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Greenhack

1.30

Rolland C

Changelog

Most Recent

Characters

Characters in Greenhack are human. In debt and often on the run they search for ways to finance their continued existance.

Attributes

Attributes are used when characters take an action.
There are four attributes: Strength, Agility, Mind & Soul.
Roll d4-d4 for each stat.
All dice are rolled in sequence. No choosing which stats go where.
When creating a character, if all stats are equal, reroll them.

Saves

Saves are used when things happen to characters.
There are four saves: Physique, Dodging, Presence & Warding.
Physique starts at 12. If Strength is 3+ Physique is reduced to 11. The inverse is true at 3-.
Dodging starts at 12. If Agility is 3+, Dodging is reduced to 11. The inverse is true at 3-.
Presence starts at 15. If Mind is 3+, Presence is reduced to 14. The inverse is true at 3-.
Warding starts at 17. If Souls is 3+, Warding is reduced to 16. The inverse is true at 3-.

Hit Protection

Hit Protection (HP) represents a character’s ability to avoid injury in a fight. Once reduced to 0, the character is injured and out of the fight.
Maximum HP cannot exceed 18.
Starting HP is equal to 3d4.

Skills

List three non-combative skills the character has. These may come up during play to provide advantage in relevent cases.

Sample Skills
Butchery
Carpentry
Fishing
Horsemanship
Performance
Scrounging
Weaving

Language

Start knowing d3 languages to be proficient at. If you select the same language twice you can speak and write in it.
A language can be half know, this being enough to conduct trade.
All characters must share at least one half known language.
Language slots can be held in reserve, although a character must declare they know a language the first time it is encountered. Some languages cannot be know this way.

Money

Roll 10d6 silver exploding (for each 6 rolled, roll that die again and add to the total rolled. Keep doing that until you roll no more 6s) With the money purchase items from the back of the zine.

Progression

Character progression in Greenhack is minimal when compared to the likes of 5e. Characters after all are only human.

Boasts

A Character who makes a Boast of Heroic Proportions either gains d6 maximum HP, +1 to any Attribute, or a feat. This is in addition to any wager or reward offered by others.
If they are found to shirk their Boast, they lose the bonus and may never again Boast.
Those failing the Boast lose their bonus, but may try again or make another Boast.
Only one Boast per character can be pending at a time.

Feats

Mutations, feats, call them what you will. As characters adventure they take on feats. Feats help define a character’s specialty and give them little exceptions to the rules.

Mechanics

When the outcome of a character action is unclear, risky, or contested, the character uses an Attribute to make a Test.
To make a Test, roll a d20 and add the Attribute to the result. If the number is equal to or greater than the Difficulty Rating (DC) of the Test, the character succeeds.
When the character is effected by the outside world, they make a Save.
To make a Save, roll a d20; attempting to equal or best the Save’s value.

The Attributes

Strength represents the character’s might, focus, and muscle power.
Agility represents the character’s speed and nimbleness.
Mind represents the character’s wit and knowledge.
Soul represents a character’s willpower, leadership, and compassion.

The Saves

Physique represents the characters resilience and endurance.
Dodging represents the character’s ability to avoid danger through movement.
Presence represents the character’s awareness and critical thinking.
Warding represents the character’s ability to resist magical effects.

Save’s Uses
Physique Resisting Poison
Physique Climbing
Dodging Avoiding attacks
Dodging Jumping to safety ehhhh
Presence Noticing secret rooms
Presence Avoiding being conned
Warding Resisting a spell’s effects
Warding Cursed artifacts

Critical Success

Critical Success (Crit) occurs when you roll a natural 20. When you roll a Crit out of combat, the event goes better than anticipated.
When attacking in combat, roll twice the dice for damage. While defending, a critical allows you to attack back without using a Riposte (see weapons table).

Critical Failure

Critical Fail (Crit Fail) occurs when you roll a natural 1. Out of combat the Test or Save fails with added consequence. In combat, a critical failure when attacking means the used equipment has broken, an attempt to mend it can be made after combat. When defending it means you take double damage.
When blackpowder weapons break upon firing, they do so explosively. The wielder takes d6 damage and attempt a PHY Save or become blinded for d6 Rounds

Mending Equipment

When equipment breaks an attempt to mend it can be made once. If the attempt fails, only magic can fix the gear. Make a DC12 Mind Test to attempt a repair. Advantage with access to proper tools.

Combat

Initiative

In combat characters have fewer choices about what actions they can take. Combat is organized into Rounds of roughly 6 seconds where all parties have a Turn.
At the start of each Round and at the start of combat, a player rolls a d6. On a 4+ the roller’s Turn begins first. Otherwise an enemy’s goes first. The subsequent Turn is chosen by the person currently taking a Turn.
A surprised party does not roll for the first round. They lose out on the initiative.

Movement & Ranges

Movement in Greenhack is abstracted, Fights happen near enough to assume things are in range of projectile weapons. Perhaps something might call for a long shot, but targets are always with in firing range.
Importantly you need to know if you’re in arm’s-reach of someone, which permits the usage of melee weapons while impairing casting and shooting (Disadvantage).
When using a grid in combat, characters can move 25’ in a round per Agility action. When attempting to move out of Arm’s-reach, make a DC(10+Enemy HD) Agility Test.

Actions

In Greenhack, characters get an Action for each Attribute. When it’s their turn, they can use any number of Actions as they see fit. You can sacrifice two actions to take a second action of the same stat. Announce the sacrificed Attributes before rolling for the second Action.

Combat Actions
Strength Melee combat: Roll over the defender’s AC to hit
Strength Throw something
Agility Move around: move 25 feet, requires a Test if moving out of Arm’s-reach of a combatant. Halved in difficult terrain.
Agility Search pack: roll 2d6 and rearrange the pack to that depth. Can add subsequent rolls to the initial to reach further
Agility Pick something up
Agility Reload a Loading weapon
Mind Examine: With a successful DC12 Test learn something of interest about a target or object
Mind Activate an artifact or tome. See Spellcasting
Soul Command: order a friendly to do something. On a successful DC12 Test, command a friendly to do a thing and they get +2 to the next time they attempt it
Soul Negotiate: Attempt to talk with those you’re fighting

Attacking & Defending

Attacks are made by making the appropriate Test, rolling over the target’s AC. This is generally Strength for melee and mind for ranged. Modifiers both negative and positive may be issued to the Test, depending on circumstance. If successful, roll for damage.
If you miss with a ranged attack there is a 50% chance of hitting someone else within Arm’s-reach of the target.
When defending, roll a Dodging Save. This number is modified by armor and the usual things. If you fail, the GM will tell you how much damage you take; reduced by character’s armor.
Those caught unaware when attacked such as when ambushed can be killed when struck.
Attacking the unseen requires a d20 roll before the attack is attempted. Only on a 11+ can the attack be attempted.

Maneuvers

When an attack is success and before damage is rolled, the attacker can present a choice to the defender. Either they take the damage, or the attacker preforms a maneuver. This could be anything from knocking them down, blinding with sand, pinning them etc.
Players can force a maneuver by attacking with disadvantage and GM approval. This must be declared before the attack is rolled.

Damage

When you take Damage reduce you HP the corresponding amount. If an attack would reduce yourt HP below 1, you’re on Death’s Door.
If damage is halved, round up

Armor

Armor is used to reduce damage. Armor comes in three flavors; Light, Medium, and Heavy. As armor gets heavier, it blocks more damage, but make it harder to dodge attacks.
Armor cannot reduce damage reduce damage below 1.

Death’s Door

Roll a Soul Test DC(10+excess damage). If you succeed, your HP is a 1 and you’re still fighting. If you fail, you’re out of the fight. Reduce your Strength by the excess damage. If damage would reduce Strength below -5 your character is dead.

Recovery

With a swig of water and a snack, you can recover d6 HP in 10 minutes.
With a full night of restful sleep, recover all lost Strength and HP.

Inventory

In Greenhack inventory represents what characters are carrying. Each character has 14 slots, in order of accessibility. The first two are the character hands, often occupied with weapons. The bulkier the item, the more slots it requires.
Coins are 240 to a slot. 1 gold for 12 silver and 20 copper to a silver.
Unwieldy items cannot be carried within an inventory.

In Combat

A character can only use what they have in hand. This often means spending Agility actions to rummage for the item or potion in need. It is a free action to drop held items, but requires the Agility action to pick up or store items.

Usage Dice

Many items are consumable. When used or tested to see if they are consumed, roll a d6. If the result is a 1 the item has been consumed.

Ammo

Ammo uses the usage dice mechanic. Each time a weapon is used, see if the ammo slot has been expended.
Reloading is an exception to the rule. When a character spends their Agility action to reload, they don’t need the ammo in hand.

Expedition Resources

Certain items are considered Expedition Resources. If one character is carrying a single quantity of the resource, there is a sufficient amount for the entire group. Creative uses of the resource trigger a roll that might deplete the resource.

Hirelings

Hirelings take many forms but are most often used to carry stuff. They follow because they are paid, which sometimes fluctuates depending on the risk they might be taking on.
Hirelings have stats like characters, can carry the same stuff as characters, and can preform the same actions.

Types or Hirelings

Several types of hirelings can be employed. Below are some of the going rates of common hirelings.

Sample Hirelings
Laborer 1s
Scribe 2s
Archer 3s
Mason 4s
Man-at-arms, on foot 6s
Armorer or Blacksmith 8s
Man-at-arms, mounted 12s
Master Builder 15s
Barber-Surgeon 25s
Knight 25s

Adventuring with Hirelings

Hirelings are controlled by the GM. When it comes to combat or whathaveyou a player rolls 2d6 to determine their competence in the heat of action. a lower roll results in a more foolish action, while the latter a more effective action based on what the hireling is aware of.

Travel

Hexes are assumed to be 6 miles across.

Abreast the Sea

Between the lands march whale-roads. The ships of the north are able to travel the deeper seas where no land may be seen, before snaking into rivers to find plunder inland. Others are bound to the coast, existence liminal.
Vessels have a default movement which is modified by wind-speed. Ships able to drop sails can elect to ignore such modifications and use only muscle-power.

Ship HD Speed Inventory Crew Value
Raft† 1 3 (3) 20 1 10s
Boat† 2 4 (4) 40 2-10 50s
Karvi† 4 6 (4) 60 8-24 1000s
Knarr 5 7 (3) 100 8-12 2000s
Snekkja† 6 8 (4) 100 20-50 3000s
Galley, Small 6 8 (3) 160 50 5000s
Galley, Large 8 10 360 120 8000s
Skeid† 9 9 (5) 240 60-80 10000s

Values given in parenthesis are for River travel. If sailing against the current, halve this number again. Those vessels marked with a † do not require a port - they are light enough to be beached. Smaller vessels can even be carried. These values are standard - loads are changed according to purpose.
Value is the ransom paid for the return of a captured vessel - triple this to pay for a new one. This is in addition to the value of any goods carried.

Wind

2d6 Wind Strength Effect
2-3 Calm None
4-8 Light Breeze +1/+1
9-11 Strong Breeze +2/+1
12 Gale/Storm +3/+2

Wind conditions persist for 1d6 days. Characters know of a storm 1 day before it arrives - roll Wind ahead of time.
Determine initial direction randomly. Then, each day, roll a d6.

d6 Direction Change
1-2 1 Direction ‘left’
3-4 No change
5-6 1 Direction ‘right’

If the Wind is behind the Vessel, increase the number of hexes traveled a day by the first value listed in the Wind Strength chart. If it is ’adjacent’ - 1 direction distant - add the second value. Otherwise, ignore the wind. (e.g. NE and NW both speed a vessel traveling North.)

Storms

Vessels in a storm have a 30% chance of capsizing per day. Capsized vessels lose any loose cargo, and have a 40% chance of sinking before being righted by the crew.
All encounters with other ships are ignored.

Becoming Lost

Characters may see into adjacent hexes. Mountains are visible from 4 hexes away. Weather conditions may hamper visibility.
When no landmark (e.g. coast, mountain, lighthouse) can be seen, characters have a 2-in-6 chance of becoming Lost if they have no Navigator. Hide any map and continue play without reference to it, until they are able to re-establish their location. Movement is in a random direction.
There is a 4-in-6 chance of becoming Lost during a Storm.

Unless conditions are poor or there is a submarine element, encounters on Coasts and the Ocean are spotted at a distance of a hex. Reaction should be used for unknown groups.
If the curvature of the river is unknown, River encounters are spotted at 3d6*10’.
The tables below can be used where no regional encounter table has been prepared, although results will need modification. By default, there is a 1-in-6 chance of an encounter each day.

d12 River Coast Ocean
1 River Monster Sea Monster Seamonster
2 Wreck Wreck Sea Monster
3 Fishermen Wreck Wandering Isle
4 Fishermen Fishermen Wandering Isle
5 Raiders Fishermen Merfolk
6 Pirates Raiders Merfolk
7 Pirates Raiders Fishermen
8 Patrol (local lord) Pirates Wreck
9 Patrol (local lord) Pirates Raiders
10 Merchants Patrol (local lord) Raiders
11 Merchants Merchants Pirates
12 Merchants Merchants Merchants

Merchants, Patrols and Pirates in Rivers use Boats and local equivalents of Karvi. Upon the Ocean, any vessel could be found.
Raiders use Karvi, Snekkja and Skeid.

Naval combat is conducted in 1 minute turns.
Artillery and sea-monsters may attack ships directly. Characters must instead rely upon fire or boarding.
Melee attacks against vessels automatically hit. Ranged weapons hit on a DC10 test. Advantage if shooting from land. Hand weapons deal no damage - artillery and the strength of the monsters is sufficient to deal damage. If a 6+ is rolled for damage the boat may begin sinking.
Fire deals d6 damage. If a 1 is rolled, the fire reduces in size - roll one dice less next round. If a 6 is rolled the fire has increased in size - now roll 2d6 for damage.

Rounds and Turn Order

Rounds represent roughly a 1 minute frame of time, in which all participants get a turn. Like regular combat, each side rolls a d6 at the start of each round and the side that rolls higher goes first.

Ramming

Ships in this era are not designed for ramming. A ship performing a ram takes d6 damage. It deals each remaining HD to the target. If a 6 is rolled on a damage dice, that ship may begin sinking.

Boarding

Characters may leap from one vessel to the next as part of boarding; This requires a DC12 Agility Test. Combat is then had on the vessel. Note this means 10 ‘normal’ Rounds of combat happen per each naval Round.

Sinking

When a vessel may begin sinking, roll a d6. On a 1-3 it begins sinking. On a 4-6 it is fine. This process takes 3d6 Rounds. If half the crew works to save the vessel, it might (70% chance) avoid the fate. This takes d6 Rounds, and cannot be done if under attack.
Any further Sinking result halves the time left before the vessel sinks.

Drowning

Characters must roll a Physique Save to avoid drowning.

Upon the Land

Most kings survey their entire dominion by eye on a clear day. Empire has broken under it’s own weight; struggles are local even as threads of trade and exchange ware woeven over the months of sailing. Isles weighed down by fen and bog know the spices of desert lands. All know the best steel is in the south and that the silver pennies with holes in the center are accept in all ports. Ruins stud the landscapes, and many halls lie haunted.

Travel

Method of Travel Speed
On foot 2
Wagons/Carts 3
Horseback 4
Horses, Ridden to Death† 6

Horses Ridden to Death have a 2/6 change of dying each day, and are useless by the end of the journey. Inclement terrain (thick woods, bogs, and mountains) lacking a road halves movement - round fractions down.

Becoming Lost

From a good vantage point, characters may see into adjacent hexes. Mountains are visible from 4 hexes away.
Weather conditions may hamper visibility.
When no landmark (e.g. mountains, hill, road, town) can be seen, character have a 2/6 chance of becoming Lost. Deserts and Swamps increase this to a 3/6 chance. Hid any map and continue play without reference to it, until they are able to re-establish their location.
Movement is in a random direction.

Encounter

Every 12 hours, an Encounter roll should be made on a chart prepared for the area.
In the case of an Encounter, consider if either party is aware of the other - factor such as light and sound being major determinants. Unaware parties are surprised 2/6 of the time.
If a group is surprised, encounters begin with parties d610’ away. Otherwise, 2d610’. Both groups can be surprised.

Beneath the Earth

Beneath the earth, warrens, ruins, underworlds unseen by the sun. Things slink. Nightmares breed and multiply and fester. Beasts lair and stalk forth when the light of day is extinguished.

Timekeeping

Time is measured in 10 minute intervals - Dungeon Turns. Each Dungeon Turn there is a 1/6 chance of an Encounter, using a prepared Encounter table for the location. Most major activities take 10 minutes - searching for traps, unlocking doors, clearing obstacles etc.
After combat or an hour’s exploration, most parties require a Dungeon Turn of rest - those pushing beyond this take a penalty of 2 to any d20 rolls made until they rest for two Dungeon Turns.

Light

Beneath the Earth there is no light - those who would plumb the depths should carry their own. A torch may burn out on a 1/6 each Dungeon Turn. Those who dwell Beneath the Earth have often learned to see without light through long centuries groping in the darkness.

Movement

Cautious movement allows for a room to be explored each Dungeon Turn. This allows for mapping, trap checking, and close observation of the darkness.
Those abandoning caution could quadruple this, but are sure to become lost and stumble into any ambushes, trigger any traps etc.

Encounters

In the case of an Encounter, consider if either party is aware of the other - factors such as light and sound being major determinants. Unaware parties are surprised 2/6 of the time.
In a group is surprised, encounters begin with parties d6* 10’ away. Otherwise 2d6*10’. Both groups can be surprised.

Spellcraft

Magic is derived from gods both tall and small. Their influence on reality is bottled, jammed, etched into magical artifacts. Braver souls channel magic through themselves, becoming a pactmage. Most use tomes or wands to channel spells. Other use the passive magic of artifacts.

Casting a Spell

Casting a spell requires a firm voice and the appropriate tome at hand. When you cast a spell, lose d3 HP as you cast. When casting, consume the resources used to cast, if relevant.
Books, wands, and other gizmos are used to when casting a spell. Calling upon greater powers is a dangerous endeavor and a spell can only be used once per day.
L refers to a character’s Level.
Unless otherwise noted a spell’s duration is L*5 minutes.

In Combat

Casting a spell in combat requires a Mind Test, DC10 when targeting nothing, or against an enemy’s Warding when targeting an NPC. When you start casting all those that can hear are made aware of the magic and can attempt a counterspell.
Casting within Arm’s-reach of an enemy imposes disadvantage.
A Crit Fail when casting or counterspelling results in a spell mishap. Roll below.

36 Spellcasting Mishaps
11 The spell saps the heat from the surface of all those in the area, ice forms on their skin.
12 All vegetation within a mile dies.
13 All animals in the vicinity are brought back to life. This includes provisions and leather, which will crawl and flap around blindly.
14 Several dozen gallons of 1. Water 2. Oil 3. Acid 4. Slime are formed, which quickly falls to the floor.
15 The spell collapes and everyone in the radius is blinded for L rounds and any exposed skin is sunburned.
16 Any food carried by the caster or those within Arm’s-reach of the caster immediately spoils
21
22
23
24
25
26
31 The caster becomes extremely magnetic, briefly.
32 All metal on the caster quickly oxidizes inhibiting function. They might need a good polishing or a replacement depending on the metal in question
33 A calm healthy pig appears
34 The caster coughs up a thick black fluid. The fluid flows away as though in a hurry to be somewhere. The wizard will soon hear rumors and suffer accusations due to the workings of a sinister doppelganger.
35 The spell being cast won’t stop. It goes completely haywire, out of control, firing off madly until the wizard is subdued.
36 A small planar tear forms, permitting appropriately sized things to travel between

Counterspelling

To counterspell an artifact or pactmage’s spell one must roll a DC(10+caster HD) to succeed. Additionally the counterspellers loses d3 HP and there’s a 1/6 chance of a spell mishap.
If there’s a mishap during counterspell from the 1/6 the spell is still otherwise countered.

Gods and Their Spells

Gods represent aspects of reality, and their relevance in a region dictates their status as tall or small. Such distinctions are social constructs applied to gods by humans. Gods grant many gifts to their followers, but most often they are objects, imbued with spirits, clearly of their god. The spirits allow users to then cast magical effects.

Tall Gods

The following are some of most worshiped gods. They are considered tall nearly everywhere, and all have children gods worshiped in their own rights.

Trade

A descendant of Rivers, Trade desires peaceful cooperative relationship between peoples. Places of worship are often trading posts or town squares. Often the god of politicians and merchants.
To become a pactmage of Commerce you must replace your tongue with silver and pledge to find peaceful solutions. You may never become broke. As a pactmage you may buy things at 2d10% less than list price and reaction rolls are made at advantage.

Nature

Nature believes the layers of the earth should remain unchurned. The things above should stay, and aspects of below such as metals should remain beneath.
To become a pactmage of Nature you may never touch metal, taking 2d6 damage upon willful contact. You must also help creatures of the wild when found in danger. As a pactmage you can speak with animals and have advantage when spotting illusions.

Fire

Fire is the agent of chaos; chance. Worshipers are preachers of change and innovation. They are inventors and madmen alike. Shallow impulses and sudden consequences define their cast.
To become a pactmage of Fire you must reject the old. You must always speak the truth no matter the cost and refuse the lies you are told. As a pactmage you only take half damage from fire and have an innate knack for starting or snuffing fires.

Earth

Earth is the provider and dictator of life. It’s presence decides where humans can and cannot live. Farmers, explorers, and miners all hold respect for Earth. Earth brings bounty to those who support their efforts.
To become a pactmage of Earth you must bury your heart in the earth. Your soul cannot be given or parted. As a pactmage you add your Favor to scrounging rolls. You always know the fastest way out of a cave. When you may become lost there’s a 2/6 chance you do not.

Chaos

Chaos is not a cruel god. Mearly a random one. As most people desire a consistencey, a progression in life, Chaos can seem alien; hateful. Pactmages are often shunned, but there is always a place with those looking to change the status quo.
To become a pactmage of Chaos you must embrace their effects, propegating chaos in your sphere. You must never accept consistency

Additional Spells

Becoming an Pactmage

Becoming an pactmage should be a carefully measured choice. As an pactmage you are dedicated to furthering the goals of a deity. You can innately cast certain spells and gain access to resources and contacts.
To become an pactmage, a character must complete a Boast in the interest of the god and dedicate the accomplishment to said god.

Favor

An pactmage has to be conscious of staying in Favor of their god. Similar to an attribute, Favor is a value from -5 to +5. When casting spells of the pactmage’s god, add Favor to the roll instead of Mind.
Several things change Favor.

Monsters

NPCs and Monsters in Greenhack are broken down with common stats for easy understanding and simple conversion from other systems. Being monsters however they have plenty of exceptions to the rules.

Hit Dice (HD)

The Hit Dice a NPC reflects the challenge it represents, roughly equivalent to a player level. It is used to calculate other stats and can be added as a bonus to rolls the monster makes when attempting things.

Hit Protection (HP)

NPC HP is similar to that of the player, but unlike a player character the NPC dies when HP is reduced to 0 unless explicitly non-lethally.
HP is usually calculated by taking the average or rolling a number of d6s equal to the HD of the creature.

Armor Class (AC)

Armor class has a purpose similar to a character’s Dodge Save. It is a target value that players try and exceed when they attack. It functions differently in that it is general enough to reflect the numerous ways a monster may resist attack. It also covers the context of armor, reducing the number of rolls in combat to keep focus on player actions.
An average NPC’s AC is usually equal to 10+HD but can vary depending on the nature of the monster.

Conviction (CO)

The monster’s conviction represents how much it wants to keep what its doing. This stat is reduced as allies fall and health dwindle. On its turn the conviction of a creature may be tested if its considering fleeing by rolling 2d6. If it rolls over its conviction, the monster flees. Players can also force a creature to test conviction or lower it through negotiation and chat.

Presence & Warding (PR & WA)

Presence represents the intelligence of the creature while warding represents their magical control. These numbers function similar to AC but are tested against when player characters attempt to outsmart or magically alter NPCs.
Presence and Warding are both highly variable depending on the creature’s nature, but the same rule of 10+HD can sometimes be followed.

Damage

Damage details how much damage the NPC can do and how it accomplishes it. Often it will be listed as d6 claws, d8 tail. This allows the GM to describe the attack and provides players with options on limiting damage.
Average damage at a certain HD is usually a number of d6s equal to HD.

Sample Monsters

Equipment

Goods SP Details
Bandages 10 ADV when recovering someone
Beartrap 20 DOD SAV or 2d6 damage
Blanket 4
Book 50
Bottle 5
Box, large iron† 30 12 slot capacity
Box, small iron 15 6 slot capacity, 7 slots
Caltrops 7 DOD SAV or d4 damage
Candle, tallow 1
Candle, wax 2
Cart† 50
Case, map 5
Chalk 1
Checkers 5
Chest, large wooden† 15 12 slot capacity
Chest, small wooden 8 6 slot capacity, 7 slots
Chewing tobacco 1
Compass 100
Crowbar 5
Dice 2
Flint & steel 4
Grappling hook 10 With rope attached
Hammer & wooden stakes 5
Heavy chain 10 15’ 2 slots
iron nails 5
Laboratory, portable 150 allows for the brewing of potions, 3 slots
Ladder 7 2 slots
Lantern oil‡ 1
Lantern 7
Lard 5
Large iron hook 9
Lockpicks 8
Magnesium strip 4
Manacles 10
Map, local 20
Metal file 10
Mirror, Large Metal 10 6 slots
Mirror, Small Metal 5
Net 10 2 slots
Poison, black 20 DOD SAV or 2d6 & Blind for a hour
Pole 5 10’
Ration, officer‡ 5
Ration, enlisted‡ 2
Rope, hemp 5 50’, 2 slots
Rope, silken 70 50’, 2 slots
Salt 4
Scissors 9
Sharp needle 3
Shovel 5
Skiing equipment 15 2 slots
Snare 5
Sleeping bag 2
Tent‡ 12
Tinderbox 10
Toolbox 20
Torch‡ 2
Water or wineskin‡ 4
Shield 10
Light armor 10 2 slots
Medium armor 40 3 slots
Heavy armor 80 5 slots

Indicates an Unwieldly item
Indicates an Expedition Resource

Weapons SP Damage Special
Arming Sword 30 d8 Riposte twice
Arquibus†‡ 210 d12 Ignores all armor. Loading.
Battle-Axe† 20 d8 May sacrifice 3 damage from an attack to attempt a weapon/shield strip. Roll a second attack - if successful, a weapon or shield can be ripped form the grip of the opponent.
Blunderbuss‡ 220 4d6/2d6 4d6 damage when attacking at arm’s-reach. 2d6 at range. Loading.
Club 5 d4 Forgo damage to attempt to stun. After a successful attack, target attempts a PHY Save. Failure results in them losing their next combat round.
Crossbow†‡ 35 d12 Ignores light and medium armor. Loading.
Dagger 10 d4 Throwable. Concealable. Usable while grappling.
Espadon† 150 3d6 Upon a killing blow, the wielder can roll another attack. This effect can be triggered multiple times. Cannot be used indoors.
Flail 15 d6 Ignores shields.
Greatsword† 60 d10 Riposte once.
Hand-Axe 10 d6 Throwable. If damage is 5+ in melee the axe bounces allowing another attack for 1 HP.
Javelin 10 d6 Throwable.
Mace 15 d6 Treats armor as one step lower than it is.
Pistolet‡ 120 d6 No penalty for attacking at Arm’s-reach. Loading.
Polearm† 25 d8 Allies within Arm’s-reach get +1 on DOD Saves.
Poleaxe† 30 d10 Free attack when enemies not wielding a two-handed melee weapon enter Arm’s-reach.
Quarterstaff† 10 d6 Advantage when attackin in a one-on-one.
Shortbow†‡ 15 d6 Can make a third attack if all actions are used and the user takes d3 damage. Uses STR instead of MIN
Sling‡ 1 d4 Can be used to launch grenades. Can use either STR or MIN.
Spear† 10 d6/d8 Free attack at d8 damage when enemies not weilding a two-handed meleee range. d6 normally.
Great-Axe† 65 2d6 If a 6 is rolled for damage, roll another d6 and add the result. This effect can be triggered multiple times. The User’s DOD Save increases by +2
Warhammer† 35 d10 Those struck are thrown back if unable to make a PHY Save. Use the damage-(2*HD) to determine distance.

Indicate a two-handed weapon, taking up 2 slots.
Indicates a ranged weapon.
Loading weapons require a AGI action to be reloaded.
Riposte: Melee attacks that are sucessfuly dodged allow the defender to make a counter attack at disadvantage.

Credits