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 coin. 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.
| Rarity | Difficulty to Find |
|---|---|
| Common | - |
| Uncommon | 7 |
| Scarce | 10 |
| Rare | 13 |
| Incomparable | 16 |
Arms
Sharpened bronze meant to deal death. Many weapons are extensions of a culture’s martial traditions. Many weapons have additional properties that makes them unique. Special properties are only useable by someone who has a specialization that applies to that weapon - either from a fighting-man’s familiarity with his cultural weapons or some other applicable specialty in that fighting style.
Bows should be taken with a quiver. Each of which can hold 20 arrows. While camping a character with at least 1 rank in Archery can fletch more arrows, unless in exceptionally sparse terrain where materials are lacking.
| Generic Weapon | Damage | Type | Properties | Cost |
|---|---|---|---|---|
| Punching | 1 B | Brawl | Unarmed | free |
| Small blade | 1d4 S/P | Hand | Small, Finesse | 10 |
| Sword | 1d8 S/P | Hand | 40 | |
| Spear | 1d8 P | Polearm | Brace | 10 |
| Javelin | 1d6 P | Thrown | Javelin, Range 12 | 5 |
| Shortspear | 1d6 P | Polearm | 5 | |
| Large bludgeon | 1d10 B | Great | Impact 1 | 10 |
| Club | 1d6 B | Hand | 1 | |
| Staff | 1d6 B | Polearm | 1 | |
| Short Bow | 1d6 P | Archery | Range 30 | 50 |
| Noctian Weapons | Damage | Type | Properties | Special Properties | Cost |
|---|---|---|---|---|---|
| Kukri | 1d4 S | Hand | Small, Finesse | Deadly | 15 |
| Chakram | 1d6 S | Thrown | Range 6, Small | Elegant, Quick | 10 |
| Great Ax | 1d12 S | Great | Potent | 40 | |
| Macuahuitl | 2d6 B/S | Great | Impact 1 | Impact 3 | 40 |
| Net | - | Thrown | Range 4 | Range 8 | 20 |
| Alcheran Weapons | Damage | Type | Properties | Special Properties | Cost |
|---|---|---|---|---|---|
| Sling | 1d4 P | Thrown | Range 20 | Masterful | 1 |
| Xiphos | 1d6 P | Hand | Accurate 1 | Accurate 2 | 20 |
| Hand Ax | 1d6 S | Hand | Thrown | 5 | |
| Longspear | 1d8 P | Polearm | Reach | Brace | 30 |
| Kopis | 1d6 S/P | Hand | Accurate 1 | 10 |
| Mortanian Weapons | Damage | Type | Properties | Special Properties | Cost |
|---|---|---|---|---|---|
| Flamberge | 3d4 S | Great | Demanding, Rust-Prone 3 | Masterful, Deadly | 100 |
| Spring Tube | 1 P | Exotic | Range 5, Small, Rust-Prone 2 | special*, Toxic, Subtle | 40 |
| Stiletto | 1d4 P | Hand | Rust-Prone 2, Small | Vicious | 10 |
| Heavy Crossbow | 1d12 P | Exotic | Simple, Rust-Prone 2, Range 15 | Accurate 1 | 80 |
| Hand Crossbow | 1d6 P | Exotic | Rust-Prone 2, Range 10, Small | Quick | 90 |
| Truncheon | 1d6 B | Hand | Impact 2 | 1 | |
| Double-Crescent Blade |
| Akephaloi Weapons | Damage | Type | Properties | Special Properties | Cost |
|---|---|---|---|---|---|
| Sling | 1d4 P | Thrown | Range 20 | Masterful | 1 |
| Bolas | - | Thrown | Tangling | Quick | 5 |
| Atlatl | 1d8 P | Thrown | Range 15 | Potent | 5 |
| Ophidian Weapons | Damage | Type | Properties | Special Properties | Cost |
|---|---|---|---|---|---|
| Khopesh | 1d6 S | Hand | Vicious | 10 | |
| Serpent Blade | 1d4 P | Hand | Subtle, Small | Toxic | 20 |
| Falchion | 2d4 S | Great | Impact 2 | Vicious | 30 |
| Dwarven Weapons | Damage | Type | Properties | Special Properties | Cost |
|---|---|---|---|---|---|
| Warhammer | 1d10 B | Great | Impact 1 | Potent, Impact 3 | 40 |
| Half-hammer | 1d8 B | Hand | Impact 2 | 20 |
| Xanthian Weapons | Damage | Type | Properties | Special Properties | Cost |
|---|---|---|---|---|---|
| Longbow | 1d8 P | Archery | Range 35 | Potent | 80 |
| Curveblade | 1d8 S | Hand | Finesse | Elegant | 40 |
| Boarding Hook | 1d6 P | Hand | 5 |
Weapon Properties
- Accurate X: add X to attack bonus
- Armor Piercing: reduce AC bonus from armor by half, ignore 1 point of DR
- Brace: may set against a charge to deal double damage
- Deadly: Increase damage die by 1 step on critical hit
- Demanding: Uses worst of Strength or Dexterity modifier for attack and damage rolls
- Elegant: may use Dexterity instead of Strength for damage rolls
- Finesse: use Dexterity instead of Strength for attack rolls
- Impact X: attack always deals at least X damage, even on a missed attack roll
- Javelin: may use Polearm skill instead of Thrown for ranged attacks
- Masterful: Add both Strength and Dexterity bonus to damage
- Potent: Apply Strength bonus again to damage
- Range: Effective range in paces, can be used up to double this range at disadvantage
- Rust-Prone X: Requires X upkeep to keep in good condition, counting against the user’s Preservation Limit
- Simple: No additional penalties for lacking skill ranks with this weapon, normally suffers a -1
- Small: A single small weapon may be kept without needing an inventory slot, and may attempt to hide weapon on person
- Subtle: +2 to attempts to hide this weapon
- Throwable: Able to be thrown effectively
- Toxic: saves against poison inflicted with this weapon are at a -2
- Unarmed: attempting an unarmed attack against an armed opponent grants them a free attack against you
- Vicious: damage dice explode
- Quick: easier to use before battle#todo
Detailed Descriptions
Additional information about individual weapons.
Spring Tube
A small tube designed to hold a spring loaded dart, typically poisoned. Comes with a case of 5 darts, and requires 1 round to reload.
If this weapon is readied and you have a free hand, it can be fired when rolling initiative - albeit at disadvantage.
Armor
Encumbrance is how many readied item slots armor requires.
| Armor | AC Bonus | DR | Encumbrance | Cost |
|---|---|---|---|---|
| Light | +1 | 1 | 1 | 20 |
| Medium | +2 | 2 | 2 | 40 |
| Heavy | +4 | 2 | 3 | 150 |
| Shield | +2 | 0 | 1 | 10 |
Tools and Goods
| Equipment | Rarity | Cost |
|---|---|---|
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.
Waterskin
Able to carry two day’s worth of water.
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.
| 1d6 | Outcome |
|---|---|
| 1 | Book has been subtly damaged as to be nearly worthless |
| 2 | Places a curse on the reader if they do not donate to the temple who first scribed it |
| 3 | Margins filled with useless notes |
| 4 | Used, but otherwise in good condition |
| 5 | Written in a particularly neat hand |
| 6 | Half-price |
| Book | Rarity | Language | Cost |
|---|---|---|---|
| On Alchemy | Uncommon | Alcheran | 90 |
| History of the Fourth Age | Uncommon | Alcheran | 90 |
On Alchemy
Basic book of alchemical formula, detailed On Alchemy. Also includes plans for constructing an alchemist’s lab and a store chamber.
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. It is a Quality 4 text on Lore, written by Kelmos in Alcheran. 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
- The Three Fates of Tharsis betrayed the Lords of Law and were killed, with destiny now in control of She Who Lurks