Item Rules

Prices listed are standard, may change based on availability

Piles of Coins
In a dungeon, coins are measured in piles, one pile fills one inventory slot. Counting the exact number of coins in a pile takes about an hour, they’re usually 100-300. (1d20x10+100)

Armor and Shields


Pole arms grant advantage when making free attacks against a target who just entered your zone, and disadvantage when fighting in tight spaces.

Whips grant advantage when attempting a combat maneuver, but disadvantage when dealing damage.

Cross out a gear bubble to reload.

Firearms ignore armor, but misfire on a fumble, dealing 1d4 damage to the wielder. When wielding a firearm, you must reload after every shot.

When wielding a bow, you pull the last arrow from your quiver after a fumble. Reload after your next shot. Arrows are destroyed on use.

When wielding a thrown weapon, you grab the last one after a fumble. They can be recovered after a fight - unless you flee.

Magic Items

First week paid upfront.

Typically, only Torchbearers and Mercenaries will go on adventures.

Mercenaries fight alongside you, granting a +2 bonus to attack and damage rolls. If you would take flesh damage, there is a 50% chance one of your Mercenaries will die instead.

Each player may have up to 4 hirelings.

Animals and Transport

1 Carry = 1 person and their gear OR 20 inventory slots.

SHP = Ship Hit Points. Only goes down on hits dealing 10 or more damage.

Prices are for materials, divide time by number of craftsmen employed. Buildings marked with * also require a specialist engineer to supervise.