Against the Darkmaster · System Reference

Equipment

General Gear

The tables below cover everyday adventuring supplies, tools, and provisions. Each item lists its Fare and Availability. Availability is Common, Uncommon, or Rare, reflecting how easily the item can be found in a typical settlement.

General Gear

Good Fare Notes Availability
Ammunition 0 20 arrows, 10 crossbow bolts, or 50 sling projectiles. Common
Antidote 3 Grants a second Save Roll with a special +30 bonus against the effects of a Poison. Rare
Backpack 0 The best friend of every traveling adventurer. Common
Bandage 1 Used to stop Bleeding (single use). Common
Bedroll 0 Without a bedroll, sleeping outdoors in cold weather may make the character wake up Weary. Common
Caltrops 0 10 four-pointed special nails; one spike always points up when thrown to the ground. Uncommon
Clothes, Extravagant 4 Dresses to get everyone's attention (and the blame of many) at the King's Festival. Rare
Clothes, Fancy 3 Noble clothes. Rare
Clothes, Fine 2 Gentry clothes. Uncommon
Clothes, Plain 1 Everyday clothes. Common
Fire-starting Kit 0 Required to start a campfire without having to spin a stick on a bark piece for hours. Common
Grappling Hook 0 Used in conjunction with a Rope to climb sheer surfaces. Common
Healer's Kit 2 Used to treat Injuries and Bleeding (three uses). Uncommon
Healing Salve / Poultice 2 Can be used as a Bandage, or to heal 1d10 HPs (single use). Uncommon
Hunting Trap 1 Can be set using the Hunting skill to inflict the Held Condition and a Superficial Critical. Common
Iron Pitons 0 10 sturdy 15cm nails. Common
Iron Pot 0 Cooking pot. Common
Lantern 1 Provides Bright Light in a 6m radius. Requires Oil Flask to function. Common
Lockpick 1 Required to pick locks and traps. Uncommon
Magnifying Glass 2 Removes Perception penalties for observing small items or details. Uncommon
Mining Tools 1 Can be used as a -20 Mace in a pinch. Common
Musical Instrument 0–4 Fare depends on type and quality. A simple wooden flute can be Fare 0; the most precious lute of the King's bard can be Fare 4. Common to Rare
Oil Flask 0 Powers a Lantern for about 2 hours. Can also be poured on the ground and lit, creating a flaming patch (1m radius, lasts 1 minute). Uncommon
Pipe 0 You can always make use of a good pipe. Common
Quill and Inkpot 1 Handwriting kit, enough for hundreds of pages. Uncommon
Quiver / Scabbard 0 For a medium-sized weapon or up to 20 arrows. Common
Reviving Cordial 2 Removes the Weary Condition for 1–3 hours; enough for 2 draughts. Uncommon
Rope 1 15 meters. Common
Scroll / Parchment 2 Per sheet. Uncommon
Seafaring Sunstone 3 Navigation instrument used to determine direction at sea even under overcast skies. Uncommon
Tent 1 Holds up to two people. Common
Tobacco 1 A pouch. Common
Torch 0 Provides Bright Light in a 3m radius. Common
Waterskin 0 Holds enough water (or ale) to quench the thirst of one person for 2 days. Common
Weapons (Generic)
Weapon, hand melee 0 Dagger, club. Common
Weapon, light melee 1 Side weapon such as a short sword, mace, or arming sword. Common
Weapon, large melee 1 Longsword, warhammer, morningstar, etc. Common
Weapon, heavy melee 2 Two-handed weapons, polearms. Uncommon
Weapon, poor ranged 0 Sling, short bow. Common
Weapon, light ranged 1 Light crossbow, composite bow. Common
Weapon, heavy ranged 2 Long bow, heavy crossbow. Uncommon

Food, Drink & Lodging

The following table covers meals, drinks, lodging, and travel rations. A Poor Meal (Fare 0) prevents starvation but provides no comfort; a Banquet (Fare 3) is an occasion in itself. Elven Wine and Dwarven Ale are legendary drinks with remarkable properties.

Good Fare Notes Availability
Meals
Meal, Poor 0 Per person. Prevents but doesn't heal starvation. Common
Meal, Normal 1 Enough food for a small family or a group of 5 people. Common
Meal, Lavish 2 A binge for up to 10 people. Includes ale. Uncommon
Meal, Banquet 3 A sumptuous meal for the most welcome and sophisticated guests. Includes fine wine. Rare
Drinks
Drink, Ale / Beer 0 Enough to get one person tipsy. Common
Drink, Mead / Liquor 1 Enough to get one person tipsy. Common
Drink, Good Wine 2 Enough to get a few people tipsy. Uncommon
Drink, Elven Wine / Dwarven Ale 3 Enough to get a dwarf or elf tipsy, or a man severely drunk. Heals 20 HPs and removes the Weary Condition, but afterwards puts the character into deep sleep for 10+ hours. Rare
Lodging
Lodging, Poor 0 Communal sleeping room for 1 night. Common
Lodging, Average 1 Separate beds; includes stable service, for a week. Common
Lodging, Good 3 Single room or suite, including stable service and personal assistant, for 1 month. Uncommon
Rations
Rations, Normal 0 1 week's worth, unpreserved. Common
Rations, Preserved 1 1 week's worth, preserved. Common
Rations, Special 2 2 weeks' worth. Light, highly nutritious, and well-preserved: elven bread, twice-baked cakes, or dwarven beef jerky. Uncommon