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.

RarityDifficulty to Find
Common-
Uncommon7
Scarce10
Rare13
Incomparable16

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 WeaponDamageTypePropertiesCost
Punching1 BBrawlUnarmedfree
Small blade1d4 S/PHandSmall, Finesse10
Sword1d8 S/PHand40
Spear1d8 PPolearmBrace10
Javelin1d6 PThrownJavelin, Range 125
Shortspear1d6 PPolearm5
Large bludgeon1d10 BGreatImpact 110
Club1d6 BHand1
Staff1d6 BPolearm1
Short Bow1d6 PArcheryRange 3050
Noctian WeaponsDamageTypePropertiesSpecial PropertiesCost
Kukri1d4 SHandSmall, FinesseDeadly15
Chakram1d6 SThrownRange 6, SmallElegant, Quick10
Great Ax1d12 SGreatPotent40
Macuahuitl2d6 B/SGreatImpact 1Impact 340
Net-ThrownRange 4Range 820
Alcheran WeaponsDamageTypePropertiesSpecial PropertiesCost
Sling1d4 PThrownRange 20Masterful1
Xiphos1d6 PHandAccurate 1Accurate 220
Hand Ax1d6 SHandThrown5
Longspear1d8 PPolearmReachBrace30
Kopis1d6 S/PHandAccurate 110
Mortanian WeaponsDamageTypePropertiesSpecial PropertiesCost
Flamberge3d4 SGreatDemanding, Rust-Prone 3Masterful, Deadly100
Spring Tube1 PExoticRange 5, Small, Rust-Prone 2special*, Toxic, Subtle40
Stiletto1d4 PHandRust-Prone 2, SmallVicious10
Heavy Crossbow1d12 PExoticSimple, Rust-Prone 2, Range 15Accurate 180
Hand Crossbow1d6 PExoticRust-Prone 2, Range 10, SmallQuick90
Truncheon1d6 BHandImpact 21
Double-Crescent Blade
Akephaloi WeaponsDamageTypePropertiesSpecial PropertiesCost
Sling1d4 PThrownRange 20Masterful1
Bolas-ThrownTanglingQuick5
Atlatl1d8 PThrownRange 15Potent5
Ophidian WeaponsDamageTypePropertiesSpecial PropertiesCost
Khopesh1d6 SHandVicious10
Serpent Blade1d4 PHandSubtle, SmallToxic20
Falchion2d4 SGreatImpact 2Vicious30
Dwarven WeaponsDamageTypePropertiesSpecial PropertiesCost
Warhammer1d10 BGreatImpact 1Potent, Impact 340
Half-hammer1d8 BHandImpact 220
Xanthian WeaponsDamageTypePropertiesSpecial PropertiesCost
Longbow1d8 PArcheryRange 35Potent80
Curveblade1d8 SHandFinesseElegant40
Boarding Hook1d6 PHand5

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.

ArmorAC BonusDREncumbranceCost
Light+11120
Medium+22240
Heavy+423150
Shield+20110

Tools and Goods

EquipmentRarityCost

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.

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 AlchemyUncommonAlcheran90
History of the Fourth AgeUncommonAlcheran90

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