4 Winds - Luven Lightfinger's Gear and Treasure Shop PDF

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Sean O’Connor, Connie J. Thomson and Robert W.

Thomson
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.
See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does
not guarantee compatibility, and does not endorse this product.

Luven Lightfinger’s Gear and Treasure Shop ©2010 4 Winds Fantasy Gaming. All Rights Reserved. Luven Lightfinger’s Gear
and Treasure Shop is presented under the Open Game License. See page 98 for the text of the Open Game License. Except
for material designated as Product Identity (see below), the contents of this 4 Winds Fantasy Gaming product are Open Game
Content, as defined in the Open Gaming License 1.0a, Section 1(d). No portion of this work other than the material designated as
Open Game Content might be reproduced in any form without written permission. To learn more about the Open Game License
visit http://wizards.com

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder
Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying
Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility
license.

Product Identity — The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: All 4 Winds Fantasy Gaming trademarks, proper names (characters, deities, places,
etc.), dialogue, plots, storylines, language, incidents, locations, characters, artwork (except licensed clip art), logos, Fletcher
Finkleberry’s Fabulous Flying Feather, and everything in the appendix of this book.

ISBN 978-0-9825510-2-8

4 Winds Fantasy Gaming


1305 14th Avenue South
Great Falls, MT 59405
USA

2
Sean O’Connor, Connie J. Thomson and Robert W. Thomson

Table of Contents
Introduction 4 Chapter 4 — Prosthetics 68
Chapter 1 — Martial Gear 6 Mundane Prosthetics 69
Weapons 6 Magical Prosthetics 71
Armor and Armor Components 16 Armor for Prosthetics 74
Special Substances 21 Chapter 5 — The Back Room (Magic Items) 75
Ceremonial/Non-Combat Weapons & Armor 22 Armor 75
Chapter 2 — Adventuring Gear 24 Weapons 75
Mundane Gear 24 Staves 78
Tool and Skill Kits 28 Wondrous Items 78
Musical Instruments 29 Appendix 81
Alchemical Items 33 Luven’s Shop 82
Trade Goods 35 Crossroads Inn and Tavern 88
Chapter 3 — Home and Hearth 36 Plot Seeds 97
Clothing and Materials 36 Open Game License 98
Food and Drink 48
Jewelry and Accessories 62
Art and Writing Supplies 62
Toys and Games 64
Miscellaneous Items 66

Credits
Designers and Developers — Sean O’Connor, Connie J. Thomson, Robert W. Thomson
Contributors — Ryan Costello, Jr., C.J. Ruby
Design Consultant — Michael M. Casler
Editor — Benjamin Donnelly
Cover Artist & Layout — Kristen M. Collins
Cover & Logo Design — Kristen M. Collins
Interior Artists — Jason Ammons, Kate Ashwin, Kristen M. Collins,
Heather Crook, Will Rodriguez, Mathew Winkle
Some artwork copyright Christian Janke, used with permission.
Some artwork copyright Larry Elmore, used with permission (see OGL on page 94).
Interior Layout — Connie J. Thomson
Playtesters — Randy Carr, Michael M. Casler, Benjamin Donnelly, Greg Eitzen, Sam Hocter,
Dallas Houser, Jason Perry, Jeff Watson, Mathew Winkle, and the late Kenneth Hart

3
Introduction

W 
ere adventuring a job in our modern adventuring: the need to replace missing limbs. The
world, it would be one that has hazard wide variety of prosthetics provides many different
pay. Clearing out dungeons of monsters opportunities for the character who has lost a body part
and undead often turns up great treasure; missions or (and none require creating a new character). Chapter 5
jobs-for-hire are generally only taken with the promise reveals Luven’s “Back Room”, with an assortment of
of the work being worth one’s time and risk. In battles new magical items. The appendix details Luven’s shop
of good versus evil, to the victor go the spoils – the itself, and the attached Crossroads Inn and Tavern,
pouches, weapons, and magic items of one’s fallen foes including maps, security measures in place, and item
are usually scooped up and carried off the battlefield. availability. You can use either the shop or inn as is for
Even the most altruistic of player characters are going your game (complete with the stat blocks for Luven, his
to end up with a significant pile of coins or unneeded family, and his staff) or use them as a model for a similar
items eventually, and as soon as they get to the next shop or inn of your own design. We’ve even included a
town, they’ll be looking for a place where they can buy few plot seeds related to the shop and inn.
new gear or trade off the items they’ve acquired. We have not given the location of Luven’s shop a
Instead of casually waving the characters off in name, just a description, so you can drop it into any
various directions – to the smithy, to the clothier’s, to campaign setting you wish. In choosing your location
the general store – why not instead show them to a for the shop, it’s your choice, as GM, to decide that some
one-stop shop, where they can buy and trade to their items may be too exotic to be sold for the prices listed in
heart’s content? The party doesn’t have to split up and this book, if they’re even available in your version of the
run all over town, and they can easily divvy up their shop at all. If corn would not have made it to your part
shares of whatever coin they might get for items they’ve of the world, even by ship trade, simply tell your players
sold. In being all in the same place, they can also make that it isn’t available.
decisions about party purchases, or pool their coin For the new items you do decide to make available
together to make a big purchase, without having to wait to your players, it is again completely up to you how
on other party members to return from their errands. to incorporate them. The easiest way is to not even
As a GM, one of the most painful parts of make an issue of it, and just let them know which
having the party go shopping is that all the new items are available for purchase, in addition to
players/characters have questions at once: “What kinds the equipment listed in the Pathfinder Roleplaying
of new weapons does this place have?” “I need some Game Core Rulebook. Alternately, if you want to
new socks – do they have socks here?” “How much does address the question of why these items were not
a wheel of cheese cost?” A store that has a catalog of available on previous shopping expeditions, you have
sorts would make things easier still, giving the other a number of options. Luven’s shop is ideally located
players something to look through (and answer some near trade routes, so his stock is more varied than any
of their own questions) while the GM deals with one the characters have encountered before. Perhaps the
player and his character at a time. characters have just arrived in a new land and stumble
Has there ever been such an establishment? There upon Luven’s shop, full of wonders they’ve never before
is now! Welcome to Luven Lightfinger’s Gear and laid eyes upon. Or maybe these items have always been
Treasure Shop! This book (which can serve as a around, but for some reason they’ve never had the
catalog for the characters to peruse) is divided into five opportunity to purchase them before – the stores they
chapters to represent the five departments of the shop. went to were out of stock on these items, they didn’t go
Chapter 1 covers battle gear – new weapons ranging to the right stores in the first place, or they just never
from the very simple to the very exotic, new types of happened to see them.
armor and accoutrements, new substances that can The flavor text for this book is a little bit different than
be used for making weapons and armor, and even a in our previous releases. Luven Lightfinger, our halfling
few special pieces for ceremonies or training. Chapter proprietor, narrates this book himself, introducing each
2 is full of new adventuring gear, from the mundane chapter and giving additional words of wisdom along
to the alchemical, including tool kits, trade goods, the way. He is a businessman, after all, so he’s going to
and over 40 new musical instruments. Chapter 3 is do his best to sell his wares!
entitled “Home and Hearth”, but everything within As always, we hope you enjoy this book, and that it
it would be a welcome addition to an adventurer’s adds some fun and flavor to your games. Good Gaming!
life – new clothing, yard goods, foodstuffs, jewelry,
art supplies, games, and other odds and ends. Connie and Robert Thomson
Chapter 4 addresses one of the sad realities of 4 Winds Fantasy Gaming

4
A Welcome from Luven

W 
ell met, friends! Welcome to my shop! Come on in, don’t be shy.
I wasn’t always a shopkeep, you know. My wife, Arissa, and I were both
adventurers for many years, and traveled all over this world. If you have the time,
I’d love to chat and see if we’ve traveled any of the same roads, and maybe swap some stories.
But that’s all neither here nor there. The point is, I’ve stocked my store with the adventurer in
mind. If you need it, odds are I’ve got it; if I don’t have it, I’ll do my best to find it for you.
Have a look around, and if you have any questions, just ask! I’ll do my best not to bother
you while you’re shopping, though I’ll check in on you every so often and make sure you’re still
doing alright.

Luven Lightfinger

Hours and Terms of Operation


Open sunrise to sunset year-round
Closed on major holidays and days of rest
Payments accepted: coins, gems, trade bars
Other types of payment considered on a case-by-case basis
Trading and bartering welcomed

We reserve the right to refuse service to anyone!


(though that rarely happens - just don’t be a jerk and you’ll be fine)

Luven Lightfinger’s Gear and Treasure Shop is the


best store you’ll find in all your travels! I’m not just
saying that – I shop there myself! Even though I don’t
hit the road much anymore, Luven has such fine wares
that I wouldn’t want anything less to supply my tower.
It’s too bad Luven is such a young whipper-snapper –
if his shop had been around during my adventuring
days, I could have had the world by the tail!

The Forgetful Wizard

5
Chapter 1 - Martial Gear

I 
t really doesn’t matter what sort of adventuring Arrows, Barbed: Common in the quivers of orcs,
you’re doing, you need to protect yourself. Unless goblins, barbarian humans, drow, and other races who
you’re a monk or a spellcaster, you’re not going indulge in cruelty, barbed arrows use specially shaped
to last very long in a fight without weapons and arrowheads that are extremely difficult to remove and
armor, and if you’re all alone in that fight…well, you’re can cause crippling wounds. For each successful hit
probably going to be in a lot of trouble in very short with a barbed arrow, the target must make a Fortitude
order if all you have on you is a dagger. But clearly, I save or suffer a -1 penalty to either Strength, Dexterity,
don’t need to tell you any of this. I can tell you’ve seen or Constitution (GM roll 1d3 to determine which). The
your share of adventure already, and your swords DC of the save is equal to the attack roll. A critical hit
and armor are starting to show it, aren’t they? Let me from a barbed arrow automatically inflicts the penalty.
show you what all I’ve got. If you just want to replace These penalties are cumulative and represent the
your gear with more of the same, that’s fine, but I have muscle damage and pain inflicted by the barbs lodged
some different items if you’re interested in a change. in one’s flesh.
Luven Lightfinger Even if one can resist the initial trauma, removing
the arrows so healing can begin is a time-consuming

N 
early all adventurers wield some sort of process, requiring the arrow to be cut free. Ripping or
weapon to defend themselves and their allies, pulling the arrow out will pull a large chunk of tissue
and wear some type of armor to protect their out as well. It takes at least five rounds per barbed
bodies from the blades of their foes. In his travels years arrow and a DC 15 Heal check to safely remove, and the
ago, Luven saw many different varieties of weapons afflicted character is considered fatigued. The ability
and armor than those that are most readily available. score penalties go away as described in the rules for
While he does stock the “standard” martial gear, he also ability score damage in the Pathfinder Roleplaying
has available a wide selection of less common arms and Game Core Rulebook. Magical healing, such as a cure
armor, including some made from special materials. spell or potion, used immediately after removing the
He also stocks a few pieces for practice combat and arrow negates the fatigue as well as healing the damage.
ceremonial occasions. Arrows, Bodkin: Advanced longbow arrows
especially designed for warfare, these heavy arrows
have finger-thick shafts that are several inches longer
WEAPONS than normal arrows and a specially hardened 3 or 4
Weapons listed in Table 1-1 are described below. sided pyramidal tip meant to punch through plate
Ahlspiess: A much larger pole-arm version of the armor almost as well as a heavy crossbow. While they
estoc, the ahlspiess – or awl pike – is over three feet of lack the range of lighter arrows, they are quite powerful
solid steel spike with a round hand-guard at the base,
a reinforced socket, and a thick wooden haft below
that. It is commonly used by city guards and infantry Comments from Luven
facing armored knights. The weapon is very resistant to Of all the things I encountered in my adventuring
destruction and the tip is capable of penetrating heavy days, barbed arrows were one of the nastiest. It was
armor. While it has reach, it can also be used against always bad enough to find ourselves facing orcs or
adjacent enemies as a bludgeoning weapon. goblins, but when we saw them start pulling those
Special: Sunder attempts against the 3 foot steel tip vicious arrows out of their quivers…I still shiver
suffer a -5 penalty to CMB. just thinking about it. I still have quite the ugly scar
Arbalest: Also called a “stone-bow”, this variant of from one – trust me, you don’t want to see it – and
a crossbow is in essence a hand-held catapult, launching unfortunately very vivid memories about Stilwar
stone or lead bullets instead of bolts. Compared to holding me down while Devin, our cleric, cut it out.
crossbows, it has a noticeable arc in the stock. It has Of all the times not to pass out…
double strings and a pocket for the stone instead of a With those memories in mind, I debate with
groove for a bolt. The advantages are that it is much myself on an almost daily basis as to whether I
easier to carry a large amount of ammunition or pick should even stock these things. As effective as they
up pebbles as improvised ammunition (-1 to attack are against vicious foes, part of me thinks they’re too
and damage with stones gathered from the ground). cruel to use, even against your worst enemy. Don’t
The disadvantages are the arbalests somewhat shorter be surprised if the day comes when barbed arrows
range, greater expense, and that it does bludgeoning are no longer in my inventory.
damage instead of piercing. Luven Lightfinger

6
and can be fired much more rapidly than a crossbow. Special: Due to the comparatively high weight and
Their main disadvantage is their arcing flight path, density compared to most arrows, steel arrows do
instead of the flat trajectory of a crossbow bolt, making significant damage and are very effective against armor;
them poorly suited for use in low-ceilinged areas. armored targets struck by a steel arrow suffer the same
Special: Bodkin arrows can only be used with a amount of damage to their armor as is delivered to the
longbow (any type). Armored targets are treated as target.
having an AC/shield bonus of 2 lower than normal Mithral arrows developed by elves, due to being
(magic bonuses, Dodge bonuses, or any other sort lighter, receive +10 feet to their range increment.
of armor class modifier are not affected). The range Adamantine arrows are heavier and suffer a -15 foot
increment for a longbow firing bodkin arrows is reduced penalty to range increment.
by 10 feet. Arrows, Stone: Arrows with heads made from
Arrows, Steel: Steel arrows are made solely for sharp obsidian or flint, stone-tipped arrows are often
combat, not for hunting. These arrows are made from a the most deadly effective among a stone-age culture’s
steel rod, with the sharpened and shaped tip and shaft weapons, and will even penetrate wooden shields and
being a single piece. Small metal fins take the place of light armor with ease. The brittle stone will also often
traditional feather fletching to keep the arrow from break off in the wound, making it very difficult to heal
tumbling in flight. These arrows cannot be fired from a effectively (DC 20 Heal check or natural healing rate
shortbow. Firing these arrows from a regular longbow is ½ normal rate). However, against steel shields and
(including most composite longbows) significantly medium or heavy armor, they are practically useless
reduces the range (-25 feet per increment). A steel bow and shatter upon impact (only a critical hit succeeds
or a composite longbow rated for a Strength score of 16 on targets wearing medium or heavy armor or carrying
or higher can fire these arrows to their normal range. steel shields).

7
TABLE 1-1: WEAPONS
Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Light Melee Weapons
Dagger, Stone 2 cp 1 1d3 x4 —- 2 lbs. S —-
Knife 1 gp 1 1d2 x2 5 ft. ½ lbs. S or P —-
Stiletto, Glass 5 sp 1d2 1d3 18-20/x3 —- 1 lb. P see description
One-handed Melee Weapons
Cutlass 15 gp 1d4 1d6 19-20/x2 —- 3 lbs. S or P —-
Dussack 5 sp 1d4 2d3 x2 —- 5 lbs. S —-
Machete 2 gp 1d4 1d6 x2 —- 3 lbs. S —-
Two-handed Melee Weapons
Spear, Barbed 5 gp 1d6 1d8 x3 15 ft. 6 lbs. P brace, reach
Spear, Boar 3 gp 1d6 1d8 x3 15 ft. 6 lbs. P brace, reach
Ranged Weapons
Arbalest 65 gp 1d8 1d10 19-20/x2 90 ft. 8 lbs. B —-
Bullets, Arbalest (20) 3 sp —- —- —- —- 5 lbs. —- —-
Bolts, Crossbow, Hunting (10) 6 gp —- —- 18-20/x2 —- 2 lbs. P —-
Bolts, Crossbow, War (10) 6 gp —- —- x3 115 ft. 3 lbs. P —-

Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Light Melee Weapons
Misericorde 2 gp 1 1d3 x2 —- 1 lbs. P —-
Roundel 3 gp 1d4 1d6 x3 —- 2 lbs. P —-
One-handed Melee Weapons
Broadsword 20 gp 2d3 2d4 x2 —- 5 lbs. S —-
Flammard 16 gp 1d6 1d8 19-20/x2 —- 4 lbs. S —-
Goupillon 10 gp 1d6 2d4 x3 —- 8 lbs. B&P —-
Jian 17gp 1d6 1d8 19-20/x2 —- 4 lbs. S monk
Mace-Axe 12 gp 1d6 1d8 x3 —- 9 lbs. B or P —-
Sabre 12 gp 1d4 1d6 18-20/x2 —- 4 lbs. S —-
Two-handed Melee Weapons
Ahlspiess 15 gp 1d8 1d10 x3 —- 15 lbs. B or P brace, reach
Moonspear 25 gp 1d6 2d4 x3 —- 10 lbs. S monk, reach
Shangshou Jian 55 gp 1d10 2d6 19-20/x2 —— 8 lbs. S monk
Staff-Mace 15 gp 1d6 1d8 x2 —- 10 lbs. B —-
(as double weapon) —- 1d6/1d4 1d8/1d6 x2 —- —- —- double
Ranged Weapons
Arrows, Bodkin (20) 5 gp 2d3 2d4 x4 special 4 lbs. P see description
Arrow, Steel (10) 20 gp 2d4 2d6 19-20/x2 special 10 lbs. P see description
Flatbow 60 gp 1d6 1d8 x3 90 ft. 3 lbs. P —-
Arrows, Barbed (20) 10 gp 1d6 1d8 18-20/x2 —- 4 lbs. P —-
Arrows, Stone (20) 2 gp 1d4 2d3 x3 —- 2 lbs. P —-
Hurlbat 5 gp 1d3 1d4 x4 15 ft. 1 lb. P or S —-

8
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
Light Melee Weapons
Butterfly Swords 16 gp/pr 1d3 1d4 19-20/x2 —- 2 lbs. S monk
Deer Horn Knife 5 gp 1d4 1d6 x2 —- 2 lbs. P or S disarm, monk
Judges’ Pen 2 gp 1d3 1d4 x2 —- 1 lb. P monk
Kard 10 gp 1d4 1d6 x2 —- 2 lbs. S —-
Moonblade 10 gp 1d3 1d4 18-20/x2 —- 2 lbs. S monk
Spider Fang 15 gp 1d3 1d4 x3 —- 1 lb. S —-
Wind and Fire Wheel 24 gp 1d3 1d4 x3 30 ft. 3 lbs. S monk
One-handed Melee Weapons
Boar Sword 350 gp 1d6 1d8 x3 —- 6 lbs. P or S brace
Bow-Lance 5 sp 1d4 1d6 x2 —- 12 lbs. P or S —-
(as double weapon) 1d4/1d4 1d6/1d6 x2 —- —- —- double
Estoc 25 gp 1d4 1d6 x2 —- 8 lbs. P brace
Hook Sword 14 gp 1d6 1d8 x2 —- 4 lbs. S disarm, monk, trip

Scourge 3 gp 1d3 1d4 x3 —- 3 lbs. S nonlethal


Scourge, Barbed 6 gp 1d4 1d6 x3 —- 4 lbs. S —-
Side-Sword 18 gp 1d4 1d6 19-20/x2 —- 3 lbs. S or P —-
Two-handed Melee Weapons
Executioner’s Sword 100 gp 2d4 2d8 x4 —- 15 lbs. S —-
Meteor Hammer 25 gp 1d6 2d4 x2 —- 12 lbs. B disarm, monk, trip

Moonspear, Double 45 gp 1d6/1d6 2d4/2d4 x3 —- 15 lbs. S double, monk


Podao 10 gp 1d8 1d10 x3 —- 12 lbs. S brace, monk, trip

Scimitar, Two-bladed 55 gp 1d4/1d4 1d6/1d6 18-20/x2 —- 10 lbs. S double


Ranged Weapons
Atlatl 2 gp 1d4 1d6 x4 40 ft. 1 lb. P —-
Atlatl Dart (3) 2 gp —- —- —- —- 1 lb. —- —-
Bow-Lance 5 sp 1d6 1d8 x2 80 ft. 12 lbs. P —-
Chakram 5 gp 1d3 1d6 x2 35 ft. 2 lbs. S —-
Slingshot, Halfling 15 gp 1d4 1d6 19-20/x2 75 ft. 1 lb. B —-
Bullets, Slingshot (10) 1 sp —- —- —- —- 5 lbs. —- —-
Steel Bow 1200 gp 2d4 2d6 19-20/x2 85 ft. 10 lbs. P STR 16+
Xistera 10 gp 1d6 1d8 x2 50 ft. 5 lbs. B
Pelota (5) 2 gp —- —- —- —- 10 lbs. —- see description
Pelota, Glass (1) special —- —- —- —- 1 lb. —- see description

Atlatl: The atlatl is an ancient but very effective to be used effectively in melee combat.
spear-thrower. It is a short, sometimes grooved stick Boar Sword: Unlike the workman-like boar spear,
that can hold a large dart or thin spear (somewhat boar swords are always masterwork quality weapons.
like a javelin) and can be used to throw the dart with They are effectively bastard swords with specially
increased accuracy and power. The spear-thrower may modified blades. They have strong tips for thrusting
have a small stone along its length to increase stability and cutting at a safe distance from the boar, and also
and power. An atlatl is a martial weapon for barbarians have a strong crossbar fixed through a hole in the blade.
but an exotic weapon for all other classes. Behind the crossbar, the blade is generally narrowed
Atlatl Dart: An atlatl spear or dart is usually but unsharpened for several inches, before returning to
constructed from semi-flexible river cane or bamboo, its full width shortly above the hilt. This is a weapon of
fletched like an arrow and tipped with a large flint or the nobility and is a symbol of their courage – to face
obsidian point. These spears are far too light and fragile a charging boar with a sword. When using a boar

9
sword, it can be set to brace against charges as a polearm them, and have been known to punch through light
or spear can. shields as well.
Bolts, Crossbow, Hunting: A crossbow bolt with Special: War bolts can only be used with a heavy
a flattened diamond cross-section and a solid wedge- crossbow (any type). Armored targets are treated as
shaped head, the hunting bolt is designed specifically having an AC/shield bonus of 2 lower than normal
for killing game. It is very accurate and stabilized with (magic bonuses, Dodge bonuses, or any other sort of
stiff fletching along the bolt. Popular for hunting large armor class modifier are not affected). In addition,
animals such as boar, elk, or bear, some assassins also medium and light armor take the same amount of
prefer hunting bolts because of their accuracy and ease damage from the war bolt as the target itself takes. A
of acquisition. heavy crossbow’s range is decreased by 5 feet when
Special: +1 bonus to attack rolls when using hunting firing war bolts.
bolts (bonus only applies when fired from a crossbow; Bow-Lance: A bow-lance is a barbarian weapon
using one as an improvised weapon provides no bonus). that is an attempt to be all things for all purposes,
Bolts, Crossbow, War: Solid, hard-tempered, and generally excels at none of them. The weapon
spiked-shaped heads and no fletching mark this deadly is a wooden shaft generally as long as the user is tall,
missile. Meant to penetrate heavy armor, the war bolts slightly curved, with a long bowstring connected to
have a flat trajectory and a slightly shortened range in each end and tipped with a short thrusting blade or a
exchange for power. War bolts have enough force to sharpened animal horn on both ends. It can be used as
rupture the links of chainmail as they pierce a spear, a short two-bladed sword, or a longbow, but is

10
overall less damaging in any of these uses than any of crescent-shaped pieces of metal facing each other.
the normal counterpoints. The crossing produces four prongs, two of which are
The advantage, however, is that the barbarian often extended to form the “main” blade, with one side
warrior only needs to make and carry one weapon wrapped to provide a hand grip. These weapons are
instead of three, a vital consideration with a scarcity of primarily used for trapping and breaking an opponent’s
materials and lack of skilled artisans. weapon, but can also be lethal in close combat,
Special: The bow-lance is considered a martial including while grappling, due to their short range.
weapon for barbarians, an exotic weapon for all others. These weapons are customarily used in pairs.
Wielders other than barbarians suffer a -1 penalty to all Dussack: A peasant’s weapon or a tool for the
attack rolls with the weapon because it is so unwieldy. training of men-at-arms, a dussack is a crudely-forged,
Broadsword: The broadsword is about the length broad, curved, single-edged sword. A dussack has
of a longsword, but has a wider (and thus slightly no proper hilt, pommel, or even grip, instead having
heavier) blade. The blade is the same width most of the merely a keyhole or scissor-type loop at the base of the
length, except for the tip, and even the tip of the sword blade to grip it by. It is only capable of hacking, slashing,
is broader than the tip of a longsword. The broadsword and slicing. Young orcs or goblins without forges of
usually has a basket hilt to protect the wielder’s hand, their own might take dussacks from dead victims and
but some are made without the basket hilt. use them, but only when their own chopping swords
Butterfly Swords: Short, broad blades with ‘D’- aren’t available. The weapons are too nondescript to
shaped hand guards, these weapons are used as a paired even be worth anything as trophies. There are very few
weapon and can perform powerful chopping blows. The masterwork dussacks, and no known magical versions.
large hand guard makes them useful as a bludgeoning However, they are extremely cheap.
weapon, and they can be used while grappling. While Estoc: A very long two-handed sword with a narrow,
not a terribly elegant weapon, they are practical and rigid, solid triangular blade. The estoc is incapable of
easily carried due to their small size. slashing but can be used for piercing through chain
Chakram: The chakram is a disc-shaped or plate armor. Because of the special way it is used
metal weapon used for throwing. The inner edge is compared to other swords, it is considered an exotic
unsharpened, allowing the wielder to grip the weapon weapon. While the narrow blade may resemble a rapier,
or spin it on the fingers as a method of throwing the it is not used in the same fashion and is considerably
chakram. It has fairly good range since it is extremely heavier.
aerodynamic, though not much weight or stopping Special: Armored targets are treated as having
power. Chakram are easy to construct and are the an AC/shield bonus of 2 lower than normal (magic
cultural weapon of some eastern tribes. While unlikely bonuses, Dodge bonuses, or any other sort of armor
to penetrate heavy armor, the chakram can cause class modifier are not affected). An estoc can be set to
serious wounds with a direct hit. brace against charges like a spear or polearm.
Cutlass: This broad curved sword is somewhat Executioner’s Sword: A massive, square-tipped,
reminiscent of a short scimitar, but with a protective double-edged broad blade meant to cleave off the
hand guard or basket hilt. Because it is light and easily condemned’s head with one stroke. It is a two-handed
wielded with little training, yet delivers nasty wounds, weapon, and traditionally the strong edge (leading
the cutlass is favored by rogues, bandits and pirates. edge) is used for males, and the weak (trailing) edge
Dagger, Stone: A very basic dagger and the most for females, but functionally it doesn’t matter. This
ancient of all weapons, this is nothing more than a is an exotic weapon for all classes except for fighters,
large chunk of stone, usually flint or obsidian, that is paladins, and clerics with the domains of Death or Law,
carefully worked with the sharp edges of the broken in which case it is a martial weapon.
stone forming the blade and possessing a rounded, Special: The massive weight and peculiar balance of
thick grip. The grip is often wrapped with leather or the executioner’s sword causes the wielder to incur a -2
sometimes mounted within a large piece of bone or penalty on all initiative rolls when using this weapon.
antler. A stone dagger is sharp enough to saw or smash Flammard: The flammard is a longsword with a
through bone, and extremely brittle, especially when sinuous blade, mimicking the flickering of flames. As a
contacting hard surfaces like most armor. However, it normal blade, it is no deadlier and only somewhat more
takes almost no technology to make and is extremely expensive than a typical longsword. However, the DC
cheap. Some primitive barbarians still use these, even for creating a magical flammard with the flaming or
if only as sacrificial instruments. Individuals who have flaming burst properties is lowered by 5 (incidentally,
Survival as a class skill can make their own stone dagger the DC for creating a magical flammard with the frost
with a DC 15 check. It takes about 3 hours work to make or icy burst properties is increased by 5).
a stone dagger. Flatbow: A simple form of bow, having a rectangular
Deer Horn Knives: Also known as “twin moon cross-section, rather than the “D” cross-section
daggers,” these are hand weapons consisting of two characteristic of a longbow. It is a common form

11
of bow used by barbarian peoples. Compared to a Kard: A very well made single-edged knife of 12-
shortbow, a flatbow is more efficient but more expensive 16 inches in length, with a handle often made of wood,
to make, requiring more wood and more time. It has bone, ivory, or horn. The kard is very common in eastern
a range more like that of a longbow. The flatbow can lands. The hilt and back of the blade were often filigreed
be constructed from a variety of woods instead of the with golden calligraphy and the knife is typically worn
narrow range of woods suitable for a longbow. A flatbow on the left side of the belt. Its effectiveness as a fighting
is usually capable of being used while mounted, and is weapon was lessened by the complete lack of a guard,
often very highly decorated. A flatbow cannot be made and very often it was a symbol of rank and wealth more
as a “composite” type, and can never allow the wielder than a battle implement.
to add Strength bonus to damage. Knife: A knife is essentially a small, single-edged
Goupillon: A goupillon is a steel horseman’s flail dagger. Knives are far more common as tools than
with three flanges. A horseman could deliver punishing weapons, but can be deadly when used as such.
blows with little momentum, making it a useful back-up Mace-Axe: The mace-axe is a heavy mace with a
weapon for when a cavalry charge had stalled. It is also wicked axe blade protruding from one side. It can be
well-suited to those whom are forbidden to use bladed used to deal bludgeoning damage as a heavy mace or
weapons. Each chain is tipped, not with a steel ball, slashing damage as a handaxe. Mace-axe wielders who
but rather with a steel rod equipped with stout spikes. can make more than one attack in a round can deal
Unlike the morning star, this is a martial weapon. bludgeoning damage for one attack and slashing damage
Hook Sword: Often used as paired weapons for another. The weapon cannot be used as a double
(monks – and monks only – can do so without penalty weapon; the wielder must decide what type of damage
even if they lack the Two-Weapon Fighting feat), these to deliver – slashing or bludgeoning – with each attack.
unusual weapons appear to be a longsword with a large Machete: The machete is a large, broad leaf-bladed
metal crescent-shaped blade in front of the hilt. The instrument used for digging, clearing vegetation, and
pommel is flattened and extended into a dagger-like as a simple intuitive weapon as well. Though heavy for
protrusion, and the last several inches of the sword are its size, it is easily used in one hand and requires little
bent sharply, then bent again, forming a hook at the skill or finesse. It is smaller than a normal short sword,
end. These weapons are used for slashing, entrapping but significantly larger than a dagger. It is generally not
an enemy’s weapon, and are well-suited for defense. suitable for off-hand use. Weapons like the badelaire
Special: When used as a pair by a monk, the monk and falchion are developments from this common tool.
receives a +2 circumstance bonus to all disarm and trip Special: Attempting to use this ill-balanced blade in
combat maneuver attempts. the off hand results in a further -2 penalty beyond any
Hurlbat: A hurlbat is a small, axe-shaped throwing penalties already in place.
weapon made entirely out of a thin piece of steel. The Meteor Hammer: A flexible weapon consisting of
edge of the hurlbat all the way around is sharpened to a 10-pound iron ball at the end of a steel chain several
a fine edge, except at the leather-wrapped handle. No feet long. Difficult to use effectively, a skilled wielder
matter how it hits a target it can inflict some damage, can attack, entangle, trip, disarm, and attack at reach
and as such, is somewhat easier to use than a regular with the weapon. It can hit enemies up to 10’ away but
throwing axe.
Special: The hurlbat is so unwieldy in melee combat
that attempts to do so suffer a -3 penalty – it is light Comments from Luven
and not well suited to absorb the shock of a melee blow, I’d never even heard of moonblades until I met Grey
sending much of the impact to the user’s hand and wrist. Moondark. He had been a charter member of the
Jian: A specially balanced longsword with a sleek Company of the Sunset who’d had to leave for a
hilt, sans-cross guard and a similarly styled pommel. while, then rejoined after I’d become a member of
The pommel often has a swivel for attaching a ribbon, the party (he was finally able to tell us months later
cord, or horsehair plume, the movements of which that he’d been called away on a mission for the elven
emphasize the fluid motions of the blade or are used king!). Grey used a pair of moonblades whenever
to distract the opponent. Anyone proficient with a we were in close quarters, and he used them quite
longsword can also use a jian. effectively. Every time he pulled those blades out
Judges’ Pens: A simple pair of metal rods with and gracefully sliced his way through our foes, I
a sharpened spear-like tip, that otherwise resemble reminded myself to never get on his bad side! Since
a pair of pens or styluses. The judges’ pens are fitted then I’ve seen members of all races using these rare
with rings to be worn on the fingers and can easily be weapons – elves, humans, even orcs. I’ve recently
concealed in a loose sleeve, slipped out and used to heard of a monastery of mostly human monks who
stab, and withdrawn in seconds. These narrow rods are specialize in wielding moonblades.
subtle, effective concealed weapons that can also be Luven Lightfinger
used with palm techniques and while grappling.

12
can also be used against adjacent enemies. In most in many lands. These weapons are considered monk
respects, it is similar to a spiked chain, but is a blunt weapons, and rogues are proficient with moonblades as
weapon instead of a piercing weapon. Proficiency with well. They are exotic weapons for all others.
the spiked chain does not grant proficiency with the Moonspear: A crescent-shaped blade mounted
meteor hammer. at the end of a 5 foot to 7 foot long wooden pole. Like
Misericorde: An “instrument of mercy”, this is moonblades, moonspears are elven in origin but
a rigid-bladed, narrow dagger meant for dispatching have become common weapons in many areas. The
crippled and mortally wounded armored knights and moonspear is considered a monk weapon.
men-at-arms – i.e. ending their misery. The blade is Moonspear, Double: A double moonspear is a
shaped to slip into the gaps of chainmail or full plate moonspear with a crescent-shaped blade at both ends.
armor at the throat, armpit, knee, groin, or helmet’s Like the moonspear, the double moonspear is a monk
eye-slit. Using a misericorde makes it considerably weapon.
easier to execute a coup-de-grace, but as a regular Pelota: A large rounded munition, whether stone
fighting weapon it is decidedly lackluster. or leather-wrapped iron, launched from a xistera.
Special: When used for a coup-de-grace, the DC for Despite the heavy weight of the projectile, it can reach
the defender to survive the attack is increased by 10. high speed when thrown and has fairly good range. The
Moonblade: Moonblades are slashing weapons advantage of the leather wrapped projectile is that it
usually wielded in pairs. They have a crescent- or half- can bounce from hard surfaces and strike more than
moon-shaped blade and a leather-wrapped handle one target with reduced damage.
roughly in the center of the weapon. Moonblades are Special: On a critical hit, the pelota bounces
believed to be elven in origin, but have become common away and strikes an adjacent target for half

13
Roundel: A roundel is a heavy dagger used like an
ice pick, with a strong enough blade to easily pierce
through chainmail. The dagger has a large round or
octagonal disc for a handguard and a nearly identical
pommel, which adds weight to the piercing effect of
the attack. The added weight, however, also makes it
normal damage. This damage to the adjacent target is considerably less useful for slashing.
not multiplied for a critical strike, and the target can Sabre: A slightly curved, single edged sword meant
make a Reflex save (DC equal to the xistera wielder’s for use from horseback. When wielded by a mounted
critical confirmation roll) to avoid the pelota completely. warrior, any feat that can normally be used while
Pelota, Glass: A glass pelota is a hollow glass ball wielding a lance can also be used with the sabre (such
the same size as a regular stone or iron pelota. The glass as Unseat).
pelota is filled with an alchemical or special mixture Special: Despite the sabre not being a light weapon,
– usually alchemists’ fire or holy water – and can be a sabre wielder on foot can benefit from the Weapon
hurled at the ground, floor or against a wall in order to Finesse feat.
deliver splash damage to multiple targets. A glass pelota Scimitar, Two-bladed: The two-bladed scimitar
deals the same damage as a normal pelota on a direct is a wicked double weapon with two scimitar blades
strike, plus the damage of whatever substance is inside. extending from either end of a leather-wrapped
A glass pelota cannot ricochet as a stone or iron pelota handle. The two curving blades often curve in
can. The cost of a glass pelota is equal to the cost of one opposite directions. A skilled wielder can be quite
flask of the substance is it filled with – for example, a deadly with this weapon.
pelota filled with holy water costs 25 gp. Scourge: The scourge is a multi-tailed whip, each
Podao: A scimitar-like blade with a 4-foot staff for tail being about 6 to 12 inches in length. The number
a handle, the podao is a cross between a polearm and of tails vary, but the most common is 9 (this variety is
a two-handed sword. Capable of powerful shearing also known as a “cat-o’-nine-tails”). Like the whip, the
blows, this quick weapon can be set against a charging scourge does nonlethal damage, but unlike the whip a
attacker as well as be used against adjacent foes. Unlike scourge does not have reach, and cannot be used for
a polearm, the podao does not have a long reach. disarm or trip maneuvers. The scourge is commonly

14
used to mete out punishment in military units, aboard Comments from Luven
sailing vessels and by local governments. Naturally, I am a fan of the halfling slingshot! I used
Scourge, Barbed: A barbed scourge is a scourge one a lot during my adventuring days, and I was
with sharp steel, wooden or glass barbs tied into the pretty darn good with it, if I do say so myself. One of
leather tails. A barbed scourge deals lethal damage. the best things about the halfling slingshot, besides
Shangshou Jian: A much larger jian sword, with the facts that it’s lightweight, easy to carry, and you
a grip large enough for two hands. It is similar in can always use stones for ammunition if you run
most respects to the smaller variety, but is much less out of proper bullets, is that it’s often mistaken for
nimble and far more powerful. Anyone proficient with a a harmless toy. At first glance it doesn’t look much
greatsword can also use a shangshou jian. different than the toy version, after all. Plus, let’s
Side-Sword: Also known as a cut-and-thrust sword, face it, a fair number of members of the taller races
the side-sword is a durable, well-made weapon that don’t look at halflings as a serious threat in battle.
combines features of both the classic longsword and the I’m not trying to get sympathy or anything in saying
rapier. This weapon is not as nimble as the rapier or as that, I’m just stating a fact! Compared to creatures
powerful as the longsword, but is capable of delivering twice our size, we just don’t look very threatening.
thrusts and slashes with equal ease. Generally, side- So take a diminutive halfling, give him a halfling
swords are a few inches shorter in the blade than a slingshot, and stick him in a fight…the bad guys will
rapier and have a flattened-diamond cross-section with never see those bullets coming until they get hit right
a strong central ridge instead of a fuller. They also tend between the eyes!
to have compound hilts with finger loops, allowing the Luven Lightfinger
user to loop a finger over the hilt to guide the thrust.
Slingshot, Halfling: The halfling slingshot is
an improvement on one of the most ancient ranged
weapons. The handle is the base of a Y-shaped piece of from penetrating what it strikes any deeper than that
wood or iron. Attached by alchemically-treated sinew bar. This makes the spear easier to retrieve, but more
to the forks of the ‘Y’ is a leather cup. The alchemical significantly, prevents the boar or other enraged
treatment preserves the sinew and makes it stronger animals from charging up the length of the spear and
as well as stretchy. The slingshot is used by placing a goring the spearman. It performs nearly as well against
small stone or lead ball in the leather cup, then pulling orc berserkers and the like.
the cup back, stretching the sinew, aiming, and letting Spider Fang: The spider fang is a small, light
go. A stronger individual can pull the sinew back weapon originally developed by the drow, but common
further than a weaker one can (thus allowing the user on the surface with anti-paladins, assassins and rogues.
to add his Strength bonus to damage). Most halfling It consists of a short handle and two short, curving
slingshots are Small sized (naturally), but occasionally blades at each end of and perpendicular to the handle. It
a Medium sized creature will have one custom made. A is used in much the same fashion as a punching dagger,
halfling slingshot has greater range than a sling, and the but deals slashing damage instead of piercing.
ammunition deals more damage. Staff-Mace: The staff-mace is an effective
All halflings are proficient with the halfling slingshot, combination of quarterstaff and mace. One end of the
as well as all rogues. It is treated as an exotic weapon for staff has a large wooden or iron head, often with metal
all others. studs or wooden knobs. The staff-mace deals more
Spear, Barbed: A long throwing spear with damage than a normal quarterstaff, and provides a
prominent barbs, designed to lodge into an enemy’s skilled user with the opportunity to also strike with the
body or shield. The barbed spear has a long iron shank butt-end of the staff as well.
making it impossible to cut, and as such an enemy’s Steel Bow: Only the most skilled of metalsmiths
shield would have to be discarded once a barbed spear are capable of constructing this weapon. It is made of
was embedded in it. strong spring steel, making it capable of firing a steel
Special: Anyone wielding a shield pierced by a barbed arrow through the hide of an elephant or of piercing
spear loses their shield bonus, provokes an attack of two orc warriors in one shot. While even more powerful
opportunity from all threatening opponents, and can than composite longbows, the steel bow requires very
make only a single move or standard action each round. high strength to use, rendering it impossible to use
In addition, it takes a DC 15 Heal check and 5 rounds to by those of average strength. The bow is not as deeply
safely remove a barbed spear from a target’s flesh. curved as a composite bow and has a generally flat
Spear, Boar: These are very stout spears, and, face, tapering at the tips and with a narrow waist in the
in most respects, a normal spear with one notable middle to be both the grip and arrow rest. In addition to
modification. Below the spearhead, a pointed steel the power, the steel bow is more resilient against most
crossbar several inches long is fixed through the haft environmental conditions than a composite bow, as
at right angles to the blade. This prevents the spear long as it is properly maintained. The downsides

15
of this magnificent weapon are the great expense and require 1d4 hours of repair or outright replacement after
the rarity – it can only be made where there is plentiful the battle. The armored jack is popular among bards
high-grade steel. Because of this, these are generally as well as other arcane spellcasters with light armor
not popular among rangers, many elves, or any who are proficiency. Because it contains iron, the garment is
close to nature, but highly coveted by some warriors for electrically conductive, affected by magnetic fields, and
their sheer power. prone to rust.
Some elves have created an even rarer mithral Bishop’s Mantle: Designed to protect the wearer
version of the steel bow, with all the normal benefits of primarily from slashing attacks from above (such as those
mithral weaponry. Dwarves have attempted to craft an directed at the upper body and shoulders by horsemen)
adamantine version of the weapon, however the highly this is a small, light garment of chainmail that resembles
rigid nature of adamantine has rendered it impossible a bishop’s cowl. It can be worn over other some other
to use for a bow. The dwarves have, however, had great types of armor, usually padded or leather, and is often
success with adamantine arrows. used by professional warriors who cannot afford plate
Special: The wielder of a steel bow must have a armor or who need mobility over impenetrable defense.
Strength of 16 or higher in order to use it. A score of It is lighter than a mail shirt and cheaper, counts as light
15 or lower is simply not enough to allow the wielder armor, and can be put on or removed extremely quickly
to draw the bow far enough to effectively fire an arrow. (don – full round action; don hastily – 1 move action).
Stiletto, Glass: A small, razor sharp stabbing Special: The armor bonus of the bishop’s mantle
implement made of glass that otherwise resembles a stacks with that provided by padded or leather armor,
typical stiletto. or with certain armor components. In addition, the
Special: On a successful critical hit, the glass stiletto weight and arcane spell failure chance stack when the
may be broken off in the wound (wielder’s choice), bishop’s mantle is combined with padded or leather
resulting in 1d3 bleed until healed. armor, and the maximum Dexterity bonus is +4. The
Wind and Fire Wheels: Close in appearance to bishop’s mantle provides no benefit when worn with
starknives, wind and fire wheels differ in that instead of any type of armor other than padded or leather.
having a central grip and 4 external blades, a portion of Composite Armor: Typically worn by mercenaries
the outer rim is wrapped to provide a handgrip and the who can’t afford better, this combination of armor
blades are stylized to look like fire, with a wavy lobed pieces provides fair protection at a decent price, though
triangle, or wind, with a longer, thinner curved blade. the sectional nature of the armor provides inconsistent
They can be used individually or as a pair and can be coverage. Composite armor consists of a helmet, either
thrown, or used in melee to stab, slash, or entrap an a bishop’s mantle or gorget and spaulders, and a
enemy’s weapon. plackart. Those wearing composite armor usually also
Xistera: A very unusual weapon, the xistera is a carry a light wooden or steel shield. The armor is also
basket scoop made from straw, wood, or metal that is occasionally known as skirmisher’s armor.
used to catch, deflect, and launch large rounded stones, Jousting Armor: Also called “tilting armor” or
called pelota, at high speed. While pelota are usually “tourney armor”, this is a specialized suit of full plate
just polished stones wrapped in leather, round iron shot armor that is designed for jousting and mounted
and even glass balls filled with alchemical explosive can combat at the expense of overall utility. It addition to
be used. The weapon can be used to target a specific the normal features of a suit of full plate armor, this
creature or object when hurling shot, or it can be used armor features sabaton instead of stout leather boots,
for splash effect when hurling glass balls of holy water, a “frog’s mouth helmet”, locking gauntlets, tassets
alchemists’ fire, or other such special mixtures. instead of faulds to protect the hips and upper thighs,
a lance-rest under the knight’s arm to couch during a
charge, and a reinforced “grand pauldron” incorporated
ARMOR AND ARMOR into the shoulder in place of a shield. There is also a
COMPONENTS plackart reinforcing the breastplate, and the hips are
Armor and armor components listed in Table 1-2 are designed to help keep the rider in the saddle after being
described below. hit with a lance. Jousting armor is extremely costly,
Armored Jack: The armored jack is a cheap form and is among the most protective gear available. It also
of armor used by poor infantry, particularly conscripts, leaves the wearer highly encumbered, with little vision
and peasant militia. The “jack” is a quilted jacket and reduced freedom of movement.
lined with small iron squares that are stitched into the Special: The wearer receives +2 circumstance bonus
garment. Easily constructed, it is slightly more effective to Fortitude saves (except against ingested/inhaled
than padded armor, but with each hit taken the armored poisons), a +2 bonus to Ride checks, and a +2 bonus to
jack must make Fortitude save (DC 5 + damage). If the attack with a lance. At the same time, the wearer suffers
jack fails the save, it loses all armor bonuses and will a -3 penalty to Perception checks and Initiative rolls.

16
TABLE 1-2: ARMOR & ARMOR COMPONENTS
Armor/Shield Max. Dex Armor Check Arcane Spell Speed
Cost Bonus Bonus Penalty Failure Chance 30ft 20ft Weight
Light Armor
Armored Jack 8 gp +2 +7 0 5% 30 ft. 20 ft. 15 lbs.
Bishop’s Mantle 65 gp +2 +6 0 10% 30 ft. 20 ft. 18 lbs.
Leather Scale 35 gp +4 +5 -2 20% 30 ft. 20 ft. 25 lbs.
Leather Vest 10 gp +1 +8 0 1% 30 ft. 20 ft. 5 lbs.
She-Devil Bustier 50 gp +2 +7 0 5% 30 ft. 20 ft. 12 lbs.

Heavy Armor
Composite Armor 250 gp +7 +2 -5 35% 20 ft. 15 ft. 50 lbs.
Jousting Armor 2,200 gp +12 -1 -8 45% 15 ft. 10 ft. 75 lbs.
Valkyrie Armor 1,600 gp +8 +1 -6 45% 20 ft. 15 ft. 50 lbs.

Armor Components
Gorgets
w/ Pauldrons 200 gp +2* +3** -2 15% —- —- +20 lbs.
w/ Spaulders 180 gp +1* +4** -3 10% —- —- +18 lbs.
Helmets, Close Helms
Armet 95 gp +1* +5** -1 30% —- —- +12 lbs.
Bascinet 85 gp +1* +5** -1 35% —- —- +15 lbs.
Frog’s Mouth 100 gp +1* +4** -2 40% —- —- +15 lbs.
Sallet w/ Bevor 80 gp +1* +5** -1 35% —- —- +12 lbs.
Helmets, Great Helms
Pot 150 gp +2* +3** -2 45% —- —- +18 lbs.
Sugarloaf 150 gp +2* +4** -2 45% —- —- +20 lbs.
Helmets, Open Helms
Cap 50 gp +1* +6** 0 10% —- —- +5 lbs.
Lobster-Tail 80 gp +1* +6** 0 10% —- —- +5 lbs.
War Hat 25 gp +1* +6** 0 10% —- —- +5 lbs.
Warrior’s Cap 15 gp +1* +8** 0 5% —- —- +2 lbs.
Plackart 75 gp +2* +4** -2 15% —- —- +12 lbs.
Sabaton 15 gp +2*** +5** -3 n/a -5 ft. -5 ft. +10 lbs.

* Only in addition to no armor or light or medium armor. Heavy armor already includes these pieces.
** Only applicable if piece is worn individually. When combined with light or medium armor, use the armor’s penalty -1.
*** Only applicable versus caltrops or blows aimed specifically at the feet.

Leather Scale: Leather scale armor looks at first remarkably easy. It is often worn with traveling clothes
glance like blackened scale mail. Upon close examination, and appears to be part of the outfit rather than a type of
the scales prove to be made of thick, hardened leather. armor. Because the wearer of a leather vest can easily
Leather scale provides more protection than studded move about in the armor, it is popular with wizards and
leather but is still light enough to be considered Light sorcerers, who suffer negligible spell failure chances
armor. A suit of leather scale includes matching leather while wearing it.
bracers, pauldrons, thigh grieves and shin guards. She-Devil Bustier: For female warriors who use
Leather Vest: A lightweight leather vest doesn’t their figure as well as the strength of their sword, this
provide a lot of protection, but the well-tailored, thick, very brief form of armor is more revealing than
sleeveless leather vest is very light and wears protective, and what it doesn’t cover, it

17
accentuates. The bustier is backed with silk and wraps Comments from Luven
around the breasts, part of the midriff, and the small There have been some mixed reactions on the types of
of the back (everything below the shoulder blades). The armor I stock especially for the ladies – the she-devil
silk is covered with fine light-weight metal scale armor bustier and the valkyrie armor. Some women are a
that is usually highly polished to gleam in sunlight or little offended that I have such offerings available,
is coated with red, black or white enamel (or whatever saying that by showing off the female form as they
color the wearer prefers). This “armor” can turn a knife, do, the armors make the wearers look like serving
however it is best used to shape the body and distract wenches and that men won’t take them seriously.
male opponents. Some women simply feel that they can wear any
Special: The wearer receives a +2 circumstance armor designed for men. Some men snicker like
bonus to Charisma while wearing this lightweight 12-year-old boys at the sight of it hanging in my
armor (the bonus only applies to those who would shop, and I usually tell them to knock it off if they
find the wearer attractive; in the case of those who do want to continue to shop here.
not find the wearer attractive, the +2 bonus becomes I may be a salesman, but I don’t make anyone buy
a -2 penalty). There are barbarian equivalents to this anything they don’t want. If you don’t want to show
type of armor, made of leather or hide instead of metal off that much skin, you don’t have to wear a she-
scales. Such types are effectively the same but cost half devil bustier, but some women like to flaunt what
as much. they have, and that’s their right. I’ve seen the effects
Valkyrie Armor: A catch-all name, describing of distraction in battle, and it can come in handy!
any suit of specially made full plate armor fitted for As for the valkyrie armor, I do encourage doubtful
women. Valkyrie armor generally does not have a female customers to try it on, and if they really don’t
solid breastplate, instead having a sloped upper torso think it’s more comfortable than similar armor cut
plate that overlaps a large plate plackart the covers to fit a man, I won’t mention it again.
the abdomen, with attached plate faulds and culets to Luven Lightfinger
cover the hips and a chainmail skirt below. The thighs
are protected by sleek steel cuisses, with poleyns
overlapping fitted greaves and durable leather shoes
armor by 1. Do this for each component added to the
on the feet. The upper limbs are protected by smooth
armor. If multiple components are worn without any
pauldrons, rebraces encasing the upper arm, articulated
other type of armor, subtract one for each component
couters, plate vambraces, and either gauntlets or hard
worn from the highest maximum Dexterity bonus
leather gloves. Any variety of close or open helm could
among the components.
be included, with some female warriors preferring to
The armor check penalties and arcane spell failure
show their face, and others preferring anonymity. Like
chances of armor components and armor always stack.
any full plate armor, each suit has to be individually
If only armor components are worn, one or two
fitted. While any female warrior can wear regular style
components are effectively Light armor, three or four
full plate instead of this more form-fitting design, the
components are effectively Medium armor and five or
modifications generally make valkyrie armor more
more components are effectively Heavy armor. One or
comfortable and slightly more flexible. These advantages
two components does not effect a character’s movement
have, at least in one case, caused a male warrior of slight
rate (with the exception of sabaton, see above). Three or
physique (reportedly an elf) to use this armor as both
more components lower a character’s movement rate to
distraction and practical form of protection.
20 feet or 15 feet.
Bishop’s Mantle: The bishop’s mantle (described
ARMOR COMPONENTS above) can be considered a type of armor component,
Armor components are pieces of armor that when but since the mantle provides enough protection
worn by themselves, provide little if any true benefit, on its own, and stacks with only a select few types of
but when combined with certain other types of light armor, it is included in armor types rather than armor
or medium armor can increase the armor bonus. The components.
component bonus never stacks with heavy armor, as Gorget with Pauldrons or Spaulders: A gorget
most heavy armor already includes such components. with pauldrons or spaulders is plate armor designed
When components are added to Light or Medium to protect the neck and shoulders. It is usually worn
armor, the armor bonus of the armor stacks with the over a chain shirt to increase its protection, but can be
component bonus. The maximum Dexterity bonus worn with any type of light or medium armor. A plate
listed for each component piece is used only if the gorget protects the throat and the sides of the neck from
component is worn by itself. If the component is added attacks that might penetrate the rings of mail. The main
to armor, determine the new maximum Dexterity bonus difference between pauldrons and spaulders is that,
by lowering the maximum Dexterity bonus of the while both protect the shoulders, pauldrons are a pair

18
of large metal plates, while spaulders A bascinet tends to have a pointed
are overlapping segments of plate, visor that protects the face with a
with a slightly larger shoulder cop. sloping skull, and is often called a
Helmets, Close Helms: “hounskull” or “pig-face” helmet.
The most common form of head A sallet with bevor is closed except
protection worn by knights, these for an extended tail over the neck that
helmets are lighter than great helms tapers to a point. It has only a narrow
but still completely cover the face and eye slit but the slit is wide enough
offer thorough protection. A major to allow decent peripheral vision.
advantage is that the wearer of a The bevor can be lowered and raised
close helm has less impaired vision quickly, and a gap between the brim of
and hearing, and the helm is able to the sallet and the bevor provides good
move with the wearer. The differences ventilation to the wearer’s mouth and
between the four common types are mostly by shape or face, making it much more comfortable.
method of opening. Special: -1 to Fortitude saves against non-lethal
An armet is one of the most popular knightly helmets damage from extreme heat, -1 on Perception checks
and is distinct for having a visor that can raise or lower (-2 for the frog’s mouth helm, but +1 to lance attacks).
over the eyes, as well as hinged cheek-pieces that can Helmets, Great Helms: The largest and heaviest
open and shut to reveal the face. The skull of the helm forms of head protection, with such styles as the “sugar
often bears a comb or crest and may be richly decorated loaf” and “pot” style helmets being the most common,
as well as serving to protect the wearer. with sloping or flat tops respectively. They are worn over
The frog’s mouth helmet is used almost exclusively for a tough, padded piece of headgear called an arming cap
jousting, as the narrow slit gives the knight pronounced and much of the considerable weight is borne on the
tunnel vision. It does however allow for complete focus shoulders, not the neck. They entirely cover the face,
while jousting and gives excellent protection from lance skull, sides of the head, and back of the head, usually
splinters. with an aventail to cover the neck.

19
Special: The main problem with great helms is that proficiency will find their movement rate reduced by
peripheral vision, sight, and hearing are all considerably 5 feet.
impaired (-3 to all Perception checks) and in hot weather Generally, wearing sabaton alone provides no
can cause heat exhaustion (-2 to Fortitude saves against specific benefits, though someone on foot gains an
non-lethal damage in hot weather). The advantage, of extra +2 AC bonus against caltrops.
course, is extremely tough head protection. Great helms
cannot be worn with light armor; they must be worn Armor Component Rules
with at least medium armor. Armor components add a new level of detail and realism
Helmets, Open Helms: More commonly worn by to the Pathfinder Roleplaying Game, allowing a player
infantry and professional soldiers, open helms do not to customize a suit of armor for her character. Not all
cover the face but do cover the crown of the head and players and GMs may want this level of detail, and
most of the skull. Many types also have a set of plates some may think it unnecessary completely. Below are
covering the back of the neck as well, often resembling presented three options for using armor components in
a lobster’s tail. They are generally comfortable, allow your game.
clear vision, offer decent protection, and come in a Option A – This option fully utilizes armor
variety of styles. components as presented in this book. A character can
A basic type is the conical “cap” that fit over a mail add components to certain types of armor to increase
coif and features either a nasal bar or an eye-guard his armor bonus, allowing for a fully customizable
colloquially known as “goggles.” and unique armor. If Option A for armor components
The “lobster-tail” helmet is much more elaborate, is implemented in your game, use the following extra
with a series of lames to protect the neck, ear flaps, and rules:
a bill extending from the front, which often offers a face • Adding one component to a suit of Light
guard of round-bar that doesn’t block vision or thrusts armor effectively makes the armor Medium
to the face but will deflect slashing cuts. armor.
One of the most common types is the “war hat,” • Adding one or more components to a suit of
which is basically a metal bowl that goes over the head, Medium armor effectively makes the armor
lined with some padding and with a moderately wide Heavy armor.
brim to protect against glancing blows. • Adding two or more components to a suit
The “warrior’s cap” (not to be confused with the of Light armor effectively makes the armor
conical cap) is the least expensive form of helmet. It Heavy armor.
is usually made of boiled leather rather than metal • A character MUST be proficient in the type
but otherwise appears similar to the conical cap or the of armor the characters armor effectively
war hat. The warrior’s cap is very common amongst becomes after adding components. If the
barbarians with little metal working skill, or among character is not proficient in Medium
warriors and militia who can afford nothing else. or Heavy armor, he suffers all normal
Plackart: A large curved plate covering the lower penalties for wearing armor he is not
torso, a plackart helps reinforce a breastplate and proficient with.
provides additional protection in heavy combat. Some • Armor components can be enchanted using
mercenaries who do not have a full back-and-breast type the same rules for creating magic armor.
of armor also wear a plackart to protect the midsection. The magic bonus of multiple magic armor
Indeed, many companies of professionals might wear a components do NOT stack. A +1 gorget and
patchwork suit composed of an open helmet, a bishop’s a +2 sugar loaf great helm do not combine
mantle, a plackart, and a shield. While not nearly as for a +3 magic bonus, but instead use the
protective as a full suit of armor, it is much cheaper, better bonus of the two (in this case, the
quicker to put on and take off, easier to maintain, and +2 bonus of the helmet). Multiple armor
still an effective form of personal defense. components with special armor abilities
Sabaton: Sabaton are a segmented form of plate can be combined, with the exception of
armor for protecting the feet. There are various forms, different types of the same power, such as
often mimicking the local fashion in footwear in Light or Heavy Fortification. In a case such
having either stout, broad “bear’s foot” tips, normal as this, only the more powerful ability of
rounded tips, or long, pointed tips. Sabaton are almost the two applies.
always worn by cavalry since a stout leather boot is Option B – Option B is similar to Option A with the
generally more useful to infantry. They are also worn following exceptions:
at tournaments where a skilled opponent may attempt • Armor components cannot be worn alone;
to strike at the foot to impair their opponent. They components MUST be combined with a suit
are awkward to wear and those without heavy armor of Light or Medium armor.

20
• A character cannot wear multiple magic Items without metal parts cannot be made of bronze.
armor components or magic armor and For example, an arrow could be made from bronze but
magic armor components. If multiple magic a club could not, and a breastplate could be made from
armor components are worn, the character bronze but leather scale could not.
can only benefit from the magic bonus and
special abilities of the most powerful piece. Type of Bronze Item Item Cost Modifier
Option C – With Option C, armor components are Ammunition x½
not utilized as separate pieces that can be combined
Light Armor x¼
or enchanted, but the descriptions of the components
are used only for their flavor in describing the various Light Shield x¼
pieces of a full suit of Medium or Heavy armor. The gold Medium Armor x½
piece cost of the components could be used by a GM to Buckler x½
determine repair costs for a damaged suit of Medium or Heavy Armor x¾
Heavy armor. Heavy Shield x¾
Weapon x¾
SPECIAL SUBSTANCES
Special substances can be used to manufacture weapons, Ice: Though largely unknown outside of arctic and
shields or armor and such items manufactured from sub-arctic regions, ice can be used to manufacture
these special substances will have special properties, weapons and shields. The manufacturing process is
noted in the descriptions below. very different than the normal process for constructing
Bronze: Bronze is an alloy of copper and tin, and a such items, instead relying on the Craft (ice carving)
metal of wide use in antiquity for most cultures, though skill (but with the same DCs for creating weapons and
still in use for armor and weapons by some less advanced shields). Ice weapons can only exist in areas where
cultures. It is still often used in magical components the temperature remains below the freezing point – if
and for decorations or religious icons. While bronze the temperature rises even one degree above freezing,
is harder than wrought iron, it was replaced in most ice weapons and shields begin to melt, losing 2 hp per
cultures because iron ore was significantly easier to find minute until the item melts away. Ice weapons and
than both copper and tin ores; to manufacture bronze shields can be made permanent, capable of surviving
usually requires foreign trade, while iron ore can often temperatures above freezing, by magic and with some
be found indigenously. However, in some isolated or alchemical concoctions. Unless so treated, ice weapons
less-advanced cultures that have not mastered the use and shields suffer 50% more damage from heat and
of steel, and that have both copper and tin deposits, flame (such as a dragon’s breath or a fireball spell).
bronze may still be in use for weapons and armor. For Ice weapons are virtually ineffective against metal
decorative purposes, bronze is often used on knife or armor, dealing a maximum of 1 hp damage on strikes
sword hilts and as accents on sheaths. Parade helmets against foes clad in any type of metal armor. Ice
are often made from bronze or with bronze accents. weapons must also make a DC 15 Fortitude save every
Bronze items are generally less expensive than iron or time they strike metal armor. Failing the save results
steel items, though in areas where copper or tin is not in the ice weapon shattering. Though ice swords are
common bronze items may be valued for their rarity. manufactured, the nature of ice does not allow for
Bronze is heavier than iron or steel, less prone to a cutting edge, so any ice weapon that normally does
corrosion (the surface corrodes in air, but the layer slashing damage will do bludgeoning instead (though
of corrosion prevents further reaction), and easier to the amount of damage does not change). Piercing
smith (-5 to the DC of the appropriate Craft skill) but is weapons can still pierce effectively. In addition to the
much softer than steel. The weight of bronze weapons normal damage, ice weapons deal an extra 1d3 points of
or armor is increased by 10% (minimum ½ pound) over cold damage with each blow and count as Cold weapons
the normal weight of the item. Bronze weapons cannot for purposes of overcoming damage resistance or for
be affected by rust monsters or any magic or natural purposes of vulnerability.
effect that causes items to rust. Ice shields are very effective against non-metal
Any type of metal armor or shield other than weapons, performing as a light or heavy wooden shield.
bronze receives DR 5/- (for Heavy armor or shield) or However, against metal weapons, an ice shield has only
DR 1/- (for Light or Medium armor or Light shield) a +0 (light) or +1 (heavy) shield bonus. Also, with each
when defending against bronze weapons. The armor blow from a metal weapon, an ice shield must make a
bonus of bronze armor is reduced by 3 when faced with DC 15 Fortitude save. Failure to save results in the ice
non-bronze weapons while the shield bonus of bronze shield shattering into worthless shards. An ice shield
shields is reduced by 1 (which drops Light bronze grants the wielder a +2 bonus to any saving throw
shields to a +0 bonus). against Cold-based spells or attacks targeted

21
at the wielder. The bonus does not apply to area-effect GM’s Suggestion
spells, nor does it apply to ranged touch attacks. The ice shields and weapons are perfect examples of
items for which the GM needs to use their discretion.
Type of Ice Item Item Cost Modifier Obviously, these are not items that Luven would stock
Weapon x¼ if his shop were located in an area with a hot climate.
Shield x¼ For all but the harshest of campaign settings, even
permanent ice shields and weapons will be seasonal
Tytanite: Metal of the titans of legend, reportedly items at best, sold only during the coldest months
used in the weapons and armor those beings used to of winter. GMs who do wish to make ice shields and
serve, and then rebel against, the gods. Ingots of this weapons available may want to build an addition to
rare metal have been unearthed for centuries, but it Luven’s shop, a cold storage room with a magically-
was until Jaeger Krollson, a dwarven Forge-Master, controlled temperature for housing these crystalline
developed a process to melt and shape the incredibly items.
resilient ore that it became useful.
Appearing as a lustrous pure-white ductile metal
in its processed state, tytanite is too rare and valuable A tytanite weapon has a lustrous steel-white blade
to use as a pure metal. However, tytanite alloys with or point without any perceptible flaws, honed razor-
incredible ease with most other metals, particularly keen, expertly balanced, and extremely resilient. It is
steel, making those metals much stronger, somewhat immune to the effects of rust monsters, slimes, and
lighter, and extremely resistant to the elements, to the corrosion-causing magic, and very resistant to extreme
point of being rust-proof. heat. In addition, tytanite weapons are 40% lighter than
When combined with steel, the resulting alloy is a comparable weapon made from steel. Such weapons
easily the equal of mithral or adamantine. It is said also grant a +4 bonus to the wielder’s CMD vs. Sunder
that one of the first uses Jaeger put to tytanite, besides attempts – the blade will flex rather than shatter –
making himself a magnificent metal shield, was to and have ½ again as many hit points as non-tytanite
make tokens of tytanite and copper for a bawdy house. weapons. Tytanite weapons have a +2 non-magic attack
According to dwarven folklore, when asked why he bonus (+1 for the tytanite and +1 for being masterwork).
used such a precious metal for brothel tokens, Jaeger Such weapons receive a +5 bonus to saving throws
reportedly said, “’Cause it’s just like them girls, warm’ against acid or fire.
em up and they’ll go with anything!” Arguably even more desirable than a tytanite weapon
Tytanite is generally found in crystalline growths is a tytanite buckler or shield. A buckler or shield of
which are sometimes mistaken for gemstones. As tytanite is 20% lighter than a comparable shield made
such, ingots of tytanite are as likely to be unearthed in of steel. Like tytanite weapons, tytanite bucklers and
treasure hoards (5% chance to replace other gemstones shields grant a +4 bonus to the wielder’s CMD vs.
found in a hoard, with an increase of 50 gp in value per Sunder attempts and it has ½ again as many hit points
gemstone) as during tunneling or mining. as a non-tytanite shield. Tytanite bucklers and shields
To turn tytanite ingots into useable metal, one receive a +8 bonus to saves against acid and fire and
needs to acquire the services of a master smith (that provide a +2 bonus to the wielder vs electricity attacks
is, a smith with at least 15 ranks in Craft (weapons) due to the non-conductive nature of tytanite. Tytanite is
or Craft (armor)) with a large, well-stocked smithy, so strong that a shield or buckler of the material receives
otherwise they cannot create the conditions necessary a +2 non-magic bonus (+1 for the tytanite and +1 for
to work tytanite. Two ingots will suffice for a buckler being masterwork quality) to the item’s shield bonus.
or light weapon, or a bundle of ammunition, three for a
light shield or one-handed weapon, and four for heavy
shields and most two-handed weapons (aside from
CEREMONIAL AND NON-
polearms). COMBAT WEAPONS AND
Type of Tytanite Item Item Cost Modifier
ARMOR
Weapons and armor that are strictly for ceremonial or
Ammunition +100 gp per missile
other non-combat purposes are listed in Table 1-3, and
Buckler +5000 gp are described below.
Light Weapon +5000 gp Costume Sword: Among the social elite, one can
Light Shield +6500 gp find a non-sharpened rapier or longsword-type blade
One-handed Weapon +6500 gp with a gilded, jeweled, etched, and specially carved
Heavy Shield +8000 gp
or cast hilt and pommel. It is a symbol of wealth
and is often worn to court functions, masquerades,
Two-handed Weapon +8000 gp

22
TABLE 1-3: CEREMONIAL AND NON- Comments from Luven
COMBAT WEAPONS AND ARMOR Don’t be fooled by the construction of the wasters!
Item Cost They may look harmless, but I assure you they can
Costume Sword Sword cost x10 still hurt you quite badly. When my old adventuring
party, the Company of the Sunset, was holed up one
Page Gear Same as normal armor
winter (I’ll tell you more about that later!), on nice
Parade Armor Armor cost x3 days when we didn’t have much to do, we’d spend
Sword of Bearing Masterwork sword cost x2 some time sparring with wasters, to keep our reflexes
Wasters ¼ normal weapon cost sharp. One day Devin and Grey were putting a little
too much into it, and the next thing we knew, Grey
was nursing a broken arm. Good thing Devin was a
and grand dances. The blade is given a mirror finish cleric as well as a ranger…
but isn’t tempered for fighting and will break under Luven Lightfinger
normal sword use. Each one is unique, commissioned
particularly for one client and often takes weeks of
meticulous construction.
In addition, the wearer’s speed is reduced by another
A costume sword costs ten times the normal cost of a
10 feet.
sword or blade of its type. The increased price accounts
Swords of Bearing: Also known as “Swords of
for the precious metals, gemstones, and craftsmanship
State” or “Herald’s Blades”, swords of bearing are
in the blade. Any such weapon deals damage as a weapon
oversized two-handed swords with elaborately crafted
of its type one size category smaller, and shatters into
pommels bearing the symbols of a noble house, nation,
useless pieces after the first successful strike.
or organization. They are not sharpened, not balanced
Page Gear: Pages are youths learning the fighter’s
for combat, and their immense size makes them three
trade, including the wearing of armor and use of
times as heavy as a normal greatsword. They are
weapons. As such, they require special gear sized for
visually quite impressive, always masterwork quality,
children, up through mid-adolescence. While often this
and it is considered a special honor to be chosen to bear
is done with leather armor to save expense, chainmail
the sword for one’s lord.
and plate armor are also used. If found in an abandoned
A sword of bearing delivers bludgeoning damage
human or elven armory, it might easily be mistaken
instead of slashing damage, and deals 2d8 damage on
for halfling or gnome gear, but page gear is often a bit
each blow rather than the normal 2d6 (2d6 instead of
heavier than the armor made for halflings or gnomes.
1d10 for Small swords of bearing). However, anyone
It is not meant to be used in actual combat, but rather
attempting to wield a sword of bearing in combat suffers
to get a young warrior used to the confinement, weight,
a -4 penalty to initiative and a -2 penalty to Dexterity
and feel of wearing armor.
due to the unbalanced and extreme weight of the sword.
Page gear costs the same as adult armor but the weight
Wasters: Wasters are wooden or dull metal training
is ¾ the weight of the same type of armor for an adult.
weapons, usually made from hard oak or unsharpened
The armor bonus of a suit of page gear is half the armor
steel. While less lethal than regular weapons, they are
bonus of the same type of adult armor, to a minimum of
still fairly dangerous and are easily capable of breaking
+1. After every three blows, the armor bonus is decreased
bones. These weapons are used for practice, for training
by 1. When the bonus reaches +0, the page gear falls apart.
apprentice warriors who are not ready for live steel, for
Parade Armor: A heavy suit of full plate armor
demonstrations, and for tournaments of peace. While
decorated with etching, hammered patterns, elaborate
a stout stick might make a good improvised “dummy”
scrollwork, gilding, plumes, and gold chain. It is much
sword, wasters are balanced to move much like the real
heavier than actual combat armor and often has a
weapon and have the same basic shape and reach as the
unique helmet designed to intimidate or impress. It can
genuine article. The advantage to wasters is twofold –
be used for combat – it is a full suit of plate armor, after
first, that an arms master doesn’t accidentally kill an
all – but is extremely expensive to repair and limits
apprentice (or be killed by the apprentice), and second
mobility to an impractical degree.
that one’s primary weapon doesn’t get battered and
Parade armor weighs half again as much as a normal
broken in mock combat.
suit of full plate, and costs three times as much. It
A waster deals the same amount of damage as the real
provides as much protection as a normal suit of full
weapon it emulates, but wasters only deal bludgeoning
plate armor, but after every five blows the armor bonus
damage. Also, unless the wielder is specifically trying
is decreased by 1. When the armor bonus reaches +0, the
to deal lethal damage, all damage from a waster is
parade armor crumbles into useless pieces. Repairing
considered non-lethal. However, even when dealing
parade armor costs twice as much as repairing combat
non-lethal damage, any critical damage from a
armor. The wearer of a suit of parade armor suffers a
waster is of the lethal variety.
-4 penalty to Initiative and a -2 penalty to Dexterity.

23
Chapter 2 - Adventuring Gear

D 
on’t let my wife find out I said this, but (and each susceptible creature adjacent to the target
sometimes I really miss the adventuring life. suffers 1 point of damage). Each “attack” with the
Yeah, it was hard, and dangerous, but the aspergill uses one vial’s worth of holy water.
freedom! The fresh air and wide open spaces! All the Axe, Hatchet: The hatchet is a small, one-handed
new places to see, and people to meet, and things to axe used for splitting small pieces of wood or for certain
do! You know exactly what I mean. So when I started woodwork. It can also be used to break up ice in a river
stocking this shop, I thought about all the things my or pond to get to the water below. If used as a weapon,
party and I needed or wanted when we were on the the hatchet does the same amount and type of damage
road. The adventuring gear section is full of things that as a handaxe, but because it is not weighted for combat
are just plain handy. True, a lot of it is mundane, but I one must have either the Catch Off-Guard feat or Exotic
think you’ll agree, things don’t have to be magical to be Weapon Proficiency: Hatchet to use it without penalty.
useful – though the occasional alchemical item is a nice Axe, Woodsman’s: A woodsman’s axe is a large,
thing to have! And it sounds like your party’s bard has single-headed axe designed specifically for felling trees
already found the musical instruments. What?! That’s and splitting large pieces of wood. If the woodsman’s
your barbarian? Oh dear…excuse me for a moment… axe is used as a weapon in combat it deals the same type
Luven Lightfinger and amount of damage as a battleaxe, but because the
axe is not weighted for combat use the wielder must

A 
dventurers are always on the lookout for new have either the Catch Off-Guard feat or Exotic Weapon
gear that can help them in their tasks, from Proficiency: Woodsman’s Axe to use it without penalty.
hunting and preparing food, to performing Bandages: Bandages comes in a 50 yard roll that
religious rites, to disguising themselves. Luven stocks a weighs about a half pound. The bandages are made of
wide assortment of useful mundane gear, tool kits, and soft, thick cotton gauze and are useful for patching up
alchemical items. He also has a number of trade goods when a cleric isn’t around.
for adventurers wanting an easier way to transport Bandages applied to a character suffering Bleed
large sums of coin. One of the most popular features damage grant a +1 circumstance bonus to Heal checks
of Luven’s shop is the wide assortment of musical to stop the bleeding. Fresh bandages (those changed
instruments, which draws the attention of even the every 8 hours) prevent the spread of infection and
least musically inclined customers. disease, but do not cure such maladies.
All the adventuring gear items listed in Table 2-1 are Blowing Horn: A hollowed horn from a cow,
described below. ram, or other horned animal, with a mouthpiece at the
narrow, pointed end. One simply blows into the horn to
produce a loud and carrying tone, and it can be used to
MUNDANE GEAR signal, to call orders, to start a hunt, to announce one’s
presence, or in some cases, to intimidate one’s enemies.
Altar Cloth: Altar cloths are cotton or silk cloths, Many horns are well polished and often carved with
often trimmed with lace, used to cover an altar during important scenes or legends, like a tapestry. A blowing
religious ceremonies. Many adventuring priests pack horn can be heard clearly by everyone within a ½
one along and use it to cover whatever table, desk, mile radius. Distances of ½ mile to 1 mile require a
stump or boulder happens to be handy when in need
of an impromptu altar. It can also be used to cover the
traveling altar. Altar cloths come in a variety of colors. Designer’s Note
Aspergill: An aspergill is a morningstar-like device The blowing horn and sounden horn are included in
used by several religions in their ceremonies. The head the mundane gear section instead of with the musical
of the aspergill is made of gold or silver, and is hollow instruments because of their purpose. The horns are
with multiple openings. The head has a hinged lid and designed to produce sounds specifically for warning,
the user can place holy water within. Many religions use signaling, or announcing, not for melodic tones. That
the aspergill to sprinkle holy water during ceremonies. said, a skilled musician can certainly work toward
Adventuring clerics often carry an aspergill along, becoming proficient with either the blowing or
using it to target undead foes with holy water. The head sounden horn. On a real-world historical note, one
of the aspergill holds up to three vials of holy water, of the voyageurs who traveled with Meriwether Lewis
and by making a ranged touch attack, the wielder can and William Clark on their expedition in the early
swing the aspergill so as to sprinkle holy water on an 19th century was known to be able to coax musical
adjacent target. If the ranged touch attack is notes from a sounden horn, and would accompany
successful, the target takes 2d4 points of damage another voyageur who played the fiddle.

24
DC 5 Perception check to hear the horn, while distances Drinking Horn: A hollowed ox or ram’s horn,
greater than 1 mile but less than 2 miles require a DC often decorated with silver or other precious metals,
10 Perception check to hear. A DC 15 Perception check a drinking horn is made to hold water, or more often
allows a character to hear the horn at distances greater mead. There is a thick stopper at the open end and a
than 2 miles but less than 5 miles. The horn cannot be leather strap for wearing the horn over the shoulder or
heard at distances greater than 5 miles. attaching to a belt or pack. While a drinking horn has
A character can attempt to demoralize all opponents less volume than a canteen or wineskin, it is harder to
within hearing range by making the appropriate puncture. Many barbarian tribal members compete in
Intimidate check when blowing the horn. drinking by each downing full horns of mead, doing so
Censer: A censer is a type of incense burner that until one or both cannot drink any more.
looks somewhat like a lantern. Four or five delicate Finger Blade: This tiny, sharp knife blade is
chains connect the censer to a wooden or metal handle. attached to a ring; the ring is slipped over a finger and
The priest places incense inside the censer, then by the blade is easily hidden by the wearer’s other fingers.
gently swinging it side to side, the smoke of the incense If used to aid in the attempt to pick pockets, the
spreads to a larger area faster. wearer gains a +1 circumstance bonus to Sleight of
Chalice: A chalice is a common reward for Hand checks. If used as a weapon, anyone proficient
tourney champions and is often presented by nobles with a dagger or knife can use the finger blade but it
to adventurers who have done some great service. only does 1 point of damage.
A chalice is a large drinking vessel, usually made of Firegrate: A firegrate is a small circular hoop of
precious metal and adorned with gems. Even a small iron with several crossbars of iron in the center. The
plain chalice of silver is of considerable value, though grate rests on three small hooks attacked to a long iron
gold is preferred since it is impervious to tarnish. tripod. The tripod is positioned around a campfire and
Witches, druids, and priests also use chalices in certain the grate sits above the flames and coals. In addition
ceremonies, though very often fashioned from gourds, to the grate, a pot can be hung from a hook where the
wood, or other natural materials. In some religions, all tripod joins. The entire grate can be taken apart and put
chalices – even ones made from gourds or wood – are together quickly.
required to be lined with gold.

25
TABLE 2-1: ADVENTURING GEAR
Item Cost Weight Item Cost Weight
Mundane Gear Musical Instruments
Altar Cloth, Cotton 10 gp 1 lb. Aulos 10 gp ½ lbs.
Altar Cloth, Silk 20 gp 1 lb. Bagpipe 25 gp 2 lbs.
Aspergill, Gold 20 gp 3 lbs. Bell, Ceramic 5 gp ½ lbs.
Aspergill, Silver 15 gp 3 lbs. Bell, Brass 10 gp ½ lbs.
Axe, Hatchet 4 gp 4 lbs. Bladderpipe 15 gp 1 lb.
Axe, Woodsman’s 7 gp 8 lbs. Bodhran 3 gp ½ lbs.
Bandages 2 gp ½ lbs. Castanets 8 sp —
Blowing Horn 25 gp ½ lbs. Cittern 5 gp 1 lb.
Censer 15 gp 2 lbs. Clappers 2 gp ½ lbs.
Chalice, Metal 50 gp+ 1 lb. Crumhorn 5 gp ½ lbs.
Chalice, Gourd or Wood 5 gp ½ lbs. Dulcian 25 gp 5 lbs.
Chalice, Gold-lined 25 gp ½ lbs. Dulcimer 25 gp 5 lbs.
Drinking Horn 5 gp ½ lbs. Drum 2 gp+ 2+ lbs.
Finger Blade 5 sp — Dwarven Stone Drum 85 gp 50 lbs.
Firegrate 5 gp 5 lbs. Elven Shawm 20 gp —
Fish Trap 15 gp 4 lbs. Fiddle 25 gp 1 lb.
Fowlers’ Trap 20 gp 5 lbs. Finger Cymbals 5 gp —
Grooming Kit 5 gp 1 lb. Flute 1 gp —
Hand Saw 10 gp 3 lbs. Gemshorn 5 sp —
Henna, Silver 120 gp ½ lbs. Halfling Tri-flute 9 gp —
Incense 5 gp+ — Harp, Handheld 15 gp 1 lb.
Oilcloth 5 gp 5 lbs. Harp, Floor 25 gp+ 10+ lbs.
Magnet, Small 1 gp — Harpsichord 150 gp 75 lbs.
Magnet, Medium 3 gp ½ lbs. Hurdy-gurdy 15 gp 5 lbs.
Magnet, Large 7 gp 1 lb. Gnomish Auto-gurdy 65 gp 7 lbs.
Ranger’s Spoon 2 sp — Kortholt 5 gp —
Rucksack 1 gp 1 lb. Lute 10 gp 1 lb.
Saddle Blanket 1 gp 3 lbs. Lyre 10 gp ½ lbs.
Soldier’s Housewife 9 sp — Lysard 10 gp 1 lb.
Sounden Horn 15 gp ½ lbs. Mandolin 15 gp ½ lbs.
Traveling Altar 45 gp 15 lbs. Mouth Harp 3 sp —
Wig, Actor’s 15 gp+ 1 lb. Organetto 25 gp 5 lbs.
Wig, Powdered 25 gp+ 2 lbs. Pan-pipe 9 sp —
Wig, Straw 3 cp ½ lbs. Pipe and Tabor 10 gp 2 lbs.
Psaltery 10 gp 1 lb.
Tools & Skill Kits Qitara 20 gp 1 lb.
Chirurgeon’s Kit 100 gp 2 lbs. Rattle 5 sp —
Face Paint 5 gp 1 lb. Rebec 15 gp ½ lbs.
Face Paint, War Paint 2 gp 1 lb. Recorder 15 gp 1 lb.
Map-Making Kit 45 gp 5 lbs. Serpent 20 gp 3 lbs.
Pyrographic Kit 55 gp 1 lb. Shawm 15 gp ½ lbs.

26
Item Cost Weight Comments from Luven
Musical Instruments continued I’m often asked if the silver henna really will repel
Shofar 3 sp — lycanthropes. I honestly don’t know for sure. The
herbalists I buy it from won’t reveal their recipes, so
Sistrum 5 gp ½ lbs.
it may or may not actually contain any silver. I’m
String Set varies — sure many were-creatures would give pause if they
Tambourine 5 gp — saw you painted with the stuff, but I don’t think I
Transverse Flute 10 gp 1 lb. would bet my life on it!
Luven Lightfinger
Trumpet 20 gp 2 lbs.
Viol 30 gp 5 lbs.
Woodwind Reed varies — and replaced if it dulls or breaks. A hand saw ignores
Zink 8 gp — the hardness of wood when trying to cut through a tree,
branch, log, or wooden post. It is effectively useless as
a weapon.
Alchemical Items
Henna, Silver: Silver henna is not true henna, but is
Dragons’ Milk (flask) 45 gp 1 lb. a unique pigment with similar properties. It is common
Dragons’ Milk (reservoir) 250 gp 12 lbs. only among drow, orcs, and other dark-skinned races.
Fire Drake 5000 gp 250 lbs. This unique herbal concoction allows intricate designs
like tattoos to show up where regular ink wouldn’t be
Gnomish Sleep Gas 30 gp 1 lb.
visible. Like normal henna, silver henna begins to
Hunwen’s Insect Repellent 2 gp 1 lb. fade after a few days (usually 3 + 3d6 days). Also like
Incense, Calming 50 gp — normal henna, silver henna grants a +1 bonus to Bluff
Incense, Concentration 50 gp — and Diplomacy to the wearer for as long as it persists.
If normal henna is expensive, the much rarer silver
Incense, Healing 50 gp —
henna is almost outrageously so. A package of silver
Incense, Restful 50 gp — henna will cover most of a Medium creature’s body in
No Glint 35 gp ½ lbs. designs once. Some herbalists claim that lycanthropes
will avoid biting people wearing silver henna.
Trade Goods
Incense: Incense comes in a variety of scents. It is
used in many religious ceremonies as well as to sweeten
Gemstones, Uncut varies —
the air and cover the smell of odors. Many individuals
Gold Brick 500 gp 10 lbs. also enjoy the scent and find it relaxing. Incense prices
Silver Ingot 400 gp 80 lbs. vary, depending on the type and fragrance.
Specie varies varies Magnet: Magnets come in a variety of sizes, but all
are easily held in one or two hands. They can come in
handy in a variety of situations. A small magnet will
Fish Trap: A fish trap is constructed of wood, wicker pick up a metal object weighing up to ½ pounds; a
or metal. By sinking the trap into a lake or stream where medium magnet will pick up a metal object weighing up
fish are present, an individual can catch enough fish to 1 pound; a large magnet will pick up a metal object
to feed double the number of people as normal with a weighing up to 3 pounds
successful Survival check. Oilcloth: Oilcloth is a piece of cloth impregnated
Fowlers’ Trap: Made of wood or metal, a fowlers’ with oil, causing it to become waterproof and impervious
trap is used by hunters to snare game birds. By placing to weather. It can be used for wrapping delicate items or
the trap in an area where ground feeding or ground polishing steel to prevent rust. It can also be used to
nesting birds frequent, a hunter can catch enough birds protect books, including spell books and scrolls, from
to feed double the number of people as normal with a water damage. Oilcloth is sometimes placed beneath
successful Survival check. a bedroll or tent in damp conditions to make for more
Grooming Kit: This small kit includes a small pleasant sleeping conditions.
soapstone, a leather strop, a straight razor (which can One piece of oilcloth is large enough to fit under the
be used as a knife), a shaving brush, a steel mirror, bedroll for a Medium character.
small scissors, a nail clipper, file, and tweezers. All the Ranger’s Spoon: A small spoon made of some type
items are carried in a compact leather case. of horn, well suited to scraping honey from a comb, or
Hand Saw: A hand saw is a small rectangular or scooping a mouthful of stew from the pot over the fire.
triangular frame made of wood or iron with a serrated The ranger’s spoon is a common piece of adventuring
blade between the ends. The blade can be easily removed gear.

27
Rucksack: The rucksack is a small leather bag TOOL AND SKILL KITS
attached to a leather belt that is worn around a person’s
waist. The rucksack holds about half as much as a Chirurgeon’s Kit: A wooden case containing
backpack, and many adventurers wear both together, numerous tools for repairing injuries, even traumatic
increasing the amount of gear they can keep handy. ones. A healer with practice in the art of surgery can use
Saddle Blanket: A saddle blanket is a thick wool this kit of tools to repair badly damaged limbs, perform
blanket designed to lie across a mount’s back beneath amputation, control internal bleeding, and treat
the saddle. The blanket helps protect the animal’s burns. The kit contains numerous sharp implements,
hide from chaffing and rubbing, thus preventing (or at including a stylus with a replaceable flint or glass
least delaying) the development of debilitating saddle blade for making incisions. It also contains several
sores. A mount equipped with a saddle blanket beneath clean bandages, forceps for extracting arrowheads or
a saddle can move at a hustle without taking lethal fragments, low strength alcohol for cleaning wounds,
damage and gets to make a Constitution check for each honey for preventing infection, and often a variety of
hour of a forced march. powders made from medicinal herbs.
Soldier’s Housewife: This small, simple sewing A skilled surgeon can make attempts to stabilize and
kit is commonly issued to soldiers or mercenaries revive the wounded who are effectively dead (negative
before going on campaign, so that they can make hit points lower than the character’s Constitution
minor repairs to their clothing themselves in the field. score), with a Heal DC equal to the negative hp total +
The kit is also very popular among adventurers. Each 10. Failed attempts inflict an additional 1d4 hp for every
soldier’s housewife contains 2 sewing needles in a small 5 points the check fails by. For example, if the DC is 22
case, small spools of white and black thread, a leather (-12 hit points + 10) and the skill check total is 7, the
or wooden thimble and 10 wooden buttons of varying character suffers an additional 3d4 hp damage. If the
sizes. The kit comes in a leather pouch that can be rolled new negative total is greater than twice the character’s
up and tied for easy stowage. Constitution score, the character dies permanently
Sounden Horn: The sounden horn developed and cannot be revived through any method short of
from the blowing horn, and is primarily used by sailors powerful magic.
and river boatmen. It is a simple device made of tin or The healing is not nearly as effective as divine
copper, with a “reed” of the same material. Sounden healing magic, but can be a potential lifesaver. Any
horns are used on ships and boats entering foggy character revived through surgery suffers a permanent
harbors to let others know of their presence, and on -1 penalty to Charisma (due to scarring) and a temporary
river boats (such as canoes and keel boats) to signal to -4 penalty to Constitution (due to blood loss). The
shore or recall a crew from shore. Constitution returns to normal through magical
A sounden horn can be heard clearly by everyone restoration or natural healing. Also, surgery frequently
within a ½ mile radius. Distances of ½ mile to 1 mile results in the loss of a limb.
require a DC 5 Perception check to hear the horn, while Face Paint: This kit includes colored grease paint
distances greater than 1 mile but less than 2 miles or other similar substance which are used to cover a
require a DC 10 Perception check to hear. A DC 15 person’s face. The kit comes with base powder, puff,
Perception check allows a character to hear the horn at and 3 colors of paint per kit. The paint lasts 3 hours per
distances greater than 2 miles but less than 5 miles. The application. Face paint is most often used by actors and
horn cannot be heard at distances greater than 5 miles. performers, but is sometimes used by adventurers or
Unlike the blowing horn, the bleating sound of a rogues attempting to disguise themselves.
sounden horn cannot intimidate foes. On the other Using a face paint kit grants a +1 circumstance
hand, a skilled musician can sometimes coax a few bonus to Disguise and Bluff checks for the duration of
musical notes from one, usually doing so to accentuate the application. A kit has 5 uses.
another musical instrument. Face Paint, War Paint: This kit includes woad,
Traveling Altar: Traveling altars are carved of ochre, grease paint, or other thick paint meant to
wood, with short wooden legs and a hinged lid. Inside display colors signifying death, aggression, and
the altar a priest can store an altar cloth, vestments, martial prowess. The paints are particularly popular
vials of holy water and prayer books. among barbarian cultures and mercenaries displaying
Wigs: These hairpieces range from obviously false, company livery. It is otherwise similar to a normal face
powdered horsehair wigs most often worn by nobility of paint kit.
some nations, to straw comic or fright wigs, to carefully Using a war paint kit grants the wearer a +1
arranged wigs made of real hair in a variety of colors and circumstance bonus to Intimidate for the duration.
styles. They are a valuable tool for performers, thieves, Map-Making Kit: The map-making kit comes
imposters, assassins, nobility, government officials and in a small wooden box that easily fits on a person’s
the vain. The price varies with the quality and size lap. The lid is hinged and inside the box are stowed
of the wig.

28
15 sheets of parchment, a metal pen with five spare Comments from Luven
nibs, five quill pens, three lead styluses, five vials of ink I have to admit that Arissa knows a lot more about
in various colors, a drafting compass, a protractor and a the musical instruments than I do, so I may have to
straightedge or square. call her over from the inn if you ask questions that I
Pyrographic Kit: Wood, leather, or certain other can’t answer. Feel free to give any instument you’re
materials can be decorated by the use of a fine flame interested in a test play – there’s no point in buying
or heated tools. Pyrographic maps are common, as well an instrument if you don’t know if it’s the right one
as decorative pieces of art, furniture, leather goods, for you. I have single-use reeds available for trying
etc. Pyrography can be considered a Craft skill of its the instruments out, and I thoroughly clean all the
own, but anyone with wood- or leather working would wind instruments after each person tests them. The
also have skill in pyrography. A Pyrographic kit costs string instruments get wiped down thoroughly as
roughly the same as a leatherworking tool kit. well, and if the strings are looking grimy or worn
from lots of test playing, I’ll replace them. You never
MUSICAL INSTRUMENTS have to worry that you’re buying a dirty instrument
Any of the musical instruments below can be crafted here!
to masterwork quality. A masterwork instrument adds Luven Lightfinger
95 gp to the base cost, but the performer receives a
+2 bonus to the appropriate Perform skill check.
Aulos: The aulos is a unique woodwind instrument Cittern: The cittern may be a “missing link” between
that consists of two flute-like instruments with four the qitara and the lute. They are lute-shaped, but with
fingerholes each, though the holes are drilled differently the flat back of the qitara, and generally tuned like a
on each. The two pipes are joined near one end. The lute. The flat-backed body gives the cittern a sound very
musician holds one in each hand and plays both at the different from lute, however.
same time. Only the most skilled musicians can master Clappers: Clappers are a percussion instrument
an aulos and is considered an instrument of professional consisting of a pair of curved wooden or horn pieces.
musicians. Anyone attempting to play an aulos must The clappers are held in one hand with a finger or two
have at least 2 ranks in Perform (wind); anything less between them and played by moving the hand back
results in an automatic failure. and forth, or slapping the hand against the leg or chest.
Bagpipe: A bagpipe consists of a leather bag, a The movement causes the two pieces to slap together,
chanter with seven fingerholes, a mouthpipe and one, producing a loud clapping sound.
two or three drone pipes (depending on the culture that Crumhorn: A crumhorn is a long, large wooden
made the pipe). wind instrument. The reed is protected by a wooden
Bells: Bells come in a variety of sizes and shapes and cap, and the end of the horn turns upward in a sweeping
are made from a variety of materials, most commonly curve.
brass, copper or ceramic. Bells sometimes have simple Dulcian: The dulcian is a large wooden instrument
loop handles and the musician holds them by the with some brasswork. It is about two to three feet
fingertips, while others have wooden or glass handles. long and as large around as a man’s arm. It is played
Bladderpipe: The bladderpipe is an ancient pipe by blowing through a mouthpiece pipe which is a thin
slowly falling out of use, but retains some popularity brass tube. The dulcian produces deep bass tones.
in the countryside. It consists of a large wooden pipe Dulcimer: A dulcimer is a small stringed instrument
topped with an animal’s bladder (usually sheep or goat). played by striking the strings with tiny wooden or
A smaller mouthpiece pipe projects from the bladder at brass hammers. The dulcimer is usually set on a table
a 90° angle. The bladderpipe is a loud instrument, but or the player’s lap to play, but some models include a
not as loud as the bagpipe. neckstrap so the player can stand.
Bodhran: The bodhran is a type of hand drum that Drum: Drums come in a variety of shapes and
has a unique drumstick. The drumstick is short, with sizes, usually with a wooden or metal body covered by
heads on both ends, held in one hand and played so parchment. Small hand drums are held in one hand and
that each head strikes the drumhead in an alternating played with the other, while larger drums are equipped
rhythm. This gives the bodhran a unique sound most with a sling so the drummer can walk or stand while
other drums cannot achieve. playing. These larger drums can be played by striking
Castanets: Castanets are a small, palm-sized the head with the hands or a wooden drumstick.
version of the larger clappers. Castanets are carved Dwarven Stone Drum: The dwarven stone
from hardwood and joined by a string, and a musician drum is a large instrument, not easily portable. It is a
usually holds a pair in each hand. Each pair makes a large hollow stone tube, about 3 feet long and 1 foot in
slightly different pitch when played. Dancers often play diameter, open on both ends. The drum is carved in
castanets as they dance. such a way that the thickness varies, so that as

29
the musician strikes the outside with thick wooden Gemshorn: The gemshorn is an ancient instrument
drumsticks, a variety of deep notes are produced. The that has largely fallen out of use by most cultures, but is
outside of the drums are usually carved with various still common in the less civilized areas of the world. It
scenes of dwarven celebrations. is made by drilling seven fingerholes and a mouthpiece
Elven Shawm: The elven shawm is a variant on in the horn of an ox, ram or similar animal, then
the more standard shawm (the elves say theirs is the stoppering the large end. It produces a soft, sweet note.
original version) that produces a milder, softer tone Halfling Tri-Flute: The halfling tri-flute may be a
than the standard shawm. In appearance, the elven variant or descendant of the aulos or pan-pipe, or it may
shawm is similar, but instead of bell-shaped opening be a unique creation altogether. It consists of three short
there is a bulge in the center of the instrument. wooden flutes, each of varying lengths, connected with
Fiddle: The fiddle is a step between the more leather bands. There are four fingerholes on the longest
primitive rebec and the sophisticated viol. It is played pipe, three on the shortest and none on the middle pipe.
with a bow and held under the chin as the musician sits, A single mouthpiece connects all three pipes.
stands or walks. Some musicians play the fiddle in the Harp: The harp is another ancient instrument, but
rural style of the rebec, while others prefer the more this one maintains a place of popularity with musicians
refined style common to the viol. worldwide. The harp is a stringed instrument that
Finger Cymbals: Finger cymbals are a pair of tiny is often played with great improvisation by a good
brass or copper discs that are usually played by attaching musician. Harps come in a variety of sizes, from small
one to a thumb and the other to the forefinger, but are handheld versions to very large standing versions that
occasionally held one in each hand. Finger cymbals are played by a seated musician.
usually accompany dance music, and are sometimes Harpsichord: The harpsichord is a large stringed
worn by the dancers themselves. keyboard instrument contained within a large wooden
Flute: The flute is the most common wind box on legs. The player sits on a stool or bench in front of
instrument, and one of the oldest. It is a simple wooden the harpsichord and plays by pressing ivory or wooden
tube with multiple fingerholes (different cultures use a keys. Striking the keys causes a quill plectrum to pluck
different number of fingerholes). the internal strings. Harpsichords are large and heavy,
and not easily portable.

30
Hurdy-Gurdy: A hurdy-gurdy is an unusual Lute: The lute is a popular stringed instrument and
stringed instrument that uses a wheel-crank and keys to possibly the most well-known and common of such
produce sound. It is a small, long box that rests on the instruments. Lutes can have up to 15 strings, and the
player’s lap or knees and is played by turning the crank tuning keys are set at a right angle to the rest of the lute’s
and pressing the keys. It is a very popular instrument neck. Lutes have a tendency to go out of tune quickly.
for performing dance music. Some hurdy-gurdies are so Lyre: The lyre is an ancient string instrument that
large as to require two players – one to turn the crank may be a predecessor to the harp or the lute. It has a
and one to press the keys. box made of wood or a turtle’s shell, two long wooden
A hurdy-gurdy is so difficult to master that only a arms and a wooden crosspiece connecting the arms.
musician with at least two ranks in Perform (strings) Strings run from the box to the crosspiece. It is played
can successfully play one. Anyone with fewer ranks by plucking the strings with one’s fingers.
automatically fails. This requirement also applies the Lysard: A lysard is an odd wind instrument shaped
larger hurdy-gurdies that require two players – both something like a squashed “S”. Rather than being
must have at least two ranks in Perform (strings). round, the pipe is octagonal, which aids the player in
Gnomish Auto-Gurdy: The gnomish auto-gurdy covering the fingerholes.
is a gnome “improvement” upon the hurdy-gurdy. It Mandolin: The mandolin is a more recent
is mechanical in nature and only needs to be wound improvement on the age old lute. It is generally smaller
to produce music, with gears and levers automatically than a lute, with fewer strings, but is played in a
turning the crank and pushing the keys. Each auto- somewhat similar style. The mandolin is tuned similar
gurdy can be preset with up to five different tunes, and to a fiddle, rather than a lute, however.
one does not have to be proficient in the instrument in Mouth Harp: The mouth harp is thought to be one
order to wind the key and start it playing. of the world’s oldest musical instruments and many
Kortholt: This short, thick wind instrument different cultures have variations on the instrument
produces a soft, low buzzing sound as it is played. The (and variant names). It is technically a percussion
musician blows through into the mouthpiece and over a instrument. The mouth harp is usually made of brass,
protected reed to play the instrument. bronze or copper with a very thin piece of the same

31
metal, or sometimes bamboo, as a tongue. The rank each in Perform (wind) and Perform (percussion),
instrument is placed against the open lips and the otherwise the attempt automatically fails. The musician
tongue is plucked to produce music. Mouth harps are can choose which Perform skill to use when playing a
very popular among halflings and gnomes. pipe and tabor.
Organetto: An organetto is a small, surprisingly Psaltery: A psaltery is a form of hand-held harp,
light, portable organ. It has a neck strap so the musician played by plucking strings across the wooden body of the
can walk or stand while playing. It is played by using instrument. Some cultures build square or trapezoidal
one hand to pump a goat- or sheep-skin bellows on the shaped psalteries, while others construct triangular or
back of the instrument and pressing button-like keys wing-shaped versions.
with the other hand. Qitara: The qitara is a hand-held stringed
Pan-pipe: Also known as the pan-flute, this wind instrument, somewhat similar to a lute but with a
instrument consists of five or more wooden tubes differently shaped body and fewer strings (usually four
side-by-side, played by blowing in different tubes and to six strings). It is quickly becoming popular with
fingering the holes. Each tube is of a different length, traveling bards and musicians.
giving the pan-pipe a lop-sided appearance. Rattle: A most ancient type of percussion instrument,
Pipe and Tabor: The pipe and tabor is an unusual the rattle usually consists of a wooden handle connected
combination instrument that consists of a simple wind to a hollow box made of wood, rawhide or turtle shell.
instrument and a small drum. The pipe has but three The small box is filled with pebbles, beads, seeds or
fingerholes, near the end of the instrument where it beans so that a rattling sound is produced when the
is held. The player holds the pipe with one hand and instrument is shaken. Many civilized cultures no longer
attaches the tabor to the arm holding the pipe with a view the rattle as a musical instrument, but instead see
leather or cloth strap. The tabor is then played with the it as a baby’s toy.
other hand by striking the head with a wooden drumstick. Rebec: The rebec is a small stringed instrument
The player needs proficiency in both percussion and played with a bow. It is carved from a single piece of
wind instruments to play this instrument. wood and is usually pear-shaped. Rebecs usually have
Due to nature of the pipe and tabor, any musician three strings that are tuned with keys. Rebecs are more
attempting to play one must have at least one popular in the countryside than in cities.

32
Recorder: A recorder is an ancient form of flute Comments from Luven
that survives in a variety of sizes and types today. Some If you’re interested in the fire drake, I have to warn
recorders are small enough to fit entirely within the you of two things. First, I never have more than one
hand of a large human, while others require two hands in stock at a time. I can special-order a second one,
and a neck strap to hold. but it’ll be a while before it gets here. Second, you
Serpent: The serpent is an odd-looking but and I are going to have to have a long talk about
pleasant-sounding wind instrument. It gets its name what you plan to do with it, and I may call in a
from the multi-curving main part of the horn, which priest or witch to make sure you’re telling the truth.
consists of several pieces of wood shaped and glued This is a powerful siege weapon, and they can be a
together, then wrapped with leather. The mouth tube tremendous help in a big battle, or in defending one’s
is made of brass. ground. But you have to understand, I’ve seen fire
Shawm: A shawm is a wind instrument with an drakes used in bad ways as often as good, so I can’t
open reed and a bell-shaped opening. It produces a sell them in good conscience if I don’t know your
loud, vibrant tone and is used equally in dance music intentions. That is my shop policy, and even kings
and military marches. have to adhere to it.
Shofar: The shofar is a simple wind instrument that Luven Lightfinger
is an improvement on the non-musical blowing horn,
but not as sophisticated as the gemshorn. It is primarily
used in martial music and religious ceremonies.
Sistrum: The sistrum is a brass or bronze percussion of sizes and are usually played while sitting, with the
instrument that consists of a handle attached to a “U”- instrument held between the player’s legs.
shaped frame. Slender metal crosspieces are set in the Woodwind Reed: Reeds are thin strips of cane
frame, sometimes with tiny rings or loops attached. or bamboo attached to the mouthpiece of some wind
When shaken or twirled, the sistrum makes a staccato instruments (hence the term “woodwind”). The
buzzing or clanking sound (depending on the size of the vibration of the reed when the musician blows into
instrument). While used in secular music, sistrums are the instrument is what produces the sound. Each wind
more commonly associated with certain religions. instrument that requires a reed comes with one reed
String Set: Depending on the type of instrument, upon purchase. Additional reeds may be purchased at a
strings can be made of steel, steel wrapped in bronze or price of 1/10 the cost of the instrument. The price varies
copper, silk, or even sheepgut. Each string instrument according to the instrument, as some require a more
purchased comes with one complete set of strings. complex reed than others. A GM may rule that a roll
Additional sets of strings may be purchased at the price of a 1 on a Perform (wind) check results in a split reed,
of ¼ the cost of the instrument. The price varies due to and the instrument cannot be played again until a new
the differing numbers and lengths of strings unique to reed is acquired.
each type of instrument, as well as the material. A GM Zink: A zink is a woodwind instrument that features
may rule that a roll of a 1 on a Perform (strings) check a cupped mouthpiece and a long, left- or right-curving
results in a broken string or strings, and the instrument horn. The horn is usually of wood, though some are
cannot be played again until new strings are acquired made from actual ox horns. The instrument features
and installed. seven fingerholes. It produces a sweet sound that is
Tambourine: The tambourine is a type of wooden often compared to voices singing.
hand drum. It is covered with parchment on one side
of a wooden hoop and small metal discs or bells hang
loosely around the frame. Tambourines are common in
ALCHEMICAL ITEMS
many cultures and usually accompany dance music, but
Fire Drake: A fire drake is a constructed device of
in some cultures are used in funeral processions.
bronze, leather, and steel, with a series of tubes with a
Transverse Flute: Also sometimes called a cross
manual pump, and a nozzle shaped like the head of a fire-
flute, the transverse flute is a wind instrument that is
breathing dragon. Inside the fire drake is a reservoir of
held across the body rather than down from the body.
a special variety of alchemists’ fire known as “dragons’
The musician blows into an opening on one end and
milk” (due to its whitish color, thick consistency, and
fingers the seven holes to produce a pleasant tone.
extreme volatility). Dragons’ milk used outside of a fire
Trumpet: A trumpet is a large brass, silver or copper
drake functions as alchemists’ fire that burns for one
wind instrument without finger holes. It is usually used
extra round.
to signal troops in battle or to announce arrivals.
The fire drake user pumps a bellows, which
Viol: The viol is an evolution of the rebec, and is
pressurizes the air inside the tubes, then squeezes a
far more popular among the wealthy merchants and
valve near the nozzle. A stream of the flammable
the nobility than the rustic rebec. Viols are stringed
chemical is then sprayed forward, igniting on
instruments played with a bow. They come in a variety

33
move and position a fire drake, taking a single
full-round action for each character for every
five feet the contraption is moved. After
being moved into position, the fire drake’s
wheels must be locked and folding braces
must be lowered before the drake is
used again – the dragons’ milk comes
out of the fire drake with such
force that if the contraption is not
braced the fire drake user must
make a DC 25 Strength check to
avoid being thrown back. If this
happens, the fire drake will tip
over and explode (see above for
results of catastrophic failure).
Gnomish Sleep Gas:
Gnomish sleep gas is an
alchemical substance held
in a gaseous state within a glass
or ceramic flask. When the flask is
broken the gas escapes and quickly fills a
10 foot x 10 foot space. Any living creature
contact with the air. The dragon’s milk is sticky and within the area of effect must make a DC 13 Will save
must be extinguished with magic or by smothering – or fall asleep for 2d3 minutes. Because it is alchemical
water will not put the flame out. Dragons’ milk burns in nature, the gas affects creatures with an immunity or
for 3d4 rounds unless extinguished. resistance to magical sleep effects. The gas dissipates
The fire drake only has a range of 15 feet, but it quickly, and is gone 1 round after it is released.
affects all targets in a 15-foot line, delivering 2d6 fire Hunwen’s Insect Repellent: This concoction
damage, and another 1d8 fire damage each round is an alchemical/herbal mix of incenses and powders,
the dragons’ milk continues to burn. Affected targets mixed with a pleasant-smelling lotion. It is guaranteed
receive a Reflex save (DC equal to the fire drake users to repel fleas, ticks, and other small nuisance insects. It
ranged touch attack) for half damage. The fire drake has little effect against giant vermin or magical swarms,
user makes a ranged touch attack when using the but makes traversing the wild much less problematic
contraption. Rolling a natural 1 on the attempt results in for adventurers.
catastrophic failure of the device, causing it to explode. If the lotion is rubbed onto exposed skin, normal
The explosion deals 6d6 fire damage and 4d6 piercing insects will not bother the character for 2d3 hours.
damage (from shrapnel) to all within a 15-foot radius Magical swarms (such as those summoned via the
(DC 15 Reflex ½). summon swarm spell) are not bothered by the repellent.
The fire drake reservoir holds only enough dragons’ Giant vermin suffer a -4 penalty to their initiative but
milk for five blasts. Once the reservoir is empty, it are otherwise unaffected by the repellent.
requires 3 full-round actions for one character or 2 full- One jar has enough repellent for 5 applications.
round actions for two characters to refill it. All characters Incense, Calming: Calming incense is an
attempting to refill the reservoir must make a DC 10 alchemical incense that calms the emotions of everyone
Dexterity check. Failing the check results in spillage of breathing the sweet-scented smoke. Smoke from
the dragons’ milk, which delivers 2d6 fire damage to all calming incense fills a 10 foot x 10 foot radius around the
characters in a 5-foot radius (the character(s) doing the incense burner and anyone entering the area of effect
refilling take full damage, but other characters nearby must make a DC 11 Will save or fall under the influence
can make a DC 10 Reflex save for half. of the incense. The smoke renders all creatures that fail
The wounds this device produces are so terrible their save calm, leaving them with no immediate desire
that many good aligned characters, nations and to harm anyone or anything. This does not change
organizations refuse to use it against living creatures a person’s beliefs or opinions, but simply calms their
(though many will use them against undead). The fire emotions as long as they remain within the area of
drake is, however, an excellent counter-siege weapon. effect (plus 1 round after exiting the smoke). The smoke
A fire drake has two wooden or metal wheels on will instantly bring a raging barbarian out of their rage,
an axle in the front to aid in moving the contraption. as well as calming raging animals such as badgers and
It requires a minimum of two Medium characters to boars. Calming incense burns for 1d3 x 6 minutes.

34
Incense, Concentration: Concentration incense are more common. Outside of the areas where specific
is a special alchemical incense that clears the mind, stones are common, unless one has skill in gemcutting
allowing those affected to better focus on a task. Smoke and adequate tools, one must seek a professional
from concentration incense fills a 5 ft. x 5 ft. radius area jeweler to sell the uncut stones to. However, the uncut
around the burner. Anyone within the area of effect stones can be appraised as to an approximate worth
receives a +2 alchemical bonus to any Knowledge check (+5 to the DC to an Appraise check) and can be readily
or to any skill, feat or action that requires concentration used as a magical or alchemical component.
(including Concentration checks for spells). The skill, Uncut stones are worth ¼ the value of the cut stone
feat or action must be performed within the area of in areas where those types of stones are common, or
effect; leaving the area of effect before performing the worth 1/3 the value of the cut stone elsewhere. A DC 15
skill, feat or action does not grant a bonus. Concentration Craft (gemcutting) check turns the uncut gemstone into
incense burns for 1d4 + 2 hours. a valuable jewel. Failing the check results in a flawed
Incense, Healing: Healing incense is a special gemstone worth ½ the normal value (failing with a
alchemical incense that aids in healing the wounded. natural 1 results in a worthless stone). A professional
Smoke from healing incense fills a 10 foot x 10 foot jeweler will usually charge the value of the uncut stone
radius around the incense burner. Anyone within the for cutting it.
area of effect recovers 1 extra hit point per character Uncut gemstones are easier to fence on the black
level for a full night’s rest. Anyone attempting a Healing market, as they are quickly and easily cut, which makes
skill check receives a +2 alchemical bonus to the check. them harder for authorities to trace. An uncut gemstone
Healing incense burns for 7 or 8 hours. always brings 1/3 the normal value on the black market,
Incense, Restful: Restful incense is a special regardless of whether that type of stone is common in
alchemical incense that acts as a sleep aid. Smoke from the area or not. Rogues (or others with such tendencies)
restful incense fills a 10 foot x 10 foot area around the need only a DC 15 Knowledge (Local) check to find a
burner. All within the area of effect can get the effects fence willing to accept uncut stones.
of a full 8 hours sleep in only 6 hours. The incense Gold Bricks: Gold bricks are cast molten gold,
smoke also protects those affected from being affected often imprinted with a symbol of their nation of
by the nightmare spell (or similar spells). Anyone origin, a merchant’s guild or caravan company, or the
suffering from exhaustion can breathe the smoke to goldsmith’s guild. Each brick is roughly 10 pounds,
instantly improve to being fatigued. Anyone fatigued with a worth of 500 gp. While precious just in terms of
who breathes the restful incense smoke for 4 hours metal, gold bricks of antique age or from distant lands
recovers from the fatigue. Restful incense burns for might have increased value to certain markets, up to an
1d4 + 3 hours. additional 50% (at the GM’s discretion). A treasure ship
No Glint: No glint is an alchemical mixture, black as may carry hundreds of gold bricks in its cargo hold. On
darkest caverns below the ground, which can be applied occasion, nations, nobles, wealthy merchants or guilds
to metallic weapons or armor. A jar of no glint can cover may pay for high value transactions with one or more
1 suit of armor, 2 large steel shields or two-handed gold bricks.
weapons, 3 small steel shields or one-handed weapons Silver Ingots: Large heavy slabs of pure silver,
or four light weapons (all of Medium size – adjust silver ingots are used for transporting large amounts of
accordingly for equipment sized for a small or larger silver in an efficient manner. A typical ingot is a large,
character). Applying no glint takes 2 minutes for a suit loaf-shaped lump of silver weighing close to 80 pounds,
of armor, 1 minute for a large steel shield or two-handed giving it a value of roughly 400 gp. Treasure ships
weapon, or 2 full round actions for everything else. will potentially carry dozens of these along with every
When applied, no glint prevents the steel of the precious cargo. A mule can carry two ingots without
armor, shield or weapon from reflecting light, granting difficulty or haul a cart carrying a dozen. As with gold
a +1 circumstance bonus to Stealth checks when hiding. bricks, silver ingots are sometimes used as payment on
No glint dries quickly in the air, and begins to turn to a high value transactions.
powder and fall off in 2d3 minutes. Specie: Gold dust, pure raw silver, electrum (a
natural alloy of gold and silver), platinum-bearing rocks,
and other precious commodities in their unprocessed
TRADE GOODS form are referred to as specie. Generally easy to identify
but often somewhat difficult to transport, specie will
Gemstones, Uncut: Raw, uncut and unpolished usually only garner 2/3 its worth in processed metals
gemstones found in alluvial soil or in underground due to the expense of refining the material. Specie is
deposits are sometimes used as a trade good. While the often found in the hordes of certain monsters and in
uncut gemstones may be quite valuable they are usually subterranean environments. Heavily guarded caravans
not readily exchanged for goods except in places where often transport specie from the mining regions to
specific types of gemstones (diamonds, sapphires, etc.) refineries dozens or even hundreds of miles away.

35
Chapter 3 - Home and Hearth

W 
hat’s in the home and hearth section? A little room, or as an extra layer of warmth over your nightshirt
bit of everything, really. I have just about before turning in for the night. Available in soft cotton
every type of clothing and shoes you could or silk.
possibly want – work clothes, sleep clothes, party Belts: Luven stocks a wide assortment of belts,
clothes – and I even have a jewelry case if you need both practical and decorative. For holding up pants
some new adornments. If you want to make your own and carrying pouches, you can choose from simple
clothing, or at least be able to repair what you already canvas or tooled leather belts. If you’ve lost your sword
have, I have all the supplies for that, too. Iron rations? belt or baldric (an over-the-shoulder sword belt, for
Of course I have iron rations, but I’m not sure you’ll carrying your blade on your back), you can select a
ever want plain iron rations again after seeing my replacement of excellent quality. For the handyman, the
wide selection of foods, spices, and beverages. I have multi-pocketed carpenter’s belt is the perfect way to
all the writing and art supplies that any bard, scholar, carry tools; the sturdy steel hooks on a farmer’s belt hold
or mapmaker could possibly need. The toys and games sacks or bags for harvesting vegetables and fruits. For
over there are some of my most popular items – I the ladies, Luven stocks fine silken girdles, decorated
assure you, they’re not just for the little ones! And then with embroidery and glass seed beads, to accentuate the
I have all the “other stuff” that you never realized you waist and hips. All belts come with buckles for easy size
just can’t live without. adjustment.
Luven Lightfinger

A 
large portion of Luven’s shop is devoted to items Do you have this in my size, in
he categorizes as for “the home and the hearth”. green?
While some would interpret that nomenclature Luven does his best to keep the clothing and shoe
to strictly mean a house and a fireplace, Luven knows section of his shop well stocked with a wide range of
that for many adventurers, the road is their home, and sizes and colors. The standard colors he stocks for
the campfire is their warm and cozy hearth. Few of the cloth items are white/off-white, gray, brown, black,
home and hearth items are truly essential adventuring red, blue, green, yellow, ocher, indigo, and purple;
gear, but all of them can make an adventurer’s life more leather items are available in tan, dark brown, and
comfortable, more pleasant, or flat-out easier. black. There is a 75% chance that he has any given
item in the color and size you want. If he doesn’t have
what you need in stock, you have a couple of options.
CLOTHING AND You can simply wait about one week (GMs, roll
MATERIALS 1d4+5 days) and the item will be in stock at no
additional charge to you. If you don’t have time to wait,
roll percentile dice again – there is a 90% chance that
CLOTHING AND SHOES there is a clothing item in stock that can be altered or
Luven stocks a wide variety of clothing and shoes (listed
dyed to suit your needs (note that shoes can be dyed,
in Table 3-1), suitable for any climate, terrain, or social
but not altered). Luven will alter an existing item in
situation. Where many general stores and adventuring
stock to meet your specifications within 24 hours, at
shops sell “outfits” of clothing, Luven always preferred
an additional fee of 10% of the original sale price, or
being able to buy individual pieces when he was
dye an existing stock item for the cost of the dye plus
adventuring, and that’s how he runs his shop today.
1 sp (see the price list for fabric dyes in the “materials”
Luven provides a changing room for trying on clothing
section of this chapter). In the case that an item must
and shoes before purchase. Unless stated otherwise, all
be completely custom-made for you on short notice,
items are available for both women and men.
the additional fee is 50% of the original sale price, as
Apron: When you need to protect your clothes from
Luven will have to make arrangements for a tailor,
dirty work – be it cooking, cleaning, blacksmithing, or
seamstress, or cobbler to make the items for you.
skinning a deer – an apron is the perfect choice. Luven
Luven also provides mending, alteration, and
stocks both lightweight linen aprons for household
dyeing services for your existing clothing. Mending
work and heavy leather aprons to protect oneself from
includes replacing lost buttons and repairing small
sharp tools and the heat of the forge.
holes or tears, and costs 1 sp per item (though Luven
Bathrobe: This long, open-front garment ties shut
reserves the right to charge more for badly damaged
with a sash. While not especially practical for the trail,
clothing). Alteration and dyeing costs are the same as
a bathrobe is a wonderful luxury when staying in an
if the clothing item was from the shop’s stock.
inn – it’s very handy for wearing to the bathing

36
Bodice: Though sometimes confused with a corset, Mining boots, with their protective steel toes and
a bodice is a piece of women’s clothing designed to be plating in the shin portion of the boot, are excellent for
worn over the top of a chemise. It is similar to a vest in dangerous work or terrain. Dwarves are especially fond
its construction, and is closed by laces in the front. The of them and find the boots’ weight insignificant, but any
bodices Luven stocks are not boned. Available in several other creature wearing the heavy footwear has their
different fabrics for everyday wear or dressing up. base speed reduced by 5 feet. Thigh-high waders, made
Bodysuit: A favorite of rogues and other folks who from oiled and pitch-sealed leather, make fishing and
need to move silently and unseen, this sleek, form- other water activities much more comfortable. Finally,
fitting garment is made of pitch black silk (no other a new fashion boot for ladies has been increasing in
colors available). Wearing a silk bodysuit with no other popularity – boots with a high spiked heel. Though
clothing (except for belts, pouches, etc.) gives the wearer their comfort is questionable, the raised heels give the
a +2 circumstance bonus to Stealth checks in conditions legs and rear a lovely silhouette. Spike heel boots are
dark enough to grant at least 50% concealment. The available in high and low (just above the ankle) styles.
bodysuit can also be worn under other clothing to Bustle: The bustle is a new fashion accessory for
provide an extra layer or warmth, but with no bonus to women. This metal and cotton frame is fastened around
Stealth. the waist under a skirt or dress, to make the rear and
Boots: The most popular footwear for adventurers, hips appear fuller.
Luven keeps many different types of boots in supply at Cape: These loose sleeveless outer garments can add
all times. All styles have a dagger sheath in each boot. a perfect finishing touch to an outfit, as well as keep you
High boots come up to the knee (with a wide turn-down warm. Half-capes are fingertip length, while the hem of
cuff), while low boots only come up to mid-calf; both a full cape falls between the knee and ankle. All capes
high and low boots are available in soft tanned leather, come with a simple clasp, and are available in wool,
hardened boiled leather, or pelt (rabbit or sheepskin) silk, brocade, and rabbit fur (other furs are available, at
with firm supportive soles. Riding boots are especially higher prices – see the price list for pelts in the
stiff, with firm heels that hook securely into stirrups. “materials” section of this chapter).

37
TABLE 3-1: CLOTHING AND SHOES
Item Cost Weight Item Cost Weight
Underclothes & Nightclothes Pants
Bathrobe Cotton or Linen 12 sp 1 lb.
Cotton 2 gp 2 lbs. Leather 5 gp 2 lbs.
Silk 6 gp 1 lb. Silk 12 gp ½ lb.
Bodysuit 30 gp 2 lbs. Wool 12 sp 1 ½ lbs.
Bustle 10 gp 5 lbs. Shirt
Corset Cotton or Linen 9 sp ½ lb.
Cotton or Linen 15 gp 4 lbs. Silk 7 gp —
Silk 30 gp 3 lbs. Skirt
Fullcloth 4 gp 4 lbs. Brocade 22 gp 2 lbs.
Garters 2 gp — Cotton or Linen 15 sp 1 ½ lbs.
Hose Leather 7 gp 3 lbs.
Linen 1 gp — Silk 14 gp ½ lbs.
Silk 10 gp — Wool 2 gp
Velvet 5 gp ½ lb. Riding +2gp
Wool 1 gp ½ lb. Tunic
Loincloth Cotton or Linen 1 gp 1 lb.
Cotton or Linen 3 sp — Leather 4 gp 1 ½ lbs.
Leather 5 sp — Silk 8 gp ½ lb.
Silk 1 gp — Wool 15 sp 1 lb.
Nightshirt Vest
Flannel 2 gp 1 lb. Brocade 12 gp 1 lb.
Silk 10 gp — Cotton or Linen 1 gp ½ lb.
Money Belt 4 gp — Leather 4 gp 1 lb.
Stockings 4 sp/pair — Silk 8 gp —
Velvet 4 gp ½ lb.
Overclothes Wool 15 sp 1 lb.
Bodice
Cotton or Linen 5 sp ½ lb. Outerclothes
Brocade 7 gp 1 lb. Apron
Leather 1 gp 1 lb. Leather 1 gp 2 lbs.
Silk 4 gp — Linen 7 sp ½ lb.
Chemise Belt
Cotton or Linen 8 sp — Baldric 2 gp ½ lb.
Silk 7 gp — Canvas 7 sp —
Dress Carpenter’s 3 gp 1 lb.
Everyday 2 gp 4 lbs. Farmer’s 2 gp 1 lb.
Fancy 20 gp 8 lbs. Girdle 6 gp —
Formal 75 gp 10 lbs. Leather 1 gp —
Leggings Sword 2 gp ½ lb.
Silk 15 gp — Cape, Full
Velvet 12 gp 1 lb. Brocade 23 gp 2 lbs.
Fur 20 gp+ 4 lbs.

38
Item Cost Weight Item Cost Weight
Cape, Full, continued Hats/Hoods, continued
Silk 15 gp 1 lb. Stocking 5 sp —
Wool 15 sp 3 lbs. Top
Cape, Half Felt 5 gp ½ lb.
Brocade 12 gp 1 lb. Silk 12 gp ½ lb.
Fur 10 gp+ 2 lbs. Turban 2 sp ½ 1b.
Silk 7 gp ½ lb. Jacket
Wool 7 sp 1 lb. Brocade 15 gp 3 lbs.
Capote Cotton or Linen 12 sp 2 lbs.
Double Wool 10 gp 4 lbs. Leather 5 gp 3 lbs.
Fur—Lined 50 gp+ 7 lbs. Silk 12 gp 1 lb.
Cloak Velvet 5 gp 2 lbs.
Cotton or Wool 2 gp Wool 2 gp 2 lbs.
Fur 25 gp+ Jerkin
Cravat Brocade 13 gp 2 lbs.
Cotton or Linen 1 sp — Cotton or Linen 12 sp 1 lb.
Silk 1 gp — Leather 4 gp 2 lbs.
Face Veil 1 gp — Silk 10 gp ½ lb.
Frock Coat Velvet 4 gp 1 lb.
Brocade 35 gp 4 lbs. Wool 18 sp 1 lb.
Silk 20 gp 1 lb. Mittens
Velvet 10 gp 2 lbs. Knit 8 sp —
Wool 2 gp 2 lbs. Sheepskin 1 gp —
Gloves Glittens +5 sp
Cotton 5 sp — Muffler 1 gp ½ lb.
Fur—Lined 4 gp — Purse 7 gp ½ lb.
Ladies’ Formal 10 gp — Robe
Leather 1 gp — Brocade 35 gp 5 lbs.
Silk 6 gp — Cotton or Linen 3 gp 3 lbs.
Hand Muff 2 gp+ ½ lb. Silk 20 gp 1 lb.
Handkerchiefs Velvet 8 gp 3 lbs.
Cotton 5 cp — Wool 4 gp 4 lbs.
Silk 5 sp — Sash
Hats/Hoods Cotton 1 sp —
Bonnet/Cap Silk 1 gp —
Cotton or Linen 8 cp — Woven Wool 2 sp —
Wool 1 sp — Scarf
Brimmed Cotton 1 sp —
Felt 2 gp — Silk 1 gp —
Leather 3 gp ½ lb. Shortgown
Straw 8 sp — Brocade 15 gp 3 lbs.
Fur 6 gp+ 1 lb. Cotton or Linen 12 sp 2 lbs.
Hood 2 sp ½ lb. Silk 12 gp 1 lb.

39
Item Cost Weight Chemise: These long-sleeved simple pull-over tops
can be worn as either undershirts or primary garments.
Shortgown, continued
Chemises are loose-fitting and comfortable, with no
Velvet 5 gp 2 lbs. adornments (except a bit of lacing at the neckline) or
Wool 2 gp 2 lbs. decoration. Fabric choices are cotton, linen, and silk.
Suspenders 1 sp — Cloak: Cloaks are similar to capes, but what Luven
calls a cloak is always mid-calf length, and has a hood –
Tabard 5 sp ½ lb.
cloaks are more for protection from the elements than
Toga for fashion. All cloaks come with a simple clasp, and are
Linen 2 gp 3 lbs. available in cotton, wool, and rabbit fur (other furs are
Silk 20 gp 2 lbs. available, at higher prices – see the price list for pelts in
Wool 2 gp 4 lbs. the “materials” section of this chapter).
Corset: This boned woman’s undergarment is worn
Footwear
to support the torso and back, and also to accentuate
Boots the bust. Corsets lace in the back, and can be worn
High loosely, or pulled tightly to cinch in the waist. Anyone
Hard 3 gp 2 lbs. wearing a tightly cinched corset suffers a -4 penalty to
Swim checks made to resist non-lethal damage from
Pelt 4 gp 1 lb.
exhaustion, Constitution checks made to hold your
Soft 1 gp 1 lb. breath, and Fortitude saves made to resist damage from
Low suffocation. Anyone attempting to run for 2 or more
Hard 2 gp 1 lb. consecutive rounds while wearing a tightly cinched
corset automatically becomes fatigued. Available in
Pelt 3 gp ½ lb.
cotton or linen for everyday wear, or silk with lace trim
Soft 15 sp ½ lb. for special occasions.
Mining 30 gp 10 lbs. Cravat: This simple triangular strip of cloth dresses
Riding 7 gp 2 lbs. up a collared shirt when tied decoratively around the
Spike Heel
neck. While silk is a must for formal affairs, cotton and
linen cravats look just as nice for daily wear.
High 20 gp 1 ½ lbs. Dress: While dresses are hardly practical for
Low 15 gp 1 lb. adventuring, most women still find they need to wear
Waders 10 gp 4 lbs. one at least once in a while. Luven stocks practical
Shoes dresses for everyday wear (made of cotton, linen, wool,
or blends), fancy dresses made of silk or velvet with a
Brogans 2 gp 2 lbs.
bit of embroidery and/or lace trim, and formal gowns
Dancing 30 gp ½ lb. of silk, brocade, or velvet that are often heavily adorned.
Moccasins 2 gp — Face Veil: This small piece of silk or tightly-
Sandals 15 sp — woven linen or cotton covers the lower half of the face,
including the nose and mouth. Veils are necessary gear
Silk 15 gp —
for sandy deserts. In some cultures, women wear the
Slippers veil to hide their face, whether by social custom or as an
Quilted Silk 10 gp — enticement.
Quilted Wool 1 gp — Frock Coat: The knee-length button-down frock
coat is the height of men’s formal fashion. Traditionally,
Sheepskin 2 gp —
frock coats are fitted, though cut with a comfortable
Snowshoes 15 gp 5 lbs. amount of ease and a vent at the back of the “skirt” so
walking and sitting are not hindered. Younger men,
Capote: For extreme winter weather conditions, a especially swashbuckler types, seem to prefer an even
capote is your best bet for keeping warm and dry. This tighter fitting frock coat. A few women have begun to
thick knee-length coat features a warm hood, a button- have frock coats altered to fit them, in finer fabrics such
down front, and deep pockets. Luven stocks double- as silk and brocade.
layered woolen capotes (stuffed with goose down). Fullcloth: The ultimate in winter gear, a fullcloth
Capotes with rabbit fur lining are also available, for (sometimes called “long johns”) is a full-body garment
even more warmth (other furs are available, at higher constructed of two layers of soft cotton, quilted with a
prices – see the price list for pelts in the “materials” thick wool batting. Wearing a fullcloth beneath normal
section of this chapter). clothing grants a +1 circumstance bonus to Fortitude
checks against exposure to cold weather.

40
Garters: Essentially suspenders for hose, garters But I don’t want this much detail!
are leather straps worn around the leg and attached For every player who is grinning with glee over all the
to hose to keep them from slipping during wear. Metal items in this chapter, there is another who is cringing
buckles make them easily adjustable. at the thought of buying clothing by the piece instead
Gloves: Luven stocks an assortment of gloves. of by the outfit, and individual foods and spices
Choose from white cotton or silk gloves for formal instead of simple iron rations. There’s no need to
occasions (or handling delicate library tomes), ladies’ cringe. If you’re happy buying clothing, rations, and
long silk gloves for balls, sturdy leather work gloves, other gear from the equipment lists in the Pathfinder
and fur-lined leather gloves for superior warmth. Roleplaying Game Core Rulebook, you don’t have to
Hand Muff: If you’re lucky enough to not need to change your ways just because of the existence of this
work with your hands on a cold day, you can keep your book.
hands warm by sticking them in this tube made of a You can still find uses for the items presented in
double thickness of rabbit fur (other furs are available, this chapter even if you don’t want a high level of
at higher prices – see the price list for pelts in the detail in your character’s equipment list. Say your
“materials” section of this chapter). Ideal for riding in character’s boots are ruined by walking through some
a wagon or coach, or even just walking down the street. acidic slime, but the rest of his traveler’s outfit is in
Handkerchiefs: Whether you need to wipe tears good condition. Instead of buying a full new outfit
from your eyes or sweat from your brow (or take care just to get a new pair of boots, come to Luven’s and
of a runny nose), handkerchiefs are a daily necessity for buy the boots alone. Or, if your party is heading off
almost everyone. Choose from super soft cotton or silk. on a mission and must travel through lands known
Hats and Hoods: Whatever kind of hat you need, to have poor hunting, perhaps buying a few pounds
Luven’s got it. Work caps or ladies’ bonnets are available of dried meat (and nothing more fancy than that) to
in sturdy and breathable fabrics such as cotton, linen, supplement your iron rations would be a good idea.
and wool. To keep the sun out of your eyes choose a GMs may find the items in the food and drink section
wide-brimmed hat in felt, leather, or straw. Turbans of this chapter very useful for adding flavor (no pun
are essential in hot environments to beat the heat, not intended) to meal and beverage offerings for the
to mention stylish. For highly formal affairs, no man’s characters in inns and taverns.
outfit would be complete without a sleek top hat. For
cold environments, Luven has several options for
keeping your head warm. Stocking hats – sometimes Mittens: Mittens are a great choice for keeping your
called voyageur hats for their popularity among folks hands warm, provided you don’t need as much dexterity
of that profession – are knit from warm woolen yarn. of your fingers as gloves provide. Choose from knit
A wool hood with an attached mantle will keep your woolen mittens or sheepskin mittens – thick leather
neck and shoulders warm as well as your head. For the on the outside, soft and warm fleece against your skin.
coldest, windiest climates, Luven recommends plush Wearing mittens gives a -10 penalty to any skill checks
hats made of rabbit fur, inside and out, with flaps for requiring manual dexterity, such as Disable Device or
covering your ears (other furs are available, at higher Slight of Hand, and a -10 penalty to ranged attacks
prices – see the price list for pelts in the “materials” using a bow or crossbow. Luven also stocks both knit
section of this chapter). and sheepskin glittens – a combination of glove and
Hose: These tight-fitting, finely knit leg coverings mitten with a pocket over the fingers that can be pulled
clothe the legs from toe to thigh. Available in linen and back (and held down with a button) to free your fingers
wool for everyday wear, and silk and velvet for dressier for work (and overcome the mitten penalties) without
occasions. leaving the rest of your hand exposed to the cold. Pulling
Jacket: Jackets – lightweight, long-sleeved, waist- back the finger pockets is a standard action.
length coats – can be worn for either warmth or style. Money Belt: This lightweight silk pouch is designed
Available in a wide array of fabrics. to be worn around the waist, under your clothing, to
Jerkin: Similar in construction to a vest, though discreetly carry up to 50 coins. It has several internal
heavier, a jerkin is commonly worn in lieu of a jacket. pockets and a secure button closure.
Jerkins can be casual or formal, depending on the fabric Muffler: Mufflers are long strips of knit wool fabric,
from which they are made. designed to wrap around the neck and head for warmth.
Leggings: Also called cannons, leggings are tight- Nightshirt: Made from the softest flannel (cotton or
fitting, lace-front men’s pants, typically worn for balls wool) or silk for superior sleeping comfort, these knee-
or other dressy affairs. Available in silk or velvet. length nightshirts feature long sleeves and buttons or
Loincloth: This most basic and popular of laces at the neckline.
undergarments (though in some cultures, it serves as Pants: Popular among men and women alike, Luven
outerwear) is available in sturdy linen or cotton, as well stocks pants in a variety of fabrics and styles, with
as silk and soft leather. either button or lace closure.

41
Comments from Luven Shortgown: The shortgown is a long-sleeved,
Oh yes, it has been pointed out to me on numerous loosely-cut jacket for women. It closes with buttons in
occasions that my clothing prices are higher than the the front and has a drawstring at the waist for a more
outfits sold at most general stores. I’m well aware custom fit. Available in a wide variety of fabrics.
of that. Personally, I think it’s worth it to pay a few Skirt: Skirts allow a little more freedom and comfort
more coin for clothing of the highest quality, which than a full dress. Especially popular among female
fits better and is constructed to last a long time. If adventurers are riding skirts, which are much like a
you’re short on coin, or need clothing that you can pair of very wide-legged pants. When standing, the
get dirty, torn, or even ruined without any guilt, I do garment appears to be a normal skirt on first glance, but
stock some of those standard outfits, but I think once its construction allows the wearer to comfortably (and
you’ve worn the high quality clothing once, you’ll modestly!) get in the saddle. Available in many fabrics;
never want to wear anything else again. a riding skirt costs an additional 2 gp above the price of
Luven Lightfinger a normal skirt of the same material.
Slippers: At the end of a long day, nothing feels
better than getting out of your boots and putting on
warm, soft slippers. Available in quilted silk or wool, or
Purse: Better than a pouch, a purse is a sturdy
luxurious sheepskin (with the fleece on the inside).
leather bag designed to be worn on the belt. It features
Snowshoes: Snowshoes strap over your boots to
a mesh wire lining to deter cutpurse thieves, and a small
help you walk easily over snow by essentially floating on
inner pocket for little items, making them easier to find
top of it. They are made with fine wooden frames, sturdy
than if they were in the main compartment of the purse.
rawhide webbing, and strong leather straps. Wearing
The button flap closure is secure, yet easy for you to
snowshoes allows one to move across light snow with
open when you need to get to your coins.
no penalty, and halves the penalty for moving through
Robe: The garment of choice for wizards and monks
heavy snow. However, regardless of how light the snow
the world over, robes are comfortable, easy to wear, and
may be, you cannot run while wearing snowshoes.
always in style. Most of the robes Luven stocks are of
Stockings: Also called socks, these foot coverings
standard construction (pulled over the head to put
keep your feet warm and dry, as well as preventing your
on), but some of the fancier ones open in the front
shoes or boots from smelling nasty. Available in cotton,
and are secured by ornate buttons or clasps. Available
wool, or flannel.
in styles from plain utilitarian linen to fine brocade with
Suspenders: If you don’t care for the cinch of a belt
embroidery.
around your waist, but need something to keep your
Sash: A sash is a strip of brightly colored fabric that
pants from falling down, suspenders are just the thing
can be worn in lieu of a belt. Your choice of cotton, silk,
for you. Made from strong canvas and leather.
or woven wool.
Tabard: This simple, sleeveless garment is usually
Scarf: The word “scarf” means different things to
worn over the clothing or armor as a sign of heraldry.
different people. The scarves Luven sells are squares
Luven sells simple linen tabards that you can easily dye,
of cotton or silk big enough to tie decoratively around
paint or embroider an insignia or coats of arms upon.
either the neck and shoulders or the hips, over the head
Toga: An old-fashioned garment that is gradually
as a hair covering, or over the mouth and nose to protect
falling out of fashion, the toga is still popular garb
against dust or dirt.
in some cultures and for some ceremonies. It is little
Shirt: More structured than a chemise or tunic,
more than a long length of cloth wrapped around the
shirts typically feature lacing or buttons at the neckline,
body, usually with a tunic or chemise worn underneath.
a turn-down collar, and buttoned cuffs. Full button-
Available in linen, silk, or wool.
front shirts are also available. All styles come in cotton,
Tunic: Tunics are similar in design to chemises, but
linen, or silk.
are intended to be worn as a primary garment. As such,
Shoes: When you don’t need the full protection of
they are made in a wider range of materials, and usually
boots, choose from an assortment of shoes. Brogans are
feature some embroidery or other decorative touches.
ankle-high, lace up shoes with smooth soles – Luven
Vest: Vests are called waistcoats in some areas of
warns you to be careful on wet grass when wearing
the world. They are sleeveless lightweight underjackets,
them! Dancing shoes have sturdy heels and soles, and
worn over a shirt or chemise for style and appearance
supportive arches, to allow for hours of comfort at
more than for warmth. The fabric determines how
balls; they are very popular among bards and other
casual or formal a vest is, and Luven has vests for every
entertainers. Moccasins are soft leather shoes with soft
occasion.
soles. Sandals – open hard-soled shoes – are popular in
warmer climates. Silk shoes are a nice choice for dressy
occasions, and can be dyed to match your outfit.

42
TABLE 3-2: FABRIC AND LEATHER (sold by the yard unless otherwise noted)
Item Cost Item Cost
Fabric Leather
Brocade 5 gp Pelts (each)
Calico 5 sp Beaver 7 sp
Canvas 2 sp Bear, Black 5 gp
Cotlen 2 sp Bear, Grizzly 10 gp
Cotton 3 sp Cow 5 sp
Felt 5 sp Deer 8 sp
Flannel Elk 15 sp
Cotton 2 sp Horse 7 sp
Wool 3 sp Marten 8 gp
Lace 5 gp Mink 12 gp
Lace Trim Muskrat 5 sp
1” wide 1 gp Rabbit 5 sp
2” wide 2 gp Raccoon 2 gp
3” wide 3 gp Red Fox 10 gp
Linen 2 sp Sable 25 gp
Linsey-Woolsey 2 sp Sheep 6 sp
Muslin 3 cp Wolf 8 gp
Sailcloth 2 sp Rawhide
Selvedge Tradecloth 5 sp Rolled 1 gp/sq. yd.
Silk 3 gp Rope 8 sp/10 ft.
Ticking 3 sp Saddle Leather 4 gp/sq. yd.
Velvet 1 gp Tanned Skins (each)
Wool 3 sp Deer 1 gp
Elk 2 gp
Assorted Fabric Scraps 15 sp/lb. Sharkskin 40 gp
Sheep 5 sp

MATERIALS Canvas: A heavy-duty fabric woven from hemp,


canvas is used for tents, bags, sails, and other items that
Fabric and Leather need to be very sturdy.
The woven fabrics listed in Table 3-2 are sold by the Cotlen: A variation on linsey-woolsey, this fabric
yard and are (unless otherwise noted) 60 inches wide. is a cotton-wool blend. It is easier to dye than linsey-
Two yards of fabric is enough to make a shirt for most woolsey and many yeoman farmers make and wear
Medium humanoids; three yards will make a pair of this material for bedclothes and for durable work
pants, four yards will make a skirt, and six yards will clothes. The main disadvantage to the material is that
make a full-length dress. Reduce amounts by one-half it degrades faster than linen or linsey-woolsey and can
to make clothing for Small humanoids, and double be quite scratchy.
amounts for Large creatures. Cotton: An extremely lightweight cloth made from
Brocade: Brocade is a decorative woven silk fabric, the fluffy fibers of the cotton plant, cotton can be used
produced in such a way that the pattern appears to have for almost every sort of garment. It is generally the cloth
been embroidered onto a base cloth. It is luxurious of choice for well to do merchants and nobility. Cotton is
and expensive, and is very popular among nobility, elastic and easy to care for, as well as easy to repair, and
especially for formal dress. as such can be used for a wide variety of applications.
Calico: A lightweight cotton fabric printed with Felt: Felt is a soft and warm fabric, produced by the
a small, all-over pattern (usually floral), calico is matting and pressing of wet wool. It was one of the first
commonly used for shirts, skirts, and dresses. fabrics produced and remains popular today. It can

43
be used for clothing and to line boots and shoes for Sailcloth: Similar to canvas, but lighter in weight
extra warmth. due to its linen composition, sailcloth is a densely woven
Flannel: Woven from loosely spun yarns, flannel fabric that is very popular for large sails for which hemp
is a wonderfully soft and comfortable fabric. Cotton canvas would be too heavy.
flannel is lightweight and often used to make nightshirts Scraps: Luven takes all the small pieces of fabric
and bed sheets; wool flannel is heavier and warmer, and and leather left over at the end of a bolt, or after cutting
makes good shirts. out pieces for clothing, and sells them in “grab-bag”
Lace: Lace is a delicate, open-weave fabric used for style one-pound bundles. Scraps can be used as patches
decorative purposes. It is most often made from linen, to repair clothing, to line footwear or mittens for extra
cotton, or silk. warmth, etc.
Linen: Made from the flax plant, linen is a Selvedge Tradecloth: A medium-weight wool
multipurpose fabric used extensively for underclothes, fabric, selvedge tradecloth has a distinctive white edge
bed sheets, tablecloths, and just about every other produced in the dying process – the fabric is tightly
application. It is moisture resistant, heat resistant, clamped in a vise and dipped into the vat of dye, leaving
durable, feels cool and, with fine grade, smooth to the the edge that was held in the clamp the natural white of
touch, and is well-suited to hot damp weather. the wool. Producers expected that customers would cut
Linsey-Woolsey: This fabric is made from linen this undyed selvedge off, but many people – especially
and wool, woven together. Linsey-woolsey is made as barbaric peoples who received the cloth in trade – found
a way to stretch limited amounts of wool. The fabric is the edge attractive and would design their garments to
inexpensive, durable, and warm, and is thus well suited incorporate it. Available in blue, red, green, yellow, and
for temperate climates into cooler areas. However, black.
it is not easy to dye and generally has a somewhat Sharkskin: Slightly rough like sandpaper, shark
unappealing appearance. None the less, many of the hide can be used as an abrasive with little treatment.
lower classes wear linsey-woolsey garments extensively The texture is provided by dermal denticles, small
because of its exceptional value for money. tooth-like protrusions along the surface of the skin. This
Muslin: Muslin is a coarse cotton fabric. While it provides a surface that is smooth in one direction and
can be used to make clothing, it is more commonly made rough or sharp along the other. Some sword smiths use
into curtains and used for other household applications. sharkskin to wrap the hilt of a sword since the denticles
It is also popular among seamstresses and tailors for help provide a sure grip (+1 against disarm attempts).
making test garments, because it is inexpensive enough Also, a sleek garment of sharkskin can be very helpful
to not worry about making a mistake. while swimming, as the denticles reduce drag and
Pelts: Pelts are tanned animal skins with the hair or nearly eliminate splashing, allowing for nearly silent
fur still intact. The hides of large animals such as cows swimming. Shark pelts are not often harvested and are
or bears make excellent floor coverings (in a house or accordingly expensive.
a tent). Medium-sized animal skins can be used as bed Silk: This smooth cloth, produced from the cocoons
coverings or for clothing, and the pelts of small animals of silkworms, is extremely strong, elastic, versatile, and
are often used for winter weather wear. very pleasant to the touch. However, it is much more
Rawhide: Rawhide is unprocessed animal skin. difficult to clean than linen, cotton, or wool, and very
After the hide has been scraped of hair and excess flesh, difficult to repair, so it is reserved for leisure activities
it is allowed to dry into a very hard material that must in most cases.
later be soaked in water to make it pliable enough to Tanned Skins: This soft leather has been de-haired
work with. It is good for making shoe soles, storage and brain-tanned, ready to be made into clothing or
containers, and drum heads. Rawhide rope, which is other items. Both natural and smoked leather are
simply a long strip of rawhide about half an inch in available; smoked leather has a deeper color and is
width, is most often used to bind things together for an somewhat waterproof. The skin of a sheep is roughly
extended time – a wagoner might use it to tie a broken equal in size to one-half yard of 60-inch wide fabric, a
axel together until he is able to make a more permanent deer hide to one yard, and an elk hide to two yards.
repair. Rawhide rope is also used for lacing snowshoes. Ticking: A heavy, closely woven blend of cotton and
Just like rolled rawhide, rawhide rope must be soaked linen, ticking is used to make pillows and mattresses.
in order to work with it; it then dries in place and holds The dense weave of the fabric prevents feathers or straw
tight. from poking through. Available in blue or pink stripe.
Saddle Leather: The thick hides of cattle, pigs, Velvet: Velvet is a plush, luxurious fabric made
and other such animals are well suited for the making from silk fibers.
of leather armor, saddles, boots, backpacks, belts, Wool: Sheep’s wool, when woven into fabric, is one
and other items for which strong and sturdy leather is of the warmest and sturdiest materials that money can
needed. This leather is specially processed for these buy. It is absorbent, yet also has a slightly waterproof
purposes and cannot be used for clothing. surface.

44
Sewing, Crafting, and Weaving Comments from Luven
Supplies I know that seeing all these sewing supplies and
Fabric or leather alone isn’t enough to make clothing. fancy foods can be confusing for the new adventurer,
You also need needles, thread, a pattern… Luven stocks or even the seasoned adventurer, who can’t imagine
all the sewing implements and crafting supplies one what you’d need any of it for on the adventuring
could possibly need. The items listed in Table 3-3 are trail. Let me tell you a story about my first year with
described below. the Company of the Sunset. We found ourselves on a
Antlers: The horns of deer and elk can be turned mission that required us to stay in one spot for months
into many useful items in the hands of an artisan: on end – in the winter. We found some abandoned
buttons, knife handles, and nearly anything else that barrows and set up a long winter’s camp. The winter
can be made from bone or ivory. consisted of many scouting missions, brief bursts of
Awl: An awl is a piercing tool used to punch holes action, and a lot of down-time back at the camp.
in leather or other heavy material prior to sewing. The Our wizard, Zorra, was expecting a baby (well, two
sharp metal point is firmly attached to a wooden knob babies, as it turned out!), and spent almost the entire
handle that fits easily in the hand and gives plenty of winter at the camp, and I stayed with her while her
leverage for piercing through even the thickest hide. husband – our ranger – was out scouting, plus I was
Beads: From making necklaces and bracelets to the camp cook.
adorning clothing, beads have a multitude of decorative Would you want to sit in a winter camp for
purposes. Strands of assorted size beads have 50 beads, months, eating nothing but iron rations and the
ranging in sizes from ¼ inch to 1 inch in diameter. occasional bit of wild game, with no comforts or
Bugle beads are tiny cylindrical glass beads, and seed anything to occupy your free time? We sure didn’t!
beads are tiny round glass beads. Both bugle and seed We went to the nearest town and stocked up on good
beads are used more frequently in decorating clothing foodstuffs, extra clothes, some games, and sewing
and needlework than in jewelry. They are sold by the supplies, and had a very comfortable winter. By
hank – a bundle of 20 strands – that contains around spring, Zorra had all sorts of quilts and clothing
1,000 bugle beads or several thousand seed beads. made for the twins, and while we were eager to get
Boning: The thin strips of wood or bone that make on the road again, we weren’t full of pent-up cabin
a corset rigid and give it support are called boning. Sold fever, because we’d been able to keep ourselves
in 12 inch lengths that can easily be cut down to shorter entertained and active even after being largely
lengths if needed. snowed in for months on end.
Buttons: These basic fasteners are made from Luven Lightfinger
a variety of materials. The listed price buys 10 small,
6 medium, or 4 large buttons of the same material.
Crochet Hooks: These dainty steel hooks are used Embroidery Floss: Embroidery floss is brightly
to make lacy items, such as delicate curtains or lace colored thread used for decorative stitching on fabric.
collars, out of thread. The hooks come in a set of 16 Each hank contains 20 ft. of six-stranded cotton or silk
varying sizes, for use with everything from lightweight floss; the strands can be separated for stitching.
yarn to very fine thread. Embroidery Hoop: This two-part wooden hoop
Darning Egg: This egg-shaped piece of smooth keeps a piece of fabric stretched taut for embroidery.
wood is a tool for repairing stockings. An egg inserted Available in 3 inch, 4 inch, and 5 inch diameters.
into the heel or toe of a stocking will hold it in the proper Fabric Dyes: Each vial of dye is enough to color
shape while being darned. You can darn a stocking 3 yards of fabric. Add the dye and fabric to 3 gallons of
without an egg, but the egg makes the job easier. hot water, then simmer and stir for half an hour. Rinse
Distaff: This wooden staff is used to hold a mass of the dyed fabric thoroughly, then wash and let dry.
flax, wool, or other fiber for spinning. Grommets: Grommets are used to reinforce holes
Down: The soft underfeathers of geese is most in fabric or leather, such as the holes made for lacing a
often used to stuff pillows, but can also be used to pad a corset or shoes.
garment to make it warmer. Hook & Eye Fasteners: These steel fasteners can
Dressmaker’s Chalk: A wooden pencil with hard be used anywhere buttons would be used. They are
chalk at the core instead of lead, dressmaker’s chalk is most commonly used on corsets.
used to draw patterns or make notes or markings on Knitting Needles: Warm stockings, sweaters,
fabric or leather. Available in white (for dark fabrics) mittens, and many more items can be made with just
and blue (for light fabrics). yarn and knitting needles. Knitting needles come in
Drop Spindle: This hand-held spindle and whorl varying sizes, in pairs or, in the case of double-pointed
serves as a portable spinning wheel for turning wool, needles (used most often for knitting socks and other
flax, and other natural fibers into yarn. round items), sets of five.

45
TABLE 3-3: SEWING, CRAFTING, AND WEAVING SUPPLIES
Item Cost Item Cost
Antler (each) Fabric Dyes, continued
Deer 2 gp Vermillion 4 gp
Elk 4 gp Grommets (10) 4 sp
Awl 1 gp Hook and Eye Fasteners (10) 3 sp
Beads, Assorted Sizes (strand) Knitting Needles (pair or set) 4 sp
Glass 7 sp Lacing (25 ft. spool)
Wood 3 sp Cotton or Linen 3 cp
Stone 10 gp Leather 1 sp
Beads, Bugle 1 gp/hank Silk 1 gp
Beads, Seed 2 gp/hank Needles (10) in Needle Case 3 gp
Boning Pins (50) 5 sp
Bone 3 cp Raw Fiber (per lb.)
Wood 1 cp Cotton 5 cp
Buttons (see description) Flax 3 cp
Antler 7 cp Hemp 2 cp
Bone 7 cp Wool 2 cp
Horn 1 sp Scissors with Leather Sheath
Shell 3 sp Sewing 1 gp
Wood 5 cp Embroidery (Snips) 5 sp
Crochet Hooks 5 gp/set Sewing Basket 7 sp
Darning Egg 3 sp Sewing Pattern 3 sp
Distaff 1 gp Sinew (100 ft spool) 2 gp
Down 5 cp/lb. Tatting Shuttle
Dressmaker’s Chalk 1 cp Bone 3 sp
Drop Spindle 1 gp Steel 5 sp
Embroidery Floss (20 ft. hank) Wood 1 sp
Cotton 2 cp Thimble
Silk 8 cp Brass 5 sp
Embroidery Hoop Leather 4 cp
3 inch 3 cp Wood 1 sp
4 inch 4 cp Thread (per spool)
5 inch 5 cp Crochet (400 yd) 4 sp
Fabric Dyes (vial) Darning (200 yd) 2 sp
Blue 1 gp Sewing (200 yd) 3 sp
Green 9 sp Tatting (100 yd) 2 sp
Indigo 3 gp Weaving Looms
Ocher 1 gp 2 foot 6 gp
Purple 3 gp 4 foot 10 gp
Red 5 sp 8 foot 16 gp
Safflower 4 sp Wool Carders (pair) 5 sp
Yellow 3 sp Yarn (200-yd hank) 3 sp

46
Lacing: Lacing has many uses – from boots to Sewing Patterns: Paper patterns are available
clothing to simple jewelry. Leather lacing is generally for all sorts of garments, and provide basic sewing
used in boots, cotton/linen for corsets and other clothing instructions as well as guidelines for where to cut fabric.
items, and silk for jewelry and decorative purposes. Patterns for clothing to fit Small, Medium, and Large
Needles in Needle Case: This small wooden case creatures are sold separately, and each pattern can be
holds 10 needles of varying sizes – 2 dainty embroidery adjusted for a perfect fit. Large patterns cost twice as
needles, 4 standard sewing needles, 2 blunt-tipped much as Small or Medium.
darning needles, and 2 sturdy needles capable of Sinew: There is little stronger than the tendons
punching through leather. For an extra gold piece, you that hold an animal’s muscles to its bones. When dried
can choose to have all the needles of the same size. and shredded, sinew can be braided or plied into a very
Pins: Sharp as a needle, but with a knob on the strong string that is the best thread there is for sewing
other end instead of an eye, pins are an essential tool in together pieces of leather.
sewing for holding fabric together. Pins come fifty to a Tatting Shuttle: Tatting is another way of making
small tin box. lace, using fine thread. A tatting shuttle is an elongated
Raw Fiber: All fibers are clean and ready for bobbin, 2 to 3 inches long. The shuttle holds a length of
spinning into yarn or thread. wound thread and the tatter uses it to guide the thread
Scissors with Leather Sheath: While a knife or as she works.
dagger will certainly get the job done, scissors make Thimble: A thimble is a protective cover for a finger
cutting leather, fabric, thread, and paper much quicker or thumb while sewing.
and easier. Available with 8 inch blades for sewing, Thread: Thread is simply a thin or fine type of
and short 3-inch snips for embroidery and other, more yarn. Crochet thread is for making lace, curtains, and
detailed work. household decorations; thick darning thread is used
Sewing Basket: This lidded wicker basket has to repair knitted or woven items (such as socks); fine
compartments and slots for storing an assortment of sewing thread is works best on fabric; and tatting thread
sewing supplies. The inside of the lid is padded for use is used to make delicate lace.
as a pincushion.

47
Weaving Looms: Looms are used for weaving Chervil: A delicate, mild-flavored relative of parsley,
yarn into sashes, blankets, and other flat items. The size chervil is used to season potatoes, vegetables, and fish.
denotes the maximum width of a finished woven item. Chilies: These hot peppers have a wonderful flavor,
Each loom comes with a shuttle for holding wound if you can handle the burn to your tongue and mouth.
yarn and beating the woven yarn into place, and can be Whole chilies add a nice kick to pickles.
folded down for easier storage or transport. Chives: Chives have a very mild onion flavor, plus
Wool Carders: This pair of paddles, with numerous add a pretty green color to any dish they’re added to.
sharp metal points on their surfaces, are used to prepare Cinnamon: One of the kings of spices, this tree
raw wool for spinning, combing the clumps of wool into bark adds a warm sweetness to any food or drink. While
a fluff called roving. it needs to be ground into a powder for most baking or
Yarn: Warm wool fibers are spun together to make cooking uses, the sticks can be left whole for mulling
this simple yarn, ready to be knit into stockings, mufflers, wine or cider.
or hats. Two hanks will make a pair of stockings for a Clary: Before hops became a common flavoring in
Medium sized creature. ales, many brewers turned to clary seeds. Some brewers
still use it, as do some wineries.
Cloves: A little goes a long way with cloves, the dried
FOOD AND DRINK buds of a flowering tree. When ground, a pinch of cloves
adds a strong warmth to baked goods or beef gravy; a
SEASONINGS AND SPICES single whole clove can season a whole pot of beef stew.
Let’s face it – food on the adventuring trail can be Cooks for fancy inns or noble houses will stud a ham
pretty bland. Iron rations aren’t known for being very with cloves for a special meal. In areas where citrus
delicious. Even fresh meat or fish can sometimes use a fruits are abundant, an orange studded with cloves
little something extra to make it more palatable. Luven makes a fragrant household decoration.
remembers his days as party cook well, and today Coriander: Coriander seeds have a light, lemony
stocks a wide assortment of spices and seasonings to flavor. Coriander is used to season meats and sausages,
solve every flavor dilemma. He will package your spices and also in the brewing of some wheat beers.
in individual paper envelopes, or you can bring your Cubeb: Having a flavor somewhere in between
own containers. allspice and black peppercorns, cubeb berries can be
Allspice: This spice is poorly named; it is not a used in both meat dishes and pastries. It is popular in
combination of spices, but the dried berry of a tree that the Land of the Pashas and other eastern locales.
grows in warm climates. Some say it tastes like a strong Cumin: Cumin is very popular for adding warmth
combination of cinnamon, cloves, and nutmeg. It is and depth of flavor to savory dishes without adding a lot
used in savory dishes, such as soups and stews, and in of heat. The seeds can be ground or left whole.
pickling, as well as in desserts. Dill Seed: Dill seed is a prominent seasoning in
Angelica: Though known by most people as an pickle-making, and is very good with fish or seafood.
ingredient in absinthe, angelica seeds can also be used It is often used with other spices as a “boil” mix for
to season eggs and fish. cooking shellfish.
Anise: Anise has a sweet, liquorice-like flavor. Dill Weed: The fronds of the dill weed plant are
It is used primarily in baking, but also has savory good in soups, especially a hearty vegetable soup made
applications in certain varieties of sausage and sauces. in cold northern lands. It is also delicious sprinkled on
Basil: Dried basil leaves make a wonderful seasoning fish, poultry, or potatoes.
to poultry, fish, or vegetables. It pairs especially well Fennel: Fennel seed has a similar flavor to anise
with tomatoes. seed, though not as strong. Like anise, it is frequently
Borage: Though used as a soup vegetable in some used to season rye bread and sausages.
areas, borage leaves and flowers can also be used in Fenugreek: Fenugreek seeds taste sweet and savory
pickling, and in place of mint leaves. at the same time. The ground seeds are important
Canella: Sometimes called wild cinnamon, canella ingredients in many curried dishes in the eastern lands.
is the bark of a tropical-climate tree. Its flavor and use Galingale Root: Galingale is related to ginger and
is very similar to that of cinnamon. has similar culinary uses, but has a much more intense
Caraway: Caraway seeds have an anise-like flavor. flavor.
They are used to season breads (especially rye breads), Garlic: This pungent relative of the onion has
cheeses, pork, and liqueurs. Some people even like countless uses in the kitchen. It’s even delicious pickled,
them in sauerkraut. or rubbed raw on a piece of crusty toasted bread.
Cardamom: An extremely aromatic spice, Ginger Root: Ginger is sweet, spicy, and warm. It
cardamom has both sweet and savory uses. It is is used in both baking and cooking.
wonderful in spicy cookies and cakes, as well as in Horehound: Horehound has a sweet, vaguely
curried meat and vegetable dishes. berry-like flavor. It is used to flavor candies.

48
TABLE 3-4: SEASONINGS AND SPICES
(SOLD BY THE OUNCE UNLESS OTHERWISE NOTED)
Item Cost Item Cost
Allspice, Whole 3 cp Lemon Balm, Dried Leaves 2 sp
Angelica, Seeds 5 cp Liquorice Root 4 sp
Anise, Seed 3 cp Lovage, Seeds 1 sp
Basil, Dried Leaves 1 sp Mace 6 gp
Borage, Dried Leaves and Flowers 2 cp Marjoram, Dried Leaves 5 cp
Canella, Stick 4 sp Mint, Dried Leaves 3 cp
Caraway, Seeds 2 cp Mustard Seed
Cardamom, Pods 1 gp Whole 3 cp
Chervil, Dried Leaves 5 cp Ground 1 sp
Chilies, Whole 2 gp Nutmeg (sold individually) 2 gp
Chives, Dried 2 cp Oregano, Dried Leaves 2 sp
Cinnamon, Stick 9 sp Paprika 4 gp
Clary, Seeds 8 cp Parsley, Dried Leaves 4 cp
Cloves, Whole 2 gp Peppercorns, Whole 3 gp
Coriander, Seeds 1 sp Pickling Spice Mix 1 gp
Cubeb, Whole 1 gp Poppy Seed 6 gp
Cumin, Seeds 3 cp Rose Hips, Whole 5 gp
Dill Seed 5 cp Rosemary, Dried Leaves 5 sp
Dill Weed, Dried Fronds 3 cp Saffron 40 gp
Fennel, Seeds 1 sp Sage, Dried Leaves 1 sp
Fenugreek, Seeds 3 sp Salt 1 cp
Galingale Root 2 gp Savory, Dried Leaves 3 cp
Garlic (sold by the head) 2 cp Star Anise, Whole 2 gp
Ginger Root 3 gp Tarragon, Dried Leaves 9 sp
Horehound, Dried Leaves 4 cp Thyme, Dried Leaves 1 sp
Horseradish, Ground 1 cp Turmeric, Ground 18 gp
Hyssop, Dried Leaves 5 cp Vanilla Beans (sold individually in glass vials) 50 gp
Juniper Berries, Whole 3 sp Woodruff, Dried Leaves 1 sp
Laurel, Dried Leaves 3 gp

Horseradish: Ground horseradish, mixed with Laurel: Commonly called bay, the leaves of the
roughly an equal amount of water, makes a pungent laurel tree impart a wonderful flavor to soups and stews.
condiment for meats, and is especially good with beef. If you’re out of salt, you can use laurel to enhance the
A bit of the powder can also be added to stews or soups. flavor of a dish. The saying goes that whoever gets the
Hyssop: One of the plants often used to make bay leaf in their bowl gets a kiss from the cook, though
absinthe, hyssop has a strong flavor similar to mint, but in some adventuring parties, that isn’t always a good
more bitter. It is occasionally used to season soups and thing.
meats, but is more often used to flavor various liqueurs. Lemon Balm: The leaves of the lemon balm plant,
Juniper Berries: Wild birds and game provide while not at all related to the lemon tree, have a lemony
a plentiful and inexpensive meat source for many aroma. They are used to flavor candies and other sweet
adventurers, but sometimes the meat tastes just too treats.
wild and gamey. Juniper berries (which are actually Liquorice Root: Dried liquorice root can be eaten
the small cones of juniper shrubs and trees) reduce that as is, as a candy, or used to flavor other candies or tea.
wild flavor to make the meat milder. Juniper also is the Lovage: Lovage seeds impart a crisp tang and lovely
primary flavor in gin. aroma to meat dishes, pickles, breads and crackers.

49
Comments from Luven Pickling Spice Mix: Luven doesn’t stock many
All the herbs and spices I sell are for culinary spice blends, as most of his customers prefer to be
purposes only. Some of them certainly do have creative with their cooking, but pickling spice is popular
medicinal properties, but I’m not an herbalist, and enough that he finds it worth his time to mix and keep
neither is my wife or anyone else on my staff. We on hand (plus it is a good use for all the broken bits
are not knowledgeable enough on the subject to and last dredges of spices at the bottom of each box or
make recommendations on herbs for healing. It’s jar!). His blend is a highly aromatic and flavorful mix of
pretty much common knowledge that ginger tea mustard seeds, allspice, laurel, dill seed, cloves, ginger,
or crystallized ginger helps an upset tummy, but if peppercorns, star anise, coriander, juniper berries,
you want more information than that, you need to mace, cardamom and crushed chilies.
see an herbalist. We won’t even go as far as telling Poppy Seed: Poppy seeds add a sweet crunch and
you what may have helped us in the past. I hold no pop of color to baked goods. They can also be used
responsibility for illness or injury incurred from whole in savory dishes. In some parts of the world the
using herbs and spices purchased here for any seeds are ground into a paste for a number of cooking
purpose other than flavoring or pickling food or applications, from sweet pastry filling to vegetable
drink! dishes.
Luven Lightfinger Rose Hips: The fruits of rose bushes, rose hips have
a tart, tangy flavor. While fresh hips can be made into
jams, jellies, and even pies, dried hips are best suited
Mace: Mace is the dried, lacy covering of the nutmeg for teas and seasoning baked goods such as bread.
seed. It has a similar flavor to nutmeg, but less intense, Rosemary: Rosemary is a good seasoning for hearty
and also gives whatever dish it’s added to a pretty meats. It can, however, become bitter and overpowering
orange color. if too much is used.
Marjoram: This herb has a citrusy, piney flavor. Saffron: Saffron is a very expensive spice, but
It is a very good seasoning for beans, vegetables, and those who have tasted these crocus stigmas insist they
poultry. it’s worth the cost. A little goes a long way – Luven is
Mint: Incredibly fragrant, mint is used to give a willing to sell saffron by the pinch (his pinch) for 2 gp.
sweet, cool flavor to candies, syrups, sauces, baked It gives whatever dish it’s added to a gorgeous golden
goods, jelly, and liqueurs. In the eastern lands, it is also yellow color (it makes an especially stunning rice dish)
a popular seasoning for lamb, wheat berry dishes, and and a sweet, grassy flavor.
vegetables. Sage: Sage is an evergreen plant whose leaves have
Mustard: Pungent and sharp, whole mustard seed a peppery, piney flavor. It is most often used in poultry
is an important seasoning in pickles, sausage, and spicy dishes, or in savory bread puddings served as side
sauces for meats or vegetables. The seeds can also be dishes with roasted birds.
crushed or ground and mixed with water, vinegar, Salt: Even the least adventurous cook keeps salt in
and/or other spices to make a delicious condiment. their kitchen, and many an adventurer can eat on the
Nutmeg: This tree seed, when finely grated, adds a road happily so long as they don’t run out of salt. Salt
warm sweetness to baked goods and mulled drinks, and is a flavor enhancer, and the right amount can make
is the vital spice for good eggnog. A pinch of nutmeg also everything taste better. It also helps preserve other
enhances the flavor of cream sauces and leafy greens. foods for storage, and is vital in pickling. Luven keeps
Oregano: Said to mean “joy of the mountain” in plenty on hand and will cut you a deal if you buy a full
an ancient language, oregano pairs well with tomatoes, pound and will only charge you 1 silver piece.
hearty vegetables, pickles, and meats, especially mutton Savory: Savory tastes like a cross between mint and
and lamb. thyme. It is very good in bean or beef soups or stews.
Paprika: Paprika is ground sweet red peppers. It is Star Anise: Star anise is actually a completely
not overly hot, but does add a warm kick and a pretty different spice than anise seed – they do not come
red color to hearty dishes like stews and goulashes. from the same plant. The flavor between the two is very
Parsley: Parsley is a mild-flavored herb that is good similar, though star anise is much stronger. While it can
on just about any savory dish, and also adds a pretty be ground for use in baking, the beautiful star-shaped
green pop of color. It is especially good with buttered pods are usually used whole (or broken into smaller
potatoes. pieces) in pickling or mulling wine or cider.
Peppercorns: With a mild heat and delicious Tarragon: Used most often to season chicken and
flavor, cracked or ground pepper is quickly becoming game birds, tarragon is a very powerful herb. Luven
as popular a seasoning as salt, for those who can afford suggests using a small amount to start, as you can
it. Whole peppercorns can be used for pickling and always add more to a dish, but you can’t take any back
for seasoning in the cooking process. out!

50
Thyme: Thyme is fragrant and woodsy. It’s as TABLE 3-5: DRIED FRUITS AND
delicious with chicken and pork as it is with more earthy VEGETABLES
foods like mushrooms and beef. (SOLD BY WEIGHT AS NOTED)
Turmeric: This ground root imparts a bright golden
Item Cost
color to everything it touches. Its flavor is actually quite
mild, slightly reminiscent of pepper or mustard, and it Apples 1 gp/lb.
is used more often for its color than its flavor. If you Apricots 10 gp/lb.
want the yellow hue of saffron without the hefty price Carrots 8 sp/oz.
tag, turmeric is a good substitute.
Cherries 5 sp/oz.
Vanilla Beans: Vanilla beans are the seed pods
of climbing orchids. The little extra “something” that Dates 3 gp/oz.
vanilla adds to baked goods and desserts is hard to Elderberries 1 sp/oz.
describe, but it makes them all taste better. The seeds Figs 5 gp/oz.
have the most flavor, and you can scrape them out and
Green Beans 2 sp/oz.
add them directly to your recipes. To get the most bang
for your coin, stick a bean in with your baking sugar and Mushrooms 3 gp/oz.
leave it alone for several weeks; the sugar will take on Onions 5 sp/oz.
the vanilla flavor. Peaches 10 gp/lb.
Woodruff: Woodruff leaves are used to flavor Pears 4 gp/lb.
wines, beers, and sausages. Its most common use is in a
Plums (Prunes) 2 gp/lb.
drink called spring wine, made in some of the northern
nations to celebrate the end of winter and the beginning Pineapple 8 gp/oz.
of the planting season. Raisins 1 gp/lb.
Tomatoes 1 gp/pint
DRIED FRUITS AND
VEGETABLES TABLE 3-6: GRAINS AND LEGUMES
Fresh fruits and vegetables are good for the body and (SOLD BY THE POUND)
spirit, but sadly only stay fresh so long, and rarely hold Item Cost
up well to the rough roads and trails that adventurers
Barley 8 sp
travel day in and day out. They also take up a lot of
valuable room in a backpack or saddlebag. Drying Beans 3 sp
fruits and vegetables in the sun gives them a much Buckwheat 5 sp
longer life and also makes them compact and easily Corn 2 gp
portable. Luven regularly stocks all of the dried fruits
Chickpeas 2 gp
and vegetables listed in Table 3-5. Dried fruits can be
eaten as is, or reconstituted in a hot or cold compote. Lentils 8 sp
Dried vegetables will plump back up in a soup or stew. Green Peas, Split 2 sp
You get an extra bonus when purchasing a pint jar of Millet 6 sp
dried tomatoes – the olive oil they’re packed in is even
Oats 6 sp
more flavorful and sweet than usual, and can be used
for cooking once all the tomatoes are gone. Quinoa 4 gp
Rice 4 gp
GRAINS AND LEGUMES Rye 6 sp
Hearty and filling, grains and legumes can help stretch Wheat 1 gp
just a little bit of meat into a satisfying meal for the
whole party. The grains and legumes listed in Table 3-6
Beans: A bowl of cooked beans can provide the
are described below. Some of them take longer to cook
body with the same strength and energy that meat can.
than others, so plan your meals accordingly. Cook all
Luven stocks various varieties, from black beans to
grains and legumes with at least twice as much water as
lima beans. Beans dry to a nearly rock-hard state, and
grain or legume.
must be soaked in water at least 8 hours before cooking.
Barley: Though sometimes associated only with
Luven recommends either soaking beans overnight
beer, cooked barley makes a filling breakfast food, or a
and cooking them in the morning, or putting them in
good addition to soups and stews – especially those with
a closable container to soak all day as you ride, then
beef or other red meat. Cooking time: about 2 hours.
making them for supper. Cooking time: about 2 hours
for pre-soaked beans.

51
GM’s Suggestion – Prices and Quinoa: One of Luven’s newest products, quinoa
is the seed of a grass-like grain. Very common in the
Exotic Items southern lands, trade and demand have brought it
Due to Luven’s shop being in a prime trade location,
north, though local farmers have yet to have success in
he stocks items from far and wide, and is able to buy
cultivating it. It cooks quickly and has a mild, almost
in bulk and pass his savings on to his customers. It
nutty flavor. Quinoa does need a good, thorough rinse
is always the GM’s discretion whether a given item,
in water before cooking, or it can cause some mild
be it clothing, food, or a spice, might be too exotic
stomach issues. Cooking time: about 15 minutes.
to be found in their campaign setting. The GM may
Rice: This gleaming white grain is a staple in eastern
decide that a given item is simply not available, or is
diets. A big bowl of rice will fill you up, even with only
available, but in small quantities and at much higher
a little meat or vegetables on the side. Cooking time:
prices than are listed here.
about 15 minutes.
Rye: Rye is cooked and eaten much like barley,
Buckwheat: Buckwheat is not a type of wheat at though it has a stronger flavor. Many people prefer it
all, but a flowering crop whose seeds are harvested and ground into flour and used for bread, but it’s certainly
eaten. It makes a delicious breakfast food, and can be edible in its whole grain form. Cooking time: about 2
cooked in less time than you need to tear down camp. hours.
Cooking time: about 15 minutes. Wheat: Wheat is in the same general family of
Corn: A few years ago, corn was unheard of outside grains as barley and rye. The cooked kernels, or berries,
of the far western lands, but trade has brought it east, can be eaten as either a hot or cold side dish, or as a
and it’s becoming a popular crop. These white and breakfast. Luven likes wheat mixed with finely minced
golden kernels reconstitute to make a creamy porridge, meat, hot spices, and tomatoes in a thick soup. Cooking
or a starchy addition to soups and stews. Cooking time: time: about 1 to 1 1/2 hours.
about 1 hour.
Chickpeas: Very popular in the eastern lands, TUBERS, ROOT VEGETABLES
chickpeas are hearty, creamy-textured beans. They
can be eaten as is, in soups or stews, or mashed and
AND WINTER SQUASH
A few vegetables are sturdy enough to survive being
seasoned to make a dip/spread called hummus. Cooked
carried in a sack tied to your saddle. If your party has
chickpeas can even be roasted to eat as a crunchy trail
a wagon, Luven recommends storing them in a small
snack. Like other dried beans, chickpeas require 8 hours
wooden crate partially filled with sand for an even longer
of soaking before cooking. Cooking time: about 2 hours.
shelf life. Any of the tubers or root vegetables listed in
Lentils: Flat lens-shaped lentils are another legume
Table 3-7 will cook up in less than an hour in boiling
from the eastern lands that have quickly spread west.
water, soup or stew. Winter squash can be roasted right
They are popular not only for being tasty and hearty,
in the coals of your campfire if you don’t have an extra
but for being quicker and easier to cook than dried
cooking pot.
beans – they don’t require soaking, and cook in half the
time. Great as a main or side dish with onions, carrots,
and sausage, or as the main ingredient in a satisfying FLOURS
soup. Cooking time: about 45 minutes. While only the most dedicated and skilled bakers (“Like
Green Peas: Not to be confused with fresh garden halflings!” says Luven) will attempt baking risen bread
snap peas, split green peas are hulled and (naturally) on the trail, biscuits, flatbreads, and pancakes are all
split dried seeds. Like lentils, they cook quickly for a relatively easy to make in camp. The different varieties
dried legume and do not require soaking. They make of flour available are listed in Table 3-8. Cornmeal, in
very good (and thick!) soup, as well as savory puddings. addition to its uses in flatbreads and a cake-like quick
A little bacon, ham, or sausage is a nice complementary bread, can be cooked with water to make a mush. Corn
flavor. Cooking time: about 45 minutes. mush is good as a side dish to supper, or with a little
Millet: The small size of its kernels makes millet honey, molasses, or sugar for breakfast.
a quick-cooking grain. While most often used for
porridge, it can also add heft to stews of meat and CONDIMENTS, TREATS, AND
vegetables. Cooking time: about 30-45 minutes.
Oats: Once thought only good for feeding livestock, MISCELLANEOUS
oats are now recognized as hearty and delicious for Even the most practical of adventurers sometimes
people, too. Luven carries steel-cut oats – oat kernels finds their hard-earned coin is burning a hole in their
cut into smaller pieces. Oatmeal is a very popular belt pouch. None of the items listed in Table 3-9 are
breakfast. Cooking time: about 20-30 minutes. necessary for sustenance, but it’s the little culinary
pleasures that make life worth living (so Luven says).

52
TABLE 3-7: TUBERS, ROOT Coconut: Coconuts are the seeds of tall tropical
VEGETABLES AND WINTER SQUASH trees; when the hard outer shell is cracked a sweet,
(SOLD BY THE POUND) watery milk and sweet white flesh are revealed. The
flesh can be dried and shredded, and that is what Luven
Item Cost
has for sale. Coconut is very good in baked treats and
Beets 1 sp candies.
Carrots 3 sp Crystallized Ginger: Pieces of peeled raw ginger
Onions 8 cp can be preserved in sugar, giving the spicy root a much
longer shelf life. In addition to being a sweet treat –
Parsnips 2 sp
crystallized ginger can be eaten like candy, or used in
Potatoes 1 sp baking – it can settle upset stomachs. Many people find
Rutabagas 1 sp it can even prevent (or at least diminish) sea-sickness.
Turnips 6 cp Fruit Butter: Fruit butters are sweet spreads
Winter Squash 3 sp made by slowly cooking fruit down into a paste, closely
resembling the consistency of soft butter. The most
popular varieties are apple, blackberry, pear, quince
TABLE 3-8: FLOURS (a hard apple or pear-like fruit that cannot be eaten
(SOLD BY THE POUND) raw), and rhubarb.
Item Cost Fruit Curds: Curds are thick and creamy sweet
Barley 2 gp spreads made with fruit juice, sugar, and egg yolks.
Lemon and orange curds are always on Luven’s shelves.
Buckwheat 1 gp
Fruit Preserves: Preserves are simply canned
Cornmeal 4 gp fruits. They make a sweet and easy dessert on their own,
Millet 1 gp or can top cake or sweet biscuits. Currently in stock:
Rye 1 gp cherry, peach, raspberry, and strawberry.
Garum: A few drops of this salty, fermented fish
Wheat 2 gp
sauce adds a tangy punch to all sorts of savory dishes.
Jams: Jams are fruit spreads made of both fruit
Baking Soda: This leavening agent makes it juice and whole fruit. Common types include apricot,
possible to have hot fluffy biscuits and pancakes even in elderberry, raspberry, rose hip, and strawberry.
the roughest camp. Jellies: Jelly is a clear spread made only from fruit
Brandied Fruit: This potent treat is made by juice. Luven usually stocks crabapple, mint (made from
filling a jar with fruit, adding sugar and brandywine apple juice, and very good on lamb!), and grape.
(and possibly some spices), and letting the sealed Marmalades: Marmalades are chunky spreads
jar sit for about three months. The fruit absorbs the with a slightly bitter tang, and often include the peels
sweetness of the sugar and the flavor (and the kick!) of of the fruits they’re made from. Ginger, orange, and
the brandywine. Best shared with someone so you don’t quince marmalades are in highest demand.
eat the whole jar yourself in one sitting. Nearly any fruit Mustard, Prepared: It’s easy enough to mix up
can be brandied; Luven always keeps cherries, spiced some ground mustard with a little water or vinegar,
pears, and spiced plums in stock. but the blend Luven’s wife Arissa makes is so popular
Candied Citrus Peel: The candied peels of oranges in the dining room of their inn that everyone who tries
and lemons add a tangy-sweet flavor, delicious aroma, it wants some to take with them. She can barely keep
and bright punch of color to baked treats. It’s very hard up with the demand. While she won’t reveal her recipe,
to resist eating it as it is, however. at the very least it contains ground mustard, cracked
Candy Drops: Luven’s store is popular among the mustard seeds, horseradish, and vinegar.
children of the town for the assortment of hard candy Olives: The fruit of the olive tree is as delicious
drops he sells. While the flavors vary, he usually has itself as the oil it produces. Green, unripe olives have
lemon, mint, anise, and horehound in stock. He prices a more bitter tang, while ripened black olives have a
it to sell by the pound, but most of his sales are to more delicate flavor. For an extra gold piece, you can
youngsters, for a piece (or two) for a copper piece. choose black or green olives stuffed with garlic or strips
Cocoa Powder: A native specialty of the southern of pimento. Packed in a salty brine for a long shelf life.
lands, cocoa powder is mixed with hot water to make a Pickles: Many vegetables, fruits, and other foods
frothy beverage that stimulates the senses in a manner can be preserved by packing them in salty brine with
similar to coffee and tea. As trade has expanded, new some vinegar and spices. Luven guarantees that all
uses for cocoa have developed, primarily adding it to pickles purchased in his shop will be firm or crisp
baked goods. (as appropriate for the type of pickle).

53
TABLE 3-9: CONDIMENTS, TREATS, AND MISCELLANEOUS
(SOLD BY WEIGHT OR VOLUME AS NOTED)
Item Cost Item Cost
Baking Soda 5 sp/oz. Marmalades (pint jar)
Brandied Fruit (pint jar) Ginger 8 gp
Cherries 5 gp Orange 6 gp
Spiced Pears 2 gp Quince 1 gp
Spiced Plums 2 gp Mustard, Prepared 1 gp/half-pint jar
Candied Citrus Peel 5 gp/oz. Olives (pint jar)
Candy Drops 1 gp/lb. Black 2 gp
Cocoa Powder 8 gp/oz. Green 5 gp
Coconut 5 gp/oz. Stuffed +1 gp
Crystallized Ginger 4 gp/oz. Pickles (quart jar)
Fruit Butter (pint jar) Artichoke Hearts 20 gp
Apple 5 sp Beets 4 sp
Blackberry 7 sp Capers 20 gp
Pear 6 sp Cucumbers (sweet or sour) 6 sp
Quince 6 sp Eggs 1 gp
Rhubarb 3 sp Garlic 5 sp
Fruit Curds (pint jar) Green Beans 3 sp
Lemon 5 gp Mushrooms 5 sp
Orange 5 gp Onions 1 gp
Fruit Preserves (pint jar) Watermelon 5 sp
Cherry 1 gp Pimento 15 gp/half-pint jar
Peach 1 gp Sauerkraut 5 sp/quart jar
Raspberry 5 sp Scented Water (vial)
Strawberry 5 sp Jasmine 3 gp
Garum 2 gp/pint bottle Lavender 2 gp
Jams (pint jar) Orange 3 gp
Apricot 3 gp Rose 2 gp
Elderberry 7 sp Snuff 3 cp/oz.
Raspberry 3 sp Sweet Stone 1 sp/each
Rose Hip 6 gp Tobacco 5 sp/lb.
Strawberry 3 sp Vinegar (quart bottle)
Jellies (pint jar) Aged 1 gp
Crabapple 3 sp Cider 1 sp
Grape 1 gp Malt 3 sp
Mint 2 sp Wine 5 sp

Pimento: Pimento is a sweet red pepper, packed in Scented Waters: Scented water is an exotic
jars with olive oil. Small strips of pimento add color and ingredient for flavoring pastries or candies.
flavor to all sorts of dishes, and it’s very good with just Snuff: Snuff is finely ground tobacco, sniffed
cheese and bread. directly into the nose.
Sauerkraut: Shredded cabbage, when pickled, Sweet Stone: This crystalline candy is made by
becomes wonderfully tangy sauerkraut. People tend adding cane or beet sugar to heated water, constantly
to either really love it, or really hate it. Enough people dissolving it and adding more sugar until the liquid
really love it that Luven keeps lots on hand. becomes super-saturated. The sugar is then left to

54
crystallize on a string or thin wooden dowel, the TABLE 3-10: NUTS
resulting crystal looking like amber quartz if made (SOLD BY THE POUND)
from cane sugar, or rose quartz if made with beet sugar. Item Cost
A favorite of halflings, dwarves, and half-orcs with a
Almonds 3 gp
sweet tooth.
Tobacco: Luven loves a good pipe as much as Cashews 15 gp
anyone, and as such sells only the finest, sweetest Chestnuts 1 gp
tobacco. Hazelnuts 5 sp
Vinegar: Vinegar, simply explained, is alcohol that
Pine Nuts 8 gp
has fermented to the point of being undrinkable. The
transformation turns it into a tangy, acidic liquid that Pistachios 12 gp
can be used in pickling and cooking, and as a condiment. Walnuts 3 sp
Aged vinegar is unique among vinegars in being very
syrupy and almost sweet – it starts as a fermenting TABLE 3-11: OILS AND FAT
mash of sweet grapes and is aged for years in oak casks.
(SOLD BY WEIGHT/VOLUME AS NOTED)
Cider vinegar is made from apple cider, malt vinegar
from ale, and wine vinegar from red wine. Item Cost
Lard 8 sp/lb.

NUTS Oils (per quart)


Nuts are, by nature’s design, a perfect food for the Almond 3 gp
trail: they’re compact, last a long time before spoiling, Hazelnut 8 sp
and pack a lot of filling energy into a small amount of
Herbed Olive 3 gp
food. All nuts (listed in Table 3-10) are sold in their
shells except for cashews and pine nuts. Luven’s son Olive 2 gp
Meriweather will gladly shell your purchased nuts for Safflower 1 sp
you for the reasonable fee of 2 sp per pound. Sesame 3 gp
Sunflower 1 sp
OILS AND FAT Rapeseed 5 cp
One of the bad things about wild game, birds, and fish,
Walnut 5 sp
is that the meat is sometimes too lean to cook without
it drying out. Even the most well-seasoned cast iron
pots and pans sometimes need a little grease to keep TABLE 3-12: SWEETENERS
foods from sticking. Luven stocks a variety of flavorful (SOLD BY WEIGHT/VOLUME AS NOTED)
oils for your cooking pleasure, including a fancy olive Item Cost
oil infused with an assortment of herbs. He also stocks Honey 1 sp/pint
lard – rendered pig’s fat – which is, as all good cooks
know, the key to perfect biscuits. All oils and fats Marzipan 5 gp/oz.
available are listed in Table 3-11. Luven’s oils come in Molasses 5 sp/pint
1-quart glass bottles, and he sells lard by the pound, Sorghum 3 sp/pint
wrapped in waxed paper. Sugar (per pound)
Brown 1 gp
SWEETENERS Cone 2 gp
Many adventurers who have been on the road a long
time report sweets as one of the things they miss Raw Crystal 1 gp
most. Luven is a big believer in having a little taste Watermelon Syrup 5 sp/pint
of something sweet as often as possible. His various
sweeteners (listed in Table 3-12) can dress up a piece of crystallize and solidify, but it can be turned to liquid
stale bread, turn a cup of coffee or hot tea into a dessert, again by letting the container rest in hot water. A piece
and make hot cooked grains into an even more delicious of chewy honeycomb is included in each pint jar.
breakfast. Sweeteners are also extremely important for Marzipan: Marzipan is a paste made from ground
some herbal medicines that are simply too bitter to almonds and sugar. It can be molded to make fancy
hack down without a bit of sugar or honey. shaped candies or icings, or as an ingredient to sweeten
Honey: This thick amber syrup is produced by baked goods.
bees, from pollen from local flowering plants. Honey Molasses: This thick, dark brown syrup is a
stays fresh for an extremely long time – it may in time by-product from making sugar out of sugar cane.

55
Having a rich flavor of its own in addition to being sweet, TABLE 3-13: MEAT AND FISH
it is very good in baked treats, especially in cookies and (SOLD BY THE POUND)
cakes containing ginger, cloves, and cinnamon. It is a Item Cost
popular sweetener for cornmeal mush.
Beef
Sorghum: Sorghum is a sticky syrup produced
from juice from the stalks of the sweet sorghum grain. Corned 3 gp
It is similar in consistency to honey, and ranges from Dried 5 gp
light amber to dark brown in color. Jerked 7 gp
Sugar: Sugar is produced by refining sugar cane or
Sausage 2 gp
sugar beets. Brown sugar is soft due to its high molasses
content. Cone sugar is the most refined sugar, gleaming Smoked 4 gp
white and packed tightly into cone-shaped loaves; it has Buffalo
no molasses flavor at all. Raw sugar consists of large, Dried 10 gp
amber crystals with just a hint of molasses flavor. Jerked 15 gp
Watermelon Syrup: This thick sweetener is
Cod
produced in a long and tedious process of boiling
down watermelon flesh and juice until it is highly Salted 5 gp
concentrated. It is most popular in regions of the world Smoked 7 gp
where sugar is expensive or hard to find, but has gained Herring
some popularity among adventurers who find it travels
Pickled 3 gp
well and does not spill as easily as honey or molasses.
Kippered 4 gp
Salted 5 gp
MEAT AND FISH
When you have a long journey ahead of you, and the Pork
hunting and fishing opportunities are questionable, it’s Bacon 4 gp
a good idea to take some preserved meat or fish along. Ham 5 gp
All the items listed in Table 3-13 will last for months
Salted 3 gp
if wrapped tightly or kept in a container that can be
tightly sealed. Dried or jerked meat will last the longest Sausage 1 gp
without spoiling, followed by salted or smoked meat Salmon
or fish, sausage, ham, bacon, corned beef, pickled and Salted 8 gp
kippered (smoked, then packed in oil) herring, and
Smoked 12 gp
sardines.
Sardines 4 gp

BREADS AND NOODLES


Bread is nearly impossible to make on the adventuring Table 3-14: BREADS AND NOODLES
trail. Even if you can get fresh yeast and all the other (sold by the pound or dozen, as noted)
ingredients, punching down rising dough between Item Cost
watch rotations isn’t exactly convenient, and then what Couscous 1 gp/lb.
are you going to use as a kneading surface? Most breads
Crackers 2 sp/dozen
don’t stay fresh long enough to travel very far. Luven
stocks a few breads (listed in Table 3-14) that are more Flatbread 1 gp/lb.
sturdy and suited to an adventurer’s life. Except for the Fruitcake 5 gp/lb.
couscous, which Luven has imported, all the breads and Hard-Tack 1 sp/dozen
noodles are made by Luven’s wife Arissa.
Itriyah 2 gp/lb.
Couscous: A staple food in the east, couscous looks
at first glance like a fine grain or even coarse cornmeal. Rice Cakes 5 sp/dozen
It is actually a fine wheat pasta that is very versatile – Rusks 5 sp/dozen
it can be used as a side dish, as a bed for meat, fish,
or vegetables, or added to soup or stew. It can even be Flatbread: Flatbreads are made from unleavened
made into a dessert with a little milk and sweetener. (without yeast) dough that is rolled out, then baked or
Crackers: Crackers are light and crispy flatbreads. fried. Luven’s wife makes two different varieties for the
They can be plain – seasoned only with a sprinkling of shop – one that is made with a blend of wheat and rye
salt on the top – or can be made in a variety of flavors flours, water, and salt, and one that is made with wheat
such as onion, garlic, or pepper. Luven charges the or rye flour, cream, and cooked mashed potatoes (which
same price for all varieties. is oddly good with a bit of butter and sugar).

56
Fruitcake: One either loves fruitcake or hates it, but Rusks: This twice-baked bread is made by slicing
Arissa’s fruitcake is one that is almost universally loved. traditional bread and putting the slices back in the oven
More candied and dried fruit, nuts, and spices than it is until they are dry, toasty, and hard. The rusks travel
cake, just a thin slice of this rum-soaked confection is well and soften back up when dunked in your bowl of
enough to satisfy any sweet tooth. soup or stew. They’re also popular as weaning food for
Hard-Tack: Perhaps the blandest and most boring babies. Arissa makes rusks from whatever bread she
of foods known to mankind, hard-tack (sometimes has leftover at the inn, so the type/flavor varies.
called sailor bread) is a hard, unseasoned flour-and-
water biscuit. It travels well and resists spoilage, so it CHEESES
has always been a popular ration on sailing vessels. The best way to take milk with you on the road is to
Dwarves also are fond of it, finding it hearty and take a hunk of cheese. It resists spoilage, and even if a
practical. little mold does form, you can just cut the bad piece off
Itriyah: Arissa learned to make these traditional and eat the rest. Luven stocks a wide variety of cheeses,
egg noodles from her grandmother. A simple flour-and- from the mild-flavored to the bold and pungent. The
egg dough is rolled out thin and cut into strips, then cheeses available are listed in Table 3-15.
the strips are allowed to dry. Drop the itriyah in a pot Bocchini: The name of these chewy cheese balls
of boiling water – or directly into boiling soup or stew comes from a halfling saying that translates to “full
– and in just a matter of minutes, you’ll have filling, mouth bite”. Bocchini are small, bite-size balls of
delicious noodles to eat. fiordilatte cheese – a cow’s milk cheese made by
Rice Cakes: These lightweight little cakes are made stretching and kneading the curds until the cheese is
of compressed puffed rice, with a little water to hold it smooth and gleaming white. Fiordilatte is best eaten
together as it dries, and a touch of salt for flavor. While fresh and typically can only be kept in a salty brine for
they are rather bland on their own (some say they’re about a week, but little bocchini can be packed in oil
good for nothing but for using as packing material), rice with herbs – often oregano, rosemary, and thyme –
cakes are good with jelly or jam, or with a bit of meat which gives them a shelf life of up to three weeks if
and cheese for a light meal. kept cool.

57
TABLE 3-15: CHEESES pockets of air in the cheese, which gives slices of it a
(SOLD BY THE POUND UNLESS holey appearance. Its flavor is mild, sweet, and nutty.
OTHERWISE NOTED) Prosphatos: Prosphatos is made from sheep’s
Item Cost
milk, producing a soft semi-hard grainy white cheese.
The cheese is aged in a salty brine, then cut into blocks.
Bocchini 1 gp/pint
Prosphatos is mild to tangy in flavor, depending on its
Bleu Cheese 6 sp age, and can be easily crumbled as well as sliced. It is
Bread Cheese 1 gp very good with olives and vegetables.
Cheddar 4 sp Rodoric: This firm goat’s milk cheese, off-white
with a dark rind, is sweet when fresh, but becomes
Dwarven Green 8 sp
increasingly spicy with age. Rodoric is a delicious
Grana 2 gp accompaniment to dark bread and dark beer.
Manorhouse 5 sp Sardo: Sardo is a whitish-yellow hard cow’s milk
Prosphatos 8 sp cheese that usually has a yellow or orange rind. It
is mellow and salty, and is especially popular with
Rodoric 6 sp
children, as well as adults who prefer a very mild cheese.
Sardo 4 gp Smoked Cheese: This white, semi-hard cheese can
Smoked Cheese 8 sp be made from any milk or combination of milks. The
Surke 1 gp cheese is smoke-cured, giving it a hard yellowish-brown
skin. The skin preserves the cheese and gives it a smoky
flavor.
Bleu Cheese: One of the most easily recognizable Surke: Surke is an aged hard cow’s milk cheese. It
of cheeses, bleu cheese is a semi-soft cow’s milk cheese is unique in that it is not formed into wheels or bricks;
with veins of blue or bluish-black mold running through instead, the white cheese is formed into balls, and then
it. In this case, the mold is a good thing, and is what rolled in powdered chilies.
gives the cheese its tangy, slightly bitter flavor. Despite
its semi-soft nature, bleu cheese keeps well (and it’s
often difficult to tell when it has gone bad). BEVERAGES
Bread Cheese: Bread cheese is a fine treat when While a full waterskin is an absolutely essential piece of
fresh, but it’s truly the ultimate traveling cheese – dried adventuring gear, sometimes it’s nice to have something
bread cheese can be stored for years. Made from the else to drink at the end of a long day. For adventurers
milk of cows that have just calved, or from reindeer or who find themselves waiting in town for a few days for
goats, bread cheese wheels are baked to char their outer whatever reason, it can get expensive to sit in the tavern
surface. The cheese dries to near-rock hardness, and every evening. Luven sells a wide assortment of fine
must be reheated for eating. beverages (listed in Table 3-16), in volumes suitable
Cheddar: With its golden yellow color and bright for sampling new drinks or for an extended celebration
red wax rind, cheddar is generally the first thing to come of a mission completed. For every empty pint beer or
to mind upon hearing the word “cheese”. Cheddar’s cider bottle returned to Luven’s shop, you will get 1 cp
flavor can run from mild to very sharp, depending on in store credit.
its age. It keeps well and is almost universally liked, and
pairs well with everything from hard-tack to fresh fruit. Beers
Dwarven Green: Dwarves love a bold-flavored, Beers are beverages made from fermenting cereal
almost stinky cheese. After years of being unsatisfied grains. It is the most common beverage in the known
with every bleu cheese they tried, a group of industrious world, with nearly as many varieties as there are people
dwarves decided to try their own hand at cheese in the world. Luven stocks a number of locally produced
making. Dwarven green cheese is the result. It’s easily ales, lagers, and stouts, as well as small beer, all available
distinguished by the vibrant green veins running in pint bottles, 1-gallon kegs, and 5-gallon kegs.
through it, its powerfully bold flavor, and its distinct Ales: The oldest type of beer, ale was originally
“aroma” (or stench, depending on who you ask). brewed without hops, but now usually is brewed with
Grana: Grana is a hard, salty cheese made from them. Ales have sweet, full-bodied flavors, and are very
cow’s milk. It is very flavorful and a little goes a long popular with halflings and gnomes. In stock: Halfling
way. Grana is good grated or crumbled into a bowl of Blueberry Ale (a hopped ale, flavored with blueberries
soup or stew, or grated over noodles or rice. It also pairs and honey), Rose Red (an unhopped ale, infused with
well with fresh fruit, such as apples or pears. red rose petals and cinnamon), and Southern Gold
Manorhouse: A semi-hard cow’s milk cheese, (a hopped honey ale).
manorhouse is yellowish in color and has a black Lagers: Lager is the newest type of beer, fermented
wax rind. The cheese making process leaves small in cool conditions. It has a fresher taste than ale (or a

58
TABLE 3-16: BEVERAGES (SOLD BY WEIGHT OR VOLUME AS NOTED)
Beers Spirits & Liqueurs, continued
Item Pint 1 Gal. 5 Gal. Item Quart 1 Gal. 5 Gal.
Ale Cherry Bounce 10 gp
Halfling Blueberry 7 cp 5 sp 2 gp Cherry Bounce, Spiced 15 gp
Rose Red 5 cp 4 sp 18 sp Cinnamon Liqueur 30 gp
Southern Gold 4 cp 3 sp 14 sp Coffee Liqueur 40 gp
Lager Cream Liqueur 15 gp
Elvish Red 4 cp 3 sp 14 sp Crème de Cacao 35 gp
Ghost Touch 7 cp 5 sp 2 gp Crème de Menthe 20 gp
The High Seas 4 cp 3 sp 14 sp Gin 6 gp 20 gp 90 gp
Stout Green Apple Bounce 10 gp
Dire Wolf 7 cp 5 sp 2 gp Honey Whisky 10 gp 38 gp 180 gp
Dwarfhead Dark 7 cp 5 sp 2 gp Potcheen 35 gp
Midnight Blue 8 cp 6 sp 3 gp Raki 20 gp
Small Beer 2 cp 1 sp 4 sp Rum 9 gp 35 gp 160 gp
Rum, Spiced 15 gp 50 gp 230 gp
Ciders Schnaps 7 gp 25 gp 115 gp
Item Pint 1 Gal. 5 Gal. Vodka 6 gp 20 gp 90 gp
Green Apple Cider 5 cp 4 sp 18 sp Whisky 8 gp 30 gp 135 gp
Ice Cider 8 cp 6 sp 3 gp Wines
Pear Cider 7 cp 5 sp 2 gp Item Quart 1 Gal. 5 Gal.
Red Apple Cider 5 cp 4 sp 18 sp Dandelion Wine 5 gp
Elderberry Wine 5 gp
Non-Alcoholic (sold by weight or volume as noted) Fortified Wine
Item Cost Port 20 gp
Coffee 25 gp/lb. Sherry 25 gp
Crimson Aurochs 8 sp/pint Vermouth 30 gp
Tea, Black Brick 10 gp/lb. Mead 10 gp 35 gp 160 gp
Tea, Green Brick 15 gp/lb. Mead, Elven 15 gp 55 gp 250 gp
Raisin Wine 40 gp
Spirits & Liqueurs Red Wine 10 gp 35 gp 160 gp
Item Quart 1 Gal. 5 Gal. Sparkling Wine 65 gp
Absinthe 20 gp Strawberry Wine 10 gp
Amaretto 25 gp Table Wine 1 sp 3 sp 14 sp
Applejack 6 gp 20 gp 90 gp White Wine 10 gp 35 gp 160 gp
Brandywine 15 gp 55 gp 250 gp Winter Wine 40 gp

weaker taste, depending on how you look at it). It tends dwarves and orcs. In stock: Dire Wolf (a nearly black
to be more popular with humans and elves. In stock: stout, with nearly twice the alcohol content of other
Elvish Red (a golden red lager with a crisp taste), Ghost beers), Dwarfhead Dark (a thick dark brown beer with
Touch (a pale silvery lager infused with lotus blossoms), a tan head, and a hint of molasses flavor), and Midnight
and The High Seas (a golden lager with a thick foamy Blue (a purplish-black beer, infused with blackberries).
head). Small Beer: Having nothing to do with the stature
Stout: Sometimes referred to as “the beer that drinks of the brewers or the size of the serving, small beer is a
like a meal”, stouts are thick, dark, rich-flavored beers. low-alcohol brew prepared for children, servants, and
Technically, they are hopped ales with roasted malts laborers and soldiers to drink on the job to maintain
or roast barley. Stouts are the drink of choice among hydration levels without risking getting drunk. It is

59
also often served at parties to keep the guests from unless removed in a standard fashion. The saving throw
becoming too inebriated. In the field, it is an excellent DC goes up by one for each additional bottle drank.
alternative to possibly tainted water. Many inns and Tea: These tender leaves, when steeped in hot water,
taverns claim to serve small beer, however it is usually make a fragrant and delicious drink. Luven carries brick
ale that has been diluted rather than specially brewed. tea, a full pound of tea leaves compressed into a brick
Luven sells only the finest true small beer. for easy transport and preserved flavor – just scrape
some off with your dagger whenever you want to brew
Ciders a cup or pot. Available in both delicate green and full-
Cider is produced from fermented apple or pear juice, flavored black varieties. A cup of tea can temporarily
which makes a tartly-sweet, refreshing drink. In stock: stave off the effects of fatigue for 30 minutes; once the
Green Apple Cider (tart and crisp), Ice Cider (a very 30 minutes have passed, the fatigue returns, and the
sweet cider, made from apples that froze on the tree), character must still rest the required number of hours
Pear Cider (slightly more bitter than apple cider), to fully remove the fatigue. Multiple cups of tea within
and Red Apple Cider (sweet and smooth, very easy to a 30-minute period do not stack. Attempting to stave
drink). All ciders are available in pint bottles, 1-gallon off fatigue with tea for more than one hour will result in
kegs, and 5-gallon kegs a “crash” and the character is immediately exhausted.

Non-Alcoholic Beverages Spirits & Liqueurs


There are times when you want something to drink Luven endeavors to keep a wide variety of distilled
besides water, but you need to keep your head clear. spirits, liqueurs, and other “special” beverages on hand.
Other times, you just want something hot to sip. Luven As most of these beverages are imported, he cannot
carries a few things that should do just the trick. He always guarantee that his source will be the same (one
does not stock medicinal teas. Coffee and tea are sold shipment of absinthe may come from the north, the
by the pound; crimson aurochs is sold already brewed next from the far south), but he does guarantee the
in pint bottles. finest quality. All spirits and liqueurs may be purchased
Coffee: These roasted beans, when ground and in quart bottles; some varieties are also available in
brewed in hot water, produce a rich, slightly bitter drink 1-gallon jugs and 5-gallon kegs.
that is stimulating to the senses. Those who like the Absinthe: Also known as “The Green Fairy”,
effects of coffee, but not the taste, often dress up a cup absinthe is an anise-flavored green spirit distilled from
with sugar and milk, while in some areas, butter and salt a variety of herbs, mainly wormwood. Stories persist of
are common additions. A cup of coffee can temporarily hallucinations brought on by drinking it, but there is
stave off the effects of fatigue for one hour; once the no proof that it’s any worse than imbibing in any other
hour has passed, the fatigue returns, and the character alcohol. It is very popular with elves and gnomes.
must still rest the required number of hours to fully Amaretto: Amaretto is brandywine infused with
remove the fatigue. Multiple cups of coffee within an almonds, and sometimes apricots.
hour do not stack. Attempting to stave off fatigue with Applejack: This strong spirit is produced by
coffee for more than 2 consecutive hours will result in distilling apple cider.
a “crash” and the character is immediately exhausted. Brandywine: Brandywine is distilled wine. It is
Crimson Aurochs: A slightly bitter herbal often served after dinner or as a nightcap.
beverage said to increase one’s vigor and awareness, Cherry Bounce: This sweet cordial is made by
this unpleasant tasting drink does in fact briefly boost steeping cherries and sugar in brandywine for a month,
one’s energy and stimulate the senses, even more so then straining it. A more complex flavor can be achieved
than coffee. However, it also causes hyperactivity, by adding allspice and mace, and using half brandywine,
impatience, and aggressiveness. After drinking a half rum for the liquor.
pint of crimson aurochs, the character receives a +2 Cinnamon Liqueur: Schnaps infused with
bonus to Perception rolls, and ignores any effects from cinnamon produces this fiery liqueur that warms the
fatigue; they also receive a -2 penalty to Charisma body on the coldest of nights. While some varieties are
and to concentration checks, and are easily provoked. so spicy that they nearly burn the mouth, Luven prefers
The effects of crimson aurochs last for one hour after to stock cinnamon liqueur that is more about flavor
drinking. A creature can only benefit from drinking than heat.
crimson aurochs twice a day. Any creature that drinks Coffee Liqueur: A relatively new drink, this liqueur
the beverage more than twice in a day must make a is brandywine infused with coffee beans.
DC 13 Fortitude save or suffer a “crash” – a -2 penalty Cream Liqueur: This sweet, smooth liqueur is
to Perception, the character is automatically fatigued, whisky infused with dairy cream.
and their penalties to Charisma and to concentration Crème de Cacao: Vodka infused with chocolate
checks double to -4. The fatigue lasts for 8 hours produces this delicious dessert liqueur.

60
Crème de Menthe: Crème de menthe is made by Drinking and Inebriation
steeping mint leaves in vodka. While most characters can generally handle a drink or
Gin: Gin is a distilled spirit flavored with juniper two with few problems, each additional drink brings
berries. It has evolved from a beverage associated with them closer to becoming inebriated and impaired.
poor drunks (because it was initially made with grain A “drink” is a mug of ale or cider, a glass of wine,
that was too low of quality for brewing beer, and was or a shot of a spirit or liqueur. A character can
therefore very inexpensive) to a refined and sought- safely consume a number of drinks equal to their
after spirit. Constitution modifier +1 without risk of becoming
Green Apple Bounce: This mouth-puckering inebriated. For the first drink consumed after their
cordial is made by steeping chunks of green apple in normal maximum, a character must make a Fortitude
schnapps, with very little sugar. The resulting beverage save (see table below for the DC, which varies by type
is very tart and flavorful. of beverage). Dwarves can add their +2 racial bonus
Honey Whisky: For those who don’t care for the vs. poisons to their saving throws. If they fail the
smoky burn of whisky, honey-infused whisky is just the save, they become impaired, suffering -1 penalties
thing. The sweetness of the honey balances the stronger to attacks, Reflex and Will saves, and to Dexterity,
flavors in the whisky, producing a smooth and just Intelligence, and Wisdom. For each subsequent
slightly sweet drink. drink, the Fortitude save DC increases by 1.
Potcheen: A clear distilled spirit that is fiery,
potent, and smooth to drink. It is distilled in a small pot
Type of Alcohol DC
still, and the name is a diminutive of “pot”, hence the
occasional confusion when a halfling innkeeper asks a Beer 13
guest if they’d like a “nip from the little pot”. It is one of Cider 14
the strongest beverages made by the humanoid races. Wine 15
Raki: Also known as “Lion’s Milk”, this is an eastern Spirits/Liqueurs 16
drink that is unsweetened anise-flavored distilled
spirits, mixed with water. While by itself, the liquor is Once a character is impaired, and they fail another
clear, when diluted with water (as is customary) it turns saving throw, they become intoxicated. Intoxicated
milky-white. It is a strong and not-unpleasant beverage characters suffer -3 penalties to attacks, Reflex
often served before a meal, especially among male and Will saves, and to Dexterity, Intelligence, and
warriors. Because of the high alcohol content and milky Wisdom. An intoxicated character who continues to
color, it supposedly makes those who drink it “as strong drink and fails another saving throw passes out and
as lions”. is unconscious for 2d4 hours. Both the impaired and
Rum: A favorite of pirates and privateers, rum is intoxicated conditions persist until the character is
made by distilling sugar cane molasses. Luven sells dark able to get 8 hours of continuous sleep. The conditions
aged rum, as well as delicious spiced rum, infused with can also be removed by neutralize poison or similar
vanilla bean, cinnamon, star anise, allspice, and cloves. spells, herbal remedies, etc.
Schnaps: Schnaps is a distilled fermented fruit A character’s Charisma may also change as they
beverage. It is usually made from apples, pears, plums, become impaired or intoxicated, but this varies from
or cherries, and on rare occasion, from apricots. It is person to person – some people are happy drunks,
crystal clear and odorless, and has a light fruit flavor some are mean drunks, some are crying drunks. This
without being sweet (no sugar is added to true schnaps). can be determined at the GM’s discretion, possibly
Vodka: This clear, neutral-flavored alcohol is made based on how the character’s player roleplays the
from distilled fermented grain, potatoes, or sugar beet situation, as to whether the character gets penalties
molasses. Unlike most other spirits, vodka leaves little or bonuses to Charisma.
if any smell on the breath of the drinker, making it the Not all alcohols are created equal; some beers are
beverage of choice for those who wish to be discreet stronger than others, some wines are more potent
with their drinking. than others, some spirits have an especially strong
Whisky: Made from fermented grain mash – rye, kick. GMs should use discretion and feel free to
wheat, corn, or barley – and aged in oak barrels, whisky increase the DCs listed in the table if the characters
is one of the most popular distilled spirits. are partaking of an especially potent beverage.

Wines
True wines are beverages made from fermented grape liqueurs, Luven imports most of his wines, so his sources
juice only. Beverages made from other fruit juices (or vary. All wines may be purchased in quart bottles; some
even flowers) are often called wine, as well, though varieties are also available in 1-gallon jugs and 5-gallon
technically they are not wine. As with his spirits and kegs.

61
Dandelion Wine: Not a true wine, this pale yellow JEWELRY AND
drink is made from fermented dandelion heads and
sugar, sometimes with a little lemon or orange juice or ACCESSORIES
peel added for tartness. Luven never set out to stock jewelry, but he always has
Elderberry Wine: One of the most popular of the a large and mixed selection of pieces gained in trade
fruit wines, elderberry wine is dark, sweet, and goes and bartering with adventurers short on coin. For the
wonderfully with dessert. availability of the jewelry items listed in Table 3-17, see
Fortified Wine: Brandywine can be added to wine, the Appendix of this book. In addition to common types
resulting in a sweeter, stronger beverage called fortified of jewelry – rings, earrings, bracelets, etc. – Luven also
wine. Luven stocks three types of fortified wine: port often has some more unusual or exotic jewelry items in
(a sweet, dark red wine), sherry (dry, made from white stock that are described below.
grapes), and vermouth (very dry and aromatized with Anklet: This delicate chain fastens around the ankle,
herbs and spices). and can be decorated with jewels or charms. Anklets are
Mead: Not a true wine, mead is a fermented honey very popular in climates and cultures where wearing
beverage. The standard variety has a crisp, dry taste, sandals or going barefoot is the norm, and they are also
and in some areas is more popular than beer as the favored by dancers, entertainers, and courtesans.
drink of choice. Mead was one of the first alcohols ever Belly Chain: A favored adornment for dancers who
brewed by the elves, and their variety of the beverage wear midriff-revealing outfits, a belly chain is similar in
is heady and sweet. Elven mead is usually consumed in construction to a necklace or anklet, but large enough to
smaller quantities, as a dessert beverage or nightcap. wear around the waist. Some belly chains are designed
Raisin Wine: Allowing grapes to dry in the sun to attach to a piercing in the wearer’s navel.
before pressing them for their juice results in super- Choker: This strip of silk or velvet fastens snugly
sweet raisin wine. Making raisin wine is labor-intensive, around a woman’s neck, and is highly decorated with
so the wine is more expensive than most others, but embroidery, delicate precious metal filigree dangles,
those who’ve had a glass with dessert say it’s worth and tiny gemstones (often small pearls).
every copper. Hair Combs: While most female adventurers are
Red Wine: Wine made from dark grapes comes in content to simply tie their hair back with a strip of
many varieties, from very dry to very sweet. Red wine lacing, dressy occasions call for pretty hair accessories.
pairs well with red meat, strongly-flavored cheeses, and A pair of lovely combs – made from precious metal or
fruit. exquisite amber or ivory – will hold your hair in just the
Sparkling Wine: Special steps can be taken in style you desire, and add an elegant finishing touch to
the fermentation and bottling processes to make wine your outfit.
bubbly and fizzy. Sparkling wine is often saved for Handflower: A handflower is a delicate piece
special occasions. Available only in quart bottles. of women’s jewelry consisting of a bracelet and ring,
Strawberry Wine: While not a true wine, connected by a web of intertwined chain links that rests
strawberry wine’s bright pinkish-red color and sweet, on the top of the hand. Handflowers are very popular
aromatic flavor make it very popular among those with among dancers.
a sweet tooth. Toe Ring: Another piece of jewelry that is most
Table Wine: Table wine is a less expensive, lower common in sandal-wearing areas, these tiny split rings
quality wine. Some taverns and other eateries serve it as adjust to fit comfortably on any toe.
their “house” wine. While it’s certainly good enough to
drink, true wine connoisseurs turn their noses up at it.
Table wine is a good option for large gatherings on tight
ART AND WRITING
budgets. Available in red or white. SUPPLIES
White Wine: White wine can be made from either Adventuring bards and scholars need quality supplies
white grapes, or from some varieties of red grapes that for making notes, writing ballads and songs, and
have had their skins removed. White wine pairs well drawing or painting pictures of what they’ve seen.
with fruit and cheese, poultry, and fish. Rare is the adventurer who hasn’t at least needed to
Winter Wine: When grapes are allowed to freeze write a letter or two while on the road. Luven stocks
on the vine, their juice becomes concentrated and writing and art implements and surfaces of professional
very sweet, making for a lovely dessert wine. Making quality – a few local scribes and artists have even
winter wine is labor intensive and tricky, so it is priced been known to buy their supplies from Luven’s shop.
accordingly. Available items are listed in Table 3-18.
Bamboo: Sheets of pressed bamboo fibers are
prized for their superior ink absorption – ink won’t bleed
through a sheet of bamboo. It is favored for calligraphy,
and even makes a good surface for paintings.

62
TABLE 3-17: JEWELRY AND ACCESSORIES
Item Copper Silver Gold Platinum
Anklet 3 sp+ 3 gp+ 30 gp+ 300 gp+
Armband 15 cp+ 15 sp+ 15 gp+ 150 gp+
Belly Chain 15 sp+ 15 gp+ 150 gp+ 1,500 gp+
Bracelet, Narrow 2 sp+ 2 gp+ 20 gp+ 200 gp+
Bracelet, Cuff 3 sp+ 3 gp+ 30 gp+ 300 gp+
Broadbelt 3 gp+ 15 gp+ 100gp+ 500 gp+
Brooch 45 cp+ 45 sp+ 45 gp+ 450 gp+
Earrings (pair) 2 sp+ 2 gp+ 20 gp+ 200 gp+
Hair Combs, Metal (pair) 3 sp+ 3 gp+ 30 gp+ 300 gp+
Handflower 1 sp+ 2 gp+ 20 gp+ 200 gp+
Headband 4 sp+ 4 gp+ 40 gp+ 400 gp+
Locket 25 cp+ 25 sp+ 25 gp+ 250 gp+
Necklace 5 sp+ 5 gp+ 50 gp+ 500 gp+
Pendant 45 cp+ 45 sp+ 45 gp+ 450 gp+
Ring 3 sp+ 3 gp+ 30 gp+ 300 gp+
Toe Ring 1 sp+ 1 gp+ 10 gp+ 100 gp+
Torc 5 sp+ 5 gp+ 50 gp+ 500 gp+

Choker 50 gp
Hair Combs, Amber or Ivory (pair) 50 gp

+ indicates additional cost due to gemstones; add the value of the gemstones to the listed price

Gesso: This sticky combination of glue and powdered Metal Nibs and Pen: Quill pens are convenient
minerals is used to prime surfaces for painting. and plentiful, but the tips wear down quickly if you have
Glue: Luven guarantees that the glue he sells will a lot of writing to do. The metal nibs in each of the sets
hold paper, fabric, leather, or wood, or your money Luven has available can be easily changed out on the
back. Sold in a small lidded crock with a brush attached included wooden pen handle (or on the end of a quill,
to the inside of the lid for easy application. if you desire) so you always have the perfect writing
Journal: Smaller than the books sold specifically instrument for the job at hand. Each set contains
for use as spellbooks, these blank books measure ten assorted nib sizes, specifically for bookkeeping,
5 inches wide by 8 inches high, and contain 100 blank calligraphy, or general writing and scribing.
parchment pages. They are ideal for journals, diaries, Paint: Luven stocks oil-based art paints of only the
poetry, and other writing needs. finest quality. The price varies depending on color; if
Lead Pencil: Thin wooden cylinders with hard you buy a bottle of each color Luven will sell them to
graphite cores, lead pencils are convenient and less you for a discounted price of 9 gp.
messy than ink for writing on most surfaces. The points Paintbrush (Artist’s) Kit: This slim wooden case
are easily sharpened with a dagger or knife, and you can contains ten sable-hair paintbrushes of varying sizes,
erase mistakes with a bit of wax. sure to please even the most particular of artists.
Ledger Book: The parchment pages of ledger books Papyrus: While papyrus – even sheets of the best
are marked with lines and grids for easy bookkeeping. quality – is not the writing surface of choice for any
The small journal-sized ledger is ideal for traveling professional, its low price makes it popular as “scratch”
caravan masters, mercenary captains, or even the party paper or for children to practice drawing or writing on.
member in charge of the party funds. Large ledger books Pocket Notebook: Fifty sheets of parchment
are better suited for businesses, or as a caravan master’s make up this small, soft-covered 3-inch wide by 5-inch
main record (many caravan masters keep a small ledger high notebook. If fits perfectly into a belt pouch so you
with them on the road and transfer the notes to a large always have a writing surface handy.
ledger when they reach their destination). Both small Powdered Ink: If you’re worried about ink
and large ledgers have 100 pages. spilling in your backpack (and don’t want to invest

63
TABLE 3-18: ART AND WRITING Slate: Thin sheets of slate have been used for years
SUPPLIES as writing surfaces – they’re wonderful for making notes
Item Cost Weight
in a lab or dungeon, for children to use for practicing
their handwriting, or for posting prices in a shop. Your
Bamboo 2 sp/sheet —
writing, whether with chalk or a slate pencil, stays crisp
Gesso 8 sp/pint ½ lb. and clear until you wipe it away with a cloth. Luven sells
Glue 3 sp/pint ½ lb. a 12 inch square slate in a wooden frame, which is small
Journal 10 gp 1 lb. enough to pack for travel, but large enough for plenty
of writing.
Lead Pencil (10) 2 sp —
Slate Pencil: Slate pencils are thin rods of soft slate
Ledger Book or soapstone. They make sharper, finer lines on a slate
Small 12 gp 1 lb. than chalk does.
Large 20 gp 3 lbs. Song Book: This journal-sized book contains
100 pages of parchment already printed with 5-line
Metal Nibs (10) and Pen
staves, making it easy for bards and other musicians to
Bookkeeping 10 gp — write music. There is plenty of space between the staves
Calligraphy 12 gp — for writing lyrics.
Scribing/Writing 8 gp — Traveling Inkwell: Many an adventurer has heard
the horrifying sound of an ink vial breaking in their
Paint (per pint)
backpack, staining (if not ruining) everything else in
Black 1 gp ½ lb. the pack, not to mention leaving them with no ink. This
Blue 1 gp ½ lb. brass case solves that problem. One standard vial of ink
Green 5 sp ½ lb. can be tucked into a snug housing, securing it so it can’t
Ocher 1 gp ½ lb. be broken easily. The housing has slots for two short
quill pens (included), and the whole thing is covered by
Purple 3 gp ½ lb.
an elongated lid – no more broken ink or bent quills.
Red 2 sp ½ lb. Vellum: Vellum is fine grade parchment. Some
Yellow 1 sp ½ lb. purists will argue that true vellum can only be made
Vermilion 1 gp ½ lb. from the skins of certain animals, but most people agree
that both vellum and parchment can come from any
White 2 gp ½ lb.
type of hide, with vellum simply being of higher quality.
Paintbrush (Artist’s) Kit 5 gp ½ lb.
Papyrus 15 cp/sheet —
Pocket Notebook 5 gp —
TOYS AND GAMES
There comes a time in every adventure when a diversion
Powdered Ink 2 gp — is needed. For those nights spent holed up in a dungeon,
Rice Paper 2 sp/sheet — wouldn’t it be nice to be able to pull a deck of cards
Slate 7 gp 1 lb. out of your pack and have something to help quietly
pass the hours while your party’s spellcasters rest and
Slate Pencil (10) 3 sp —
recover? When you manage to secure a room at an inn
Song Book 13 gp 1 lb. for the night, playing a game or two can help you wind
Traveling Inkwell 20 gp ½ lb. down. And let’s not forget all the little adventurers back
Vellum 3 sp/sheet — home – you can’t go back to them empty-handed, can
you? Luven carries an assortment of amusements for
the kid in everyone, and they’re listed in Table 3-19.
in a traveling inkwell), powdered ink is for you. Simply Backgammon Set: As popular with children as it
empty a packet of powder into a one-ounce vial, fill with is with adults (who often play in taverns, for money),
water, and stir until the powder is dissolved. Please note backgammon is a game of both strategy and luck. The
that this ink is not waterproof – if anything written with folding case opens to reveal the wood-inlay board,
this ink gets wet, it will wash away – but on the brighter 15 each black and white markers, two sets of dice, and
side, it will not fade as sometimes happens with lower- two leather dice cups.
quality inks. Available in black only. Balls: Crafted from sturdy rawhide and sinew, and
Rice Paper: Also called pith paper, rice paper is stuffed tightly with animal hair, these balls are designed
made from the inner core of rice straw (and sometimes to survive many hours of active play. They are available
other similar plants). It is smooth and slightly in three sizes: small 2-inch balls, which are popular
translucent, and is favored for artwork and among jugglers and for pet toys; medium 4-inch balls
calligraphy. for games such as handball or stickball; and large

64
12-inch balls, which are good for kickball games and TABLE 3-19: TOYS AND GAMES
for children to play with – even babies can push a ball Item Cost Weight
around on the floor to play. Backgammon Set 8 gp 2 lbs.
Bow & Arrow Set: For the future ranger, this little
bow and arrow set is just like mom or dad’s, minus the Balls
chance for hurting oneself – the arrows are tipped with 2” 2 sp —
beanbags instead of arrowheads. The bow has enough 4” 5 sp —
pull that the child can actually learn good bow form. 12” 2 gp ½ lb.
The set includes the bow, 5 bowstrings, and 10 arrows
Bow & Arrow Set 3 gp 2 lbs.
in a simple leather quiver.
Chess Set: The classic board game of strategy and Chess Set 20 gp 3 lbs.
skill, chess is popular among kings and commonfolk Clockwork Toys 5 gp ½ lb.
alike. This lovely set features pieces carved from ivory Cup—and—Ball 5 sp ½ lb.
and ebony, stored in a padded wooden case that unfolds
Dice 4 sp —
into a playing board.
Clockwork Toys: These intricate, delicate toys Dolls 5 sp —
are made of fine metals, springs, and wires, shaped Draughts Set 5 gp 2 lbs.
to resemble a variety of animals – dogs, cats, horses, Pieces only 5 sp —
fish, birds, etc. Each toy comes with a key; wind the toy
Marbles 2 gp ½ lb.
up, and it will walk, swim, or fly for a short distance.
Clockwork toys are tiny (only about 3 inches long) and Nesting Dolls 2 gp —
fragile, so supervise children (or rough-handed adults!) Old Men’s Bones 3 sp —
who play with them. Not surprisingly, clockworks are a Paddle—and—Ball 3 sp ½ lb.
favorite of gnomes. Poppets 5 sp —
Cup-and-Ball: Sometimes, the simplest of toys can
Rocking Mounts 20 gp 10 lbs.
provide the most amusement. A cup-and-ball is just
that: a wooden cup with a handle, and a small wooden Rolling Animals 2 gp 5 lbs.
ball tied to the handle with a length of string. The Stick Mounts 2 gp 2 lbs.
object of play is to get the ball into the cup, which takes Tarock Cards 3 sp —
practice and dexterity.
Tops 2 gp ½ lb.
Dice: Dice can be a game all by themselves, or be
part of any number of other games. Choose from a set
of four six-sided dice, or a set of seven multi-sided dice, as chess, Luven also sells a set of pieces for the game
with a leather dice cup. Luven stocks only carved ivory separately – the pouch will fit easily inside the chess set
dice – he used to stock carved bone and soapstone dice case.
as well, but found ivory to be a much better seller and Marbles: The game of marbles is played by children
of higher quality. world-round, and remains popular with many adults.
Dolls: A soft, cuddly doll can be a wonderful friend There are many variations on marbles; Luven always
for a small child. Luven stocks the finest cloth dolls, teaches those new to the game the standard version
sewed with strong seams and stuffed with only the of drawing a circle on the ground and attempting to
softest of materials. Both male and female dolls are knock your competitor’s marbles out of the circle with
available, dressed in a variety of professions – rangers, your own. These beautiful tiny spheres are turned from
priests, princesses, wizards, warriors, and more – for various colors of stone, so they are less likely to chip
maximum make-believe fun. Each doll comes with than standard glass marbles. Each bag contains 20
one outfit (which is removable) and fabric accessories; standard-sized marbles and a shooter.
there is nothing hard or sharp on any doll, so they are Nesting Dolls: A set of nesting dolls is as much a
completely safe for play and to be tucked under the thing of beauty as it is a fun toy. Each set has five hollow
arm at bedtime. Cloth baby dolls are also available at wooden dolls of graduated sizes, all intricately painted
the same price. Luven no longer stocks porcelain dolls to resemble lovely women, famous rulers, knights, or
after seeing that they could not hold up to typical play even animals. The dolls stack neatly within each other,
without becoming damaged, as well as the fact that his making the set compact for travel – an easy way to take
own children and the children of friends, family, and five toys along on a trip without taking up much room in
customers all preferred the plush, huggable dolls. your pack. The largest doll is about 5 inches high.
Draughts Set: This simple, yet fun, game is also Old Men’s Bones: Also called pick-up sticks, the
called checkers. The pieces of dark and light hardwood object of this simple game is to pull individual sticks
are stored inside a slim wooden case that unfolds into out of a pile without disturbing the rest. Whoever
a playing board. Since draughts uses the same board

65
can pull the most sticks wins. The game is often (and Sun, Judgement, and The World, plus the unnumbered
easily) improvised with a pile of small twigs, but this Fool card. The cards are beautifully illustrated and
nice set of carefully sanded bone slivers in a metal case come in a fine silken pouch.
is a worthwhile purchase for those who like the game Tops: For the listed price, you get five assorted
and want to be able to play it anywhere. spinning toys: two wooden tops, two metal tops, and
Paddle-and-Ball: This simple one-person toy is a one metal “whistler” top, which sings when you spin it
wooden paddle with a small ball attached to the center due to the holes punched through it. The wooden ones
by a length of leather lacing. The object of playing is to are painted with bright colors and the metal ones are
see how many times in a row you can hit the ball with the polished to a gleaming shine. Each top measures about
paddle – though it’s not quite as easy as it looks. Playing 3 inches high.
with a paddle-and-ball can hone a child’s dexterity.
Poppets: For those little ones who want a soft toy,
but aren’t interested in dolls, a poppet is the answer. MISCELLANEOUS ITEMS
These plush toys resemble animals – bears, cats, dogs, Last but not least, there are a number of objects that
rabbits, and the like. They are made with soft fabrics just don’t quite fit into the other home and hearth areas.
(sometimes even fur) and stuffed with fleece. While Boxes: Some things – jewelry, mementos, and the
poppets are meant for children, Luven has seen more like – are just too precious to toss into a pouch or the
than one tough mercenary type buy one as a present for bottom of your backpack. Luven carries small latched
his wife or lady friend. boxes (about 5 inches wide, 7 inches long, and 4 inches
Rocking Mounts: Children almost always deep) for keeping your valuables safe, in your choice of
want their own horse before they’re old enough and lacquer finish, silk, or hardwood. He also stocks small
big enough to have one. A rocking mount is a good steel snuff boxes, which hold about an ounce of snuff
substitute, letting the little one “ride” safely for as long (or a spice or other fine matter) and fit neatly in a pouch
as they want, with daydreams full of adventure. Many or pocket.
mothers report that the rocking motion also helps wear Camp Oven: A camp oven is a heavy, flat-bottomed
them out so they are less resistant to going down for a cast iron pot with three feet and a tight-fitting lipped
nap. Wooden mounts are carved to resemble a variety lid. While it can be hung by its handle over a fire like a
of riding creatures, including horses, pegasi, unicorns, regular pot, the feet allow it to be set directly into the
dragons, and griffons. hot coals, and additional coals can be scooped onto the
Rolling Animals: Things that move seem to lid. Food in a camp oven cooks more quickly and evenly;
fascinate young ones, and these rolling animals are no many camp cooks use these ovens to make biscuits and
exception. Each one is about a foot long, carved from desserts as well as stews and soups.
wood and mounted on four wheels. Tie a string around Candles: Luven stocks some special candles beyond
its neck and it’s ready to be pulled along wherever its standard tapers. Graduated candles are designed to
owner wants to take it. Each animal is hinged so that help one keep track of time – one knob melts fully away
its head will bob up and down as it moves. Choose from in one hour or one day. For situations where a long-
horses, pegasi, unicorns, dragons, elephants, bears, and burning candle is needed, sturdy pillars are a good
large cats. choice – at 3 inches in diameter and 6 inches high, they
Stick Mounts: Far more portable and affordable will burn for a long time, and can simply be set on a
than a rocking mount, a stick mount is just as good for heat-safe flat surface instead of having to fuss with a
a child with an active imagination (and a lot of excess candlestick.
energy to burn). This short quarterstaff features a plush Cooking Implement Set: While a good old
animal head, with a pair of reins, at one end. Choose ranger’s spoon (see Chapter 2) is good enough for most
from any type of animal available for a rocking mount. camp cooks, a few other kitchen tools can make cooking
Tarock Cards: While the tarock deck is a well- duty a lot easier. This set includes a flipper for turning
known tool of diviners and soothsayers, it is also pancakes or fish fillets, a two-pronged meat fork for
used to play dozens, if not hundreds, of different card turning steaks or chops, and a ladle for serving soups,
games. The base deck has 56 cards; each of the four stews, and hot cereals. All three implements have long
suits – wands, pentacles, cups, and swords – has handles so you don’t have to get too close to the fire, and
cards numbered from one to ten, plus four court cards are made from forged iron.
(page, knight, queen, and king). The trump suit, also Copper Water Pot: This little lidded pot is just
called the major arcana, contains 21 numbered cards the right size for boiling water for coffee or tea. The pot
(from 1 to 21): The Magician, The High Priestess, The holds about 4 cups of water and has a spout for neat
Empress, The Emperor, The Hierophant, The Lovers, pouring.
The Chariot, Strength, The Hermit, Wheel of Fortune, Fry Pan: This heavy-duty handled pan is perfect for
Justice, The Hanged Man, Death, Temperance, frying fish, pieces of meat, slices of potato, and more. At
The Devil, The Tower, The Star, The Moon, The two inches deep, it can be set into hot coals, but it works

66
even better on top of a firegrate (see Chapter 2). Made TABLE 3-20: MISCELLANEOUS
from forged iron, the handle is hinged to fold into the ITEMS
pan so it will take up less room in your pack. Item Cost Weight
Gimlet: A gimlet is a small hand drill for boring
Boxes
holes through wood. They come in handy in the field
for repairs to crossbows, short and longbows, and Lacquer 8 gp 1 lb.
wooden shields. Roguish sorts find them indispensible Silk 5 gp 1 lb.
for drilling through window panes and around locks on Snuff 3 gp —
doors as they attempt to enter places where they’re not
Wood 5 gp 1 lb.
invited.
Griddle: This flat, square piece of cast iron is the Camp Oven 5 gp 10 lbs.
perfect surface for cooking pancakes, eggs, and other Candles
foods that need to be flipped. You need a firegrate to Graduated, Hour 3 cp —
use one – if you set it into hot coals, the lack of a lip on
Graduated, Day 4 cp —
the pan will let ashes into your food.
Mortar and Pestle: For crushing herbs and spices, Pillar 2 cp —
a mortar and pestle is often the simplest tool. Place the Cooking Implement Set 3 sp ½ lb.
items to be broken down in the bowl (the mortar) and Copper Water Pot 1 gp 1 lb.
pound and grind them with the heavy stick (the pestle).
Fry Pan 2 gp 3 lbs.
Nutcracker: This pliers-like instrument lets you
crack open even the hardest nut shell to get at the meats Gimlet 1 sp —
inside. Griddle 1 gp 2 lbs.
Pipes: To go with the fine tobacco he sells, Luven Mortar and Pestle 5 sp ½ lb.
carries a selection of fine pipes, carved from your choice Nutcracker 1 gp ½ lb.
of ivory, soapstone, or hardwood. With proper care and
Pipes
cleaning, a good pipe will last for years, if not a lifetime.
Pot Scrubber: No one likes scrubbing out the Ivory 1 gp —
cooking pot, but it’s even worse when you have nothing Soapstone 2 gp —
but your bare hands or maybe a rag to help you. This Wood 5 sp —
tight bundle of broom straw makes easier work of an
Pot Scrubber 8 cp —
unpleasant job.
Sachet: Whether you carry your clothes in a Sachet 3 gp —
saddlebag, backpack, or a chest, after some time they Spice Box 35 sp ½ lb.
will start to get a storage smell to them. A sachet of spices Spice Grinder 3 gp ½ lb.
and dried herbs and flowers will keep your clothing
Sugar Nips 1 gp ½ lb.
smelling sweet and fresh. Assorted scents available.
Spice Box: This small metal box contains six tiny Tea Infuser
glass vials with cork stoppers. Each vial holds about one Bamboo 1 sp —
ounce of the seasoning or spice of your choice, so you Copper 5 sp —
can carry your favorite flavors wherever you go. Luven Towels
will always fill one vial with salt for free.
Spice Grinder: Very hard spices, like peppercorns, Bath 1 gp 1 lb.
can be broken down with a mortar and pestle, but it Hand 3 sp —
takes a fair amount of time and elbow grease. A grinder Kitchen 2 sp —
makes the job easier. This grinder can also be used for Washcloth 1 sp —
grinding coffee – Luven recommends running a bit of
bread or biscuit through the grinder to clean it before
switching to a different item to grind, unless you like don’t float around in your cup. Choose a bamboo infuser
your coffee to taste like pepper. (which can be set in a cup or a copper water pot), or a
Sugar Nips: Many a novice cook has sliced their small copper ball.
fingers or hand while trying to break pieces of a sugar Towels: Inns and bathhouses usually provide towels
cone with a knife or dagger. Make the job easier and for drying off, but you need your own for washing up in
safer with a pair of sugar nips. These strong pliers will creeks and streams along the road. Choose from full-
break off “nips” of sugar with no trouble at all. body bath towels, hand towels, and washcloths in plush
Tea Infuser: Keep your tea clear by placing the cotton, or sturdy linen kitchen towels for cleaning up
leaves in an infuser. The holes in the infuser let the the pots and pans in camp.
water reach the tea for steeping, but the loose leaves

67
Chapter 4 - Prosthetics

I 
couldn’t help but notice that your friend over Cosmetic prosthetics are sculpted, high quality
there seems awfully glum. Is everything alright? replacements that look life-like (at least at first
Oh dear, she lost a hand to a landshark? That’s a glance) but aren’t actually functional. In this sense,
plenty good reason to look glum. Oh, you don’t have cosmetic prosthetics are not as functional even as basic
to explain it to me, I know how it goes when you’re in prosthetics but do more for a character’s self esteem
the middle of nowhere and your healer can only do so and hide his injury from the eyes of others.
much. Has she looked into a prosthetic? You know, a Intermediate prosthetics are partially functional
false hand? I have a few different kinds in stock, and replacements capable of grabbing and releasing objects,
I know people who can make even more specialized or allowing one to walk stiffly but at a reasonable pace.
kinds. Bring her over here and let’s see what we can Intermediate prosthetics include hinged forearms
do to help her. and calves, to which other types of prosthetic can be
Luven Lightfinger attached.
Mechanical prosthetics are fully articulated

T 
he adventurer’s life is not an easy one, and odds prosthetics with multiple moving parts, such as
are that sooner or later, someone is going to be clockwork arms and hands capable of grasping and
missing something. While magical healing is an holding most everyday objects, even up to and including
amazing thing, the truth is that most parties aren’t going weapons, or clockwork legs capable of walking and
to have a healer of sufficiently advanced level to cast running. Other mechanical prosthetics include clamps
regenerate and replace a missing limb. At lower levels, and haft locks, which make holding and gripping
the amount of money required for such healing may be things much easier. Mechanical prosthetics are often
unattainable. In short, there are going to be times when extremely expensive.
someone’s going to need an artificial replacement for Combat prosthetics are technically a basic
their own flesh and blood, at least in the short term. prosthetic in the form of a weapon, an artificial limb
There are many ways in which a character can lose a that sacrifices appearance and function for lethality.
limb, but not all are described in detail. It is mentioned Magical prosthetics are just that - a variety of
that someone who is turned to stone, damaged, and prosthetic types that provide the full function of the
then turned back to flesh suffers the same “deformities” missing limb, and sometimes more. Magical prosthetics
that were suffered while petrified. Presumably this are the most expensive of all prosthetics.
would mean a missing arm or leg. Others are more Standard magical prosthetics perfectly mimic
vague, but the description of the regenerate spell the body part they are replacing, except they may be
clearly states that it regenerates lost limbs, indicating dispelled, which leaves them useless but still attached.
that such a thing can happen. There are also products More advanced magical prosthetics offer new abilities
available from other companies, usually products that superior to the limbs they are replacing.
detail critical hits and fumbles, that specify the loss of All prosthetics, mundane and magical alike, can
limbs on occasion. be sundered, and the hardness and hit points of each
prosthetic is noted in the description.
PROSTHETICS
There are several different levels and types of Designer’s Note
replacements for a missing limb, from the incredibly This book on gear and equipment is not the place in
basic to mechanical and magical replacements that are which to include rules for severing limbs. However,
nearly as capable as the genuine article. our upcoming release, Strategists and Tacticians, will
include detailed rules for severing limbs and penalties
TYPES OF PROSTHETICS suffered by characters missing limbs. Once that
Prosthetics come in two types: mundane and magical. book is released, look for a free “web enhancement”
Mundane prosthetics are further categorized into Basic, featuring the prosthetics in this chapter and how they
Cosmetic, Intermediate, Mechanical, and Combat. can benefit a character with a missing limb.
Basic prosthetics, such as the gaff hand, peg leg or In the mean time, GMs can treat limb loss in their
crutch, are very simple prosthetics that do not resemble games as they have in the past, whether with house
the actual lost limb at all and have the most basic rules or strictly roleplay. Some benefits of prosthetics
functionality. Basic prosthetics do grant a character are obvious even without rules: a sense of balance
some sense of wholeness and capability. Basic restored to the body, less reliance on others for help,
prosthetics are the least expensive of prosthetics. and a boost in self-confidence and appearance.

68
Mundane Prosthetics TABLE 4-1: MUNDANE PROSTHETICS
The mundane prosthetics listed in Table 4-1 are detailed Type of Prosthetic Cost
below.
Basic Prosthetics
Blunt Fist: A blunt fist is a type of combat
prosthetic. It is a solid ball of metal, or sometimes it is Blunt Fist 50 gp
shaped like a fist or hammerhead. It can be used as a Blunt Foot 50 gp
tool, but it’s most practical application is as a weapon. Crow’s Foot 65 gp
A blunt fist does 1d6 bludgeoning damage per strike. It Crutch 5 gp
is considered a light martial weapon.
Hardness: 10; Hit Points: 10 Fork Hand 35 gp
Blunt Foot: This solid wooden sphere, with the base Gaff Hand 25 gp
shaved flat, allows its wearer to move at a normal rate. Hoof, Animal 45 gp
The wearer may not run, charge, bull rush, or overrun. Hoof, Steel 55 gp
Hardness: 5; Hit Points: 10
Peg Leg, Metal 55 gp
Clamp: A spring-loaded, metal, crab-like claw
originally designed by gnomes to improve their grip. It Peg Leg, Wooden 35 gp
can be used as a gauntlet attack. In all other ways it is
identical to the sculpted hand. Cosmetic Prosthetics
Hardness: 10; Hit Points: 10
Sculpted Arm 100 gp
Clockwork Arm: The clockwork arm appears
to be a normal arm sleeved in plate armor, but when Sculpted Foot 80 gp
one listens closely the sound of gears whirring and Sculpted Hand 80 gp
clicking can be heard whenever the arm moves. First
perfected by gnomes, clockwork arms are now built by
Intermediate Prosthetics
several master smiths. The clockwork arm provides a
near-perfect semblance of full functionality, but is quite Hinged Calf 75 gp
expensive. Wearing a clockwork arm grants a character Hinged Forearm 75 gp
a +2 bonus to Strength. Pocket Shaft 120 gp
Hardness: 10; Hit Points: 30 Shin Sheath 120 gp
Clockwork Leg: Similar to the clockwork arm, the
Talon 65 gp
clockwork leg appears to be an armored leg that clicks
and whirs as it moves. The clockwork leg was another Wooden Leg 95 gp
gnomish invention. The leg provides a near-perfect
return to full functionality and mobility for the wearer, Mechanical Prosthetics
but is very expensive.
Clamp 65 gp
Hardness: 10; Hit Points: 35
Combat Prosthetics: Combat prosthetics are Clockwork Arm 500 gp
weaponized replacements for a character’s hand or Clockwork Leg 800 gp
arm, designed for bludgeoning, slashing, or piercing. Haft Lock 150 gp
Piercing hands are generally a sturdy steel spike or
dagger-like blade, slashing hands are either an array
of knives or one large, often curved blade like a kukri, Combat Prosthetics
and bludgeoning hands are often solid metal fists or Crossbow Arm 110 gp
mace heads. None are suitable for manual tasks but are Spiked Limb 75 gp
too well-secured to be disarmed in combat. As a rule
of thumb, any light melee weapon can be made into
NOTE: Weights are not listed for the prosthetics as they are
a weapon hand at 1 ½ times the weapon’s cost. The assumed to roughly equal the weight of the lost limb they
wearer must be proficient in the type of weapon in order are replacing. They are thought of as part of the body, not
to use the combat prosthetic without penalty. Combat as carried equipment.
prosthetics – and those who wear them – are impressive
to behold. Any character wearing one receives a +5
circumstance bonus to Intimidate checks. Crossbow Arm: The crossbow arm is a light
Hardness and Hit Points: as weapon type crossbow designed to be loaded and fired with one
Note: A few specialized combat prosthetics are hand. It is out of the way when at rest. Bolts fired from
individually detailed in this listing. Many other the crossbow arm deal 1d8 (19-20/x2) piercing damage.
prosthetics can be used in combat, but are not It is considered a light simple weapon.
specifically combat prosthetics. Hardness: 5; Hit Points: 5

69
Crow’s Foot: Y-shaped with built in stump grip, weapon with this hand, but it can be used for opening
the wooden crow’s foot returns the feel of a normal doors or loosely holding onto things. It is otherwise
foot to the wearer. In all other ways it is identical to the similar to a sculpted hand. A hook hand deals 1d4 (19-
blunt foot. 20/x2) piercing damage when used in combat, and
Hardness: 5; Hit Points: 5 is considered a light simple weapon. The character
Crutch: A Y- or T-shaped implement of wood used wearing a gaff hand also receives a +5 circumstance
to help support one’s weight when one’s leg cannot. bonus to Intimidate checks, if the hook is used as part
A character’s speed is reduced by 5 ft. while using a of the intimidation.
crutch. The crutch can be used as an improvised melee Hardness: 10; Hit Points: 2
weapon, but without the Catch Off-Guard feat, wielders Haft Lock: A vice that provides a great deal of grip,
suffer a -4 penalty to attack rolls. but unlike the clamp, the haft lock must be adjusted
Hardness: 5; Hit Points: 5 manually to achieve the proper tension. As a prosthetic,
Fork Hand: A pair of straight or slightly curved it allows the wearer to wield a weapon two-handed.
tines like those on a pitchfork, mounted on a harness Adjusting a haft lock takes one full round. In all other
that fits over the character’s stump. It is otherwise ways it is identical to the sculpted hand, and like the
similar to a sculpted hand. A fork hand can be used clamp, it can be used to make a gauntlet attack.
for melee attacks, delivering 1d4 piercing damage on a Hardness: 10; Hit Points: 10
successful strike. It is considered a light simple weapon Hinged Calf: This tight jointed prosthetic mimics
for combat purposes. The character wearing a fork hand the knee-to-ankle area of the leg. Ankle/foot prosthetics
also receives a +5 circumstance bonus to Intimidate can be attached to its ankle end. The hinged calf is made
checks, if the hand is used as part of the intimidation. of leather and metal.
Hardness: 10; Hit Points: 2 Hardness: 5; Hit Points: 10
Gaff/Hook Hand: A simple metal gaff hook, like Hinged Forearm: This tight jointed prosthetic
those used by sailors and longshoremen, mounted mimics the elbow-to-wrist area of the arm. Wrist/
on a harness that fits over the character’s stump. It is hand prosthetics can be attached to its end. The hinged
only capable of the crudest manipulation and does forearm is made of leather and metal.
not have a grip. It is impossible to hold a tool or Hardness: 5; Hit Points: 10

70
Hoof: Sometimes made of steel and designed to dream of any rogue who has lost a leg. Finding a dagger
look like a horse’s foot, other times these are real animal hidden in a shin sheath requires a DC 25 Perception
hooves. Dense, durable, light, and aerodynamic, the check. In all other ways it is identical to the hinged calf.
hoof allows the wearer to run, overrun, and bull rush Hardness: 5; Hit Points: 10
normally. In all other ways it is identical to the blunt Spiked Limb: The spiked limb is a solid piece of
foot. oak covered in metal spikes. It an ever-present weapon
Hardness: 10 (steel), 5 (animal hoof); Hit Points: 10 that delivers 1d6 points of bludgeoning and piercing
Peg Leg, Metal: A higher quality peg leg than the damage on a successful strike, and is treated as a light
standard wooden peg. Like the wooden leg, it includes a simple weapon. It is identical to the ceramic hand in all
leather cup and straps to tie onto the stump of the leg. A other ways.
metal peg leg allows the wearer to run and charge, but Hardness: 10; Hit Points: 10
at a -5 ft. penalty to speed. Talon: A modified fork or hook, with three metal
Hardness: 10; Hit Points: 10 digits that can open and close, allowing them to hold
Peg Leg, Wooden: The standard in foot/leg objects somewhat well. The claws are manipulated by
prosthetics, this device is a wooden peg with a leather using the muscles of the upper arm and turning the
cup and straps to tie onto the stump of the leg. A peg leg remnants of the limb. Some look like a set of simple
can be made to fit anything from a missing foot to an metal hooks capable of pivoting, while others are more
entire missing leg. It also allows the wearer to run and ornate, shaped to resemble the talons of predatory birds.
charge, but at a -5 ft. penalty to speed. The talon hand can be used as a weapon, delivering 1d6
Hardness: 5; Hit Points: 10 points of slashing damage. It is treated as a light simple
Pocket Shaft: A pocket shaft gives every impression weapon. Talons are otherwise similar to sculpted hands.
of being nothing more than a hinged forearm without Hardness: 10; Hit Points: 5
a wrist attachment. However, a pocket shaft actually Wooden Leg: A simplified and not very life-like
contains a hidden repository. The pocket can hold as wooden leg which has a hinged knee and jointed ankle.
much as a belt pouch, and is padded to muffle the sound The wooden leg allows the character to walk stiffly. It is
of items moving inside. Discovering the existence of the otherwise similar to a peg leg.
pocket shaft requires a DC 25 Perception check. In all Hardness: 5; Hit Points: 10
other ways it is identical to the hinged forearm.
Hardness: 5; Hit Points: 10 Magical Prosthetics
Sculpted Foot: This prosthetic is a wooden or stone The magical prosthetics listed in Table 4-1 are described
foot which resembles a real foot. Sculpted feet are often below.
painted in flesh tones to match the skin of the character
wearing them and can only be identified as a prosthetic Boneless Leg
with a successful Perception check (DC equals the Aura moderate transmutation; CL 11th
Craft skill check of the individual that sculpted the Slot feet; Price 10,180 gp; Weight 2 lbs.
prosthetic). If the character is wearing socks, shoes or A boneless leg can deflate, allowing for contortions
boots, no one can identify the prosthetic. The sculpted otherwise impossible to perform. Once per day,
foot is not at all fully functional. It is otherwise similar the prosthetic provides the wearer with freedom of
to a blunt foot. movement, as the spell.
Hardness: 5 (wood) or 8 (stone); Hit Points: 10 CONSTRUCTION
(wood) or 15 (stone) Requirements Craft Wondrous Item, animate object,
Sculpted Hand: This prosthetic is a wooden or freedom of movement; Cost 5,140 gp
ceramic hand, usually in a generally relaxed pose,
which looks real at first glance. Sculpted hands are often Clay Arm
painted in flesh tones to match the skin of the character Aura faint transmutation; CL 11th
wearing it and can only be identified as a prosthetic with Slot none; Price 5,140 gp; Weight 2 lbs.
a successful Perception check (DC equals the Craft skill A clay arm mimics every function of a real arm perfectly.
check of the individual that sculpted the prosthetic). It Its texture is different and it is subject to dispel magic,
can hold mundane objects weighing 10 pounds or less, but is otherwise identical to a normal arm. It provides no
such as cups and pouches between its opened fingers, bonuses or extra abilities beyond mimicking a normal
but cannot be used to wield weapons. arm. A clay arm includes a clay hand. A clay arm is plain
A sculpted arm functions in the same manner as a and nondescript until it is placed against the stump of
sculpted hand. an arm. The magical arm then melds to the stump and it
Hardness: 5; Hit Points: 10 takes on the appearance of the wearer’s flesh tone.
CONSTRUCTION
Shin Sheath: The distance between the knee and Requirements Craft Wondrous Item, animate object;
the ankle is exactly the same length as the average Cost 2,620 gp
dagger. Resembling a hinged calf, the shin sheath is the

71
TABLE 4-2: MAGICAL PROSTHETICS beyond mimicking a normal hand. A clay hand is plain
Type of Prosthetic Cost and nondescript until it is placed against the stump of a
Boneless Leg 10,180 gp
wrist. The magical hand then melds to the stump and it
takes on the appearance of the wearer’s flesh tone.
Clay Arm 5,140 gp CONSTRUCTION
Clay Foot 2,600 gp Requirements Craft Wondrous Item, animate object;
Cost 1,340 gp
Clay Hand 2,600 gp
Clay Leg 5,140 gp Clay Leg
Dart Launcher 5,100 gp Aura faint transmutation; CL 11th
Dexterous Leg 16,100 gp Slot none; Price 5,140 gp; Weight 2 lbs.
A clay leg mimics every function of a real leg perfectly.
Energy Palm, Cold 2,080 gp
Its texture is different and it is subject to dispel magic,
Energy Palm, Electricity 2,080 gp but is otherwise identical to a normal leg. It provides no
Energy Palm, Fire 2,080 gp bonuses or extra abilities beyond mimicking a normal
Grafted Arm 4,300 gp leg. A clay leg includes a clay foot. A clay leg is plain and
nondescript until it is placed against the stump of a leg.
Grafted Foot 1,700 gp
The magical leg then melds to the stump and it takes on
Grafted Hand 1,700 gp the appearance of the wearer’s flesh tone.
Iron Arm 3,700 gp CONSTRUCTION
Requirements Craft Wondrous Item, animate object;
Iron Hand 2,600 gp
Cost 2,620 gp
Limber Leg 1,700 gp
Mithral Arm 16,500 gp Dart Launcher
Rabbit’s Foot 25,080 gp Aura moderate evocation; CL 9th
Slot hands; Price 5,100 gp; Weight 2 lbs.
Responsive Leg 9,100 gp
A dart launcher is a magical forearm prosthetic that
Retractable Tendril 15,140 gp is really a mystical projectile launcher. As a standard
Swift Heel 2,080 gp action, the dart launcher may make up to three ranged
Wizard’s Hand 1,000 gp attacks (if the wearer can make that many attacks in a
round) at the wearer’s base attack bonus plus Dexterity
bonus, dealing 1d4 damage each on a successful hit. It
NOTE: Weights are not listed for the prosthetics as they are
assumed to roughly equal the weight of the lost limb they does not need to reload. However, unlike most magical
are replacing. They are thought of as part of the body, not prosthetics, the dart launcher does not mimic the
as carried equipment. functions of the lost arm.
CONSTRUCTION
Requirements Craft Wondrous Item, secret chest;
Clay Foot Cost 2,600 gp
Aura faint transmutation; CL 11th
Slot none; Price 2,600 gp; Weight 1 lb.
Dexterous Leg
A clay foot mimics every function of a real foot perfectly. Aura moderate transmutation; CL 11th
Its texture is different and it is subject to dispel magic, Slot feet; Price 16,100 gp; Weight 2 lbs.
but is otherwise identical to a normal foot. It provides A dexterous leg is a very life-like wooden leg, with
no bonuses or extra abilities beyond mimicking a hinged knee and ankle. When affixed to the stump of
normal foot. A clay foot is plain and nondescript until it a leg, the dexterous leg magically affixes itself to the
is placed against the stump of an ankle. The magical foot stump and responds to the wearer as if it were a real
then melds to the stump and it takes on the appearance leg. The wearer receives a +4 bonus to Dexterity from
of the wearer’s flesh tone. the magic of the leg.
CONSTRUCTION CONSTRUCTION
Requirements Craft Wondrous Item, animate object; Requirements Craft Wondrous Item, animate object,
Cost 1,340 gp cat’s grace; Cost 8,100 gp

Clay Hand Energy Palm


Aura faint transmutation; CL 11th Aura moderate evocation; CL 8th (cold or electricity) or
Slot none; Price 2,600 gp; Weight 1 lb. 10th (fire)
A clay hand mimics every function of a real hand Slot hands; Price 2,080 gp; Weight 1 lb.
perfectly. Its texture is different and it is subject to The energy palm is a steel hand prosthetic that enhances
dispel magic, but is otherwise identical to a normal any masterwork or magic weapon it holds with energy
hand. It provides no bonuses or extra abilities damage, as though wielding a flaming, frost, or shock

72
weapon. The energy type is chosen when the prosthetic Comments from Luven
is crafted and can not be changed. If the weapon wielded I don’t often get emotional about my work. I enjoy
already possesses an ability of the type provided by the it very much, this shop is deeply important to me,
energy palm, no benefit is gained. The energy palm and I get great satisfaction out of making sure my
does not apply the energy damage to unarmed attacks. customers are happy. But it really tugs at my heart
In the case of ranged weapons, the energy damage is every time a veteran adventurer comes through my
applied to the ammunition. door missing something, and I’m able to send them
CONSTRUCTION
Requirements Craft Wondrous Item, animate object, and out of here with a prosthetic that fits well and makes
flame blade, flame strike, or fireball (fire), or chill metal life easier for them. Not even the magical prosthetics
or ice storm (cold), or call lightning or lightning bolt can ever make them truly whole again, but it sure
(electricity); Cost 1,080 gp gets them a lot closer to feeling that way.
Luven Lightfinger
Grafted Arm
Aura moderate necromancy; CL 5th
Slot hands; Price 4,300 gp; Weight 3 lbs. Iron Arm
Originally, a grafted arm simply used the arm of a Aura faint transmutation; CL 11th
recently dead creature of the same race or type as the Slot none; Price 3,700 gp; Weight 5 lbs.
wearer. However, the suspicious deaths a few of the An iron arm mimics every function of a real arm
donors led many kingdoms to ban the limbs of their perfectly. It also functions like a gauntlet, and unarmed
dead citizens from being used in this way. A popular strikes with the arm deal 1d3 (plus Strength bonus)
alternative became large apes and their monstrous lethal damage (as opposed to nonlethal). The iron arm
cousins, which could be hunted freely and would also acts as a buckler, granting a +1 shield bonus. An
provide plenty of material from a single kill. A grafted iron arm includes an iron hand.
CONSTRUCTION
arm mimics every function of a real arm perfectly. The
Requirements Craft Wondrous Item, animate object;
arm grants the wearer a +2 bonus to Strength. It also
Cost 2,340 gp
grants a natural claw attack that delivers 1d4 damage
on a successful strike, plus Strength bonus.
CONSTRUCTION Iron Hand
Requirements Craft Wondrous Item, bull’s strength, gentle Aura faint transmutation; CL 11th
repose, arm of an ape or ape-like creature; Cost 2,300 gp Slot none; Price 2,600 gp; Weight 2 lbs.
An iron hand mimics every function of a real hand
Grafted Foot perfectly. It also functions like a gauntlet, and unarmed
Aura moderate necromancy; CL 5th strikes with the hand deal 1d3 (plus Strength bonus)
Slot feet; Price 1,700 gp; Weight 1 lb. lethal damage (as opposed to nonlethal).
CONSTRUCTION
The foot of a former living creature that is grafted onto
Requirements Craft Wondrous Item, animate object;
a stump. Many cities have implemented laws limiting
Cost 1,340 gp
what body parts can be used for grafting, so the popular
donor for a grafted foot became any creature that
can climb well. It mimics every function of a real foot
Limber Leg
Aura faint transmutation; CL 11th
perfectly and provides a +4 bonus to climb. Slot feet; Price 1,700 gp; Weight 2 lbs.
CONSTRUCTION
Requirements Craft Wondrous Item, gentle repose, spider A favorite of bards or performers in need of a prosthetic,
climb, foot of a climbing creature; Cost 950 gp the limber leg is like an ever present dance partner. The
wearer receives a +4 bonus to Perform (dance).
CONSTRUCTION
Grafted Hand Requirements Craft Wondrous Item, animate object;
Aura moderate necromancy; CL 5th Cost 900 gp
Slot hands; Price 1,700 gp; Weight 1 lb.
The hand of a former living creature of grafted onto
a stump. When using body parts of the same type of
Mithral Arm
Aura moderate transmutation; CL 8th
creature as the wearer became outlawed, reptilian Slot hands; Price 16,500 gp; Weight 2 lbs.
humanoid hands became the standard because of the Dwarves and drow elves have argued for hundreds
natural claw attack it could grant. A grafted hand of years over which of the two races invented this
mimics every function of a real hand perfectly. It also particular magical prosthetic, as the item is well known
provides a natural claw attack dealing 1d4 plus Strength in both cultures. The mithral arm is a very life-like arm,
bonus in damage. matching the body style and shape of the wearer. If it
CONSTRUCTION
Requirements Craft Wondrous Item, gentle repose, wasn’t for the fact that the arm is silver-blue and
hand of a reptilian humanoid; Cost 950 gp shiny, someone looking at it could mistake it for

73
a real arm. Anyone wearing a mithral arm has a Wizard’s Hand
+4 bonus to Strength. The arm does grant some feelings: Aura faint transmutation; CL 1st
the wearer can sense heat, cold, and pressure with the Slot hands; Price 1,000 gp; Weight 1 lb.
arm, but not pain. Mithral arms have been crafted that The wizard’s hand is a simple magical prosthetic hand.
replace the entire arm from the shoulder, or just the It is a leather or metal bracer that has been crafted
forearm and hand. with the spell mage hand. The bracer does not cause
CONSTRUCTION a physical hand to appear, so the character still has a
Requirements Craft Wondrous Item, animate object, visible stump, but the mage hand cantrip allows the
bear’s strength; Cost 8,500 gp wearer to pick up light objects (less than 5 pounds) and
use them in a fully normal way. The hand is not powerful
Rabbit’s Foot enough to wield a weapon in combat, even if it can lift
Aura moderate transmutation; CL 11th and carry the weapon. Anyone physically touched by
Slot feet; Price 25,080 gp; Weight 2 lbs. the wizard’s hand feels the sensation of being touched,
Not actually the paw of a rabbit, the rabbit’s foot poked or grabbed. There is no warmth to the hand, nor
prosthetic is named for the ability it provides its wearer. is the hand cold to the touch.
Anyone with a rabbit’s foot prosthetic gains the evasion CONSTRUCTION
ability. If the wearer already has evasion from another Requirements Craft Wondrous Item, mage hand;
source, this item does not grant any further abilities. Cost 500 gp
CONSTRUCTION
Requirements Craft Wondrous Item, animate object,
jump; Cost 12,580 gp
ARMOR FOR PROSTHETICS
Armored prosthetics are easily achieved by adding
armor-grade leather or steel to a prosthetic. A character
Responsive Leg
Aura moderate transmutation; CL 11th
with funds to spend can choose to add mithral or
Slot feet; Price 9,100 gp; Weight 2 lbs. adamantine armor to a prosthetic. Typically, only full-
Similar to the clay leg, a responsive leg not only replaces length prosthetic arms or legs are armored. Rather
the missing original leg, but enhances the wearer’s than granting an armor class bonus (as armor worn
reactions. Its wearer receives a +2 bonus to initiative. by a character would), armor for prosthetics instead
CONSTRUCTION increases the hardness and hit points of the prosthetic,
Requirements Craft Wondrous Item, animate object, making it less vulnerable to damage from an enemy’s
cat’s grace; Cost 4,600 gp blade.
Leather armor adds:
Retractable Tendril • +2 to the hardness and +5 hit points to a
Aura moderate conjuration; CL 7th prosthetic arm. Cost: 15 gp, Weight: 2 lbs.
Slot hands; Price 15,140 gp; Weight 2 lbs. • +2 to the hardness and +7 hit points to a
A whip-like tendril springs out of what otherwise looks prosthetic leg. Cost: 20 gp, Weight: 4 lbs.
like a hinged forearm prosthetic. As a standard action, Steel armor adds:
the wearer may make a trip or grapple maneuver, with • +10 to the hardness and +7 hit points to a
a +4 bonus to CMB. The tendril has a 10 foot reach. prosthetic arm. Cost: 25 gp; Weight: 4 lbs.
Unlike most magical prosthetics, the retractable tendril • +10 to the hardness and +15 hit points to a
does not mimic the functions of the lost arm. Wearing prosthetic leg. Cost: 30 gp; Weight: 6 lbs.
a hand prosthetic with the retractable tendril prevents Adamantine armor adds:
the tendril from being used. • DR 1/-, +20 hardness and +10 hit points to
CONSTRUCTION
a prosthetic arm. Cost: 1,500 gp;
Requirements Craft Wondrous Item, black tentacles;
Cost 7,620 gp
Weight: 6 lbs.
• DR 1/-, +20 hardness and +20 hit points to
a prosthetic leg. Cost: 2,000 gp;
Swift Heel
Aura faint transmutation; CL 1st
Weight: 10 lbs.
Slot feet; Price 2,080 gp; Weight 1 lb. Mithral armor adds:
While replacing a limb, the philosophy of many • +15 hardness and +7 hit points to a
spellcasters is “why not make it better?” A swift heel prosthetic arm. Cost: 1,000 gp;
mimics every function of a real foot perfectly, plus it Weight: 2 lbs.
increases the movement rate of the wearer by 10 feet, • +15 hardness and +15 hit points to a
so long as the wearer of the prosthetic is wearing light prosthetic leg. Cost: 1,500 gp;
armor or no armor. Weight 3 lbs.
CONSTRUCTION
Requirements Craft Wondrous Item, animate object,
longstrider; Cost 1,080 gp

74
Chapter 5 - The Back Room (Magic Items)

I  ARMOR
can tell by the way you’ve been browsing my
wares that you’re not finding what you’re looking
for. Oh, no, no need to apologize, I’m not offended, Armor of the Wolf
not in the least. In fact, I’d bet I have a pretty good Aura moderate transmutation; CL 5th
idea what it is that you are looking for. You seem to Slot armor; Price 36,565 gp; Weight 25 lbs.
be a trustworthy sort, so why don’t you come around Armor of the wolf is a suit of +3 hide armor, made
here to the back? Zindi can mind the store while we go from the hide of a dire wolf. The armor still has the
have a look at…well, let’s call it a special assortment of thick, heavy fur of the wolf on the outside, black with
items, shall we? Your timing is good, I have a larger patches of dark gray in the areas that were the animal’s
selection this week than most. underbelly. The skin of the wolf’s head makes a cowl
Luven Lightfinger or hood that can be pulled up over the wearer’s head.
While wearing armor of the wolf, a character receives

L 
uven doesn’t stock magic items on a regular a +2 competence bonus to Stealth skill checks, and the
basis, but he occasionally purchases such things armor check penalty of armor of the wolf does not apply
from down-on-their-luck adventurers or accepts to Stealth checks. The armor also allows the wearer to
them in trade for other gear. He keeps any magic items take the form of a normal wolf (as per the spell beast
he might have in a locked room in the back of his shop shape I) for up to five minutes each day. The minutes do
and only allows people he trusts to enter and peruse not have to be consecutive and can be spread out over a
what he has. The magic inventory is ever changing, and 24 hour period. Changing shape to the wolf or from the
usually consists mostly of potions and scrolls, with a wolf back to normal is a full round action.
few wands thrown in every now and then. Occasionally, CONSTRUCTION
though, Luven comes across a few special items and Requirements Craft Magic Arms & Armor, cat’s grace,
these will be in his “Back Room”. beast shape I; Cost 18,365 gp
New magical armor, weapons, staves, and wondrous
items that may be available in the Back Room (see the Armor of the Bear
Appendix of this book for item availability) are listed in Aura moderate transmutation; CL 7th
Slot armor; Price 67,565 gp; Weight 25 lbs.
Table 5-1 and are described below.
Armor of the bear is a suit of +3 hide armor crafted from
One spell needed for the creation of the blade of the
the hide of a brown bear. The armor still has the bear’s
Southern Cross, mental cartography, was originally
thick, richly colored fur on the outside and the skin of
published in The Book of Arcane Magic. The spell is
the bear’s head is still attached, and can be pulled over
reprinted below for those who do not own that book,
the wearer’s head like a hood. While wearing armor of
but wish to use the magical weapon in their game.
the bear, a character receives a +2 bonus to Strength
and Constitution. The wearer can also take the form
MENTAL CARTOGRAPHY of a grizzly bear (as per the spell beast shape II) for
School divination; Level bard 2, sorcerer/wizard 2 up to five minutes each day. The minutes do not have
Casting Time 1 standard action to be consecutive and can spread out throughout the
Components V, S, M (a scrap of an old map) day. Assuming the bear form or changing back to the
Range personal wearer’s normal form are both full round actions.
Target you CONSTRUCTION
Duration 1 hour + 1 hour/level (D) Requirements Craft Magic Arms & Armor, bear’s
Saving Throw none; Spell Resistance no endurance, bull’s strength, beast shape II;
Your sense of direction becomes unerringly Cost 33,865 gp
perfect, and you remember every place you
traverse during the spell’s duration. You do not
necessarily remember every detail of the contents WEAPONS
or appearances of rooms or caverns, but you are
unfaltering in knowing the physical directions. You Blade of the Southern Cross
cannot become lost for the duration of the spell, Aura moderate evocation and transmutation; CL 8th
Slot none; Price 15,917 gp; Weight 4 lbs.
even in the most winding and complex dungeon or
This weapon is a +1 jian with a blade apparently made
maze, or in the darkest or most dense forest — any
from sharpened red stone and a cross-guard with star-
place it would normally be easy to get turned around
shaped tips, mimicking the Southern Cross constellation
in. You also receive a +3 bonus to your Intelligence
(a navigational way marker that has been used by
check to escape a maze spell.
sailors and rangers alike since the dawn of time).

75
TABLE 5-1: MAGIC ITEMS
Item Cost Weight
Armor
Armor of the Wolf 36,565 gp 25 lbs.
Armor of the Bear 67,565 gp 25 lbs.

Weapons
Blade of the Southern Cross 15, 917 gp 4 lbs.
Crossbow of Amalrixbane 10,632 gp 8 lbs.
Eisernsturm Javelin 4,551 gp 5 lbs.
Fuujin, the Sword of Wind 100,650 gp 4 lbs.
Leijin, Sword of Thunder 33,310 gp 12 lbs.
Raijin, Swords of Lightning 32, 314 gp (each) or 64,628 gp (pair) 4 lbs. each
Wheels of Inferno and Cyclone 51,524 gp (each) or 103,048 gp (pair) 3 lbs. each

Staves
Nauddah Crook 105,200 gp 5 lbs.

Wondrous Items
Bottled Banshee 3,200 gp 25 lbs.
Fletcher Finkleberry’s Fabulous Flying Feather 890 gp —
Gambler’s Masque 800 gp —
Idnar’s Blue Shirt 10,000 gp 1 lb.
Raptor Boots 4,800 gp 6 lbs.
Warlord’s Torc and Bracers 2,000 gp (one piece), 10,000 gp (two pieces), —
30,000 gp (entire set)

In darkness, the drawn blade emits a dim red glow of the crossbow can declare any specific humanoid
that dimly illuminates a 10-foot radius area around the target to be his sworn enemy. Once so declared, the
sword. The sword possesses the properties of both ki next bolt fired at that specific individual is treated as
focus and mighty cleaving. Three times per day, the a slaying arrow (this magic does not stack with but
user can invoke the blade to aid in finding their way. rather overrides any other magic the bolt may possess).
Each time the power is invoked it lasts for up to 4 hours, If the bolt strikes the target, the target must make a
or until the wielder wills the power to end. During that DC 20 Fortitude save. Failing the save results in the
4 hour period, the jian’s wielder cannot become lost and target suffering 50 hit points of damage.
the wielder gains a +3 bonus to Intelligence checks to CONSTRUCTION
escape maze spells. Requirements Craft Magic Arms & Armor, finger of death;
CONSTRUCTION Cost 5,141 gp
Requirements Craft Magic Arms & Armor, creator must be
a monk, divine power, mental cartography*; Eisernsturm Javelin
Cost 8,117 gp Aura moderate conjuration; CL 9th
Slot none; Price 4,551 gp; Weight 5 lbs.
Crossbow of Amalrixbane The eisernsturm javelin is a heavy +1 javelin, crafted
Aura strong necromancy; CL 13th from fine hardwood and polished to a gleaming shine.
Slot none; Price 10,632 gp; Weight 8 lbs. The front half of the javelin is sheathed in iron, and
Similar in some respects to the elven oathbow, the small spike-like projections are clustered along the iron
crossbow of Amalrixbane allows devastating damage sheath. In order to be truly effective, the eisernsturm
against a specific foe. The crossbow is a finely crafted javelin needs to be thrown in an arcing trajectory;
+2 heavy crossbow, accentuated with silver inlays. throwing it in an essentially level trajectory (such as
Ancient runes of a long-forgotten language are that dictated by most ceilings) does not allow the javelin
carved in the inlays. Once every 7 days, the wielder to unleash its full might. When the javelin is thrown in

76
an arcing trajectory, the weapon reaches a height of 20 invisible blade. The invisible blade does not grant any
feet (the crest of its trajectory) and begins to descend, additional power or benefit, beyond the possibility of
the spike projections are released and they rain down intimidating foes, or catching foes off-guard — when
in a 10-foot radius cone centered on the target. Every one prepares to attack with what is apparently nothing
creature within the cone takes 2d4 hp damage from the more than an ornate hilt, an enemy will likely think you
hail of iron spikes (Reflex DC 19 half). The target is also either completely mad, or completely non-threatening.
susceptible to being struck by the +1 javelin. After being When the jian is swung it produces a very light breeze,
used once in an arching trajectory, the eisernsturm and a green glow outlines the blade.
javelin becomes a normal +1 javelin. CONSTRUCTION
CONSTRUCTION Requirements Craft Magic Arms & Armor, keen edge,
Requirements Craft Magic Arms & Armor, major creation; haste, invisibility, greater; Cost 50,317 gp
Cost 2,426 gp
Leijin, Sword of Thunder
Fuujin, the Sword of Wind Aura faint necromancy and moderate evocation; CL 8th
Aura moderate transmutation; CL 8th Slot none; Price 33,310 gp; Weight 12 lbs.
Slot none; Price 100,650 gp; Weight 4 lbs. The podao named Leijin, Sword of Thunder, is another
Fuujin, the Sword of Wind, is one of the three Swords of the legendary trio of Far Eastern swords. Leijin is a
of the Storms, a trio of magical swords said to have once +2 mighty cleaving, thundering podao. The blade is
been used by legendary warriors of the Far East. Fuujin, etched with images of storm clouds and Eastern
the Sword of Wind, is a +2 keen jian of speed with an runes. A low rumble, barely perceptible, like

77
distant thunder, seems to emanate from the weapon STAVES
at all times. This low rumble does not deal any sonic
damage itself, but can be quite disconcerting to one’s Nauddah Crook
foes, if not intimidating. Aura strong enchantment; CL 15th
CONSTRUCTION Slot none; Price 105,200 gp; Weight 5 lbs.
Requirements Craft Magic Arms & Armor, The Nauddah crook is a staff usually found in the hands
blindness/deafness, divine power, ghost sound;
of druid-farmers or clerics of deities of agriculture. It is
Cost 16,810 gp
a long, slender staff, which bends around in a curving
hook at the top. The staff is rather nondescript, crafted
Raijin, Swords of Lightning from the wood of an ash tree, sanded to a silk-smooth
Aura moderate evocation; CL 10th
Slot none; Price 32,314 gp (each) or 64,628 gp (pair); finish but otherwise unadorned in any way. Simply
Weight 4 lbs. each carrying the crook about grants a +2 bonus to Handle
This pair of +1 shock hook swords, named Raijin, Animal skill checks of the wielder. The staff also allows
the Swords of Lightning, is the last of the trio of the use of the following spells:
legendary Far Eastern weapons said to have been used • charm animal (1 charge)
by great heroes. When used individually, the Swords • hide from animals (1 charge)
of Lightning have the shock weapon special ability. • hold animal (1 charge)
When the twin blades are used as intended, as a pair • dominate animal (2 charges)
of weapons by someone with the Two-weapon Fighting • cure serious wounds (3 charges)
feat, the swords become even more powerful, and • locate creature (3 charges)
have the shocking burst special ability instead. The • dominate monster (4 charges)
CONSTRUCTION
blackened blades have images of lightning bolts etched
Requirements Craft Staff, charm animal, cure serious
into them and when the two blades touch, electrical wounds, dominate animal, dominate monster, hide from
energy crackles around them (which is harmless, but animals, hold animal, locate creature; Cost 52,600 gp
may intimidate foes).
CONSTRUCTION
Requirements Craft Magic Arms & Armor, call lightning WONDROUS ITEMS
or lightning bolt; Cost 16,314 gp (each) or
32,623 gp (pair)
Bottled Banshee
Aura moderate evocation and necromancy; CL 7th
Wheels of Inferno and Cyclone Slot none; Price 3,200 gp; Weight 25 lbs.
Aura strong evocation; CL 15th Bottled banshee is not an actual banshee in a container,
Slot none; Price 51,524 gp (each) or 103,048 gp (pair); but rather a large globe of crystal-clear glass. The vessel
Weight 3 lbs. each
appears to be empty except for a thin fog constantly
The Wheels of Inferno and Cyclone is a pair of +2 wind
swirling around inside. The bottled banshee must be
and fire wheels that command powerful elemental
thrown and broken to release its powers. The average
effects. The blades are decorated with colored
Medium-sized or smaller creature does not have the
enamel, one in shades of red and orange to resemble
strength or leverage to hurl the vessel effectively. The
flame, the other in white and blue to represent wind.
container must be launched from a catapult or similar
When used as a pair, once per day they can create
siege engine (or possibly thrown by a giant) in order to
a devastating cyclone of fire by whirling them in a
be effective. When it lands the bottle shatters, releasing
specific pattern about the wielder’s body (a standard
a loud, blood-chilling scream that can temporarily
action). The result is a raging, whirling inferno in a
incapacitate everyone within a 30-foot radius, and
10-foot cube with the wielder of the weapons at the
invoke fear in everyone within a 50-foot radius.
center. Everyone in the area of effect (except the
Everyone within a 50-foot radius of the point
wielder, who is immune to the effects) must make a DC
of impact must make a DC 16 Will save or become
20 Reflex save or take 15d6 fire damage. The inferno
panicked for 2d4 rounds. A successful save results in
lasts one round. Anyone failing the Reflex save catches
being shaken for only 1 round.
on fire and burns for 4d6 fire damage each round until
In addition, everyone within a 30-foot radius of
the flame is extinguished. Extinguishing the flames is a
the point of impact must make a DC 16 Fortitude save
full round action that requires a DC 20 Reflex save.
or be deafened and stunned for 2d6 rounds, and take
When used individually, each Wheel of Inferno and
2d4 hit points sonic damage. Those who make the
Cyclone acts simply as a +2 wind and fire wheel with no
save are only deafened, not stunned, and for only
additional benefits.
CONSTRUCTION
1d3 rounds, and take no sonic damage.
Requirements Craft Magic Arms & Armor, fire storm; A bottled banshee will break open and release
Cost 25,924 gp (each) or 51,848 gp (pair) the scream if it takes more than 20 hp of damage, so
technically speaking, it does not need to be thrown,

78
it can be cracked with a weapon. However, since the Designer’s Note
person who breaks it open in such a manner is not In C.J.’s game, where Fletcher Finkleberry’s
immune to its effects, no one ever does this except in Fabulous Flying Feather was first introduced, C.J.
the most desperate of situations. One should also be actually made the player utter the tongue-twister
careful to not repeatedly drop the item to prevent it the requisite number of times to activate the feather;
breaking accidentally. no dice rolling allowed. Talk about pressure to get it
CONSTRUCTION
Requirements Craft Wondrous Item, fear, shout; right, stay in the air and not fall and take damage!
Cost 1,600 gp GMs and players may find the challenge of saying
the activation phrase more fun than rolling dice, but
Fletcher Finkleberry’s Fabulous believe us, it’s not as easy as it might seem!
Flying Feather
Aura faint transmutation; CL 5th
Gambler’s Masque
Slot none; Price 890 gp; Weight —
Aura faint enchantment; CL 3rd
This item is a long tail feather from a colorful exotic Slot eyes; Price 800 gp; Weight —
bird, such as a pheasant or a peacock. The wielder Appearing as an unadorned, white, wooden facemask,
must hold the feather or attach it to an item of worn the only hint of the nature of the gambler’s masque is
clothing (including hats and shoes or boots). However the carved symbol of the god of luck on the inside of
it is held or worn, the feather must be exposed to the the mask. When held against the face, the mask glows
open air. Once per day, the feather can be used to fly, briefly and then attaches itself to the wearer’s face,
as per the spell, but with limitations. The wielder of blending with their own features so the wearer looks
Fletcher Finkleberry’s Fabulous Flying Feather can exactly as they normally would. However, the power of
fly at a movement rate equal to their normal walking the mask is that it will not reveal rapid blinking, facial
speed for up to 5 minutes. The minutes do not have to tics, lip biting, cheek chewing or any other “tells” as the
be consecutive and can be spread out over a 24 hour mask suppresses most signs of emotion.
period. As a result, the wearer appears completely calm and
For every 5 feet of distance flown, vertical or unflappable at all times, regardless of the situation at
horizontal, the wielder of the feather must repeat hand. The wearer receives a +2 competence bonus to
the phrase “Feather flutter, fly me further” without Bluff and Intimidate checks, and opponents suffer a
stuttering or slurring the words. Doing either causes -2 penalty to Sense Motive and Perception rolls to
the wielder to fall 5 feet, plus another 5 feet for each “read” the character.
further uttering of the tongue-twister that would Because the mask suppresses signs of emotion, it
have been necessary to reach their full movement unfortunately causes the wearer to suffer a -2 penalty to
rate for that round (i.e., a character with a movement all Perform checks, and others may find the character
rate of 30 needs to make 6 attempts at the phrase seems cold and distant. Some people have been known
(30 ÷ 5 = 6); if the character stutters on the 4th attempt, to wear the mask not so much to win at card games or
he falls 5 feet, plus another 10 feet for the other bluff their way into places they couldn’t normally go,
two attempts that would have been necessary). To but simply to be left alone by strangers.
determine success on uttering the tongue-twister, a A DC 30 Perception check by someone interacting
character can make either a DC 15 Linguistics or Use with the mask’s wearer will indicate to them that
Magical Device skill check, but each successive attempt something isn’t quite right, but without detect magic
suffers a cumulative -1 penalty (in other words, in the or other similar magical aid, they will not detect the
example given earlier where a character must make presence of the mask itself.
6 attempts to utter the phrase, the 6th and final attempt CONSTRUCTION
would be at a -5 penalty). Requirements Craft Wondrous Item, calm emotions;
A falling character can make a DC 14 Will save to float Cost 400 gp
gently to the ground, like the spell feather fall. Failing
the save results in falling to the ground and taking Idnar’s Blue Shirt
appropriate damage. Also, if the character succeeds Aura moderate enchantment; CL 3rd
on the save and is high enough that he does not float Slot chest; Price 10,000 gp; Weight 1 lb.
all the way to the ground before his next turn, he can Idnar’s blue shirt was made famous by the dwarven
attempt to utter the phrase as normal, but he starts with adventurer whose name is now attached to the shirt.
a -2 penalty, dropping by one for each further attempt The shirt was purchased long ago in a general store,
necessary. and Idnar was unaware of the shirt’s properties at first,
CONSTRUCTION assuming it was an ordinary, blue-dyed wool shirt (as
Requirements Craft Wondrous Item, feather fall, fly; did the store owner, who sold Idnar the shirt for the
Cost 445 gp price of a normal wool shirt!). The shirt is cut in

79
Comments from Luven +2 bonus to Will saves against enchantment spells and
One of the members of my old adventuring party enchantment-based spell-like abilities.
CONSTRUCTION
was a dwarf named Idnar Rakk – yes, as in Idnar’s Requirements Craft Wondrous Item, eagle’s splendor,
blue shirt. It was pretty early in our travels when owl’s wisdom; Cost 5,000 gp
he bought that shirt at some general store, in some
little town whose name I can’t even remember Raptor Boots
anymore. I will admit it was a very nice shirt, and it Aura strong transmutation; CL 1st
looked good on him, but he seemed more attached to Slot feet; Price 4,800 gp; Weight 6 lbs.
that shirt than I’ve ever seen anyone attached to an Raptor boots are made of bronze- or rust-colored
article of clothing! It really should have been a clue reptile hide, and have a large, sickle-like blade affixed
to all of us that the shirt was magical when it didn’t to the upper part of the boot, about halfway between
wear out, despite the fact that he wore it for every the toe and ankle. The blade curves up and out from
possible occasion. He used to make quite the big deal the boot like a raptor’s claw. Wearing raptor boots
out of it: grants the wearer one extra attack every other round
“Oh, we’re meeting with the Lord Mayor? I’ll at full base attack bonus, doing 1d6 slashing damage
wear my blue shirt.” + Strength modifier on a successful attack. Once per
“Is it time to go down to the common room for day, if the wearer makes a successful Grapple combat
supper? Let me change and put on my blue shirt.” maneuver, he can attempt to Rake his opponent on his
And be darned if he wasn’t the most charming next turn, making 2 claw attacks at +10 each, with each
dwarf you’d ever met. He was a very likable fellow claw delivering 1d6 + Strength bonus slashing damage.
anyway, but for some reason, when he wore In addition, the wearer receives a +10-foot bonus to
that shirt, everyone just loved him! Men fell over base speed as long as the boots are worn.
themselves to shake his hand, women swooned, CONSTRUCTION
children followed at his heels. Hand to the gods, we’d Requirements Craft Wondrous Item, longstrider,
sometimes walk through towns and hear people magic fang; Cost 2,400 gp
calling out, “Look! There’s Idnar! He’s so dreamy!”
I don’t know what ever possessed Zorra to finally Warlord’s Torc and Bracers
detect magic on the shirt, but when she did, well, Aura moderate transmutation; CL 3rd
Slot neck (torc) and/or wrists (bracers);
that sure explained a lot of things!
Price 2,000 gp (one piece), 10,000 gp (two pieces),
Idnar and I are still dear friends, and he, his 30,000 gp (entire set); Weight —
wife and son come to visit us every so often. I was The warlord’s torc and bracers is a set of three beautiful
surprised when Idnar gave me the shirt on his last gold wrought items of jewelry. One piece is a torc,
visit and told me to put it up for sale in the Back designed to be worn around the neck, and the other
Room. That shirt could tell so many stories (though two are a bracers. The right bracer is decorated with a
Zorra assures me it can’t!), I never thought he’d stylized boar’s head, the left bracer with a bull’s head,
want to part with it, if only for sentimental reasons. and the neck torc has a pair of stylized humanoid faces
But he says he doesn’t need it anymore now that he’s at the ends. The workmanship on the items is second to
retired from the road, and maybe it will serve some none, and they would be highly valuable even without
other young adventurer well. Besides, his wife says their magical properties.
he’s charming enough without it (I think she may be If only one bracer or just the torc is worn, it provides
a wee bit biased). a +1 bonus to all attack and damage rolls. If either
Luven Lightfinger bracer and the torc are worn, or if both bracers are
worn without the torc, the wearer receives a +2 bonus
to all attack and damage rolls and a +1 bonus to natural
a simple style, has no adornments, and closes at the armor. If all three pieces are worn, however, their true
neck and cuffs with simple bone buttons. power of the set is revealed. The set provides a +3 bonus
Wearing the shirt has several benefits. First, every to all attack and damage rolls, +2 bonus to natural
stranger the wearer meets must make a DC 14 Will save armor, and a +2 bonus to Charisma.
or begin the encounter with an attitude one category The set was originally designed for a barbaric
better than normal (see the Diplomacy skill description chieftain hundreds of years ago, but has been worn by
in the Pathfinder Roleplaying Game Core Rulebook). many others since. The set is often split up by those who
Second, the wearer of Idnar’s blue shirt receives a do not realize its true powers.
+2 resistance bonus to Charisma. The bonus is doubled CONSTRUCTION
when dealing with anyone who finds the wearer Requirements Craft Wondrous Item, barkskin, eagle’s
physically attractive. splendor, true strike; Cost 1,000 gp (one piece),
Finally, Idnar’s Blue shirt grants the wearer a 5,000 gp (two pieces), 15,000 gp (entire set).

80
Appendix - Luven Lightfinger’s
Gear and Treasure Shop
and the Crossroads Inn and Tavern

81
L 
uven Lightfinger’s Gear and Treasure Shop is safe, DC 40 Disable Device to open it); it is located
located in a medium-size town with a population inside the old fireplace, beneath the ash pile.
consisting mostly of humans and halflings, with Area 3: A small room is provided for the shop staff
a mix of other common races thrown in. While the town to get some rest and grab a bite to eat. A small table
itself is not especially well-known for any particular with two chairs and a stool take up most of the room.
item or product, it sits at the crossroads of two very A barrel of water sits near the fireplace and a keg of
important trade routes, and lies not too far from the ale or wine sits near the window. Meals are usually
coast. As a result, a large number of caravans pass not cooked in this room, as Arissa brings in leftovers
through the town from all four cardinal directions on a from the inn’s kitchen for Luven and the staff to eat.
frequent basis. There is a simple cot under the window (barred, like the
The shop itself is located in a stone building that windows in Area 2) where Zindi or Corbin can sleep if
was originally built by and for humans, and was once they end up working too late at night.
a temple before being abandoned by the faith decades Area 4: The “Back Room”, which is a bit of an
ago. To accommodate his halfling (and other smaller- open secret, is behind a closed and locked door
sized) clientele, as well as his family, Luven had custom (DC 40 Disable Device), accessed from Area 3, and
doors installed. The doors look, at first glance, like any only Luven or his wife Arissa have keys to it. None of
other human-sized door, but set into the door itself is the other employees are able to access the room for
a smaller, halfling- or gnome-sized door that can be customers. Customers Luven trusts will be invited to
opened independently of the larger door. All doors have take a look at the rare, magical goods he has for sale
small bells attached that ring when the door is opened, in this room, and Luven never leaves the room while
so Luven or his help know a customer has entered someone is browsing the wares. There are no windows
the shop. A sign on the front door asks customers to in the “Back Room”.
please wipe their feet, and a boot scraper is nearby for Area 5: This room is the bedroom for Luven and
tenacious mud that a rug will not remove. Arissa’s children, Meriweather and Marigold. The room
is split by a wood-and-silk folding room divider so
SHOP MAP KEY that each child has a modicum of privacy. A brazier for
Area 1: The primary room of the shop was once the main heating the room is on Meri’s side of the room, where
worship hall. It has a high, vaulted ceiling and beautiful, the older child can watch the fire.
peaked windows which still contain the original stained Just outside the room is a door that leads to the
glass). Tall shelves line the walls, and several ladders Crossroads Inn and Tavern via a covered walkway. The
of various sizes can be easily moved about by Luven to family takes their meals in the inn’s common room.
make accessing things on the top shelves easier. Signs Area 6: Luven and Arissa’s bedroom takes up the
in various places state that the ladders are for employee entire western room of the building. The fur of a great
use only. white winter wolf Luven helped slay in his adventuring
Hanging on the walls between and above the shelves days greets everyone that walks through the door. In
are weapons, shields and other various pieces of the northeast corner of the room is a bathing tub and
equipment. The center of the room is filled with open-top mirror. Luven’s desk is in the center of the west wall,
barrels, bins, crates, racks, tables and smaller shelves. where he keeps the books for both the shop and the
For new customers, the room can prove daunting when inn, as well as the family’s personal finances. A small
searching for a specific type of gear, as there is often safe, located beneath a loose stone under the desk
little rhyme or reason to Luven’s organization, but all (DC 30 Perception to locate the safe, DC 40 Disable
one has to do is ask Luven, for there is a method to his Device to open it) is where Luven keeps coins and gems.
madness and he knows where everything is. With the wide variety of travelers that roam the
The gems and jewelry cabinet is built into the front roads that converge in town, Luven sees customers and
counter. It has a glass front so customers can see the suppliers from all over the known world. He buys from
items on display without touching them, and Luven or passing caravans and lone merchants, local farmers
Arissa can open a lock (DC 30 Disable Device) to access and merchants, and down-on-their-luck adventurers.
the items. Luven also barters with those short on coin but carrying
Area 2: The crowded store room has several shelves other valuables. In fact, a large percentage of his stock
along the walls and in the center of the room, and nearly is “previously owned” goods he accepted in trade for
every bit of floor space is crowded with crates, barrels, other items, though Luven never places anything out on
and sacks of all sizes. There are two windows in the the sales floor that he wouldn’t be willing to purchase
store room, both of which have a series of iron bars set himself. His shop has a reputation for quality and
in place behind the glass to prevent burglary. fairness, and he wants it to stay that way.
Luven keeps more jewelry in a hidden safe here in All doors that open to the exterior of the
the store room (DC 30 Perception to locate the building are locked at night. There is a superior lock

82
(DC 40 Disable Device) on each door, including the Anyone who manages to get past the lock and into
Small doors set into the larger ones. The two main doors the shop finds themselves beset upon by guards. Luven
also have magical locks that activate when Luven locks is always on the lookout for the perfect guardian and
them at night, trapping the doors. If a trap is triggered has tried many things, from guard dogs to a wood golem
at night, it resets when Luven locks the door again. to hired mercenaries. A thief never knows what the
crafty merchant might have waiting for them inside the
Alarm and Hold Trap CR 6 shop, and local thieves have long since given up trying
Type magic; Perception DC 30; Disable Device to rob Luven. In fact, since Luven does stock items
DC 30 that roguish sorts find useful, and neither judges his
EFFECTS
customers nor talks about what people purchase, most
Trigger touch; Reset manual
Effect spell effect (alarm, sends a mental alarm to
thieves in the area tend to do their honest shopping at
Luven; and hold monster, creature touching lock, Luven’s establishment.
paralyzed 9 rounds, DC 22 Will negates)

83
GM’s and Player’s Suggestion – and intermediate prosthetics, and then only one or
two of each type. Luven does have contacts (and he
Making Resupplying Easier won’t say who they are) who can acquire mechanical
Even the most detail-orientated players and GMs or magical prosthetics relatively quickly (2d3 weeks).
probably hate minutiae. Once you have equipment Ordering a mechanical or magical prosthetic requires
purchased for your characters/NPCs, most really a 50% deposit, with the rest due on delivery. There
don’t want to think too much about how it’s getting is a local smith in town that supplies most of Luven’s
used on a daily basis – whether they’ve burned all common weapons, and Luven can place orders for
their candles, if their socks are worn out and need combat prosthetics with him. A combat prosthetic order
replacing, or if their inkwell is empty. Those sorts requires a 25% deposit.
of things can be tedious to keep track of, and not In the “Back Room”, there are 2d4 random magic
nearly as important as having the equipment in the items available. The GM should determine the particular
first place. We’ve come up with a solution for keeping items randomly from among those appropriate for the
characters fully supplied at all times in our games. party’s average level, or choose those that suit the story
Every few weeks or months, each character drops or plot best. Any magical item other than artifacts from
a flat amount of coin to resupply on basic equipment the Pathfinder Roleplaying Game Core Rulebook is
that may have been used up or worn out – clothing, potentially available, as are those from this book. Magic
rations, soap, etc. You don’t have to figure out exactly items from The Book of Arcane Magic, The Book of
what they’re buying, just that they restock things Divine Magic (except relics), and Paths of Power are
already on their equipment sheet. If they want to also potentially available, should you possess those
buy something new, or special, that’s an additional books. Luven never knowingly sells cursed items,
purchase, and naturally if something happened though a couple have managed to become part of his
that they flat-out lost a lot of equipment (they were inventory in the past. Luven always offers a full refund
robbed, or lost their horse and saddlebags), then they on items he sells that prove to be cursed.
have to be specific with what they buy. If there is a specific magical item someone is
The time between resupplying trips and the searching for, Luven will gladly inquire among passing
amount of coin spent each time can be easily adjusted caravans and adventurers that sell items to him. The
to best suit your campaign. What has worked well in odds of Luven acquiring a requested item and how long
our longest-running campaign is for the characters to it takes to find are left entirely to the GM to determine,
resupply every three months, spending 50 gp each. but should be based on the rarity and cost of the item,
and whether or not the GM wants such an item in the
Availability of Items game. A GM should never allow a low level character to
At any given time, Luven Lightfinger’s Gear and acquire a powerful magical item in this fashion. Luven
Treasure Shop is well-stocked with multiples of almost always charges a finder’s fee equal to 15% of the value
all items in the Equipment chapter of the Pathfinder of the item, in addition to the normal cost of the item.
Roleplaying Game Core Rulebook, as well most of
the items in Chapters 1, 2 and 3 of this book. The only Bartering
things he may have few or none of are the rare and Luven gladly accepts goods in exchange for other goods
exotic weapons and items manufactured from special from those who have items they no longer need or
materials (adamantine, tytanite, etc.). If you happen to want, or who are simply low on coin. Luven will accept
have Paths of Power, the same applies to the weapons, just about any item with value, but he prefers items he
armor and goods & gear from Chapter 4 of that book. can resell in his shop, especially good-condition arms
For specific availabilities on clothing, see the sidebar and armor, gems and jewelry, and magic items. Items
in Chapter 3 – Home & Hearth. without good resale value are used by Luven’s family.
Luven’s jewelry case is very well stocked, as he takes If something is offered in trade, Luven will appraise
a lot of jewelry and gemstones in trade. However, he the item (he never accepts a person’s claim of value
does not have “one of everything”. A character should without examining the item himself) then offer 50% of
be able to purchase just about any jewelry item or the item’s value in coin or 80% of the item’s value in
gemstone that is desired, within reason. GMs should use trade. A seller can make an opposed Diplomacy check
their own discretion in making jewelry available, and if against Luven to raise the amount of the offer (see
it suits the story, and the characters can afford it, then Luven’s stat block below). Luven will offer one extra
Luven has it in stock. If a character seeks to purchase gold piece in coin or trade for each point the seller beats
a 100,000 gp platinum necklace with diamonds and Luven’s Diplomacy check by, up to 99% of the value.
rubies, Luven doesn’t have it. Failing the check results in no decrease in the offer.
For the prosthetics from Chapter 4 of this book, Customers occasionally offer services in exchange
Luven only regularly stocks the basic, cosmetic for goods, but Luven always politely turns this down.

84
He has his own paid staff, plus agreements with local GM Suggestion
workers, craftsmen, and artisans to do whatever work Trade and barter was a major part of the economy of
cannot be done by his family and staff. most real world cultures for the majority of history,
and for many of those cultures trade was as much
SHOP STAFF a social exercise as it was an economic transaction.
For some added roleplaying fun, the GM might have
LUVEN LIGHTFINGER CR 14 Luven bring out some food and drink and sit down
Male Halfling Expert 4 Rogue 12 with his guests, ask them how they are, where they’ve
NG Small Humanoid (halfling) been, and what they’ve seen before getting around
Init +5; Perception +17 to the actual bartering. Perhaps in this situation,
DEFENSE
any character that fails an opposed Diplomacy check
AC 23, touch 20, flat-footed 17
(+3 armor, +5 Dex, +1 size, +3 deflection, +1 dodge)
against Luven by rolling a natural 1 inadvertently
hp 116 (16d8+38) insults the halfling merchant…
Fort +8, Ref +15, Will +11 (+2 morale bonus vs. Fear)
Defensive Abilities Evasion, Improved Uncanny Dodge,
Trap Sense +4 Even though he has been retired from adventuring
OFFENSE for nearly a decade now, Luven remains trim and
Spd 30 ft. slender, with only a bit of paunch around the middle
Melee +2 Dancing Shortsword +21/+16/+11 (1d4+3), (“If only Arissa didn’t make such good apple crisp!”).
Adamantine Dagger +19/+14/+9 (1d3+1), Luven is very easy to get along with, and he loves to
Unarmed Strike +18/+13/+8 (1d2+1)
talk. However, he is very good at reading people, and
Ranged +1 Hand Crossbow +19/+14/+9 (1d3+1)
Special Attacks Sneak Attack +6d6 if a customer does not want to be chattered to while
Spell-Like Abilities Major Magic (magic missile, browsing, Luven will leave them alone.
12th caster level, 2x day, 5 missiles each), Minor Magic Luven has several treasures from his adventuring
(prestidigitation, 12th caster level, 3x day, DC 13) days that are always with him, or nearby. He wears
STATISTICS boots of striding and springing, bracers of armor +3,
Str 12, Dex 20, Con 15, Int 16, Wis 15, Cha 16 and a ring of protection +3. Under the counter and
Base Atk +13/+8/+3; CMB +16; CMD 35 out of sight is a +2 dancing shortsword and a +1 hand
Feats Acrobatic, Agile Maneuvers, Alertness, Catch
crossbow. In a sheath at his hip is an adamantine
Off-Guard, Deadly Aim +8/-4, Defensive Combat
Training, Deft Hands, Dodge, Rogue Weapon dagger.
Proficiencies, Throw Anything, Weapon Finesse,
Weapon Focus: Shortsword ARISSA LIGHTFINGER CR 11
Skills Acrobatics +19, Appraise +17, Bluff +14, Climb +8, Female Halfling Bard 12
Craft: Carpentry +8, Craft: Clothing +10, NG Small Humanoid (halfling)
Craft: Leather +10, Craft: Locks +12, Craft: Traps +14, Init +3; Perception +10
Diplomacy +15, Disable Device +18, Disguise +8, DEFENSE
Escape Artist +10, Fly +11, Handle Animal +10, Heal +7, AC 18, touch 15, flat-footed 14
Intimidate +8, Knowledge: Dungeoneering +12, (+2 armor, +3 Dex, +1 size, +1 natural, +1 dodge)
Knowledge: Geography +10, Knowledge: History +10, hp 90 (12d8+30)
Knowledge: Local +12, Knowledge: Nobility +8, Fort +7, Ref +12, Will +11 (+2 morale bonus vs. Fear)
Linguistics +8, Perception +17, Profession: Cook +9, OFFENSE
Profession: Merchant +16, Ride +11, Sense Motive +13, Spd 20 ft.
Sleight of Hand +16, Spellcraft +8, Stealth +20, Melee +1 Silver Rapier +10/+5 (1d4-1),
Survival +9, Swim +7, Use Magic Device +12 MW Dagger +10/+5 (1d3-1),
Languages Common, Dwarven, Elven, Gnome, Goblin, Unarmed Strike +9/+4 (1d2-1)
Halfling Ranged MW Light Crossbow +14/+9 (1d6)
SQ Fast Stealth (Ex), Fearless, Trapfinding +6 Bard Spells Known (CL 12, +9 melee touch, +13 ranged):
Combat Gear +2 Dancing Shortsword, Adamantine 4th (DC 19, 4/day) Cure Critical Wounds, Dimension
Dagger, +1 Hand Crossbow, 10 Crossbow Bolts; Door, Legend Lore, Summon Monster IV
Other Gear Boots of Striding and Springing, 3rd (DC 18, 5/day) Cure Serious Wounds, Dispel Magic,
Bracers of Armor +3, Ring of Protection +3 Haste, Scrying
2nd (DC 17, 6/day) Alter Self, Cure Moderate Wounds,
Luven Lightfinger stands 3’6” tall, with shoulder length Daze Monster, Sound Burst, Summon Monster II
brown hair and an ever present grin on his face. Luven 1st (DC 16, 7/day) Animate Rope, Charm Person,
Cure Light Wounds, Silent Image, Sleep, Summon
spent a couple decades as an adventurer when he was
Monster I
younger, and his tanned skin shows more than a few 0 (DC 15) Dancing Lights, Detect Magic, Ghost Sound,
scars from orc knives and dart traps. Lullaby, Prestidigitation, Read Magic

85
Performance (Su), Bardic Performance: Suggestion
(DC 21) (Sp), Fearless, Jack of All Trades: Lore Master
2/day (Ex), Versatile Acting +13 (Ex), Versatile
Dance +13 (Ex), Versatile Singing +13 (Ex), Well Versed
(Ex)
Combat Gear MW Dagger, MW Light Crossbow,
10 Crossbow Bolts, +1 Silver Rapier; Other Gear
Amulet of Natural Armor +1, Bracers of Armor +2,
Harp of Charming, Headband of Alluring Charisma +2
SPECIAL ABILITIES
Arcane Strike As a swift action, add +3 damage, and
weapons are treated as magic for the purpose of
overcoming damage reduction.

Arissa Lightfinger is tall for a halfling, at just over 4 feet


tall. Some of her family members say that she gets it
from an elven ancestor, but no one seems to remember
just how that ancestor actually fits into the family tree.
She has beautiful long blonde locks and bright green
eyes, and almost everyone who sees her knows why
Luven became so smitten with her all those years ago.
Arissa spends more time in the Crossroads Inn and
Tavern than she does in the shop, but occasionally
customers in the store might run into her. She’s as
cheerful as her husband, but tends to think before
speaking more often than Luven does.
Luven and Arissa met about halfway through Luven’s
adventuring career and she was part of his adventuring
party for years. As a result, she, like her husband, has
several treasures she keeps on her person or very nearby
Arissa Lightfinger at all times.
STATISTICS
Str 8, Dex 17, Con 14, Int 16, Wis 14, Cha 21 MERIWEATHER LIGHTFINGER CR 1/3
Base Atk +10/+5; CMB +7; CMD 21 Male Halfling (Young Creature) Rogue 1
Feats Acrobatic, Arcane Strike, Bard Weapon Proficiencies, CG Tiny Humanoid (halfling)
Combat Casting, Dodge, Extend Spell, Extra Performance Init +3; Perception +6
Skills Acrobatics +13, Appraise +9, Bluff +13, Climb +5, DEFENSE
Craft: Calligraphy +8, Craft: Clothing +8, Craft: Musical AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
Instrument +9, Diplomacy +15, Disguise +13, Escape hp 6 (1d8-2)
Artist +8, Fly +13, Heal +4, Knowledge: Arcana +15, Fort -1, Ref +6, Will +1 (+2 morale bonus vs. Fear)
OFFENSE
Knowledge: Dungeoneering +14, Knowledge:
Geography +14, Knowledge: History +15, Knowledge: Spd 20 ft.
Local +15, Knowledge: Nobility +14, Linguistics +9, Melee Dagger -3 (1d3-3), Unarmed Strike -1 (1-3)
Perception +10, Perform: Act +13, Perform: Dance +13, Special Attacks Sneak Attack +1d6
STATISTICS
Perform: Oratory +13, Perform: Sing +13, Perform:
Str 4, Dex 16, Con 6, Int 12, Wis 10, Cha 12
String Instruments +13, Perform: Wind Instruments +13,
Base Atk +2; CMB +1; CMD 8
Profession: Baker +9, Profession: Cook +9, Profession:
Feats Agile Maneuvers, Rogue Weapon Proficiencies
Innkeeper +11, Ride +4, Sense Motive +13, Sleight of
Skills Acrobatics +9, Bluff +5, Climb +3, Craft: Clothing +5,
Hand +10, Spellcraft +11, Stealth +13, Survival +3,
Diplomacy +5, Fly +7, Knowledge: Local +5,
Swim +1, Use Magic Device +12
Perception +6, Sense Motive +4, Sleight of Hand +7,
Languages Common, Draconic, Dwarven, Elven, Gnome,
Stealth +15
Goblin, Halfling
Languages Common, Elven, Halfling
SQ Bardic Knowledge +6 (Ex), Bardic Performance
SQ Fearless, Trapfinding +1
(37 rounds/day), Bardic Performance: Countersong (Su)
Combat Gear Dagger
Bardic Performance: Dirge of Doom (Su), Bardic
Performance: Distraction (Su), Bardic Performance:
Fascinate (DC 21) (Su), Bardic Performance: Inspire MARIGOLD LIGHTFINGER CR ¼
Competence +4 (Su), Bardic Performance: Inspire Female Halfling (Young Creature) Commoner 1
Courage +3 (Su), Bardic Performance: Inspire Greatness CG Tiny Humanoid (halfling)
(2 allies) (Su), Bardic Performance: Soothing Init +3; Perception +6

86
DEFENSE Feats Iron Will, Master Craftsman: Craft: Leather,
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size) Simple Weapon Proficiency: Light Mace, Skill Focus:
hp 1 (1d6) Craft: Leather, Skill Focus: Profession: Tanner
Fort -1, Ref +4, Will +1 (+2 morale bonus vs. Fear) Skills Appraise +5, Craft: Clothing +7, Craft: Leather +12,
OFFENSE Craft: Shoes +7, Diplomacy +1, Handle Animal +3,
Spd 20 ft. Knowledge: Local +4, Knowledge: Nature +3,
Melee Unarmed Strike -5 (1-3) Perception +6, Profession: Merchant +6, Profession:
STATISTICS Tanner +9
Str 4, Dex 16, Con 6, Int 10, Wis 10, Cha 12 Languages Common, Halfling
Base Atk +2; CMB -5; CMD 8 Combat Gear +1 Light Mace, Dagger
Feats Acrobatic, Simple Weapon Proficiency: Club
Skills Acrobatics +7, Climb +3, Fly +9, Perception +6,
Corbin is one of Luven’s two hired help for the shop.
Profession: Cook +4, Stealth +11
Languages Common, Halfling He is a local leatherworker who is quite proficient at
SQ Fearless tanning and working leather, then turning that leather
into clothing or shoes. Much of the leather or animal
Meriweather and Marigold are Luven and Arissa’s hides (especially common skins, like cow, horse or pig)
two children. Both children are very friendly and well- Luven takes in trade ends up being turned into belts
behaved, and are not at all afraid of strangers. and shoes by Corbin. He is polite and friendly, but quiet,
Meriweather (“Meri”) is 10 years old, and the spitting and very content to let Luven do the talking.
image of his father. Also like his father, Meri has a bit of Corbin keeps a magical mace nearby at all times.
a roguish streak in him and Arissa worries that in just A couple of years ago he was jumped by some thugs on
a few years Meri will run off “on some fool adventure his way home from the shop, and was badly injured.
or other!” Meri is often in the shop with his father, and Luven gave Corbin the mace so he’d have something
knows the shop nearly as well as Luven does. He helps with which to protect himself. The thugs were never
stock, fetch, clean, and package parcels. He also has a seen in the area again, and many locals whisper that
“side business” cracking nuts purchased by his father’s Luven and Arissa themselves ran them out of town.
customers for, as he sells it, “a very reasonable fee!”
Meri loves nothing more than listening to his father’s
stories from his adventuring days, and he is prone to
“hero worship” when a party of adventurers comes in
the store, hanging on their every word and falling over
himself to be of help to them as they shop.
Marigold is, like her mother, tall and blonde. Though
three years younger than Meri, Marigold is almost as
tall as her brother. She spends most of her time with her
mother, in the inn. She especially loves working in the
kitchen, and is quite creative in culinary skills already.
Marigold’s oatmeal cookies make regular appearances
on the inn’s dessert menu and have given her quite the
little following in town. So far, Marigold hasn’t shown
any interest in the world outside the village, and Arissa
hopes it stays that way.

CORBIN CR 4
Male Human Commoner 6
LN Medium Humanoid (human)
Init +1; Perception +6
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 27 (6d6+6)
Fort +3, Ref +3, Will +4
OFFENSE
Spd 30 ft.
Melee +1 Light Mace +4 (1d6+1), Dagger -1 (1d4),
Unarmed Strike -1 (1d3)
STATISTICS
Str 11, Dex 12, Con 12, Int 12, Wis 10, Cha 9
Base Atk +3; CMB +3; CMD 14
Corbin

87
ZINDI CR ½
Female Gnome Expert 2
CROSSROADS INN AND
CG Small Humanoid (gnome) TAVERN
Init +1; Senses Low-Light Vision; Perception +5 Next door to the shop, and connected to it by a covered
DEFENSE
walkway Luven had constructed, is the Crossroads Inn
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
and Tavern. Luven and Arissa own the Crossroads as
hp 14 (2d8+2)
Fort +1, Ref +1, Will +2 well, and Arissa sees to its daily operation while Luven
Defensive Abilities Defensive Training watches over the store. The Crossroads is well known
OFFENSE up and down both trade routes and travelers of all sorts
Spd 20 ft. – mercenaries, adventurers, merchants, and pilgrims –
Melee MW Dagger +2 (1d3-1), Unarmed Strike +1 (1d2-1) fill the common room every night.
Spell-Like Abilities dancing lights (1/day), ghost sound The building was once a manorhouse for a local
(1/day), prestidigitation (1/day), speak with burrowing merchant, but the merchant’s business folded and he
mammal (1/day)
STATISTICS
lost everything he had. Luven and Arissa purchased the
Str 8, Dex 12, Con 12, Int 12, Wis 8, Cha 14 manorhouse and converted it into the inn and tavern.
Base Atk +2; CMB -1; CMD 10 The kitchen prepares three meals each day, with
Feats Skill Focus: Diplomacy breakfast being ready by sunrise and lasting until all
Skills Appraise +6, Bluff +6, Craft: Clothing +5, Craft: the food is gone (usually about 3 or 4 hours). Lunch is
Leather +6, Craft: Shoes +6, Diplomacy +10, Fly +3, usually served around noon (referred to as “highsun”
Knowledge: Local +6, Perception +5, Profession: locally) and is often prepared with any leftovers from
Merchant +6, Sense Motive +3, Stealth +5 supper the previous day. Supper is usually served
Languages Common, Elven, Gnome, Sylvan
around sunset and lasts until patrons drift off. If there
SQ Gnome Magic, Hatred, Illusion Resistance
Combat Gear MW Dagger is anything left when Arissa goes to bed, she leaves it
in a pot behind the bar for Arvis to serve up. Hungry
Zindi is Luven’s other hired hand. She, like Corbin, is a patrons who miss meal times or stumble into the inn
local native. She is younger than Luven and Arissa, and late at night are not out of luck – the halfling proprietors
sometimes has to be reminded she is supposed to be would never dream of letting anyone go hungry! Even
earning her coins and not flirting with the adventurers on very busy days there are usually some leftovers from
who wander into the shop. She is very gregarious and lunch and supper, and light, simple fare such as bread,
perky, and has been known to talk even more than cheese, and fresh or dried fruit is always available.
Luven does, though she doesn’t have his knack for Arvis Mong, the bartender, serves drinks from
sensing when people would rather not talk. highsun until midnight. After midnight, guests who are
Zindi is skilled with needle and thread and she renting rooms can serve themselves from kegs on the
performs most of the clothing alterations and repairs second floor.
needed at the shop.
INN AND TAVERN MAP KEY
Main Floor
Area 1: The main entrance to the Crossroads Inn and
Tavern is a small covered porch. Stone steps lead up
to the porch, and signs on the darkly stained wooden
doors both welcome guests to the inn and kindly ask
them to wipe their feet before entering.
To the left and right of the doors on the porch are
marble statues of a legendary hero. The statues were
commissioned by the merchant who built the house,
and Luven and Arissa left them in place as decorations.
The front doors are never locked except in times of
trouble.
Area 2: A fifteen foot long bar with six stools is
across the room and to the right when guests enter
the building. The bar is usually tended by a burly
human male named Arvis Mong, and Arvis also acts as
innkeeper for those who seek lodging. The area behind
Zindi the bar includes a raised wooden platform so that Arissa
can easily tend bar when she has to fill in for Arvis.

88
Four round tables are on the left side of the room, being rented out, or scheduled to be rented out. During
with an array of stools that seem to cluster around this such times, the doors to both rooms are propped open
table or that, depending on the size of the party eating to indicate they are not restricted to private parties.
or drinking there. All of the tables are human-sized, but Area 5: Arvis and his daughter, Kalen (who washes
each stool has ladder-like rungs on one side for halflings dishes and serves meals and drinks) live in this small
and gnomes to easily climb up. suite. Arvis sleeps in the larger room, and has a small
The walls of the taproom are decorated with trophies table and two chairs where he and his daughter can take
from Luven and Arissa’s adventuring career, and other their meals in private. The door can be locked from the
adventurers that stop here usually add something as inside only (DC 30 Disable Device to enter). The suite
well – a sword or shield, antlers from a giant elk, a includes a private water closet for Arvis and Kalen.
battered shield, etc. Arvis is a light sleeper, and if he hears anyone enter
Area 3: One of two private dining halls, this room is the taproom after midnight he slips out to make sure
available for a group to rent for a private meal or party. everything is all right, and to check people into a room
The cost to rent the room is 25 gp per hour, and includes if they are seeking lodging.
food and unlimited drinks for up to 8 guests. The cost Area 6: Stairs lead up to the second floor here and
goes up by 5 gp for each person above 8. a square table with four chairs sit next to them. Guests
Area 4: The other private dining hall is available for who drink or eat here have a modicum of privacy from
rent at a rate of 30 gp per hour. The rate includes food the common room, but is not complete as there is no
and unlimited drinks for up to 9 guests. The cost goes door that separates them, and guests come and go
up by 5 gp for each person above 9. from the stairs at all hours. This table is first come, first
During very busy nights (which happen about twice served, and cannot be reserved. Other chairs or stools
a week on average), Arissa will open both of the private can be brought in to accommodate larger parties,
dining halls up for overflow seating if one or both are not but no other tables can be brought in.

89
Area 7: The kitchen is Arissa’s domain. She works Area 9: This room is available for guest lodging
here with her cousin, Turbin “Too Tall” Sweetrose. at a cost of 9 sp per night, per person. The bed is only
While Arissa is normally a sweet and kind woman, if large enough for one human-sized person, but paying
anyone who shouldn’t be in the kitchen enters while guests are welcome to throw a bedroll on the floor. The
things aren’t quite going Arissa’s way, she can be rather door can be locked from the inside only (DC 30 Disable
vocal in letting them know which way the exit is. Both Device to enter).
doors are swinging doors, to facilitate carrying large Area 10: This room is available for guest lodging
loads into or out of the kitchen. at a cost of 9 sp per night, per person. The bed is only
Arissa and Luven’s daughter, Marigold, helps her large enough for one human-sized person, but paying
mother in the kitchen quite a bit, and is picking up guests are welcome to throw a bedroll on the floor. The
culinary skills from both Arissa and Turbin. door can be locked from the inside only (DC 30 Disable
Area 8: The scullery is where Kalen Mong is usually Device to enter).
found when she isn’t serving drinks and meals to guests. Area 11: This room is available for guest lodging
When it is especially busy, Marigold Lightfinger usually at a cost of 8 sp per night, per person. The bed is only
helps her out. The door to the scullery is a swinging large enough for one human-sized person, but paying
door so that armloads of dishes and mugs can be hauled guests are welcome to throw a bedroll on the floor. The
in or out with ease. door can be locked from the inside only (DC 30 Disable
A spiral staircase winds its way down to the basement Device to enter).
and up to the second floor here. These stairs are mostly Just outside this room are a water closet, and also
used by the staff to reach the second floor, but are also the door that leads to Luven’s shop. Also out the back
used by patrons to reach the basement baths. doors are four outhouses. The water closet and the
outhouses are for staff and paying guests only.

90
Second Floor The door between the two sleeping areas can also be
Area 12: A small common room for guests’ relaxation is locked from both sides (DC 30 Disable Device to enter).
connected to a water closet for the use of paying guests. If an individual is staying in the larger part of the suite
The common room has four plush chairs, a bookshelf and not using the smaller sleeping room, Arissa will
filled with common reading material (patrons often will rent the smaller area out separately for only 4 sp per
leave a volume or three of their own and take 1 or 2 they night, per person (though it is really hard to get more
haven’t read when leaving), and a small table and two than one human-sized person in the room).
wooden chairs. A gaming table for chess or draughts is Area 15: This room is available for guest lodging at
on the table, and drawers hold all playing pieces. a cost of 2 gp per night, per person. The bed is large
Area 13: This room is available for guest lodging at enough for two human-sized people, but paying guests
a cost of 2 gp per night, per person. The bed is large are welcome to throw a bedroll on the floor. The room
enough for two human-sized people, but paying guests also includes a desk and comfortable chair, and a plush
are welcome to throw a bedroll on the floor. The room settee in front of the fireplace. The door can be locked
also includes a nice table and two chairs for private from the inside or outside (DC 30 Disable Device to
dining. The door can be locked from the inside or enter).
outside (DC 30 Disable Device to enter). Area 16: Overnight guests frequently take their
Area 14: This room is available for guest lodging at meals in this guests-only dining hall. Two stout tables
a cost of 15 sp per night, per person. Each of the two provide seating for 8 or more individuals (other chairs
beds is only large enough for one human-sized person, can be brought up). A cleverly rigged wire-and-bell
but paying guests are welcome to throw a bedroll on system can be activated by guests to summon a member
the floor. The room also includes a nice table and two of the staff to take orders.
chairs for private dining. The doors to the hallway can Area 17: This room is available for guest lodging at
be locked from the inside or outside (DC 30 Disable a cost of 4 sp per night, per person. Each of the three
Device to enter). beds is large enough for one human-sized person,

91
but paying guests are welcome to throw a bedroll on the is trapped with an alarm and hold trap (identical to the
floor. The room also includes a small table and three trap on the front doors of the shop).
chairs for private dining. Both doors can be locked from Area 26: Behind another locked iron gate (DC 40
the inside or outside (DC 30 Disable Device to enter). Disable Device to enter) are some of Luven and Arissa’s
If fewer than 3 people rent the room and do not want treasures and trophies from their adventuring days. A
other people staying with them, Arissa charges an extra shelf holds a number of scrolls and books (including
surcharge of 4 sp per empty bed to cover the lost rent several spellbooks). The shelf is trapped with an energy
on the bed. drain trap and anyone that does not utter the proper
Area 18: A few linens and some mugs are stored in phrase before pulling something from the shelf triggers
a chest and on a shelf in this room. There is also a keg the trap.
of ale or cider here, but Arissa locks the tap (DC 25 to
remove) until midnight. After midnight, guests can help Energy Drain Trap CR 10
themselves at no charge, so long as they do not disturb Type magic; Perception DC 34; Disable Device
the other guests. DC 34
EFFECTS
The spiral stairs lead down to the main floor, and on
Trigger visual (true seeing); Reset none
to the basement. The staff uses these stairs more than Effect spell effect (energy drain, Atk +10 ranged
patrons, but patrons are not forbidden from using them. touch, 2d4 temporary negative levels, DC 23
Area 19: This room is available for guest lodging at Fortitude negates after 24 hours)
a cost of 9 sp per night, per person. The bed is only large
enough for one human-sized person, but paying guests Four chests of varying sizes are locked (DC 40 Disable
are welcome to throw a bedroll on the floor. The door Device to enter) and trapped as well. The chests hold a
can be locked from the inside or outside (DC 30 Disable variety of magical items – weapons, armor, wands, and
Device to enter). wondrous items. The specific items can be determined
Area 20: This room is available for guest lodging at at the GM’s discretion. Occasionally, if Luven’s supply
a cost of 9 sp per night, per person. The bed is only large of magic items for the Back Room of the shop is low he
enough for one human-sized person, but paying guests will pull an item or two from this room to fill it out.
are welcome to throw a bedroll on the floor. The door
can be locked from the inside or outside (DC 30 Disable Electricity Arc Trap CR 4
Device to enter). Type mechanical; Perception DC 25;
Disable Device DC 20
EFFECTS
Basement Trigger touch; Reset none
Area 21: Barrels and kegs line the walls, and a series Effect electricity arc (4d6 electricity damage,
of shelves fill the rest of the room. The inn’s supply of DC 20 Reflex save for half damage); multiple
alcohol – beers, wines, ciders and spirits – are kept targets (all targets in a 30-ft. line)
here. Both doors can be locked from the outside only
(DC 30 Disable Device to enter) and only Arissa, Luven Area 27: The door to this room is a very cleverly
and Arvis have keys. hidden secret door (DC 30 Perception to notice), which
Area 22: The spiral stairs lead up to the scullery on is trapped with an energy drain trap identical to the one
the main floor, and then on up to the 2nd floor. A few on the bookshelf in area 26. The most dangerous and
kegs or crates are usually stored here for quick access by powerful items and trophies from Luven and Arissa’s
the staff. The door is a swinging door, making it easier adventuring days are kept in this room, and only Luven
for staff members with full arms to come and go with and Arissa know the room exists. The specific items in
ease. the room can be determined at the GM’s discretion.
Area 23: Sacks and barrels full of dry goods – beans, In addition, the Lightfinger family’s personal wealth
dried fruits, root vegetables, and more – fill this room. is kept here in the form of coins, gems, gold bricks, silver
The door is a swinging door, making it easier for staff ingots and specie. The total value of the treasure should
members with full arms to come and go with ease. be determined by the GM based on what is appropriate
Area 24: Several chests, shelves and trunks line the for the game.
walls, holding linens, towels and bed clothes. The door Area 28: Two large, plush rugs cover the stone
is a swinging door, making it easier for staff members floor here. Two bookshelves sit against the south wall,
with full arms to come and go with ease. each filled with a variety of reading material. There are
Area 25: A multitude of shelves, crates, trunks 2 plush chairs, one with a nice footrest, against the
and chests line the walls of this room, which is located north wall on one of the rugs, and on the other rug
behind a locked iron gate (DC 40 Disable Device to are 2 settees and 2 simple but comfortable chairs
enter). The room is used for storage of extra supplies surrounding a low table. The room is a private parlor
for both the inn and the shop next door. The gate for the relaxation of paying guests. Usually, those using

92
the parlor are awaiting their turn in the baths or are Hot cereal comes with a dab of butter and your
waiting on friends who are bathing. choice of sweetener — honey, molasses, or sugar.
Area 29: This room is separated from area 28 by Sop is a slice of day-old bread (toasted on request)
a thick velvet curtain. There are 2 large pools of water placed in a bowl and covered with red wine or cider.
in the room, side-by-side, one filled with hot water Arissa’s Deer Eggs are hard-boiled quail eggs covered
from a natural hot spring located beneath the inn and with a thin layer of venison sausage. The eggs are then
one filled with cold water. Both pools can be drained dipped in milk, rolled in flour and deep fried. They are
(the water drains into caverns below) and refilled with quite popular and are usually the first breakfast item to
hand pumps at the west end of the pool. Three braziers run out each morning.
provide lighting and a bit of warmth, but the steam from Fresh fruit is offered at breakfast when it’s in season.
the hot pool keeps it very warm as it is. Chests against During the winter months Turbin cooks up a warm fruit
the north and south wall are filled with soaps and bath compote from assorted dried fruits. Prices are usually
oils of varying scents, after-bath lotions, sponges, and higher in winter and lower when fruits are in season.
soft cotton towels. A large silver plate beside each pool Any fruit or compote leftover from breakfast will be
holds a variety of scented incense which guests can add available at lunch and supper for those who ask, but it
to the braziers. is not regularly listed on the lunch and supper menus.
Guests who are staying in rooms at the inn do not
have to pay for baths, but all others wishing to use the Lunch
baths must pay 1 gp each. While the bathing room is
Smoked salmon – 5 sp
separated from the waiting parlor by a curtain, the pools
themselves are in full view of one another. Guests who Fried trout – 5 sp
are shy or prudish may wish to wait until no one else Roast beef – 3 sp
is around to use the baths. Each pool will comfortably Roast venison – 3 sp
hold up to 4 human-sized individuals, and there is a Beef stew – 3 sp
maximum of 6 human-sized individuals or 12 halfling-
sized individuals allowed in each pool. Rabbit stew – 2 sp
Soup of the Day – 2 sp

THE MENU Roasted chicken – 4 sp


This is a typical daily menu at the Crossroads Inn and ½ roasted chicken – 2 sp
Tavern. The available food and drink is posted on a Side dish – 1 sp to 5 sp
couple of slate boards in the taproom and on one in the Hand pie: meat – 5 sp, fruit – 6 sp
guests-only dining hall on the 2nd floor (area 16). The
menu boards also all state, “If you leave here hungry, Rusks – 5 cp
it’s your own fault!” Trencher – 4 cp
Salt, ground peppercorns, and other inexpensive Boiled vegetables – 9 cp to 4 sp
spices are available upon request at no extra charge. Slice of Bread (rye, sourdough or molasses) – 5 cp
Bread is served plain or toasted, with or without butter,
Hunk of cheese (cheddar, manorhouse or rodoric) – 1 sp
as the customer requests. A dollop of jam, jelly, or
another fruit spread costs an additional copper piece.
The soup of the day varies based on what ingredients
Arissa has on hand, and is often made from leftovers
Breakfast from the previous day. Typical varieties include chicken
Smoked salmon – 5 sp dumpling, vegetable beef, split pea, and ham and bean.
Roast beef – 3 sp A different side dish is offered each day. Common
Pork bacon – 2 sp dishes in the rotation are stuffing, couscous, seasoned
rice or other grains, itriyah, and lentils or beans. Arissa
Venison sausage – 3 sp
serves hearty portions – lighter eaters sometimes
Boiled chicken eggs – 9 cp/each order the side dish and nothing more. The price varies
Fried chicken eggs – 2 sp/each depending on what is served that day.
Boiled oats or other hot cereal – 1 sp (with raisins – 3 sp) Hand pies are small, easily portable pies that can
be held in one hand. Savory pastry dough is filled with
Sop – 9 cp
meat (usually leftovers from the day before) and a few
Arissa’s Deer Eggs – 5 sp/each vegetables, then deep fried or baked. Fruit hand pies are
Slice of Bread (rye, sourdough or molasses) – 5 cp exactly the same, except the pastry dough is sweetened
Hunk of cheese (cheddar, manorhouse or rodoric) – 1 sp rather than flavored with chives or other herbs, and the
dough is filled with reconstituted dried fruit –
Fruit or Fruit Compote – 5 cp to 5 sp
usually apples, but sometimes pears or berries.

93
The boiled vegetables available depend on what is in Drinks
season or what dried or canned vegetables Arissa has
Beers & Ciders
in stock. Prices are usually higher in winter and lower
when vegetables are in season. See Table 3-16, priced as per the pint bottle
A trencher is a large slice from the top or bottom of a
whole loaf of day-old bread. The trencher is often used Coffee – 1 gp
in place of a plate (less clean-up for the staff), though
Crimson Aurochs – 8 sp
for particularly messy meals the trencher will be placed
on a tin or stoneware plate. At the Crossroads Inn and Black Tea – 5 sp
Tavern almost everyone eats their trencher, relishing Green Tea – 9 sp
the tasty goodness of gravy and grease soaked into the
bread. Spirits & Liqueurs and Wines
For by the drink prices, use 1/10 the price of the quart
Supper bottle price from Table 3-16
The Special – 1 gp
Smoked salmon – 5 sp Each meal comes with one free drink, and additional
Fried trout – 5 sp drinks can be purchased for the prices listed above.
Coffee is served black, or with the customer’s choice
Roast beef – 3 sp
of cream and sugar, or butter and salt, at no additional
Roast venison – 3 sp cost. Likewise, customers may choose to have a splash
Roast mutton – 4 sp of cream or sugar (or honey) in their tea.
Beef stew – 3 sp
Rabbit stew – 2 sp Desserts
Soup of the Day – 2 sp Apple Crisp – 2 sp
½ Roasted turkey – 6 sp Bread Pudding – 2 sp
Side dish – 1 sp to 5 sp Cookie of the Day – 5 cp to 1 sp each
Trencher – 4 cp Custard – 3 sp
Boiled vegetables – 9 cp to 4 sp Fruitcake – 5 sp
Slice of Bread (rye, sourdough or molasses) – 5 cp Hot Cocoa – 1 gp
Hunk of cheese (cheddar, manorhouse or rodoric) – 1 sp Pie – 1 sp to 5 sp/slice
Pound Cake – 2 sp
Overnight guests receive one free meal with the Spice Cake – 3 sp
price of their lodging, and most choose a free supper.
While the supper menu is typically not very different Dessert is available at both lunch and supper. Baked
from that at lunchtime, Arissa often has specials for goods are made in quantities large enough only for the
supper in addition to the standard menu, and these are inn’s customers – as Arissa says, “I’m not running a
not announced until close to suppertime. A number of bakery, here!” The treats are very popular, though, and
locals have been known to come into the tavern for a she will sell any day-old goodies she has to locals to
drink in the late afternoon and try to guess the special take home, or to adventurers to have a sweet bite on
for the night based on the delicious smells wafting from the road.
the kitchen. Arissa is famous for her apple crisp, which is so
The specials give Arissa and Turbin a chance to flex good that Luven has been known to eat a full pan in
their culinary skills, and the customers reap the rewards. one sitting (minus the small portions he dishes out to
Some dishes that have made it onto the specials menu his children to keep them from tattling on him to their
include liver and onions, cabbage rolls, lamb chops mother).
with mint jelly, winter squash stuffed with sausage and A different kind of cookie is baked each day. The
couscous, and the most popular of all specials so far – most popular cookies are Marigold’s chewy oatmeal
deep fried chicken, with a crunchy, heavily seasoned cookies, heavily spiced with cinnamon and nutmeg and
crust. full of plump raisins. Other types in the rotation include
The special is made in a limited quantity, and when sugar, molasses, and pecan shortbread.
it’s all, it’s all. There is rarely any of the special leftover The flavor of pie available depends on what is in
when the kitchen shuts down for the day, and even if season. Some of the most popular kinds are pumpkin,
there is, Arvis has usually sold the last of it by the rhubarb, apple, strawberry, and lemon curd.
time he closes the bar.

94
INN STAFF
Arvis Mong CR 5
Male Human Expert 3 Warrior 4
LN Medium Humanoid (human)
Init +1; Perception +9
DEFENSE
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 deflection)
hp 77 (4d10+3d8+22)
Fort +8, Ref +3, Will +4
OFFENSE
Spd 30 ft.
Melee Heavy Adamantine Mace +11/+6
(1d8+3 (1d8+4 when used 2-handed)),
Dagger +9/+4 (1d4+3),
Unarmed Strike +9/+4 (1d3+3)
Ranged MW Heavy Crossbow +8/+3 (1d10)
STATISTICS
Str 17, Dex 12, Con 16, Int 12, Wis 10, Cha 10
Base Atk +6/+1; CMB +9; CMD 21
Feats Alertness, Catch Off-Guard, Combat Reflexes,
Intimidating Prowess, Weapon Focus: Heavy Mace
Skills Appraise +6, Bluff +6, Climb +8, Diplomacy +6,
Handle Animal +5, Intimidate +10, Knowledge:
Dungeoneering +7, Knowledge: Local +7, Perception +9,
Profession: Innkeeper +7, Ride +6, Sense Motive +9,
Sleight of Hand +7, Stealth +6, Swim +8
Languages Common, Dwarven
Combat Gear Adamantine Heavy Mace, MW Heavy
Crossbow, 20 Crossbow Bolts, Dagger, MW Studded
Leather; Other Gear 3 Potions of Cure Light Wounds
Arvis Mong
(1d8+1), Potion of Cure Moderate Wounds (2d8+3),
Ring of Protection +1 mostly for show and the intimidation factor, but he’s
brought it down and threatened people with it in the
Arvis was once a mercenary before he fell in love with past. Arvis also keeps a crossbow and some bolts under
an elven woman. The woman had a child already, and the bar, “just in case.” Arvis keeps a suit of studded
Arvis accepted her as his own. Unfortunately, while on leather armor in his room, but does not wear it when
their way to Arvis’ hometown the trio was beset upon tending bar.
by bandits and Arvis’ love was killed. Arvis and young
Kalen stumbled into the Crossroads Inn and Tavern the KALEN MONG CR ½
next day, wounded and exhausted. Arissa nursed them Female Half-Elf Rogue 1
back to health over several days, aided by some healing CG Medium Humanoid (elf)
Init +3; Senses Low-Light Vision; Perception +9
potions from the basement. DEFENSE
Arvis was at first morose and unresponsive after AC 13, touch 13, flat-footed 10 (+3 Dex)
losing the love of his life, but Arissa convinced the hp 8 (1d8)
giant of a man that Kalen, though not his by birth, was Fort +0, Ref +5, Will +0 (+2 save bonus vs. Enchantments)
looking to him for a father’s guidance. That seemed to Immune sleep
do the trick and Arvis snapped out of his melancholy. OFFENSE
Mentioning he didn’t know what he was going to do Spd 30 ft.
Melee Dagger +0 (1d4), Unarmed Strike +0 (1d3)
to provide for his daughter, Arissa gave him a job as
Special Attacks Sneak Attack +1d6
bartender. With his muscles, stern appearance (that STATISTICS
hides a truly friendly and jocular nature) and sharp eye, Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 13
Arissa and Luven thought Arvis would be perfect to tend Base Atk +0; CMB +0; CMD 13
bar and watch over the sometimes rowdy crowd. In the Feats Acrobatic, Skill Focus: Perception
five years since he took the job, Arvis has stopped more Skills Acrobatics +9, Appraise +6, Bluff +5, Climb +4,
than one bar brawl by knocking people in the head with Diplomacy +5, Escape Artist +7, Fly +5, Perception +9,
a mug, tin plate, bar stool or whatever else was handy. Sense Motive +4, Sleight of Hand +7, Stealth +7,
Swim +4
Arvis keeps his adamantine mace on a rack behind
Languages Common, Dwarven, Elven, Halfling
the bar, with a plaque bearing the mace’s name – SQ Elf Blood, Elven Immunities, Trapfinding +1
“Berthilda” (Arvis’ mother’s name). It is kept there Combat Gear Dagger

95
Kalen is turning into quite the beauty, like her mother TURBIN “TOO TALL” SWEETROSE
was, Arvis tells her, but she’s not quite there yet. At CR 3
15 years of age, she is tall and lanky, and not yet full Male Halfling Commoner 2 Rogue 3
developed. She appears to be awkward, but is actually CG Small Humanoid (halfling)
quite graceful. Kalen loves to listen to her father’s tales Init +3; Perception +10
DEFENSE
of his days as a mercenary, or to Arissa and Luven’s AC 15, touch 14, flat-footed 12 (+1 armor, +3 Dex, +1 size)
tales of their adventures. Arvis fears the girl will soon hp 35 (3d8+2d6+5)
run away for a life of adventure herself. Fort +3, Ref +7, Will +2 (+2 morale bonus vs. Fear saves)
Kalen spends most of her day washing dishes in Defensive Abilities Evasion, Trap Sense +1
the scullery or serving meals and drinks to guests. It is OFFENSE
hard work, and her feet and back usually ache at the Spd 20 ft.
end of the day, but she relishes the interaction with all Melee +1 Dagger +7 (1d3+2), Unarmed Strike +5 (1d2+1)
Special Attacks Sneak Attack +2d6
of the adventurers and mercenaries who pass through. STATISTICS
The regulars all look on Kalen as if she were their own Str 12, Dex 17, Con 12, Int 14, Wis 11, Cha 14
daughter, and are just as protective of her as Arvis is. Base Atk +4; CMB +3; CMD 16 (12 vs. bull rush or
Newcomers to the Crossroads who think they can treat overrun)
Kalen in an ungentlemanly manner usually find Arvis Feats Alertness, Skill Focus: Appraise, Skill Focus:
and several regulars ready to pick them up and toss Profession: Cook, Weapon Focus: Dagger
them out into the street. Skills Acrobatics +4, Appraise +10, Bluff +7, Climb +2,
Despite their age difference, Kalen and Meriweather Diplomacy +8, Disable Device +8, Disguise +6,
Escape Artist +7, Fly +5, Handle Animal +6,
are very good friends, and unknown to any of the three
Intimidate +6, Knowledge: Dungeoneering +8,
parents, both have taken to slipping out after everyone Knowledge: Local +8, Perception +10, Perform: Sing +6,
is asleep to explore the town. So far they have managed Perform: String Instruments +6, Profession: Cook +11,
to avoid any trouble. Ride +2, Sense Motive +7, Sleight of Hand +9, Stealth +6,
Swim +5, Use Magic Device +7
Languages Common, Elven, Gnome, Halfling
SQ Fearless, Trapfinding +1
Combat Gear +1 Dagger; Other Gear Bracers of
Armor +1; blunt foot prosthetic (allows Turbin to walk
at his normal pace, but he cannot run; he cannot bull
rush or overrun foes, and suffers a -4 penalty to his CMD
against such maneuvers).

Turbin is, as his nickname implies, very tall for a halfling.


He stands nearly 4 ½ feet tall and claims that it is the elf
blood that he and Arissa share that makes him so tall.
Turbin began his career as an adventuring rogue a few
years ago, but a fighter who was in too big of a hurry
rushed Turbin’s trapfinding attempts and the halfling
missed one. Unfortunately for Turbin, he was the one
who discovered the missed trap when his foot went
through a thin shale plate that looked like flagstone and
into a pool of acid. After Turbin made his way to the
Crossroads Inn, Luven outfitted him with a blunt foot
prosthetic to replace his missing foot, and Turbin was
able to move almost as well as he had before.
Turbin was jaded on adventuring, however, and
when his cousin Arissa offered him a job as assistant
cook in the inn, he eagerly accepted. He spends most
of his days in the kitchen with Arissa. When it is really
busy Turbin helps Kalen serve food or Arvis tend
Kalen Mong bar. When it slows down, Turbin will often entertain
patrons with his rather proficient singing, accompanied
by playing the qitara. Turbin does not sleep at the inn;
he has a small halfling-style thatch-roofed hut a few
blocks away.

96
it triggers a specialized version of the contingency spell
that summons a water elemental that then goes on a
rampage when the wizard is too stunned to control it.
***
A small group of black-clad individuals arrives at
the shop demanding that Luven turn over “the book”.
When Luven asks for details, the mysterious contingent
tells him he “knows which book”. They then give him
one day to turn it over and they leave. Luven truly has
no idea what they are looking for or why.
***
Driven by curiosity, Meriweather Lightfinger and
Kalen Mong break into another building in town. The
owner of the location is not a friend of the Lightfingers,
though, and will not listen to reason. He demands the
children be jailed as thieves.
***
After baking several batches of bread, Arissa sits
down to rest and notices that her wedding band is
missing. A search turns up no sign of the ring, and
Arissa is convinced that she baked it into one of the
loaves of bread, some of which have already been sold
to traveling adventurers and merchants.
***
As the characters are browsing the shop, a dwarf and
TURBIN “TOO TALL” SWEETROSE elf enter and approach Luven. The characters overhear
the pair tell Luven, “Ashal needs our help” and Luven
respond with, “I’ll get my things.” If the characters
PLOT SEEDS make a DC 20 Knowledge: Nobility check they recognize
Anyone visiting Luven Lightfinger’s Gear and Treasure the name “Ashal” as King Ashal Hammerstone I
Shop or the Crossroads Inn and Tavern, whether for the of Hammerstone Hall, a dwarven king. As Luven
first time or the hundredth, is likely to overhear rumors, disappears into the back, the elf turns to the characters
witness odd sights or otherwise come into information and says, “You look like adventurers. Would you like to
that could lead to adventure. help King Ashal Hammerstone in his time of need?”
*** ***
While in the shop, the characters overhear two An adventurer claiming to be Kalen Mong’s real
shady-looking individuals whispering about their plans father shows up at the inn, demanding “his” daughter
to rob Luven’s store. They seem to know about some of be turned over to him. Kalen never met her real father
the shop’s defenses and their plan involves taking Arissa and has no idea if the man is really him or not. He has
or the children hostage to force the halfling shopkeeper lots of friends with him, and Arvis would be vastly
to comply. outnumbered if they decided to take Kalen by force.
*** ***
The fighter who was the cause of Turbin losing his One or more of the characters heads down to the
foot shows up in the taproom. He has a vicious burn basement of the inn for a bath. When the curtain is
scar down one side of his face and is missing three pulled aside they find a body floating in one of the pools.
fingers on one hand. He blames Turbin for his injuries Oddly enough, no one recognizes the person, and Arissa
and is looking for the halfling to exact revenge. says that the drowning victim was not renting a room.
*** ***
The characters rent rooms for the night at the inn. Bottles of alcohol Luven is selling actually contain
When they go to their room or rooms that night, one poison (the GM should choose a contact or ingested
of them finds a pool of congealing blood on the floor. poison of a type appropriate to the capabilities of the
Arissa, Marigold, and Kalen all swear the blood wasn’t party). When Luven figures out what is going on, he
there earlier when they cleaned the room. offers a sizable reward to anyone who can figure out
*** how and why poison ended up in bottles of alcohol
A wizard staying at the inn uses a spell to enter the purchased from a reliable and trustworthy merchant.
locked areas in the basement (he is more curious than
malicious). When he ends up setting off one of the traps,

97
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