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.


Art: Salih Durukan


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