The Catalogue
New Weapons
Rope Dart
finesse, reach (15), two-handed, special
Martial Melee Weapon | Cost: 25 gp | Damage: 1d6 piercing | Bulk: 1
The rope dart consists of a piercing blade affixed to the end of a length of rope. The rope can be swung around the body, using the arms and legs as pivot points to build momentum. As the rope unwinds, the blade can be flung at nearby foes.
You have disadvantage when you use the rope dart to attack a target within 5 feet of you. As a bonus action, you may coil the rope and use this weapon as a dagger with the two-handed property and lacking the thrown property or uncoil the rope and resume its normal use. Additionally, the rope dart can be used as a monk weapon.
Silvering
In the Outside, there exist monsters with magical defenses that are resistant or immune to mundane blades. Given the scarcity of magic weapons, this is a problem. However by coating a normal simple or martial weapon with a thin layer of blessed silver, the weapon's damage is considered magical, ignoring such resistance and immunities.
Currency Conversion
From | Amount | Amount | To |
---|---|---|---|
Gold | 40 | 1 | Government Favor |
Gold | 40 | 1 | Pelos Blessing |
Government Favors | 2 | 1 | Seeker Favor |
Government Favors | 2 | 1 | Guard Favor |
Pelos Blessing | 2 | 1 | Helades Blessing |
Pelos Blessing | 2 | 1 | Soluna Blessing |
Pelos Blessing | 2 | 1 | Talamance Blessing |
Magic Item Sell Rates
Tier | Gov. Favors | Pelos Blessings | Gold |
---|---|---|---|
Trinket | - | - | 5 |
D-Class | 1 | - | 25 |
C-Class | 3 | 4 | 75 |
B-Class | 15 | 15 | 400 |
A-Class | 40 | 40 | - |
You may also sell items to the secondary factions if it is of specific interest to them. You can not sell non-magical items unless otherwise noted.
The Merchant Catalogue
Weapons
Item | Gold | Bulk |
---|---|---|
Simple weapon | 10 | Varies* |
Martial weapon | 25 | Varies* |
Ammunition (20) | 5 | L |
(*) Light weapons are bulk L, heavy melee weapons are bulk 2, all other weapons are bulk 1.
Armor
Item | Gold | Bulk |
---|---|---|
Light | ||
Leather | 10 | L |
Studded | 50 | L |
Medium | ||
Hide | 15 | L |
Chain Shirt | 50 | 1 |
Scale Mail | 100 | 1 |
Breastplate | 120 | 1 |
Half Plate | 200 | 1 |
Heavy | ||
Ring Mail | 30 | 1 |
Chain Mail | 75 | 1 |
Splint | 150 | 1 |
Plate | 300 | 1 |
Other | ||
Shield | 25 | 1 |
Adventuring Equipment
Item | Gold | Bulk |
---|---|---|
Mundane Item | 5 | Varies |
Healer's Kit | 30 | L |
Hunting Trap | 10 | L |
Instrument | 25 | L or 1 |
Poisoner's Kit | 50 | L |
Artisan's Tools | 25 | L |
Extra Rations (4) | 5 | L each |
Sponsorship | 150 | 1 |
Magic Supplies
Item | Gold | Bulk |
---|---|---|
Arcane Focus | 25 | Varies |
Material Pouch | 10 | L |
Empty Spell Book | 25 | L |
1st level spell scroll (wizard list) | 70 | L |
Herbalism
Item | Gold | Bulk |
---|---|---|
Herbalism Kit | 25 | L |
Common potion of healing | 20 | L |
Greater potion of healing | 45 | L |
Alchemist's Fire | 10 | L |
Antitoxin | 15 | L |
Tourniquet | 15 | L |
Healer's Kit
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. You can spend uses for the following features:
Spend 1 use - You gain advantage on a Medicine (Wisdom) check using this kit.
Spend 1 use - As an action, you can stabilize a creature at 0 hit points.
Spend 2 uses - As an action, make a Medicine (Wisdom) check against DC 10. On a success, you or an adjacent player can expend a hit die and heal that amount.
Spend 6 uses - As an action, make a Medicine (Wisdom) check against DC 10. On a success, you or an adjacent player can remove a failed death save.
The Government Catalogue
Item | Favors | Bulk |
---|---|---|
2 common blade oil | 1 | L each |
35G worth of weapons and armor | 1 | - |
Trade a magic item of the same tier | 1 | - |
20 silver arrows | 1 | L |
5 stormcall arrows | 1 | L each |
Silver a melee weapon | 2 | - |
Escort | 1 | - |
Trading Magic Items
To trade a magic item, both parties must spend 1 favor and fill out the appropirate forum. Both magic items must be of the same class.
Common Blade Oils
Oil Type | Die Size | On Hit | On Crit |
---|---|---|---|
Acid | d8 | Your attacks do acid damage | Your target gets -2 AC until the end of its next turn |
Cold | d10 | Your attacks do cold damage | - |
Fire | d8 | Your attacks do fire damage | Your attack does an extra 1d4 damage (not doubled) |
Lightning | d8 | Your attacks do lightning damage | You deal 2 lightning damage to enemies adjacent to target |
Thunder | d8 | Your attacks do thunder damage | Your target has disadvantage on its next attack |
Escort
Certain locations discovered by The Expeditionists have been considered by The Government to be especially promising if they were explored further. When you trade in a favor for an escort, your party is accompanied by a squad of Seekers to the chosen location that will prevent any day time encounter rolls from occuring. Night time rolls are still made.
Current Locations |
---|
The Pit |
The Station |
The Godsword |
Stormcall Arrows
These heavy, conductive projectiles are based on the feathers of ironfeather owlbears. When firing these arrows or bolts, your range is halved. Whenever you hit a target, the heavy projectile is lodged in them for the rest of the scene.
For medium or smaller creatures, having at least one arrow stuck in them decreases their movement speed by 10 feet.
Whenever a creature with stormcall arrows stuck in them takes lightning damage, they take an additional 1d6 lightning damage for each arrows in them. The arrows are then destroyed.
Seeker Catalogue
Item | Favors | Bulk |
---|---|---|
Fast syringe | 1 | L |
L.A.S. (Lantern Alarm System) | 3 | 2* |
5 stealth juice | 1 | L each |
Roll on the Seeker boon table twice | 1 | - |
Light barricade | 1 | 1 |
Heavy barricade | 1 | 2 |
Fast Syringe
As a bonus action, you jab this into your leg. You clear all death saves, lose the Gravely Wounded, and return to 1 HP if at 0 HP.
Lantern Alarm System
This large apparatus is affixed to your Lantern. When your Lantern is lit, you can’t be surprised while you are conscious and you have a +1 bonus to intiative checks. While your Lantern is lit, the L.A.S. does not count against your bulk.
Stealth Juice
You can drink this juice before making a daytime encounter roll. When you do, increase the size of your encounter die by one, but rolling a maximum result does not effect or create an encounter.
Light Barricade
This is a deployable barricade made of wooden stakes. When you start a combat encounter in camp with this in your inventory, you can play one piece of 10x5 terrain in the Lantern light. It provides half cover and is destroyed by fire effects, like fireball.
Heavy Barricade
This is a deployable barricade made of trellised metal. When you start a combat encounter in camp with this in your inventory, you can play one piece of 10x5 terrain in the Lantern light. It provides three-quarters cover.
Guard Catalogue
Item | Favors | Bulk |
---|---|---|
2 premium blade oils | 1 | L each |
Commission a custom weapon | 1 | - |
Basic backpack | 2 | - |
Roll on the Guard boon table twice | 1 | - |
Basic backpack
When wearing this backpack, your bulk limit increases by 0.5
Premium Blade Oils
Oil Type | Die Size | On Hit | On Crit |
---|---|---|---|
Volatile | d4 | Your attacks do acid damage and deal +2 damage | You and your target take 8 acid damage |
Frostbite | d8 | Your attacks do cold damage | Your target has its walking speed reduced to 0 feet until the end of its next turn |
Magmatic | d6 | Your attacks do fire damage | Your attack deals an extra 2d6 damage (not doubled) |
Overloading | d6 | Your attacks do lightning damage | Your attack deals maximum damage and decrements the die |
Concussive | d6 | Your attacks do thunder damage | Your target is knocked prone or 15 feet away from you |
Church of Pelos Catalogue
Item | Blessings | Bulk |
---|---|---|
2 common potions of healing | 1 | L each |
2 bottles of holy water | 1 | L each |
40G worth of magic supplies and spell components | 1 | - |
1st level spell scroll (cleric list) | 2 | L |
Heal 1 madness | 1 | - |
Roll on the Pelos boon table | 1 | - |
Cult of Helades Catalogue
Item | Blessings | Bulk |
---|---|---|
2 Helades blade oils | 1 | L each |
10 salt ammunition | 1 | L |
Random faction spell scroll (1st or 2nd level) | 1 | L |
Revivify spell scroll (no diamond cost) | 5 | L |
Roll on the Helades boon table twice | 1 | - |
Salt Ammunition
When you hit an undead with this ammunition, it takes an extra 1d4 radiant damage.
Helades Blade Oils
Oil Type | Die Size | Effect |
---|---|---|
Ghostbane | d6 | You can attack creatures on the ethereal plane |
Cult of Soluna Catalogue
Item | Blessings | Bulk |
---|---|---|
1 radiant oil and 1 necrotic oil | 1 | L each |
Pouch of sundust | 1 | L |
Random faction spell scroll (1st or 2nd level) | 1 | L |
Attempt the Trial of Sun and Moon | 3 | - |
Roll on the Soluna boon table twice | 1 | - |
Pouch of Sundust
Spend before making a night encounter roll to only roll a single die instead of one for each member.
Soluna Blade Oils
Oil Type | Die Size | Effect |
---|---|---|
Radiant | d6 | Your attacks deal radiant damage |
Nectrotic | d6 | Your attacks deal necrotic damage |
Cult of Talamance Catalogue
Item | Blessings | Bulk |
---|---|---|
Mana potion (1st level) | 1 | L |
Element charm | 1 | L |
Ritual charm | 1 | L |
Random faction spell scroll (1st or 2nd level) | 1 | L |
Roll on the Talamance boon table twice | 1 | - |
Mana Potion
As an action, you can drink this to take force damage equal to your level and gain an extra 1st level spell slot. This spell slot disappears at the end of that day.
Element Charm
You can spend this charm while casting a spell that deals either fire, cold, ligtning, thunder, or acid damage. If you do, that spell ignores damage resistances.
Ritual Charm
You can spend this charm to cast a ritual spell even if you do not have ritual spellcasting. At the end of this ritual, roll a 1d12 encounter die.
The Runeslinger
Madlith's Magnum Opus
After seven years of experience with the exotic and strange technologies found in The Outside as part of The Expeditionists, backed up by a long career as a Civineer and the now past Rasler's corpus of notes, Dr. Madlith has retired from adventuring into The Outside. He has used this vast knowledge to create a new weapon, something unlike anything known to The City prior: The Runeslinger.
This weapon combines several new technologies to deadly effect. Firstly, a 'bullet' is loaded into a long tube called a 'barrel'. This barrel is built using RDM (Rick Derived Material), a synthetic arcane-metal alloy based on the material inside The Station. It is easy to mold and can withstand great forces, making it perfect to hold in the expanding gases and elemental effects that happen in firing a runeslinger.
Secondly, 'rune coins' are required to operate this weapon. On one side of the coin is a simple engraving that will trigger whatever evocation rune is on the other side. This rune side is pressed up against the back of the bullet inside the barrel. When the trigger is pulled, the evocation magic is released and the bullet goes flying at great speed.
Rune Coins
These are the arcane lifeblood of the runeslinger. They grant to 'oomph' that can send bullets speeding through the air to meet their targets. Rune coins are easier to produce than the runeslinger itself, but still no easy feat if you want special magics applied to them.
Standard Issue. Each runeslinger comes with one fully charged Standard Issue rune coin as part of purchase.
Rechargeable. Between Expeditions, all of your rune coins are recharged of their magic - able to be fully used again next Expedition.
Bullets Are Cheap. There is no need to track standard bullets, rune coins are what is important for ammo.
Ammo Die. Each rune coin can hold only a certain amount of energy in it, represented by a rune coin. Given these are magical, it is a bit hard to quantify that magic. Thus, the ammo die. The ammo die starts at a certain size (like D6), and you roll it whenever you attack with the weapon. If you roll a 1 on that die, it decrements one size. When it decrements from D4 to 1, you have a single shot left.
The Mk.1 "Hunter" Rifle
Ranged (200'/400'), two-handed, special
Martial Ranged Weapon | Cost: 200 Gold | Damage: 1d10 | Bulk: 1
Coin Operated. As a bonus action, you load a coin into your runeslinger, swapping the existing coin out.
Misfire. When you roll a natural 1 on an attack roll with this weapon, the runes inside your runeslinger misfire. Reduce the ammo die of the currently loaded coin to 1.
Magic Rounds. Damage dealt with this weapon is always considered magical.
Scoped In. When you attack with advantage with this weapon, you score a critical hit on a roll of 19 or 20.
Deadly (d12) - When you roll a critical hit with this weapon, its damage dice become d12s (from d10s).
Rune Coin Catalogue
Item | Ammo Die | Damage Type | Special Effect | Cost |
---|---|---|---|---|
Standard Issue | D6 | Piercing | None | 25G |
Flamebreather | D4 | Fire | On hit, the attack deals an additional 1d4 damage. Range is reduced to (20'/40') | 2 Guard Favors |
Armorbore | D4 | Acid | On hit, attack reduces the target's AC by 1 for the rest of the scene (if they wear armor). You take 1d12 acid damage when the coin runs dry. | 2 Guard Favors |
Thundercracker | D6 | Thunder | On hit, the target is pushed 5' away from you. On crit, it is pushed 20' away from you. If they are pushed into terrain, they fall prone. When you fire this for the first time in a scene, your next encounter die is one size smaller. | 2 Guard Favors |
Magic Missile | 1 | Force | This attack can't miss. Make it count. | 2 Talamance Blessings |