Skills, abilities, and magic alone aren’t always enough to see characters through to victory. They need the right gear. This section includes an example equipment table listing the price, characteristics, and mass of various items adventurers might want to have. The price list has prices in gold pieces (“gold”, g), silver pieces (“silver”, s), copper pieces (“pennies”, p), iron pieces (“bits”, b) and is based on the following economic assumptions:
• The economy is primarily silver-based; gold coins are rare, and most folk use copper and iron coins on a daily basis
• Average daily wage for an unskilled manual laborer: 1s (skilled labor is worth more, depending on various economic factors)
• Average yearly income for a family of five: 576s (2s per day, 12s per week, 48 weeks of work per year)
• Average cost of living for a family: 5-10s per week
• Average room for one night at an average inn: 2s (often includes 2 meals)
• Average meal at an average inn: 1p
• Average mug of ale at an average inn: 5b
•
Average price of a loaf of bread: 2p
• Listed items are reasonably available; the law of supply and demand may alter prices
• 1000b = 100p = 10s = 1g
Estimating Value
There are three key guidelines to use when determining prices for goods and services not listed here.
A Narosian silver piece (1s) is roughly equal to $1 in 1850’s eastern US. Unless you have access to a bill of goods from that era, that may not be all that helpful, so use $30 in modern US currency.
Finally, many other RPGs use a gold standard that can convert at 2gp = 1s (or 1g = 5p) but this requires care as many items in those settings have significant price differences from Narosia.
Cost Of Goods Pricing is intended to be as consistent as possible, which is also one of the reasons that a section on Trade Goods is listed. Weapon, armor, and shield costs were all derived from the cost of raw materials plus the cost of labor (varying by skill and time) to craft the items, based on the economic assumptions above (yes, we created a spreadsheet).
STARTING WEALTH
All PCs start the game with 275s. This may not represent actual cash in hand, but equipment obtained earlier in their lives from patrons, as battle-trophies, or the like.
EQUIPMENT LIST
Equipment Properties
Notes. Any additional information about the object.
Price. The price of the item in gold pieces (g), silver pieces (s), copper pieces (p), or iron bits (b). See the text for information on the values of these coins.
Tool. Tools enable you to do things that aren’t possible with your bare hands. Proficiencies can be taken with any tool, allowing you to add your proficiency bonus to any ability check when using that tool.
Weight. The object’s weight in pounds, unless some other unit of measure is noted.
ADVENTURING GEAR
Item |
Price |
Weight |
Notes |
Acid, weak |
5s |
0.3 |
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 1d4 acid damage. |
Acid, mild |
20s |
0.3 |
As weak acid, but damage is 1d8. |
Acid, strong |
80s |
0.3 |
As weak acid, but damage is 2d6. |
Bedroll |
40s |
2 |
Required for sleeping comfortably on ground |
Blanket |
25s |
1 |
|
Block and tackle |
20s |
4 |
+5 on Strength (Athletics) checks for lifting |
Chalk |
1b |
0.02 |
1 piece |
Climbing gear |
20s |
0.5 |
Advantage on Dexterity (Athletics) checks to climb; not rope/grappling hook |
Crowbar |
15s |
4 |
+2 on Strength (Athletics) checks where a lever is useful; can be used as Heavy Club |
Delver’s tools, steel |
90s |
0.25 |
Tool, lockpicking and traps |
Demolition kit |
30s |
5 |
Tool, required to overcome damage threshold when using explosives |
Disguise kit |
20s |
0.2 |
Tool, 10 uses |
Firewood |
2b |
16 |
1 day’s worth |
Fishing hook and line |
2b |
0.02 |
|
Flint and steel |
8p |
0.02 |
|
Gonne Maintenance kit |
60s |
5 |
Tool for repairing greypowder weapons |
Grappling hook |
10s |
4 |
Attack Roll vs. AC 10, thrown (20/60), required to secure rope without tying |
Greyfire |
20s |
0.5 |
This liquid is used in the manufacture of greypowder ammunition. When exposed to air it explodes, showering a 15 foot diameter area with a sticky, fiery liquid that will burn for up to a minute. You can make a ranged attack out to 20 feet against a creature or object. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. |
Holy symbol of Lensae |
10s |
0.25 |
Appropriate for all ministrations and Channeling |
Holy water |
10s |
1 |
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a abomonae or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 13s worth of powdered lead, and requires the character to expend a 1st-level spell slot. |
Mirror, small steel |
15s |
0.25 |
|
Musical Instruments |
30s |
6 |
Tool, specific instrument types may vary in cost |
Oil |
5s |
1.25 |
1 pint in clay bottle |
Pole, wooden |
2s |
4 |
10 feet long |
Rope |
10s |
10 |
50 feet long, 2 HP, burst with DC 17 Strength check |
Signet ring |
45s |
— |
|
Soap |
1p |
0.02 |
1 cake |
Spike, iron |
6s |
1 |
|
Spyglass |
600s |
1 |
Allows you to perceive details out to 500 feet, and disadvantage on Wisdom (Perception) checks out to 1500 feet. |
Tent, canvas |
15s |
12 |
2 person capacity |
Whetstone |
5p |
0.2 |
Used to sharpen blades |
Whistle, tin |
10s |
0.02 |
Can be heard within 300 feet easily, or out to 1000 feet with a successful DC 10 Wisdom (Perception) check |
CLOTHING
Clothing Mass and Price should be adjusted for size. Faelariya clothing is Mass x1/4, Price x1/2. Loriya clothing is Mass x1/2. Drothmal clothing is Mass and Price x1 1/4. Outfits do not include footwear and can only be worn over light armors. |
Item |
Price |
Weight |
Notes |
Baldric |
5s |
0.8 |
|
Boots |
15s |
1 |
Protect the feet |
Cloak or Cape |
15s |
2 |
|
Cleric’s Outfit |
30s |
4 |
Required to avoid disadvantage when interacting with the devout |
Common Outfit |
20s |
7 |
|
Entertainer’s Outfit |
30s |
3 |
Required to avoid disadvantage when entertaining |
Explorer’s Outfit |
40s |
7 |
10 small pockets (0.5 lbs of storage each); water resistant |
Formal Outfit |
30s |
4 |
Required to avoid disadvantage during formal occasions |
Gloves |
10s |
0.4 |
Protects the hands |
Hat |
4s |
0.2 |
|
Hunter’s Outfit |
40s |
5 |
Water resistant; Required to avoid disadvantage on Dexterity (Stealth) checks in forests |
Scholar’s Outfit |
30s |
5 |
Required to avoid disadvantage when interacting with scholars |
Shoes |
7s |
0.3 |
Protects the feet |
Tabard |
6s |
0.4 |
|
Traveler’s Outfit |
30s |
5 |
Water resistant |
CONTAINERS
Item |
Price |
Weight |
Notes |
Backpack |
10s |
3 |
40lb capacity |
Barrel, wooden |
10s |
20 |
25 gallon capacity |
Bottle, clay |
15b |
1 |
1 quart capacity |
Bottle, glass |
6p |
1 |
1 quart capacity |
Chest, small wooden |
30s |
4 |
50lb capacity |
Flask, clay |
13b |
0.5 |
7.5oz capacity (5 drinks) |
Flask, glass |
4p |
0.5 |
7.5oz capacity (5 drinks) |
Flask, steel |
9s |
0.5 |
7.5oz capacity (5 drinks) |
Pouch, belt |
1s |
0.25 |
1lb capacity |
Quiver |
4s |
0.5 |
Holds 10 arrows or bolts |
Sack, leather |
2s |
0.5 |
30lb capacity |
Sack, cloth |
3p |
1 |
50lb capacity |
Saddlebags |
15s |
6 |
40lb capacity (x2) |
Satchel |
5s |
2 |
20lb capacity |
Waterskin |
8s |
0.25 |
1 quart capacity |
FOOD, DRINK, AND LODGING
Item |
Price |
Weight |
Notes |
Ale or Beer |
5b |
1 |
1 mug |
Bread |
2p |
1.5 |
1 loaf |
Butter |
3p |
2 |
|
Cheese |
1p |
0.75 |
1 wheel |
Coffee, cup |
3b |
0.4 |
1 cup |
Coffee, sack |
3p |
2 |
1kg |
Inn, common room |
2p |
— |
1 person for 1 day |
Inn, room |
2s |
— |
1 person for 1 day |
Liquor, drink |
2b |
0.1 |
|
Liquor, bottle |
3s |
4 |
1 quart; includes clay bottle |
Mead |
1p |
1 |
1 mug |
Meal, common |
1p |
— |
|
Meat |
5p |
2 |
1 shoulder |
Meat, salted |
1s |
2 |
1 shoulder, preserved |
Travel Rations |
1s |
1 |
1 day, preserved |
Wine, glass |
4p |
0.5 |
|
Wine, bottle |
5s |
4 |
1 quart, includes clay bottle |
LIGHTING
Item |
Price |
Weight |
Notes |
Candle |
1b |
0.02 |
Bright light in 5 foot radius, dim light to 10 feet; 1 hour |
Lamp |
5s |
1 |
Bright light in 10 foot radius, dim light to 20 feet; 3 hours per half pint of oil |
Lantern |
10s |
2 |
Bright light in 20 foot radius, dim light to 40 feet; 6 hours per pint of oil |
Torch |
1p |
1 |
Bright light in 15 foot radius, dim light to 30 feet, 1 hour; can be used as a club at -1 to your attack rolls, and delivers 1 extra point of fire damage. |
HERBS
Item |
Price |
Form |
Prep Weight Notes |
Crimsoncap |
12s |
fungus |
tea 0.05 Cures any poison affecting you at the start of your next turn. |
Freshleaf |
5p |
leaf |
chew 0.1 Heals 1d4 HP, but will not work if you are at 0 HP. Additionally, you can relieve 1 level of exhaustion with a successful DC 15 Constitution check during a short rest. You may only make one such attempt until after a long rest. |
Heron |
25s |
flower |
apply 0.1 Heals 2d4+2 HP during a rest. |
Redditch |
20s |
root |
ingest 0.5 Heals 1d4 HP per round for 3 rounds, but will not work if you are at 0 HP. After consuming it, all attacks against you are at advantage until the beginning of your next turn due to the size of the redditch bulb and the effort associated with eating it. |
Silvertree Sap |
40s |
resin |
rub 0.25 Heals 4d4+4 but causes 1 level of exhaustion if you fail a DC 10 Constitution check. Silvertree Sap can cause a burning sensation. |
Startberry |
2s |
berry |
inhale 0.05 Heals 1d4 HP. Additionally, it removes the stunned condition on a successful DC 15 Constitution check. Startberries start to go bad after 3 days (roll 1d6 per day after day 2: if any die is a 1, the Startberry is no good). |
Sweetmoss |
8s |
moss |
tea 0.25 Heals 2d4+2 HP during a short rest. |
Trimblenut |
15s |
nut |
ingest 0.1 Cures any disease affecting you at the start of your next turn if you succeed at a DC 10 Constitution check. Additionally if successful you will have resistance to disease for 1 hour. Make this check at the end of every hour to maintain your resistance for up to 6 hours. |
|
If you consume more than 1 herb per Constitution bonus (minimum 1) you may become poisoned if you fail a DC 10 Constitution check, +3 per additional herb over your limit. This limit resets at the end of your next rest.
LIVERY
Item |
Price |
Weight |
Notes |
Bit, bridle, and tack |
15s |
1 |
|
Dog, war |
144s |
100 |
See Bestiary, treat as Wolf |
Goat, pack |
18s |
170 |
See Bestiary, carries 40lbs |
Feed (per 250lb animal-day) |
1p |
2 |
1 day of food for 250lb animal |
Horse, riding |
160s |
1300 |
See Bestiary |
Saddle, pack |
15s |
15 |
3 sets of saddlebags, plus 1 small chest |
Saddle, military |
40s |
30 |
Advantage on rolls to remain seated |
Saddle, riding |
22s |
25 |
|
Stabling (per day) 3-5p |
LOCKS
Item |
Price |
Weight |
Notes |
Poor |
3s |
0.2 |
DC 10 |
Average |
6s |
0.3 |
DC 13 |
Above Average |
12s |
0.3 |
DC 16 |
Expert |
24s |
0.3 |
DC 19 |
Master |
48s |
0.3 |
DC 22 |
Legendary |
96s |
0.4 |
DC 25 |
MEDICAL SUPPLIES
Item |
Price |
Weight |
Notes |
Chirurgeon’s Bag |
100s |
20 |
Tool. As an action, you can revive a character to 1 HP with a successful DC 13 Wisdom (Medicine) check. When combined with a use of a Healer’s Bag or Pouch, you may spend 1 minute to restore 1d4 HP plus your Wisdom (Medicine) bonus once per wounded character if you succeed at a DC 13 Wisdom (Medicine) check. |
Chirurgeon’s Pouch |
20s |
4 |
As an action, you can revive a character to 1 HP with a successful DC 13 Wisdom (Medicine) check. |
Healer’s Bag |
25s |
10 |
Tool. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check (16 uses). |
Healer’s Pouch |
5s |
2 |
As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check (4 uses). |
REFERENCE MATERIALS
Item |
Price |
Weight |
Notes |
Small text |
2s |
1 |
Advantage on a single narrow topic, 5 minutes to use, 50 pages |
Large text |
10s |
3 |
Advantage on a broad topic, 20 minutes to use, 200 pages |
Reference text |
50s |
11 |
Advantage on an entire subject, 1 hour to use, 800 pages |
Tome |
250s |
55 |
Advantage on a single skill, 6 hours to use, 4000 pages |
Map |
Var |
0.1 |
Priced as book (no pages), 11”x17” |
Subject Rarity Price
Forgotten Lore x4
Rare/Obscure x2
Narrow Focus x1/2
Popular/Common x1/2
TRADE GOODS
Item |
Price |
Weight |
Notes |
Adamant |
40s |
1 |
The hardest and densest metal known on Narosia. Adamant will Not Rust. |
Bronze |
5s |
1 |
If made properly, bronze does not rust or corrode |
Clay |
1s |
20 |
|
Coldiron |
40s |
1 |
This metal is believed to have flown the Void and to have been tempered in the fires of the sky by Modren, Larayil, and Grethken. Any attempt to blend Coldiron, or melt it, destroys its innate properties and it becomes simple iron. Shields made of Coldiron can grant advantage on Dexterity saving throws against magical attacks with a Chaos or Qliphothic special effect, while armor provides advantage on Constitution saving throws against such attacks. Additionally, such shields impose disadvantage on attack rolls from those effects. Voidspawn and Qliphothic Entities are especially vulnerable to Coldiron. Used instead of Steel. Coldiron will not rust. |
Copper |
9s |
2 |
|
Glass |
1s |
2 |
|
Gold |
500s |
1 |
Gold is naturally connected to the flow of essence. Shapers can consume it directly during Essence Shaping. Many believe it to be hardened sunlight, referring to it as “sunstone”. Endrori are particularly vulnerable to Gold, as are some Undead. Armor made from gold grants advantage on Constitution saving throws against magical effects. Used instead of steal. Gold will not rust. |
Grain |
1s |
40 |
|
Greyfire |
50s |
1 |
|
Greypowder |
15s |
1 |
|
Hardsilver |
45s |
1 |
A rare, lightweight, silvery metal believed to be from Numos. Many refer to this metal as “moonstone”. Used instead of Steel. Acid cannot penetrate it, and armor provides resistance to acid. Hardsilver will not rust. |
Iron |
5s |
1 |
|
Lead |
100s |
1 |
Attacks of pure magical force (e.g. Magic Missile, Eldritch Bolt, Essence Bolt, Fel Essence Bolt) are completely negated by Lead. Lead also prevents incorporeal movement or transfer of energy from the ethereal or astral planes, meaning specifically that spirits cannot pass through it. Lead will not rust. |
Leather |
2s |
1 |
|
Lumber, hard |
2s |
1 |
|
Lumber, soft |
1s |
4 |
|
Meat |
1s |
4 |
|
Salt |
1s |
20 |
|
Silver |
50s |
1 |
|
Sugar |
1s |
2 |
|
Steel |
10s |
1 |
|
Tin |
10s |
1 |
|
Wool |
7s |
20 |
|
WRITING MATERIALS
Item |
Price |
Weight |
Notes |
Book, blank paper |
4s |
2 |
Holds 160 pages |
Ink |
18s |
0.2 |
160 pages of ink (1.5oz) |
Page, paper |
2b |
1/80 |
|
Page, parchment |
1p |
1/100 |
Goatskin |
Page, vellum |
2p |
1/125 |
Calfskin |
Pen |
5s |
0.02 |
|
Quill |
1p |
0.02 |
20 pages worth |
Sealing wax (.5 kg) |
3s |
1 |
20 seals worth |
WEALTH AND LIVING EXPENSES
A character must expend a certain amount of wealth for food, shelter, and general living expenses when not adventuring. This expenditure reflects the character’s lifestyle and can impact her social status or her ability to interact with other members of society. This will be reflected by what clothes she wears, the locations she frequents, how she smells, and even the slang she uses. This can also impact Charisma checks during any type of interaction.
Lifestyle |
Expenses |
Level |
Notes |
None |
— |
0 |
Survival is a daily challenge |
Destitute |
2s |
1 |
Basic shelter, subsistence food and water |
Poor |
4s |
2 |
Shared shelter and basic nutrition |
Average |
8s |
3 |
Simple bed and board with some dignity |
Comfortable |
16s |
4 |
Most professionals and adventurers |
Wealthy |
32s |
5 |
Most guild members and merchants |
Expenses. This is the Price per week to maintain this Lifestyle. When improving a character’s Lifestyle, it takes four weeks of maintaining the new Lifestyle before the character is considered to be at the new level. If the character is downgrading her lifestyle, the effect will be immediate except among those who know her. These prior acquaintances will register the lower Lifestyle at the end of the fourth week of reduced Expenses.
Level. The numeric level of the Lifestyle. If the difference between the character’s Lifestyle Level and that of another is greater than one, any Charisma-based interaction between the characters will be influenced by their lifestyle. If the disparity is not favorable, the character will be at a disadvantage. For example, a destitute character is trying to convince a wealthy merchant to assist her. This is greater than one level of difference. The destitute character is therefore likely at a disadvantage when trying to use Charisma (Persuasion), but could possibly be at an advantage if trying to use Charisma (Intimidations). Conversely, if the Merchant were to interact with the destitute character, the destitute character is going to feel more compelled to help since she knows the merchant has resources that can make her life even worse if she refuses, and thus the merchant would likely be at an advantage.
WEAPONS LIST
All weapons are listed by weapon proficiency. Simple weapons are a broad class of weapons that includes: clubs and maces, dagger, dirk, falchion, hammer, handaxe, hatchet, javelin (all), scythe, sickle, sling, shortspear, spear, light crossbow, unarmed and fist loads. Faelariya may only use light weapons one-handed, all other non-heavy weapons are two-handed.
Weapon |
Price |
Weight |
Effect |
Ammunition |
Arrows (16) |
4.8s |
1 |
As bow, recover 4-6 |
Arrows, blunt (16) |
x2 |
1 |
Bludgeoning damage, -2 to hit, recover 4-6 |
Arrows, bodkin (16) |
x4 |
1 |
Reroll 1s or 2s on damage, recover 4-6 |
Arrows, crescent (16) |
x4 |
1 |
Slashing damage, advantage versus rope-like targets or -2 to hit other targets, recover 4-6 |
Arrows, hornbow (16) |
9.6s |
2 |
For Icewalker Hornbow only, recover 4-6 |
Arrows, skybow (16) |
3.2s |
0.75 |
For Faelariyen Skybow only, recover 4-6 |
Bow, composite |
63s |
2 |
1d8 piercing, ammunition (range 120/480), two-handed, Strength 13+ |
Bow |
42s |
1.75 |
1d6 piercing, ammunition (range 100/400), two-handed, Strength 11+ |
Faelariyen Skybow |
26s |
0.75 |
1d4 piercing, ammunition (skybow, range 60/240), two-handed |
Icewalker Hornbow |
43s |
5 |
1d12 piercing, ammunition (hornbow, range 120/360), heavy, two-handed, Strength 17+ |
Longbow, composite |
126s |
4 |
1d10 piercing, ammunition (range 180/720), heavy, two-handed, Strength 15+ |
Longbow |
84s |
3.5 |
1d8 piercing, ammunition (range 150/600), heavy, two-handed, Strength 13+ |
Shortbow, composite |
36s |
1.5 |
1d6 piercing, ammunition (range 80/320), two-handed, Strength 8+ |
Shortbow |
24s |
1 |
1d6 piercing, ammunition (range 60/240), two-handed |
CLUBS AND MACES
Weapon |
Price |
Weight |
Effect |
Club |
4s |
1.75 |
1d4 bludgeoning, light, thrown (10/30), simple |
Club, great |
27s |
12 |
1d8 bludgeoning, two-handed, heavy, thrown (10/30), simple |
Club, heavy |
7s |
3 |
1d6 bludgeoning, heavy, thrown (10/30), simple |
Club, light |
2s |
1 |
1d2 bludgeoning, light, thrown (10/30), simple |
Club, war |
13s |
6 |
1d6 bludgeoning, heavy, versatile (1d8, not heavy), thrown (10/30), simple |
Mace |
14s |
1.75 |
1d6 bludgeoning, thrown (10/30), simple |
Mace, heavy |
26s |
3 |
1d8 bludgeoning, heavy, thrown (10/30), simple |
Mace, war |
50s |
6 |
1d8 bludgeoning, heavy, versatile (1d10, not heavy), thrown (10/30), simple |
Quarterstaff |
17s |
6 |
1d6 bludgeoning, versatile (1d8, defensive), simple |
Shortstaff |
6s |
1.75 |
1d4 bludgeoning, light, versatile (1d4, finesse, defensive), simple |
Staff |
10s |
3 |
1d6 bludgeoning, versatile (1d6, finesse, defensive), simple |
CROSSBOWS
Weapon |
Price |
Weight |
Effect |
Ammunition |
Bolts (10) |
2s |
0.6 |
As crossbow, recover 4-6 |
Bolts, blunt (10) |
x2 |
0.6 |
Bludgeoning damage, -2 to hit, recover 4-6 |
Bolts, bodkin (10) |
x4 |
0.6 |
Reroll 1s or 2s on damage , recover 4-6 |
Bolts, hand crossbow (10) |
1.5s |
0.4 |
For hand crossbow only, recover 4-6 |
Magazine |
5s |
2 |
For Repeating Crossbow, holds 6 bolts, loading (action) |
Crossbow, arbalest |
91s |
12 |
1d12 piercing, ammunition (range 120/480), heavy, loading (action unless Strength 13+), two-handed |
Crossbow, hand |
100s |
2.25 |
1d6 piercing, ammunition (hand crossbow, range 30/120), light, loading |
Crossbow, heavy |
40s |
9 |
1d10 piercing, ammunition (range 100/400), heavy, loading, two-handed |
Crossbow, light |
21s |
4.5 |
1d8 piercing, ammunition (range 80/320), loading, two-handed, simple |
Crossbow, repeating |
320s |
12 |
1d8 piercing, ammunition (magazine, range 80/320), heavy, two-handed |
FLAILS
Weapon |
Price |
Weight |
Effect |
Flail, heavy |
27s |
3 |
1d8 bludgeoning, heavy, bonus action: +1d4 to hit vs target with shield on next attack |
Flail |
15s |
1.75 |
1d6 bludgeoning, bonus action: +1d4 to hit vs target with shield on next attack |
Greatflail |
96s |
12 |
1d12 bludgeoning, heavy, two-handed, bonus action: +1d4 to hit vs target with shield on next attack |
Warflail |
51s |
6 |
1d8 bludgeoning, heavy, versatile (1d10, not heavy), bonus action: +1d4 to hit vs target with shield on next attack |
Malfunction
All Greypowder weapons have a Malfunction die of at least 1d6. All Malfunction dice should be rolled with the attack roll. If the Malfunction die results in a 1, there is a malfunction. Roll on the table below.
Malfunction Table
Roll 3d6 and count the number of “1s” that appear to determine the result (Droth and Modren have influence; Malice will increase, Grace will decrease). Each “1” is worth 1 point.
Result Effect
3 Points Explode
2 Points Complication
1 Point Delay
0 Points Dud
Explode. Shooter takes weapon damage; DC 10 Dexterity saving throw or shooter is blinded until he succeeds at a Constitution saving throw at the end of his turn; weapon destroyed. Explosives apply all damage to the character (no saving throw) and affect the area as normal.
Complication. Weapon Malfunction dice increased by +1d6 and all attacks with the weapon are at a disadvantage until repaired (requires 1 hour and the use of gonnesmith toolkit). Explosives are triggered 1d6x5 feet from the character in the direction of the original target.
Delay. Weapons require an action and a successful DC 10 Dexterity (gonnesmith toolkit) check to clear a jam. A result of 5 or less increases the Malfunction dice by +1d6 and the weapon is still jammed. Explosives are delivered to the target as normal, but are triggered at some random time in the future: every 5 initiative counts roll 1d6 and trigger the explosives on a result of 6. Add a cumulative +1 to the roll for each previous roll after the first that the explosive does not trigger.
Dud. The weapon does not fire, or the explosive does not trigger and cannot be reused.
GREYPOWDER BLUNDERBUSSES
All cartridges are purchased for a specific type of blunderbuss. Range for a blunderbuss is in three categories: close/normal/long. Damage changes for each range category. At normal range, attacks are made with +1d4 to hit. At long range there is no penalty to attack, but damage is greatly reduced.
Weapon |
Price |
Weight |
Effect |
Blunderbuss |
516s |
6 |
3d6/2d6/1d6 piercing, ammunition (range 20/60/180), two-handed, loud, loading (action), malfunction (1d6) |
Blunderbuss, heavy |
633sp |
8 |
3d8/2d8/1d8 piercing, ammunition (range 20/60/180), heavy, two-handed, loud, loading (action), malfunction (1d6) |
Ammunition |
Cartridge (B), copper (16) |
19.2s |
2.4 |
Scattershot, unrecoverable |
Cartridge (B), greyfire |
11s |
0.4 |
Fire damage, cone (10/20/30), no attack roll (DC 13 Dexterity saving throw to take half damage), unrecoverable |
Cartridge (B), lead (16) |
144s |
3.2 |
Scattershot, damage is considered magical versus undead and incorporeal targets, unrecoverable |
GREYPOWDER GRENADES
Weapon |
Price |
Weight |
Effect |
Bomb |
184s |
4 |
3d6/2d6/1d6 fire, radius (15/30/45), range (20/60), loud, malfunction (1d6), crude timer, DC 13 Dexterity saving throw to take half damage, unrecoverable |
Grenade |
22s |
1 |
3d4/2d4/1d4 fire, radius (10/20/30), range (30/90), loud, malfunction (1d6), DC 13 Dexterity saving throw to take half damage, unrecoverable |
Grenade, flash |
22s |
1 |
1d6 force, 15 foot radius, range (30/90), loud, malfunction (1d6), DC 13 Constitution saving throw or target in the area of effect is blinded; at the end of each of its turns, the target can make another Constitution saving throw, ending the condition on a success, unrecoverable |
Grenade, force |
22s |
1 |
3d4 force, 20 foot radius, range (30/90), loud, malfunction (1d6), DC 13 Constitution saving throw to take half damage, unrecoverable |
Grenade, smoke |
22s |
1 |
As the spell fog cloud but composed of smoke, range (30/90), malfunction (1d6) , unrecoverable |
GREYPOWDER HANDGONNES
All cartridges are purchased for a specific type of handgonne.
Weapon |
Price |
Weight |
Effect |
Handgonne |
246s |
3 |
2d6 piercing, ammunition (range 30/180), loud, loading (action), malfunction (1d6) |
Heavygonne |
333s |
6 |
2d8 piercing, ammunition (range 40/240), heavy, loud, loading (action), malfunction (1d6) |
Ammunition |
Cartridge (H), lead (16) |
52s |
2.5 |
Ball, damage is considered magical versus undead and incorporeal targets, unrecoverable |
Cartridge (H), copper (16) |
12.8s |
2 |
Ball, unrecoverable |
GREYPOWDER LONGBORES
All cartridges are purchased for a specific type of longbore and rifle cartridges will only work in rifles.
|
Weapon |
Price |
Weight |
Effect |
Longbore |
683s |
9 |
2d10 piercing, ammunition (range 60/240), two-handed, loud, loading (action), malfunction (1d6), aim |
Longbore, heavy |
866s |
12 |
2d12 piercing, ammunition (range 70/280), heavy, two-handed, loud, loading (action), malfunction (1d6), aim |
Rifle |
770s |
7 |
2d6 piercing, ammunition (range 120/480), two-handed, loud, loading (action), malfunction (1d6), aim |
Rifle, heavy |
960s |
10 |
2d8 piercing, ammunition (range 140/560), heavy, two-handed, loud, loading (action), malfunction (1d6), aim |
Ammunition |
Cartridge (L), copper (16) |
19.2s |
2.5 |
Ball |
Cartridge (L), lead (16) |
144s |
3.25 |
Ball, damage is considered magical versus undead and incorporeal targets. |
Cartridge (R), copper (16) |
24s |
2.5 |
Bullet |
Cartridge (R), lead (16) |
152s |
3.25 |
Bullet, damage is considered magical versus undead and incorporeal targets. |
Cartridge (R), steel (16) |
48s |
2 |
Bullet, reroll 1s or 2s on damage |
HAFTED
Weapon |
Price |
Weight |
Effect |
Arzhak |
67sp |
2 |
1d6 slashing or piercing, light; tsvergic handaxe with spike |
Axe |
27sp |
3 |
1d6 slashing, versatile (1d8) |
Battleaxe |
51sp |
6 |
1d8 slashing, versatile (1d10) |
Greataxe |
96sp |
12 |
1d12 slashing, heavy, two-handed |
Hammer |
15sp |
1.75 |
1d6 bludgeoning, light, thrown (range 20/60), simple |
Handaxe |
15sp |
1.75 |
1d6 slashing, light, thrown (range 20/60), simple |
Hatchet |
9sp |
1 |
1d4 slashing, light, finesse, thrown (range 20/60), simple |
Nadzhak |
143sp |
7 |
1d8 bludgeoning or piercing, versatile (1d10); tsvergic warhammer with spike |
Scythe |
63sp |
10 |
1d10 slashing, heavy, two-handed, simple |
Sickle |
20sp |
2 |
1d4 slashing, light, simple |
Tornadzhak |
175sp |
12 |
1d12 bludgeoning or piercing, heavy; tsvergic battlehammer with spike |
Torzhak |
152sp |
7 |
1d8 slashing or piercing, versatile (1d10); tsvergic battleaxe with spike |
Warhammer |
56sp |
6 |
1d8 bludgeoning, versatile (1d10) |
HEAVY BLADES
Weapon |
Price |
Weight |
Effect |
Bastard sword |
85s |
6 |
1d10 slashing, heavy, versatile |
Broadsword |
50s |
3 |
1d8 slashing, versatile (1d10) |
Cutlass |
51s |
2 |
1d6 slashing or 1d4 bludgeoning with hand-guard, defensive |
Falchion |
105s |
8 |
1d8 slashing, two-handed, simple |
Greatsword |
150s |
12 |
2d6 slashing, heavy, two-handed |
LANCES
Weapon |
Price |
Weight |
Effect |
Faelariyen Skylance |
15s |
1.75 |
1d6 piercing, finesse, two-handed, special |
Lance |
68s |
9 |
1d10 piercing, reach, special |
Lance, heavy |
89s |
12 |
1d12 piercing, heavy, reach, special |
Lance, light |
47s |
6 |
1d8 piercing, finesse, reach, special |
LIGHT BLADES
Weapon |
Price |
Weight |
Effect |
Dagger |
17s |
1 |
1d4 piercing, finesse, light, thrown (20/60), simple |
Dirk |
19s |
1 |
1d4 slashing, finesse, light, simple |
Eloren Featherblade |
55s |
1.5 |
1d6 slashing, finesse, light |
Eloren Thinblade |
81s |
3 |
1d8 piercing, finesse |
Eloren Thornblade |
19s |
1 |
1d4 piercing, finesse, light, thrown (30/90) |
Loriyen Warblade |
48s |
1.5 |
1d6 piercing or slashing, finesse, light, thrown (20/60) |
Parryblade |
38s |
1 |
1d4 slashing or bludgeoning with hand-guard, finesse, light, defensive |
Sabre |
71s |
3 |
1d6 slashing or 1d4 bludgeoning with hand-guard, finesse, defensive |
Shortsword |
29s |
2 |
1d6 piercing, finesse, light |
Faelariyen Skylance. Tiny characters cause only half damage unless you move at least 10 feet before their attack. Small or larger characters are at a disadvantage to use this weapon due to its design, but for them it is considered a one-handed, light weapon. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted and does only half damage unless you move at least 10 feet before your attack.
POLEARMS
Weapon |
Price |
Weight |
Effect |
Bill |
81s |
10 |
1d10 slashing, heavy, reach, unhorse |
Billpike |
94s |
12 |
1d12 slashing, heavy, two-handed, reach, unhorse, strength 15 |
Girzhak |
67s |
14 |
1d10 slashing or piercing, heavy, two-handed; tsvergic poleaxe |
Halberd |
94s |
12 |
1d10 slashing or piercing (reach), heavy, two-handed, set versus charge |
Longspear |
89s |
12 |
1d12 piercing, two-handed, heavy, reach, set versus charge |
Prongspear |
91s |
12 |
1d10 piercing or 1d6 bludgeoning, heavy, two-handed, reach, defensive |
Shortspear |
26s |
3 |
1d6 piercing, versatile (1d8 piercing or 1d4 bludgeoning), light, thrown (20/60); as a simple weapon, a shortspear is not light |
Spear |
47s |
6 |
1d8 piercing, versatile (1d10 piercing or 1d6 bludgeoning), set versus charge, thrown (20/60); as a simple weapon, a spear is 1d8 piercing, two-handed |
Trident |
40s |
4 |
1d6 piercing, versatile (1d8), +1 to hit, thrown (20/60) |
THROWN JAVELINS AND SPEARS
Weapon |
Price |
Weight |
Effect |
Javelin |
3s |
2 |
1d6 piercing, thrown (40/160), recover 6, simple |
Javelin, heavy |
5s |
3 |
1d8 piercing, thrown (30/120), heavy, recover 6, simple |
Javelin, light |
2s |
1 |
1d4 piercing, finesse, thrown (50/200), recover 6, simple |
Pilum |
9s |
6 |
1d8 piercing, thrown (20/60), shield pierce, heavy, recover 6 |
UNARMED AND FIST LOADS
Weapon |
Price |
Weight |
Effect |
Fist Load |
7s |
1 |
2 bludgeoning, can be improvised with -2 to hit, simple |
Gauntletspikes |
10s |
0.5 |
1d4 bludgeoning, added to gauntlets included with medium or heavy armor |
Gauntlet |
— |
— |
2 bludgeoning, included with medium or heavy armor, simple |
Rock |
— |
1 |
2 bludgeoning, thrown (30/90), simple |
Sap |
5s |
2 |
1d4 bludgeoning, light, finesse, simple |
Unarmed Strike |
— |
— |
1 bludgeoning, simple |
UNCOMMON MELEE WEAPONS
Weapon |
Price |
Weight |
Effect |
Whip |
10s |
2 |
1 slashing or Special, finesse, reach |
Whip. Instead of causing damage, you may choose to attack to restrain instead, restraining a Large or smaller creature hit by a whip until it is freed. A whip has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a Strength check with a DC of 8 plus the attacker’s to hit bonus, freeing itself or another creature within its reach on a success. Dealing 8 slashing damage to the whip (AC 10) also frees the creature without harming it, ending the effect and destroying the whip. Alternatively, the attacker can grab an object held by the target and pull it away. The target immediately makes a Strength check with the same DC as above. If she fails, the object is torn from her grasp and ends up on the ground anywhere within the whip’s reach.
UNCOMMON RANGED WEAPONS
Weapon |
Price |
Weight |
Effect |
Net |
17s |
3 |
Special, thrown (20/60) |
Sling |
3s |
0.25 |
1d4 bludgeoning, Ammunition, simple |
Ammunition |
Bullet, sling (10) |
3s |
5 |
Range (60/240) |
Stone, sling (10) |
— |
5 |
Range (30/120) |
|
Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
ARMOR
Armor is sized like Clothing with similar adjustments to Weight and Price. Faelariya clothing is Weight x1/4, Price x1/2. Loriya clothing is Weight x1/2. Drothmal clothing is Weight and Price x1 1/4. Barding can be made for horses and has Price x4 and Weight x2. All armor includes the mass of basic undergarments (e.g. simple shirt, pants, etc.).
LIGHT ARMOR
Armor |
Price |
Armor Class (AC) |
Strength |
Stealth |
Weight |
|
Cloth |
12s |
11 + Dex Modifier |
|
Disadvantage |
8 |
|
Arming Doublet |
77s |
11 + Dex Modifier |
|
|
12 |
Studded Cloth |
56s |
12 + Dex Modifier |
|
Disadvantage |
11 |
Leather |
71s |
12 + Dex Modifier |
|
|
15 |
MEDIUM ARMOR
Armor |
Price |
Armor Class (AC) |
Strength |
Stealth |
Weight |
Studded Leather |
105s |
12 + Dex Modifier (max 2) |
|
|
18 |
|
|
Leather, heavy |
110s |
13 + Dex Modifier (max 2) |
|
Disadvantage |
20 |
|
|
Scaled Leather |
243s |
14 + Dex Modifier (max 2) |
Str 10 |
Disadvantage |
30 |
|
|
Chain Shirt |
372s |
14 + Dex Modifier (max 2) |
Str 10 |
|
25 |
|
|
Chain Hauberk |
527s |
15 + Dex Modifier (max 2) |
Str 10 |
Disadvantage |
35 |
|
|
Chainmail |
900s |
15 + Dex Modifier (max 2) |
Str 10 |
|
40 |
|
|
HEAVY ARMOR
Armor |
Price |
Armor Class (AC) |
Strength |
Stealth |
Weight |
Ringed Leather |
155s |
14 |
|
Disadvantage |
20 |
Banded Leather |
383s |
15 |
Str 13 |
Disadvantage |
40 |
Breastplate, fitted |
758s |
15 |
Str 13 |
|
50 |
|
|
Chainmail, reinforced |
1250s |
16 |
Str 13 |
Disadvantage |
60 |
|
|
Platemail |
1100s |
17 |
Str 15 |
Disadvantage |
60 |
|
|
Plate Armor, fitted |
1530s |
18 |
Str 15 |
Disadvantage |
60 |
|
|
Fitted armor is designed for a single individual. It may be refit at a price of 30s by an expert smith (DC 15) requiring 8 hours. Otherwise, the wearer is at a disadvantage on all Dexterity ability checks and saving throws.
ARMOR OPTIONS
Option |
Price |
Weight |
Effect |
Gauntlet Lock |
18s |
0.5 |
Advantage when making a saving throw to resist disarming; use item action to Lock/Unlock; added to heavy or medium armor |
Shield Spikes |
10s |
1 |
Shield bash damage becomes 1d6 bludgeoning |
SHIELDS
Shield Bash
As an attack you can use the shield to attack your opponent. You gain advantage on the attack out of surprise, but lose the shield’s AC bonus until the start of your next turn. A shield bash causes 1d4 bludgeoning damage and you do not add your Strength bonus unless you have a feat that allows off-hand damage bonus. If you have the shield master feat the damage is +2.
Shield Cover
As an action, the character can choose to use the shield as cover against incoming attacks. This provides resistance to non-magical bludgeoning, piercing, and slashing damage if he succeeds at a Dexterity saving throw with a DC based on the shield type, but the character loses the shield’s AC bonus until the start of his next turn. The character pulls the shield in to absorb the blow rather than trying to deflect incoming attacks. When a shield takes damage from bludgeoning or slashing it may become broken if the character fails to make a Strength saving throw versus DC 10 or the amount of damage the character takes from the hit, whichever is greater. Metal shields have advantage on this save. Broken shields provide only half their AC bonus and are at a disadvantage on future saving throws.
SHIELDS
Armor |
Price |
Armor Class (AC) |
Cover (DC) |
Strength |
Stealth |
Weight |
Buckler |
9s |
+1, melee only |
15 |
|
|
3 |
Buckler, metal |
30s |
+1, melee only |
15 |
|
|
5 |
Shield, small |
24s |
+1 |
13 |
|
|
6 |
Shield, small metal |
59s |
+1 |
13 |
Str 10 |
|
10 |
Shield |
36s |
+2 |
10 |
Str 10 |
|
10 |
Shield, metal |
86s |
+2 |
10 |
Str 13 |
|
14 |
|
Shield, tower |
74s |
+2 melee, special |
automatic |
Str 13 |
Disadvantage |
18 |
|
Shield, tower metal |
172s |
+2 melee, special |
automatic |
Str 15 |
Disadvantage |
26 |
A tower shield imposes disadvantage on Dexterity (Stealth) checks whether in use or slung Shield, tower metal. This massive shield can also be used to provide half-cover while stationary if a character spends an action planting the shield into the ground. Once planted in the ground any character can use the shield in this way, but only one character at a time may do so. As a reaction the character can also gain three-quarters cover against a single incoming attack. The character may not use the shield cover action when using the shield in this way.