Equipment
General Gear
General Gear covers adventuring supplies, tools, clothing, and food, drink, and lodging. Each entry lists a Fare value and Availability rating. Fare is the Wealth Level required to acquire the item; Availability indicates how easy it is to find.
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
Alphabetical list of adventuring equipment: Ammunition (Fare 0), Antidote (Fare 3), Backpack, Bandage, Bedroll, Caltrops, Clothes, Fire-starting Kit, Grappling Hook, Healer's Kit, Healing Salve, Hunting Trap, Iron Pitons, Iron Pot, Lantern, Lockpick, Magnifying Glass, Mining Tools, Musical Instrument, Oil Flask, Pipe, Quill and Inkpot, Quiver/Scabbard, Reviving Cordial, Rope, Scroll/Parchment, Seafaring Sunstone, Tent, Tobacco, Torch, Waterskin, and generic Weapon entries by category.
| 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
Food, Drink, and Lodging table: Meal (Poor/Normal/Lavish/Banquet), Drink (Ale/Mead/Wine/Elven Wine), Lodging (Poor/Average/Good), and Rations (Normal/Preserved/Special). All listed by Fare and Availability.
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 |