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12:11, 10th May 2024 (GMT+0)

Gear.

Posted by The ProtectorFor group 0
The Protector
GM, 11 posts
Sun 16 Apr 2023
at 07:46
  • msg #1

Gear

Gear


The following tables cover various kinds of goods and services available in the Forbidden Lands.

SUPPLY


Some goods and services are rare and the adventurers can’t expect to find everything they’re looking for in any little village. Each item lists a Supply rating, which indicates the probability that the adventurers will find the item in a typical village.

COMMON: The item is generally available in decent quantities.

UNCOMMON: Roll a D6. If the result is 4 or higher, one D6 units of the item are available. A new roll can be made each week.

RARE: Roll a D6. If the result is a 6, one unit of the item is available. A new roll can be made each week.

CRAFTING ITEMS


Most of the items in the gear lists can be made using the CRAFTING skill (see page 51).

RAW MATERIALS: This column indicates the raw materials needed to craft the item. Raw materials can, in some cases, be other items. If no raw materials are listed, the item cannot be crafted.

TIME: The gear tables also list how long it takes to craft the item, assuming the artisan works for two Quarter Days per day. If additional time is spent on the work, the artisan gets a bonus to her roll.

TALENTS: Items are classified as ADVANCED if they require a specific talent to be crafted. This is indicated in the Talent column. If no talent is listed, the item is SIMPLE and can be crafted by anyone.

TOOLS: Many items require specific tools to be crafted. Such requirements are listed in the Tools column. Some items even require certain functions, such as a FORGE, to be made. Functions don’t only exist in strongholds – the adventurers can find them in villages and other locations in the Forbidden Lands as well.

PRICE: The cost of an item can vary greatly from place to place.

Common Services
ServicePriceSupplyComment
Bath at an Inn3cCommon-
Haircut5cCommon-
Healing5sUncommonA typical village healer has Empathy 4 and skill level 2 in Healing.
Bodyguard1s per dayUncommon-
Clothes Washed5cCommon-
Courier1s per Hex traveledCommon-
Road Toll2cCommon-
Lodging at Inn, Dormitory2cCommon-
Lodging at Inn, Separate Room5cCommon-
Fine Dwelling2sUncommon-
Bowl of Stew3cCommonCovers the daily need of Food.
Hearty Meal1sCommonCovers the daily need of Food and Water.
Feast1gUncommonCovers the daily need of Food and Water.
Flagon of Ale2cCommonCovers the daily need of Water.
Chalice of Wine4cUncommonCovers the daily need of Water.
Teacher1s per day or moreUncommonFor learning new Skills, Talents, or Magic.

Trade Goods
ItemPriceSupplyWeightRaw MaterialsTimeTalentToolsEffect
Arrows, Iron Head12cCommonNormal1/2 Iron, 1 WoodQuarter DaySmith, BowyerForge, KnifeIncreases the Arrows Resource Die by one step.
Arrows, Wooden Head6cCommonNormal1 WoodQuarter DayBowyerKnifeIncreases the Arrows Resource Die by one step. Armor counts as double against these.
Quiver8cCommon-1/2 LeatherQuarter DayTannerKnifeDoes not encumber the wearer.
Grappling Hook3sUncommonNormal1 IronQuarter DaySmithForgeGear Bonus +1 when climbing.
Rope, 10 Meters2sCommonNormal1 ClothQuarter DayTailorKnifeGear Bonus +1 when climbing.
Tallow Candle6cCommonTiny1/10 Cloth, 1/4 TallowQuarter Day-FireIlluminates within Arm's Length for a Quarter Day.
Oil Lamp5cCommonLight1 StoneOne Day-FireIlluminates within Near range for a Quarter Day. Can only be used indoors. Requires Lamp Oil.
Lantern2sCommonLight1 IronOne DaySmithForgeIlluminates within Near range for a Quarter Day. Requires Lamp Oil.
Torches5cCommonNormal1 WoodQuarter Day-Knife or AxeIncreases the Torches Resource Die by one step. Illuminates within Near range. Roll the Resource Die each turn (every 15 minutes).
Sack8cCommon-1 ClothQuarter DayTailorKnifeDoes not encumber the wearer.
Backpack4sCommon-2 ClothQuarter DayTailorKnife, Needle and ThreadDoes not encumber the wearer.
Waterskin3sCommon-1 LeatherQuarter DayTannerNeedle and ThreadNeeded to carry Water. Does not encumber.
Bandages6cCommonLight1/2 ClothQuarter DayTailorKnifeGear Bonus +1 to Healing.
Lamp Oil2cCommonLight1/4 TallowQuarter DayTannerFireLasts a Quarter Day.
Ink and Quill2sUncommonTiny1 Feather, 1/10 IronQuarter DayTannerKnife, FireCan be used to write down spells.
Parchment6cUncommonTiny1/4 LeatherQuarter DayTannerKnifeCan be used to write down spells.
Blanket7cCommonLight1/2 ClothQuarter DayTailorKnifeGear Bonus +1 against Cold.
Sleeping Fur3sCommonNormal2 PeltQuarter DayTannerKnifeGear Bonus +2 against Cold.
Flint and Steel2cCommonTiny1/10 Iron, 1/4 StoneQuarter Day--Gear Bonus +1 to Making Camp during Journeys.
Lockpicks1gUncommonTiny1/4 IronOne DaySmith, LockpickerForgeGear Bonus +1 to Sleight of Hand when picking locks.
Field Rations1sCommonNormal1 Meat, Fish, or VegetablesQuarter DayChefFireOne unit of Food. Increases the Food Resource Die one step.
Field Kitchen4sUncommonHeavy2 IronOne DayChef, SmithForgeLets a Chef cook 2d6 units of Food in a Quarter Day.
Cauldron18cCommonNormal1 IronOne DayChef, SmithForgeLets a Chef cook d6+2 Food Units per Quarter Day.
Metal Chalice7cUncommonLight1/2 IronOne DaySmithForge-
Tankard2cCommonLight1/2 WoodQuarter Day---
Metal Plate8cUncommonLight1/2 IronOne DaySmithForge-
Food Knife6cCommonTiny1/4 IronQuarter DaySmithForge-
Spoon8cUncommonTiny1/4 IronOne DaySmithForge-
Bear Trap5sCommonNormal1 IronOne DaySmithForgeGear Bonus +2 to Hunting during Journeys.
Snares1sCommonLight1/2 Cloth or LeatherQuarter DayMaster of the HuntKnifeGear Bonus +1 to Hunting during Journeys.
Barrel8cCommonHeavy2 WoodOne Day-Saw, HammerContains 10 units of Water or other liquid.
Clay Jug5cCommonLight1 StoneOne Day-FireContains one unit of Water or other liquid.
Small Tent2sCommonNormal1 Cloth or LeatherQuarter DayTailor or TannerKnife, Needle and ThreadRoom for two. Gear Bonus +2 to Making Camp during Journeys.
Large Tent5sUncommonHeavy2 Cloth or LeatherOne DayTailor or TannerKnife, Needle and ThreadRoom for six. Gear Bonus +2 to Making Camp during Journeys.
Fishing Hook and Line4cCommonLight1/10 Iron, 1/10 ClothQuarter DaySmith, TailorHammer, ForgeGear Bonus +1 to Fishing during Journeys.
Fishing Net1sCommonNormal1 ClothOne DayTannerKnifeGear Bonus +2 to Fishing during Journeys.
Magnifying Glass3gRareTiny1/4 Iron, 1/2 GlassOne WeekSmith, BuilderForgeCan be used as ingredient in spells.
Holy Symbol1sUncommonTiny1/2 IronOne DaySmithForgeCan be used as ingredient in spells.
Chalk2cCommonTiny1/4 StoneQuarter Day--Can be used by Symbolists.
Map4sUncommonTinyParchmentOne DayPathfinderInk and QuillCan be used as ingredient in spells.
Spyglass3gRareNormal1 Iron, 1 GlassTwo WeeksSmith, BuilderForgeGear Bonus +2 to Scouting at Long range.
Crystal Ball6sUncommonLight1 GlassOne DaySmithForgeCan be used as ingredient in spells.
Hourglass12sRareLight1 StoneOne WeekBuilderForgeCan be used as ingredient in spells.
Scales3sUncommonNormal1/2 IronOne DaySmithForgeCan be used as ingredient in spells.
Flute15cCommonLight1/2 WoodOne DayPath of the SongKnifeGear Bonus +1 to Performance.
Horn3sCommonNormal1 Wood or Animal HornOne DayPath of the SongKnifeGear Bonus +1 to Performance.
Lyre5sUncommonNormal1 Wood, 1/4 ClothOne WeekPath of the SongKnifeGear Bonus +1 to Performance.
Harp8sRareHeavy2 Wood, 1/2 ClothTwo WeeksPath of the SongKnifeGear Bonus +2 to Performance.
Drum18cCommonNormal1 Wood, 1/2 LeatherOne DayPath of the SongKnifeGear Bonus +1 to Performance.
Lethal Poison / Antidote5sRareTiny1 HerbsQuarter DayPoisonerCauldron, FirePotency 3. Each increase in Potency doubles the price. Antidote costs the base price.
Paralyzing Poison / Antidote4sRareTiny1 HerbsQuarter DayPoisonerCauldron, FirePotency 3. Each increase in Potency doubles the price. Antidote costs the base price.
Sleeping Poison / Antidote3sRareTiny1 HerbsQuarter DayPoisonerCauldron, FirePotency 3. Each increase in Potency doubles the price. Antidote costs the base price.
Hallucinogenic Poison / Antidote4sRareTiny1 HerbsQuarter DayPoisonerCauldron, FirePotency 3. Each increase in Potency doubles the price. Antidote costs the base price.

Melee Weapons
WeaponPriceSupplyWeightRaw MaterialsTimeTalentTools
Knife1sCommonLight1/2 Iron, 1/2 WoodQuarter DaySmithForge
Dagger2sCommonLight1/2 Iron, 1/2 LeatherOne DaySmithForge
Falchion4sCommonNormal1 Iron, 1/2 LeatherOne DaySmithForge
Shortsword6sCommonNormal1 Iron, 1/2 LeatherTwo DaysSmithForge
Broadsword10sCommonNormal2 Iron, 1/2 LeatherOne WeekSmithForge
Longsword18sUncommonHeavy3 Iron, 1/2 LeatherOne WeekSmithForge
Two-Handed Sword4gRareHeavy4 Iron, 1 LeatherTwo WeeksSmithForge
Scimitar8sUncommonNormal1 Iron, 1/2 LeatherOne WeekSmithForge
Handaxe2sCommonNormal1/2 Iron, 1/2 WoodQuarter DaySmithForge
Battleaxe6sUncommonHeavy1 Iron, 1 WoodOne DaySmithForge
Two-Handed Axe24sUncommonHeavy2 Iron, 2 WoodOne WeekSmithForge
Mace4sCommonNormal1 Iron, 1 WoodOne DaySmithForge
Morningstar8sUncommonNormal1 Iron, 1 WoodTwo DaysSmithForge
Warhammer12sUncommonNormal1 Iron, 1 WoodTwo DaySmithForge
Flail16sUncommonNormal2 Iron, 1 WoodOne WeekSmithForge
Wooden Club1sCommonNormal1 WoodQuarter Day--
Large Wooden Club2sCommonHeavy2 WoodQuarter Day--
Heavy Warhammer22sUncommonHeavy3 Iron, 2 WoodOne WeekSmithForge
Staff1sCommonNormal2 WoodQuarter Day--
Short Spear2sCommonNormal1/2 Iron, 1 WoodQuarter DaySmithForge
Long Spear4sCommonNormal1/2 Iron, 2 WoodOne DaySmithForge
Pike12sUncommonHeavy1/2 Iron, 2 WoodTwo DaysSmithForge
Halberd3gRareHeavy1 Iron, 2 WoodOne WeekSmithForge
Trident6sRareNormal1 Iron, 1 WoodTwo DaysSmithForge

Ranged Weapons
WeaponPriceSupplyWeightRaw MaterialsTimeTalentTools
Throwing Knife1sCommonLight1/2 Iron, 1/2 WoodQuarter DaySmithForge
Throwing Axe2sCommonNormal1/2 Iron, 1 WoodQuarter DaySmithForge
Throwing Spear2sCommonNormal1/2 Iron, 1 WoodQuarter DaySmithForge
Sling1sCommonLight1/2 LeatherQuarter DayBowyerKnife
Short Bow6sCommonLight1 Wood, 1/4 LeatherOne DayBowyerKnife
Longbow12sUncommonNormal2 Wood, 1/4 LeatherTwo DaysBowyerKnife
Light Crossbow24sUncommonNormal1/2 Iron, 1 Wood, 1 LeatherOne WeekSmith, BowyerForge
Heavy Crossbow4gRareHeavy1 Iron, 2 Wood, 1 LeatherTwo WeeksSmith, BowyerForge

Shields and Armor
ItemPriceSupplyWeightRaw MaterialsTimeTalentTools
Small Shield6sCommonLight1/2 Iron, 1/2 Wood, 1 LeatherQuarter DaySmith, TannerForge
Large Shield15sUncommonNormal1 Iron, 1 Wood, 2 LeatherOne DaySmith, TannerForge
Leather Armor4sCommonLight2 LeatherOne DayTannerKnife, Needle and Thread
Studded Leather Armor6sUncommonNormal1/2 Iron, 2 LeatherTwo DaysSmith, TannerForge, Knife, Needle and Thread
Chainmail Armor24sUncommonHeavy3 IronOne WeekSmithForge
Plate Armor8gRareHeavy6 IronTwo WeeksSmithForge
Studded Leather Cap3sUncommonLight1/2 Iron, 1 LeatherOne DaySmith, TannerForge, Knife, Needle and Thread
Open Helmet8sUncommonLight1 Iron, 1 LeatherTwo DaysSmith, TannerForge, Knife, Needle and Thread
Closed Helmet18sUncommonNormal2 IronTwo DaysSmithForge
Great Helm3gRareNormal3 IronOne WeekSmithForge

Clothes
GarmentPriceSupplyRaw MaterialsTimeTalentToolsEffect
Rags5cCommon1/2 Cloth (Wool)Quarter Day---2 Penalty to Manipulation.
Simple Clothes15cCommon1 Cloth (Wool)One DayTailorNeedle and Thread-
Fine Garments4gRare2 Cloth (Silk)One WeekTailorNeedle and ThreadGear Bonus +2 to Manipulation.
Great Fur3sUncommon2 PeltsQuarter DayTailorNeedle and ThreadGear Bonus +2 against Cold.
Tunic1sCommon1 Cloth (Wool)Quarter DayTailorNeedle and Thread-
Cloak2sUncommon2 Cloth (Wool)Quarter DayTailorNeedle and Thread-
Boots3sUncommon2 LeatherOne DayTannerNeedle and ThreadGear Bonus +1 when Force Marching.
Silver Buckle8sUncommon1/2 SilverOne DaySmithForgeGear Bonus +1 to Manipulation.

Means of Transportation
VehiclePriceSupplyRaw MaterialsTimeTalentToolsEffect
Cart15sCommon30 WoodTwo DaysBuilderSaw and HammerPulled by one animal. Can carry two people and 50 items.
Wagon3gCommon90 WoodOne WeekBuilderSaw and HammerPulled by two animals. Can carry four people and 200 items.
Canoe6sCommon10 WoodOne Day-Saw and HammerCan carry two people and 10 items.
Rowing Boat15sCommon20 WoodTwo DaysBuilder, SailorSaw and HammerCan carry four people and 50 items.
Sailing Boat4gUncommon60 Wood, 10 ClothOne WeekBuilder, SailorSaw and HammerCan carry six people and 200 items.

Tools
ToolsPriceSupplyWeightRaw MaterialsTimeTalentTools
Saw5sUncommonNormal1 Iron, 1 WoodOne DaySmithForge
Hammer1sCommonNormal1/2 Iron, 1 WoodQuarter DaySmithFire, 1 Stone
Sledge Hammer2sCommonHeavy1 Iron, 2 WoodQuarter DaySmithFire, Hammer
Pickaxe15cCommonNormal1 Iron, 1 WoodQuarter DaySmithForge
Shovel2sCommonNormal1 Iron, 1 WoodOne DaySmithForge
Timber Axe2sCommonNormal1/2 Iron, 1 WoodOne DaySmithForge
Pliers2sUncommonLight1 IronOne DaySmithForge
Needle and Thread3sCommonTiny1/10 Iron, 1/10 ClothQuarter DaySmith, TailorForge

Raw Materials
MaterialPriceShelf LifeRaw MaterialsTalentTools
Iron Ore4c---Mine
Iron1s-Iron OreSmithForge. It's possible to produce Iron without a Forge, but only 1 unit per Quarter Day. It requires a unit of Iron Ore and a Crafting roll.
Silver1g----
Gold10g----
Stone2c---Quarry
Glass8s-StoneSmithForge. 1 unit of Glass can be produced per Quarter Day. It requires a difficult (-2) Crafting roll.
Wood3c---Axe. A Quarter Day's work in a Forest or Dark Forest, and a successful Crafting roll, gives a number of units of Wood equal to two times the number of 6s rolled.
Leather12c-PeltTannerTannery
Cloth, Wool8c-WoolTailorTailor Shop
Cloth, Silk1g-Can't be found in the Forbidden Lands.TailorTailor Shop
Wool4cOne Month--Sheepfold
Grain3cOne Month--Field
Meat6cOne Day--Pasture, Pigsty, or Sheepfold
Pelt8cOne Week--Must make a successful Hunting roll.
Flour6cOne MonthGrain-Mill
Vegetables4cOne Day--Garden
Fish5cOne Day--Net or Hook and Line. Must make a successful Fishing roll.
Bread1sOne WeekFlour-Bakery
Tallow6c--TannerA killed or slaughtered animal gives a number of units of Tallow equal to half the number of units of Meat rounded down.
Herbs2sOne Week--Garden

Buildings
BuildingPriceRaw MaterialsTimeTalentTools
Cottage10g200 WoodOne WeekBuilderSaw and Hammer
Tower20g400 Stone or 200 WoodTwo WeeksBuilderSledgehammer and Pickaxe or Saw and Hammer
Stone House30g600 StoneOne MonthBuilderSledgehammer and Pickaxe
Farm50g400 WoodOne MonthBuilderSaw and Hammer
Fort250g1,000 Wood and 200 StoneTwo MonthsBuilderSledgehammer, Pickaxe, Saw and Hammer
Fortress1,000g1,000 Wood and 5,000 StoneOne YearBuilderSledgehammer, Pickaxe, Saw and Hammer
Castle3,000g1,000 Wood and 20,000 StoneFive YearsBuilderSledgehammer, Pickaxe, Saw and Hammer
Palace10,000g2,000 Wood and 50,000 StoneTen YearsBuilderSledgehammer, Pickaxe, Saw and Hammer

Animals
AnimalPriceSupplyComment
Riding Horse2gUncommonStats in the GM's Guide.
Combat Trained Horse8gRareStats in the GM's Guide.
Donkey6sCommonStats in the GM's Guide.
Guard Dog4sCommonStats in the GM's Guide.
Pig2sCommonGives 6 units of Meat when slaughtered.
Sheep3sCommonGives 2 units of Wool when sheared and 5 units of Meat when slaughtered.
Cow1gUncommonGives 1 unit of Food (Milk) when milked, and 6 units of Meat when slaughtered.
Chicken4cCommonGives 1 units of Meat when slaughtered.
Homing Pigeon in Cage2sUncommonFlies home to its Dovecote when released.

This message was last edited by the GM at 07:56, Mon 24 Apr 2023.
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