1. Acquiring Items, Goods, & Services
  2. Durability & Consumption
  3. Torches & Lanterns
  4. Supply
  5. Magic Items
  6. Shared Equipment
  7. Coins and Currency

Acquiring Items, Goods, & Services

All items have a base rarity (X-in-6 availability) which can be modified by the size and prosperity of a settlement and can be rechecked each month. Available items are shared with the party by settlements if they are in good standing.

  • Common [5]: basic goods found in most settlements
  • Uncommon [3]: items and services typically found in larger towns and cities
  • Rare [1]: available only in the most cosmopolitan or otherwise wealthy areas such as a remote palace

Durability & Consumption

An item’s durability is used to determine if a limited resource is broken, depleted, or generally useable.

When an item is used improperly or without care, test its durability by rolling 1d6 and reducing its durability by 1 when you roll over the current durability. Items with only 1 durability left automatically fail their durability tests.

Test an items durability after a fight for each weapon used and for all armor worn. The referee may also ask you to mark off usage when adventuring gear is used in unusual ways.

Some items reduce durability even when used properly, such as torches, or weapons and armor.

Torches & Lanterns

The durability of torches, lanterns, and other light sources automatically reduces by 1 after 6 turns.

Supply

Supply is a meta-item which can be converted into any simple and non-shared adventuring gear or equipment such as a hammer, caltrops, crowbar, or other tool needed in that moment. All items created by supply have a durability of 3

Magic Items

Magic items, or relics, are items imbued through the powers of belief or magic with supernatural properties and effects, typically associated with gods, heroes, and villains of myths. Relics are identified by either testing out the item or, by using witchcraft, or by a bardic knowledge.

A relic’s power can still be felt by those in close proximity even if they are unaware of the specific powers.

The effects relics generate are typically one use or for a limited duration, not constant, with limited uses which can be recharged when certain conditions are met or on a timed basis.

Shared Equipment

Many items such as armor and weapons are for personal use but others are able to be used by the group. So long as one character in a group carries the shared gear all characters are considered to benefit from its usage.

Shared Gear Typically Includes Rarity
Rations Dried meats and fruits, nuts, hard tack, pots & pans, kettle Common
Waterskins Sealed animal bladders, straps Common
Camping Gear Hatchet, tents, flint & tinder, spikes, mallet, bedrolls, rope Uncommon
Climbing Gear Mallet, pitons, rope, grappling hook, harness Rare
Cold Weather Gear Furs, hats, hoods, cloaks Rare

Coins and Currency

Remnants of a lost time, coins of gold, silver, and other precious metals are of no commercial use to society but make acceptable trophies when returned to civilization. These coins are typically melted down and used to create great works of art or adorn churches and palaces as displays of power. The specific ratios can be found in the character advancement section.