A naked warrior presents nowhere near the threat as a killer in full harness. Surviving, and thriving, will often be determined by how prepared an adventurer is based on the tools at their disposal. This section details gear, statistics for weapons, and general prices.

Each piece of equipment lists a rarity and average price. These are considered relevant where trade is common, usually for cities along the Valles. For adventurers far from civilization there are no listed prices; each negotiation is its own event. A manticore may sell a dozen swords for fresh meat, while suspicious back-countrymen may have little use for gold. Where civilized trade is possible, the GM should consider the rarity when purchases are being made. If an adventurer requires equipment on short notice this may need a Charisma + Trade check based on rarity. Failure may instead require an adventure to acquire the gear, otherwise most merchants will accept a special order for triple normal price to deliver the goods next season.

100 per person per year

Usually has 10 profit

Most weapons 10

Fancy is 50

Selling loot

Letter of credit for amounts over 200

Check system of wording of letter 

10 coin fee

RarityDifficulty to Find
Common2
Uncommon6
Scarce8
Rare10
Incomparable12

Arms

Generic WeaponDamageTypeProperties
Small blade1d4HandSubtle
Large blade1d8Hand
Spear1d6 PPolearmBrace
Large weapon1d10Great
Club1d6 BHand
Staff1d6Polearm
Bow1d6Archery
WeaponDamageTypePropertiesMasteryOriginCost
Dagger1d4 PHandSubtle, ThrowableFinesseAlcheran
Sling
Pike
Javelin
ShortspearAny
Longspear
Xiphos
Curveblade
Great Ax
ShortbowAny
Kukri1d4 SHandNoctian
Chakram1d6 SThrownPreciseNoctian
Spring Tube1 PExoticRange 5, SubtleSwift, Ignores ArmorLankh
Falchion2d4 SGreatNoctian
Serpent Blade1d4 PHandSubtleToxicOphidian
AtlatlThrownBlemmyes
Macuahuitl2d6GreatBlemmyes
Hand CrossbowExoticLankh
FlambergeGreatMasterfulLankh
Stiletto1d4 SHandLankh
TruncheonHandLankh
Sling1d4 BThrownAlcheran
WarhammerGreatNoctian
MorningstarLankh
HalberdLankh
Heavy CrossbowExoticSimpleLankh
Hand AxHandNoctian
LongbowArcheryPotentNoctian
Khopesh1d6SHandOphidian
Bolas-ThrownTanglingQuickNoctian
  • Toxic:
  • Finesse: use Dexterity instead of Strength
  • Masterful: uses lowest of Strength or Dexterity modifier
  • Potent: Apply Strength bonus again to damage
  • Precise: Can add dexterity modifier to damage instead of strength
  • Simple: No penalty for lacking proficiency

Spring Tube

A small tube designed to hold a spring loaded dart, typically poisoned. If this weapon is readied and you have a free hand, it can be fired when rolling initiative - albeit at disadvantage.

Armor

Tools and Goods

EquipmentRarityCost

Astrolabe

Elaborate brass mechanism for measuring the stars and land. User can always tell their latitude down to the hexleague, and permits accurate estimation of distances to visible landmarks. Includes also the capabilities of a compass.

Alchemist Kit

Required to perform alchemy. Without these maximum maintenance score is 3.

Pack Oxen

An Ox trained as a beast of burden. Can carry 30 ingots worth of gear.

Books

The written word is a rare and potent commodity, but literacy is relatively common in the Shrinelands. Although ancient wizards are more likely to horde esoteric tomes than share them, a market for basic books has developed. Most of these come from cultists of knowledge gods, often with exhortations in the text to make appropriate offerings, others from scribes who need coin. When purchasing a book roll on the following chart.

1d6Outcome
1Book has been subtly damaged as to be nearly worthless
2Places a curse on the reader if they do not donate to the temple who first scribed it
3Margins filled with useless notes
4Used, but otherwise in good condition
5Written in a particularly neat hand
6Half-price
BookRarityLanguageCost
On AlchemyUncommonAlcheran30 gp
History of the Fourth AgeUncommonAlcheran20 gp

*Divining the *

5 sp, second season 1 sp and specialization in haurspex

On Alchemy

Basic book of alchemical formula, detailed On Alchemy.

History of the Fourth Age

A pseudepigraph of Herod detailing the deaths of the Fates of Tharsis and the hagiographic assumption of She Who Lurks. Considered somewhat propagandistic, however it is a Quality 4 text on Lore. The book covers:

  • A division of ages, starting with the elemental and anti-elemental powers of the First and Second Ages, up to the coming of chaos-wind Eurus as the herald of the Fourth Age
  • Between each age the world is destroyed and remade, except for the covenant with Eurus which preserved the world entering in to the Fifth Age
  • The Three Fates of Tharsis betrayed the Lords of Law and were killed, with destiny now in control of She Who Lurks

Foreign Materials

Arquebus, 2d8 damage, AP, 4 rounds to reload

Springtube, launches poison dart

Gear

Waterskin

Able to carry two day’s worth of water.

Ghille Suit