The marketplace of a large city teems with buyers and sellers of many sorts: smiths and woodcarvers, farmers and jewelers, and peoples of every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords.
For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a dungeon or the untamed wilds. This section details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the world presents.
Capacity
Most equipment is listed with a given Capacity. Capacity is how much effort it takes to carry an object. This is a combination of how heavy it might be and how big the item is. A sword for example is not all that heavy, but its long length makes it more troublesome to carry than a similar weighed object giving it 1 for its capacity. This is merely a tool to use to show how large or heavy any given object might be, but a Narrator can have players track their capacity and the effects that it might have on their characters.
Your Strength determines how much you can carry. Each character, vehicle, and container has a capacity that represents how much they can carry. Each item is listed with a capacity that denotes its general size and weight.
Carrying Capacity. Your character's caring capacity, or just capacity, is 20 plus 3 times your Strength.
Lightly encumbered. Once you go over your capacity you become Lightly Encumbered, and your movement is reduced by 2.
Heavily Encumbered. Going over your capacity plus 10, you are Heavily Encumbered. Your movement is reduced by another 2 (total of -4), and you have disadvantage on all Body and Mobility rolls.
Over Encumbered. Once you go over your capacity plus 20, you are Over Encumbered. Your movement is 0 and you have disadvantage on all Body and Mobility rolls.
Size and Strength. Larger creatures can bear more weight, whereas smaller creatures can carry less. For each size category above Medium, add 10 to your Capacity. For each size category below Medium, subtract 5 from your Capacity.
Wealth appears in many forms; Coins, gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade in legal rights, such as the rights to mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire deal in coins.
Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a quiver, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a set of dice, a flask of lamp oil, or a night’s rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth 10 gold pieces, and a platinum piece is worth a hundred gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. 100 coins together is 1 capacity.
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.
Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.
Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.
Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the Narrator might require you to find a buyer in a large town or larger community first.
Trade Goods and Other. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.
The world is a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.
The Armor table shows the cost, weight, and other properties of the common types of armor in the world.
Armor Skill
Anyone can put on armor or use a shield to gain a measure of protection, but only the skilled will use it to its full capabilities. You can gain skill ranks in armor the same as gaining ranks in any skill. See Spellcasting for rules about casting spells in armor.
Armor
Your armor protects you from attacks. Your Armor Reduction is half your armor plus your armor skill rank plus any skill boosts in the armor you are using. You subtract your Armor Reduction from physical damage you receive.
If you do not use an active defense such as Block, Dodge, or Parry, your armor plus your armor skill bonus acts as your Passive Armor. Also add a size bonus to your Passive Armor, +1 for small character and -1 for large characters. Your Passive Armor provids a target number to roll against when attacked.
Strength
Some armor is heavy and bulky to wear and requires more strength to use than others. If you don’t meet the strength requirement, your movement is reduced by 1.
Material
The material an armor is made of gives a bonus to active defenses from certain attacks equal to your skill rank and skill boosts.
Composite. Composite armor is made from overlapping material and distributes the damage from piercing attacks. This armor is effective against piercing attacks.
Flexible. Flexible armor moves easily and distributes the damage from slashing attacks more readily. Armors of this type are made from leather, quilted cloth, or chain. This armor is effective against slashing attacks.
Hardened. Hardened armor is made from hardened materials or reinforced plates that are strong against bludgeoning attacks. This armor is effective against bludgeoning attacks.
Plate. Plate armor is made from solid metal plates and bludgeoning and slashing weapons often bounce off the plate. This armor is effective against bludgeoning and slashing attacks.
Capacity
Capacity is the space and weight an item takes up. For weapons and armor sized for large creatures, increase it by 1. For small creatures, reduce it by 1 (less than one is /2). Items listed with a / before the number show how many items it takes to add up to 1 capacity.
Bulk
Bulk shows how hard the armor is to move with. Armor with disadvantage listed here gives disadvantage on Movement skills and any Agility based skill roll.
Grip
Shields have either a handle or straps to use while in combat. Each has its own advantages and disadvantages.
Handles. Handles are a wood or metal handlebar on the inside of a shield. These shields can equipped for 1 Action Point and can be dropped freely.
Straps. Straps attach the shield to the arms, reinforcing the handle with a series of cloth or leather straps. These shields take 4 Action Points to equip or remove, but enemies have disadvantage on rolls made to disarm you of the shield.
Bulwark. A Bulwark offers no armor but rather gives cover. You can spend 3 Action Points to plant a bulwark in the ground, removing it. In this state, it is no longer wielded and stands on its own to provide up to full cover for a prone creature.
Dueling Cloak. The soft material provides no bonus against bludgeoning attacks. Wrapping a cloak around your hand takes a Free Action.
Dueling Shield. The pointed edge of the shield can be used for damage as well. When you shield bash, you do an additional 2 damage.
Heater Shield. This shield is designed to be used while mounted, while on a mount, you can spend 4 Action Points to give an attack against you disadvantage to the attack.
Kite Shield. This tall shield is easy to block with. While wielding it, you can spend an extra 2 Action Points to gain advantage on your Block roll.
Targe. This light shield is small and easily wielded. You can wield a weapon or hold an object in the same hand, but while you do, you cannot use the targe as a shield.
Tower Shield. When an attack such as an area effect calls for a dodge roll, you may instead block with your tower shield.
Light Armor
Light armors are flexible and easy to wear, generally worn by those wanting protection without sacrificing mobility. Light armor could be slept in without causing discomfort.
Gambeson. Gambeson consisted of quilted layers of cloth and batting. A Gambeson is often the base layer of more complex armors.
Leather. Most often a thick leather coat, includes gloves and thick leather boots.
Chain Shirt. Made of interlocking metal rings, and often worn over clothes or a Gambeson. If worn with sufficient material over the chains, the chain shirt doesn’t make much noise, eliminating any stealth penalty.
Jackchains. Jackchains are metal shoulder plates, elbow guards, and bracers connected with strips of metal or chains over leather armor or gambeson.
Medium Armor
Medium armor offers a balance of protection and mobility.
Hide. Hide armor consists of layers of fur, pelt, or other animal hides layered together. It is generally cheap and easy to make. Hide armor can be slept in without causing discomfort.
Boiled Leather. Boiled leather is leather armor that has been boiled to make the pieces harder and resist damage more.
Scale Coat. A Scale Coat is layers of metal sewn onto a leather coat or tunic looking much like the scales of a fish or dragon. A Scale Coat is often sleeveless to reduce issues with mobility.
Brigandine. Brigandine armor is wood and metal plates sewn into cloth and leather. It is often worn over a Gambeson and comes with a leather skirt to cover the upper legs.
Breastplate. The Breastplate is a fitted plate of metal that covers the torso. It sometimes comes with shoulder protection but more often than not just covers the front of the body. It offers the most protection without sacrificing mobility.
Chain Hauberk. A Chain Hauberk is a full suit of chain armor that covers the head down to the lower legs. The sleeves run down the arm and often end with leather gloves that have chain mail sewn on the outside. This armor includes metal greaves for the feet and a Gambeson to be worn under it.
Heavy Armor
Heavy armor is designed with protection first and utility second. While any armor that reduces mobility becomes more of a hindrance than useful, Heavy armor gets as close to that line as possible.
Jack of Plate. This armor is thick padded armor or leather with thick iron plates sewn into it. The armor covers the entire body with reinforced gloves and greaves.
Scale Mail. Scale Mail is a scale coat that covers the whole torso, arms, and most of the legs. It often comes with metal greaves to protect the lower legs as well. Scale Mail includes leather armor or Gambeson that is worn under it.
Splint. Splint armor is made by affixing thick metal strips over cloth or leather armor. It is often worn with a Breastplate or Brigandine to protect the torso.
Half Plate. A suit of Half Plate covers the majority of the body but leaves the joints and the back of the body free. Half Plate is worn over leather armor or Gambeson.
Full Plate. Full Plate is custom-made for the person wearing it with shaped metal plates overlapping that completely cover the body. It comes with gauntlets, greaves, and a fully visored helmet. Underneath, it includes a Gambeson and fitted chain mail. The chest piece can be worn independently as a breastplate.
Shields
Shields offer greater protection than just wearing armor and are designed to be used to react to incoming attacks
Dueling Cloak. These cloaks are smaller than a standard traveling cloak, but thicker material. Noblemen would often have their coat of arms sewn into them.
Buckler. A buckler is mostly a shaped piece of metal that covers the hand. When not in use, the handle is often tucked into the belt for quick equipping.
Targe. The targe, or target shield, is a small round shield that is tied to the wrist. It offer limited protection but offers the flexibility to leave the hand free.
Dueling Shield. A dueling shield is a long shield that covers the forearm and comes to a point that could be used to inflict damage.
Roundshield. Made from either metal or wood, this is the most common type of shield used.
Heater Shield. This shield has a square top and taped base, and is often emblazoned with a coat of arms. It is a favorite of knights on horseback.
Kite Shield. These shields can be as tall as a man and the extra size allows you to interpose it more easily between you and your attacker.
Bulwark. Also called a pavise or archer's shield, this shield is more like a small wall between you and your enemies.
Tower Shield. Tower Shields are usually taller than a man, and are meant to be as much armor as a man can carry into battle.
Some Armor contains multiple pieces of lesser armor, such as Gambeson used as the base of larger, heaver armor. In this case, only the most powerful armor is applied, including all the negative aspects, and only the outer layer material is used.
Armor protection does come at the cost of time to get in it. Light armor takes 1-3 minutes to put on while Medium armor takes 5 minutes to do by yourself, but if assisted, takes only 3 minutes. Heavy armor requires at least one person to help and takes 10 minutes to put on. 2 people helping can reduce that time to 5 minutes. Taking off any armor takes 1 minute.
Variant: Equipment Sizes
In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. You generally won’t fit in a giant’s armor.
You can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard’s uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.
Using this variant, when you find armor, or similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The Narrator can either roll 1d4 × 10 or determine the increase in cost based on the extent of the alterations required.
Your class grants you the ability to use and become more effective with weapons. As you gain levels in your class, you can increase your ability to use your weapons.
The Weapons table shows the most common weapons used in the worlds of Unbound Legends, their price, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within a short distance of you, whereas a ranged weapon is used to attack a target at a distance.
Your combat class grants you aptitude with either Simple or Advanced weapon. Simple weapons are easier to use but are less powerful than martial weapons. In addition to the aptitude, you can gain skill ranks or boosts in weapon skills. Weapons are in specific categories such as: blades, swinging, impaling, pole, ranged, and fist. Certain features may influence specific weapons in one category but not another.
Having aptitude with a weapon lets you add your attribute when you attack with that weapon. Having skill ranks with a weapon group lets you add your skill rank to it in addition to the associated attribute.
The type of damage a weapon does determines what the weapon does when you make a critical hit (see Combat).
Bludgeoning: You knock the opponent back 5 feet. If the opponent is huge or larger, or cannot be moved back due to an obstacle, they are knocked Prone.
Piercing: You bypass any armor the target might have and do 1 damage per damage dice of the attack to health.
Slashing: You roll the weapon damage as normal, but then add the maximum damage value for the weapon.
If those effects cannot resolve for any reason, any weapon does an additional dice of damage to the target.
Melee weapons require eye-hand coordination to use and all attacks with melee weapons use Dexterity as the primary attack stat. Strength still determines how hard you are able to hit making Strength the damaging stat for melee weapons. Thrown weapons require a level of strength to throw an effective distance accurately and use Strength as the attack and damage stat, but can use Dexterity at the attacking stat for light and swift weapons.
Bows, crossbows, blowguns, and other similar ranged weapons use Acuity for the attack roll instead of Dexterity. You are aiming the weapon down a sight rather than any form of coordination. Bows use Strength as the damage stat and can even require a high enough strength to use if the draw strength is high enough. For crossbows, the bolt is held in place by mechanical strength rather than arm strength, the damage is based only on the power of the crossbow, not the strength of the user. When using a crossbow, you do not add any attribute to the weapon damage.
Dual Wielding
When using a hand crossbow in each hand, you do not reduce the Action Point cost of the second weapon by 1.
Improvised Weapons
Sometimes characters have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, or a wagon wheel.
Damage for an improvised weapon depends on the weapon. A broken bottle might do slashing damage and a torch could do fire damage. Work out the specifics with your Narrator. Any weapon without the thrown property, including improvised weapons, can be thrown with a normal range of 15 feet and a long range of 30 feet.
Masterwork
You can sometimes find weapons and armor made by master craftsmen that are of exceptional workmanship. These are often referred to as masterwork items, and are of particular value. Masterwork items can have a bonus associated with them of +1 to +3. A +1 masterwork item goes for around 50 to 100 gold more.
Many weapons have special properties related to their use, as shown in the Weapons table.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Brutal. This weapon deals one additional dice of damage on a critical hit.
Bypass. These flexible weapons wrap around shields and other personal defenses. This weapon ignores the armor and skill granted by shields and gives disadvantage on parrying.
Defensive. While wielding this weapon and not wielding a shield, you gain a +1 to your parry defense against melee attacks, or +2 if this is a two-handed weapon. Two-handed weapons can also add this bonus to their block defense instead of parry.
Ensnaring. When you hit with an ensnaring weapon, you can make a takedown, disarm, or shove(pull) maneuver. You can use your weapon attack instead of a combat maneuver. When you attempt to disarm a creature, you do not have disadvantage on the roll if the target is holding the weapon in two hands or is one size larger than you.
Fist. Attacks made with this weapon can be treated as unarmed strikes.
Heavy. You have disadvantage on attack rolls with heavy weapons if your Strength is less than 2. Heavy melee weapons may use strength for both the attack and damage rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading. Loading weapons must be loaded and ready to fire before use. These weapons take 1 less Action Point to attack, but you must take 3 Action Points to load it before it can be used again. Loading a weapon requires two hands. Loading weapons do not add your Strength to the damage roll.
Range. The value listed in the range column shows the range a weapon is effective at. For melee weapons this is 5 ft. or 10 ft. for weapons with the reach property. If the range lists two numbers it is a ranged weapon or can be thrown. The first is the weapon’s normal range, and the second indicates the weapon’s long range. Thrown weapons long range is 3 times the short range while bows and crossbows long range is 4 times the short range. When attacking a target at long range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. You have disadvantage when attempting to parry with a ranged weapon.
Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for counterattacks with this weapon.
Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description.
Swift. Swift items are balanced and easy to use. They cost 1 less Action Point to use.
Thrown. You can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. Thrown weapons use Strength for the attack roll and damage roll, light or swift thrown weapons can use Dexterity for the attack roll instead.
Two-Handed. This weapon requires two hands to use. This applies only when you attack with the weapon, not when you simply hold it. Two-handed weapons cost 2 more Action Points to use.
Versatile. This weapon can be used with one or two hands. The value in parentheses is applied to the weapon when the weapon is used with two hands to make a melee attack. If a number is listed, the weapon uses the value listed instead of its base value. When using a versatile weapon when mounted, the versatile property is always applied even if used one-handed. Versatile weapons cost 1 more Action Point to use two-handed.
Atlatl An atlatl is a thin club with a hooked notch at the end. A javelin can be placed in the notch and thrown, increasing the force with which the javelin is normally thrown with.
Battleaxe A battle axe is a bladed axe such as a double-headed axe, a bearded axe, or a broad axe. It is designed to put a small cutting edge at the end of a long haft and is used with a chopping motion.
Blowgun This weapon is designed to be used with small blow-darts blown out of the end of a small pipe. The blow-darts can be used to deliver poison effectively over long distances.
Cestus A pair of cestus are mostly just knotted rope that is wrapped around the hands and knuckles. They allow more force to be delivered without slowing down the fighter.
Chain Whip A chain whip is a length of chain with a weight at the end. While it can wrap around objects like a leather whip, it is not as nimble.
Claw This weapon comes in a pair, one for each hand. Each claw usually comes with a glove and a grip that goes across the palm in addition to 3-4 blades that extend over the back of the hands. The blades are not only deadly but provide basic protection against weapon strikes.
Club A club is a short length of wood shaped to be able to deliver lethal blows. It can be pure wood or have metal parts, but the function doesn’t change.
Crossbow A crossbow is a metal reinforced bow, mounted to a length of wood. While this weapon can be reloaded by hand, it is often assisted by using a winch.
Crossbow, Hand The hand crossbow is a small crossbow, designed to be used with one hand. This allows it to be used in pairs, though loading in these instances is more complicated.
Crossbow, Light The light crossbow is a reinforced bow mounted to a short length of wood. The design allows for easier use of the weapon but takes more effort to load.
Cutlass This weapon is designed to be quick and fast, delivering cuts and slashes before your opponent has time to react.
Dagger This versatile weapon is designed to be easy to use in one hand. It is balanced enough to be able to be thrown.
Dart This short length of wood has a sharpened tip, often metal, feathered ends for stabilization, and a weight in the middle to add mass and damage.
Estoc This long and heavy weapon is designed to be used in two hands. The weapon is often not bladed but is often rounded to allow it to taper to a wicked sharp tip.
Flail This once farming tool has been modified to be used as a weapon. A length of metal, often with added weight, is attached to a haft of wood with a leather cord or metal chain. The design allows the weapon to wrap around defenses like a shield.
Glaive The glaive is a long axe-like head attached to a length of pole. It can be used to deliver cuts with either a swing or a thrust.
Greataxe This large two-handed axe is effective at dealing devastating blows. It is often double-headed, though some designs use a single heavier blade.
Greatclub This weapon is most often a large and sturdy tree branch too big to be used in one hand.
Greatsword This immense two‑handed sword is nearly as tall as its wielder. The lower part of the blade is often somewhat dulled to allow it to be gripped for extra leverage in close‑quarter fights.
Halberd This pole weapon is designed with versatility in mind. It has an axe head, spear tip, and blunted hammer at the end, allowing the user to choose how best to use the weapon in combat.
Handaxe This one-handed axe is balanced to be able to be used effectively in close combat or to be thrown over short distances.
Javelin This weapon is too light and thin to be used effectively in melee, but the design of the weapon allows it to be thrown greater distances.
Lance This heavy spear is designed to be used on horseback. While on horseback, the weapon can be used one-handed, freeing the other hand up for a shield.
Light Hammer This weapon is designed with balance in mind, allowing the weapon to be thrown in combat.
Long Spear This polearm is designed to do damage at a distance while still allowing the weapon to be thrown.
Long Sword The broadsword or longsword is the typical knight’s weapon. It is a long blade that can be used with one or two hands that is roughly two to three pounds.
Longbow The longbow is at least 5 feet long and made with wood that is both sturdy and flexible. It must be used with two hands and can propel weapons and long distances.
Lucerne Hammer This is a long hammer attached to a long pole. It can deal powerful attacks to knock knights off of a horse.
Mace The mace is a heavy piece of metal attached to a stout haft of wood.
Machete This weapon is designed to cut through plants and opponents alike.
Maul The maul is essentially a heavy bar of metal at the end of a long piece of wood. The massive weight allows for devastating blows.
Morningstar The morning star is similar in design to the mace but has spikes attached to the ends.
Net The net is a unique weapon. It is a heavy fishing net, large enough to entangle a large creature in it, with weights at the edges. It can be hard to use, but effective in combat.
Pike The pike is a simple pole weapon. The length and size allows it to be used by the most inexperienced combatants.
Punching Dagger This dagger is mostly a short blade attached to a wide handle. It fits in the hand and the blade protrudes from between the fingers.
Quarterstaff The quarterstaff is a simple piece of wood that is light enough to be used in one hand, but long enough to be used two-handed. It can also be used to aid in walking.
Rapier This light weapon has a thin cutting edge, but it is known for its sharp tip. The size and weight of the weapon lends itself to quick and efficient combat.
Riding Bow This short bow is more compact than your standard shortbow, but is built with stronger materials. This allows the bow to be fired quickly and easily from horseback.
Shamshir This one-handed sword has a curved single-bladed edge. It is light enough to be used with one in each hand.
Scythe The scythe is a farming tool turned deadly weapon. Once used to harvest grain, it is often seen as the preferred tool of death when he harvests souls.
Short Spear The short spear is a light one-handed weapon that can deliver deadly thrusts, and be thrown at a distance.
Shortbow The shortbow is a compact bow designed to be easily used by any combatant.
Shortsword Sometimes called an arming sword, this weapon is light and fast and can complement any fighting style.
Sickle This farming tool has a curved blade with an edge on the inside of the blade. This allows it to catch limbs as it does damage.
Sling This weapon is a leather pouch-like cup attached to two lengths of cord. Despite the simple design, it is an effective weapon.
Spear The length of the spear can make it harder to use than a short spear, but the extra length allows it to be used in two hands to greater effect.
Spetum The spetum is a broad spear hear attached to a heavy length of wood. The broad spear tip lets it do more damage than a standard spear.
Staff-sling This weapon takes the idea of a spear and uses the extra leverage that a staff gives to deliver its payload with more force over longer distances.
Trident The trident is a three-pronged spear made out of metal. The extra weight allows it to do more damage without having to resort to using two hands.
War Mace This heavy length of wood is reinforced with metal bands, often with studs along the length. It is essentially a heavier greatclub.
War Pick This weapon resembles a climbing pick, but its larger size and weight let it do more damage, piercing easily through armor.
Warhammer This one-handed weapon has a heavy metal or stone head. It is often used two-handed due to the weight.
Whip The whip might not deal much damage, but the flexible length of leather cord lets it entangle foes, or disarm weapons at a distance.
Variant Rules
Your players might want to use rare and Exotic Weapons, including special ammunition for ranged weapons. Or your players might want to have access to Firearms for a more advanced tech society or want to use Siege Weapons when assaulting the enemy fortress. Or they may want to use Special Materials to craft new weapons and armor. Whatever the reason, there are rules for less common items should you need them for your game. Talk with your Narrator about using these options in your game.
Some weapons have unique probertites. They are listed below.
Atlatl. The Atlatl uses javelins as ammunition. It can be used as a melee weapon with the same properties as a club. The Atlatl is considered a thrown weapon for talents and features.
Blowgun. Blowguns use special darts as ammunition, these darts can be hollow to deliver poisons effectively. You can apply poisons to 10 pieces of ammunition rather than the normal 3. Blowguns bypass Vitality and armor and deal damage directly to Health but cannot increase damage from Talents, features, or other means.
Halberd. This weapon has a specially designed head that allows you to choose between slashing, bludgeoning, and piercing when you attack with it.
Lance. When mounted, the lance loses the two-handed property and gains the reach property.
Machete. This weapon deals double damage to plants and creatures of the plant type.
Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless or creatures that are two sizes different. The net can be removed with a Body (Strength) defense roll of 10. Dealing 5 slashing damage to the net destroys the net, ending the effect.
Staff-sling. A staff-sling may be wielded as a (quarter)staff in melee. It may also be used to launch flask weapons such as holy water and alchemists’ fire, using the range of the staff-sling.
Abacus. The abacus, also called a counting frame, is a calculating tool.
Acid. For 4 Action Points, you can splash the contents of this vial onto a creature within 1 tile or throw the vial, shattering it on impact. In either case, make a weapon attack against a creature or object, treating the acid as a simple Thrown (20/40) weapon. On a hit, the target takes 2d6 acid damage.
Alchemist’s Fire. This sticky, adhesive fluid ignites when exposed to air. For 4 Action Points, you can throw this flask, shattering it on impact. Make a weapon attack against a creature or object, treating the alchemist’s fire as a simple Thrown (20/40) weapon. On a hit, the target takes 1d4 fire, and 1 fire damage at the start of each of its turns. You can end this damage by spending 6 Action Points to extinguish the flames.
Backpack. A backpack can hold one cubic foot or 30 pounds of gear.
Bag of Sand. A bag of fine sand to dry out wet ink on a page. Also irritating to the eyes.
Ball-bearings. For 5 Action Points, you can spill these tiny metal balls from their pouch to cover roughly 3 tiles. A creature moving across the covered area must succeed on a target 10 Mobility (Agility) defense roll or fall Prone. A creature moving through the area at half-movement doesn’t need to make this roll.
Ball of String. 10 feet of string or twine, wrapped around a stick or small dowel.
Bandolier. Also called a knife belt, this can hold up to 10 small thrown weapons. You can draw a weapon for 1 less Action Point.
Barrel. A barrel can hold 40 gallons of liquid or 4 cubic feet of solids, or roughly 10 weapons.
Basket. A basket holds 2 cubic feet or 40 pounds of gear.
Bedroll. This thick roll of cloth provides added comfort when sleeping outdoors.
Bell. This small metal bell has a distinct tone that can be heard at a distance.
Blanket. A sheet of blanket to keep you warm at night.
Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
Book. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes, or just about anything else that can be represented using text or pictures.
Bucket. A bucket holds 3 gallons of liquid or ½ cubic foot of solids.
Caltrops. For 5 Action Points, you can spend a bag of caltrops to cover a 1-tile area. Any creature that enters the area must succeed on a target 15 Mobility (Agility) defense or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s movement by 2 until the creature regains at least 1 Vitality. A creature moving through the area at half movement doesn’t need to make the roll.
Candle. For 1 hour, a candle sheds bright light in a 1-tile radius and dim light for an additional 1 tile.
Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts
Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
Censer. A bowl, box, or sphere used to hold burning incense or sweet smelling herbs.
Chain. A chain has 10 health. It can be burst with a successful target 20 Strength roll.
Chalk. It is a soft white porous sedimentary carbonate rock, a form of limestone composed of the mineral calcite. Can be used to draw shapes.
Chest. A chest holds 12 cubic feet or 300 pounds of gear.
Climber’s Kit. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.
Cranequin. Also known as a crossbow winch, a cranequin reduces the Action Point cost to reload a crossbow by 1.
Crowbar. Using a crowbar grants advantage to Strength rolls where the crowbar’s leverage can be applied.
Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Flashbang. For 4 Action Points, you can throw this small clay pot containing a reactive chemical that burns quickly when exposed to the air. Make a weapon attack against a creature or object, treating the clay pot as a simple Thrown (20/40) weapon. On a hit, the chemical releases a bright flash, blinding the target unless it makes a target 13 Body (Endurance) defense roll until the start of its next turn.
Flask. A flask holds 1 pint of liquid.
Glass bottle. A bottle holds 1½ pints of liquid.
Grappling hook. A device with iron claws, can be used with rope for dragging or grasping.
Hammer. A tool with a heavy metal head mounted at the end of a handle, used for jobs such as breaking things and driving in nails.
Hammer, sledge. A tool with a large, flat, often metal head, attached to a long handle.
Holy Water. For 4 Action Points, you can splash the contents of this flask onto a creature within 1 tile or throw it, shattering it on impact. In either case, make a weapon attack against a target creature, treating the holy water as a simple Thrown (20/40) weapon. If the target is a demon, fiend, or undead, it takes 2d6 fire damage treated as divine sourced. A divine caster may create holy water by performing a special ritual. The ritual takes 1 hour to perform and uses 25 gp worth of powdered silver.
Holy Writ. Contains religious writing. Can be contained on a wheel, simple book, or a scroll.
Hourglass. It is a device used to measure the passage of time. It comprises two glass bulbs connected vertically by a narrow neck that allows a regulated trickle of sand from the upper bulb to the lower one.
Hunting Trap. When you use 5 Action Points to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a target 13 Mobility (Agility) defense or take 1d4 piercing damage to their Health and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can spend 6 Action Points to make a target 13 Strength roll, freeing itself or another creature within its reach on a success. Each failed attempt deals 1 piercing damage to the trapped creature’s Health.
Incense. This can be a block of compressed incense, a few sticks of incense, or a bag of sweet smelling herbs.
Ink. A small bottle of ink for writing on parchment or paper.
Ink pen. A device used in combination with ink to write or draw on a sheet of paper.
Iron Spikes. A spike of 10 inches long made of iron. Can be improvised to block doors. Usually sold in bundles of 10.
Jug. A jug holds 1 gallon of liquid.
Ladder. A ladder 10-foot long, as sturdy or rickety as the hand that crafted it.
Lamp. A lamp casts bright light in a 3-tile radius and dim light for an additional 6 tiles. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, Bullseye. A bullseye lantern casts bright light in a 12-tile cone and dim light for an additional 12 tiles. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, Hooded. A hooded lantern casts bright light in a 6-tile radius and dim light for an additional 6 tiles. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 1-tile radius.
Lock. A key is provided with the lock. Without the key, a creature using thieves’ tools can pick this lock with a successful target 15 Thievery (Intelligence) roll. Your Narrator may decide that better locks are available for higher prices.
Magnifying Glass. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any roll made to appraise or inspect an item that is small or highly detailed.
Manacles. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful target 20 Physicality (Agility) roll. Breaking them requires a successful target 20 Physicality (Strength) roll. Each set of manacles comes with one key. Without the key, a creature using thieves’ tools can pick the manacles’ lock with a successful target 15 Thievery (Intelligence) roll. Manacles have 15 health and 10 armor.
Merchant’s Scale. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Miner’s Pick. It is a hand tool with a hard head attached perpendicular to the handle.
Noxious Pouch. For 4 Action Points, you can throw this pouch of herbs, toxins, and less savory substances. Make a weapon attack against a creature or object, treating the pouch as a simple Thrown (20/40) weapon. On a hit, the pouch releases a cloud of fumes in a 5 ft. radius. All creatures within the area must make a target 12 Body (Endurance) defense roll or become poisoned. The cloud remains for only a single round.
Oil. Oil usually comes in a clay flask that holds 1 pint. For 4 Action Points, you can splash the oil in this flask onto a creature within 1 tile of you or throw it, shattering it on impact. Make a weapon attack against a target creature or object, treating the oil as a simple Thrown (20/40) weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 1 tile area, provided that the surface is level.
If lit, the oil burns for 2 rounds and deals 1 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Paper. A single sheet of paper suitable for writing on with ink.
Parchment. A single sheet of heavier parchment paper.
Perfume. A vial of aromatic perfume.
Pitcher. A pitcher holds 1 gallon of liquid.
Piton. A metal spike that is driven into a seam in a climbing surface with a climbing hammer. It can also be used like iron spikes to block doors in a pinch.
Pole. A ten-foot-long pole of sturdy wood.
Portable Ram. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength roll. One other character can help you use the ram, giving you advantage on this roll.
Pot, iron. An iron pot holds 1 gallon of liquid.
Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A pouch can hold up to ⅕ cubic feet or 6 pounds of gear.
Prayer Mat. This a simple woven rug that can be rolled up when not in use.
Purse. Usually silk or velvet, this container is similar to a pouch, but of finer materials. It is generally made to hold coins.
Quiver. A quiver can hold up to 20 arrows.
Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Rope, Hempen. Rope, made of hemp, has 2 health and can be burst with a target 15 Strength roll.
Rope, Silk. Rope, made of silk, has 3 health and can be burst with a target 17 Strength roll.
Sack. A sack can hold up to 1 cubic foot or 30 pounds of gear.
Sealing wax. A wax material of a seal which, after melting, hardens quickly forming a bond that is difficult to separate without noticeable tampering.
Sheath. Used to hold a weapon and can be made to accommodate different styles of weapons. A sheath made with a wood casing for a bladed weapon is called a scabbard. You can draw a weapon for 1 less Action Point.
Shovel. A tool resembling a spade with a broad blade and typically upturned sides, used for moving coals, earth, snow, or other material.
Signal whistle. A whistle can produce specific noise. It can be heard half a mile away.
Signet ring. A ring with a specific design to denote membership and rank within a house or organization.
Soap. Used to clean and wash.
Spellbook. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Spyglass. Objects viewed through a spyglass are magnified to twice their size.
Steel Mirror. A mirror made of steel.
Tankard. It is a form of drinkware consisting of a large, roughly cylindrical, drinking cup with a single handle. A tankard can hold 1 pint of liquid.
Tent. A simple and portable canvas shelter, a tent sleeps two.
Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.
Torch. A torch burns for 1 hour, providing bright light in a 4-tile radius and dim light for an additional 4 tiles. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Vial. A vial can hold up to 4 ounces of liquid.
Waterskin. A leather hide sewn into an enclosed skin that can contain up to 4 pints of liquid.
Whetstone. Whetstone is a sharpening stone. It is used to sharpen the edges of steel tools and implements through grinding and honing.
Equipment Packs
The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which will be more simple than buying the items individually.
Burglar’s Pack (13 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hooded lantern, 2 flasks of oil, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Diplomat’s Pack (38 gp). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
Dungeoneer’s Pack (10 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 5 torches, a tinderbox, 5 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Entertainer’s Pack (38 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, and a disguise kit.
Explorer’s Pack (7 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 5 torches, 5 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Scholar’s Pack (40 gp). Includes a backpack, 2 cases for maps and scrolls, a book of various notes, a bottle of ink, an ink pen, 10 sheets of parchment, and a little bag of sand.
Spiritualist's Pack (14 gp). Includes a basket, a woven prayer mat, holy writ, a bell, 10 candles, a tinderbox, 2 pouches of incense, a censer, and vestments.
A tool helps you in a skill. Some skills, and most Profession skills require a kit or tools to be able to use that skill.
These tools are required for advanced use of specific skills.
Cartographer’s tools. Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler. Needed for mapmaking in general and can be used with the Navigation skill.
Disguise Kit. This pouch of cosmetics, hair dye, clothes, and small props lets you create disguises that change your physical appearance when used with the Impersonation skill.
Forgery Kit. A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.
Navigator’s Tools. Navigator’s tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill. These tools lets you chart a ship’s course, follow navigation charts, and avoid getting lost at sea.
Thieves’ Tools. Thieves’ tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Required for lockpicking when using the Infiltration skill.
Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. While it can be used alone, the healer’s kit is best used in conjuction with the Triage skill.
Alchemy
These tools are needed to use the corresponding profession skill.
Alchemist’s supplies. Alchemist’s supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
Brewer’s supplies. Brewer’s supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.
Cook’s utensils. Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
Herbalism kit. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Poisoner’s kit. A poisoner’s kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.
Artisan
These tools are needed to use the corresponding profession skill.
Calligrapher’s supplies. Calligrapher’s supplies include ink, a dozen sheets of parchment, and three quills.
Glassblower’s tools. The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.
Jeweler’s tools. Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers.
Painter’s supplies. Painter’s supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette.
Potter’s tools. Potter’s tools include potter’s needles, ribs, scrapers, a knife, and calipers.
Weaver’s tools. Weaver’s tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.
Woodcarver’s tools. Woodcarver’s tools consist of a knife, a gouge, and a small saw.
Crafting
These tools are needed to use the corresponding profession skill.
Carpenter’s tools. Carpenter’s tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.
Cobbler’s tools. Cobbler’s tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.
Leatherworker’s tools. Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.
Mason’s tools. Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square.
Smith’s tools. Smith’s tools include hammers, tongs, charcoal, rags, and a whetstone.
Tinker’s tools. Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Gear table shows each animal’s speed. The capacity listed for saddles is it’s size and weight while the capacity listed under gear is how much that vehicle or item can hold.
An animals capacity is increased by an additional 10 for each pair of legs over two. If multiple animals pull the same vehicle, they can add their carrying capacity together.
Mounts other than those listed here are available in the worlds of Unbound Legends, but they are rare. These include flying mounts and even aquatic mounts.
Barding
Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it is twice the capacity.
Saddles
A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any roll you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. Any saddle removes the disadvantage for Movement (Dexterity) rolls while wearing armor with bulk.
A yoke reduces the capacity of vehicle pulled by 2 or more animals by a third.
Rowed Vessels
Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case you need to carry it over land.
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).
Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods. 1 pound is 1 capacity.
When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.
The Food, Drink, and Lodging table gives prices for individual food items and a single night’s lodging.
Squalid. Squalid rooms would include the stables with livestock or similar conditions. It’s at least sheltered.
Poor. A poor room would be the common room of a tavern or inn. You would need to supply your own bedding, but it is warm, often near a fire.
Modest. A modest room would be a booth in the common room of an inn or tavern or would be a cot in a large boarding room with other people. You would still need to provide bedding, but you will be off the floor.
Comfortable. A comfortable room would be a large shared bed in a room. Traveling with a group would mean that your group would likely share the same bed. Depending on the conditions, the room might have multiple shared beds in it. The inn will likely have a bathroom near the rooms.
Wealthy. Wealthy conditions mean that each person would get their own bed in a shared room. With a large group, you would likely have the room for just your group. A wealthy room would likely have a private bathroom and access to a bath.
Aristocratic. Aristocratic rooms would be a single bed and a private room. While the room might have one or two more beds or cots in it, you would not have to share the room. The extra beds are generally for attendents should you have any. These rooms have private bathrooms and it might include a private bath as well.
Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.
Skilled hirelings include anyone hired to perform a service that involves a skill: a mercenary, artisan, scribe, and so on. Some expert hirelings require more pay. Untrained hirelings are hired for menial work and can include laborers, porters, maids, and similar workers.