are as varied as the challenges they face. A blade may save your life in a desperate fight, while a simple rope might be the key to reaching hidden treasures. Every piece of equipment tells a story of preparation, survival, and the hard-won wisdom of those who venture into the unknown. The weight of a sword in your hand, the protection of armor on your back, and the comfort of well-stocked provisions can mean the difference between glory and an unmarked grave.

Equipment Properties

Equipment follows a tag system to define special characteristics and limitations. These tags provide quick reference for how items function mechanically and flavorfully.

General Equipment Tags

Applied: This item is only useful when carefully applied to a person or added to something they eat or drink.

Awkward: The item is unwieldy and difficult to use effectively. You take a -1 penalty to all rolls when using this equipment.

Clumsy: This armor restricts movement. You take a -1 penalty to all rolls while wearing it. Multiple sources of Clumsy stack their penalties.

Consumable: The item is expended upon use or through consumption.

Dangerous: This item is hazardous to handle. If you are careless with it, the GM may impose consequences without a roll.

n Gold: The item's purchase price in gold pieces.

Reload n: After making n attacks with this weapon, it takes significant time to attack again. If n is 1, it will be omitted.

Requires: Only certain characters can use this item effectively. If you don't meet the requirements, the item works poorly or not at all.

Slow: Using this item takes several minutes or longer.

Two-Handed: You must use both hands to wield this item effectively.

Worn: You must be wearing this item for it to provide its benefits.

Weapon Tags

Cleave: If you reduce a creature to 0 hit points with an attack using this weapon, you may immediately make another attack. This can only trigger once per turn.

Deadly: When you deal terrible harm with this weapon, the damage is doubled instead of increased by 50%.

Forceful: This weapon can knock targets back or potentially off their feet.

Graze: If your attack roll misses by 2 or less, you still deal damage equal to your Strength modifier to the target.

Ignores Armor: Don't subtract the target's armor value from damage dealt by this weapon.

Light: If you're wielding two Light weapons, you may attack with both simultaneously.

Messy: This weapon causes damage in a particularly brutal and destructive manner.

n Piercing: Ignore n points of the target's armor when calculating damage.

Precise: Use your DEX modifier instead of STR for attack rolls and damage.

Ranged: You can make ranged attacks with this weapon.

Reach: You can strike targets that are farther away than normal melee range.

Thrown: This weapon can be thrown as a ranged attack. It must be recovered after throwing.

Versatile (n): This weapon can be wielded with both hands for increased damage, shown in parentheses.

Armor Properties

n Armor: Reduces incoming damage by n points. Only the highest single armor value applies to any given attack.

+n Armor: Provides additional armor that stacks with other armor sources.

Held: Must be held with a hand to provide it's benefit similarly to a weapon.

Weapons

Melee Weapons

Light Melee Weapons

These one-handed weapons are easy to wield and allow for quick, agile combat styles.

Weapon Damage Requirements Properties Cost
Club 2 STR +1 Light, Forceful 1 gold
Dagger 1 Light, Deadly 2 gold
Throwing Dagger 1 Light, Thrown 1 gold
Handaxe 2 STR +1 Light, Thrown 2 gold
Scimitar 2 DEX +1 Precise, Light, 2 Piercing 10 gold
Staff 2 Versatile (3) 1 gold
Spear 2 Versatile (3), Thrown 2 gold
Longsword 2 STR +1 Versatile (3), Light 15 gold
Warhammer 2 STR +1 Versatile (3), Forceful 15 gold
Battle-axe 2 STR +1 Versatile (3), Cleave 15 gold
Trident 2 STR +1 Versatile (3), Thrown 15 gold
Rapier 2 DEX +1 Precise, Deadly 15 gold
Glaive 3 STR +1 Reach, Two-Handed 20 gold
Pike 4 STR +1 Reach, Two-Handed 15 gold
Greatsword 4 STR +2 Two-Handed, Cleave 30 gold
Maul 4 STR +2 Two-Handed, Forceful 30 gold
Sling 1 Ranged 1 gold
Shortbow 2 Ranged, Two-Handed 5 gold
Light Crossbow 3 Ranged, Two-Handed, Reload 10 gold
Longbow 2 DEX +1 Ranged, Two-Handed, 2 Piercing 20 gold
Hand Crossbow 2 DEX +1 Ranged, Light, Loading 25 gold
Heavy Crossbow 4 STR +1 Ranged, Two-Handed, Reload 30 gold
Greatbow 4 STR +2, DEX +1 Ranged, Two-Handed, Forceful 45 gold
Pistol 3 DEX +2 Ranged, Reload 6, Deadly 75 gold
Musket 4 DEX +2 Ranged, Two-Handed, Reload, Deadly 100 gold

Armor

Armor reduces incoming damage but may impose penalties on the wearer. Only the highest single armor value applies to any attack, though bonuses from shields and similar equipment stack.

Armor Type Armor Value Requirements Properties Cost
Leather 1 Armor Worn 20 gold
Chainmail 2 Armor Worn, Clumsy 50 gold
Scale Mail 2 Armor CON +1 Worn 100 gold
Plate 3 Armor CON +1 Worn, Clumsy 250 gold
Shield +1 Armor Held 15 gold
Tower Shield +2 Armor STR +1 Held, Awkward 100 gold

General Equipment

Medical Supplies

Bandages (2 gold)

Consumable, Slow

When you spend a few minutes carefully bandaging wounds, restore 3 hit points.

Lesser Healing Potion (20 gold)

Consumable

When consumed, restore 6 hit points or remove one debuff (your choice).

Goldenrod (15 gold)

Consumable, Applied

This healing herb can be brewed into tea or applied directly to wounds. Removes one poison or disease effect.

Provisions

Rations (5 gold)

Consumable

Sustaining food suitable for travel. Required during camp to avoid hunger penalties.

Magical Items

Level 1 Scroll (15 gold)

Consumable

Contains a predetermined A𝜓 ~ 1 spell. Only characters with Cast a Spell can use scrolls.

Level 2 Scroll (50 gold)

Consumable

Contains a predetermined A𝜓 ~ 2 spell. Only characters with Cast a Spell, and the ability to cast that level of spell can use scrolls.

Level 3 Scroll (120 gold)

Consumable

Contains a predetermined A𝜓 ~ 3 spell. Only characters with Cast a Spell, and the ability to cast that level of spell can use scrolls.

Poisons and Toxins

Warning: These substances are dangerous and illegal in most civilized areas. Use with extreme caution.

Deathweed (15 gold)

Applied, Consumable, Dangerous

A toxic plant extract that can be applied to food, drink, or wounds. Deals 1 damage at the start of each round. Antidotes exist but must be administered quickly.

Serpent's Tears (40 gold)

Applied, Consumable, Dangerous

A potent paralytic toxin.

Nightshade (60 gold)

Applied, Consumable, Dangerous, Requires INT +1

An extremely deadly poison that must be carefully prepared.

Sleep Oil (25 gold)

Applied, Consumable, Dangerous

Applied to weapons or ammunition before use. The next creature struck must make a CON saving throw (7+) or fall unconscious for several minutes.