Equipment and Goods
  1. Notes

Equipment and Goods

Equipment

Armor

Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Battle Robe 100 gp 11 + Dex - - 10 lb.
Leather Lamellar 60 gp 12 + Dex -   13 lb.
Medium Armor
Kozane Armor 250 gp 15 + Dex (max 2) 12 Disadvantage 30 lb.
Plated Leather Armor 200 gp 13 + Dex (max 2) - - 40 lb.
Wood Armor 30 gp 13 + Dex (max 2) - Disadvantage 20 lb.
Heavy Armor
Lorica Segmentata 90 gp 17 11 Disadvantage 30 lb.
Fortress Armor 5,000 gp 19 17 Disadvantage 80 lb.
Shield
Buckler 10 gp +1 - - 2 lb.
Tower Shield 50 gp +2 16 Disadvantage 15 lb.
Fencing Cloak 12 gp +1 - - 2 lb.

Weapons

Weapon Cost Damage Weight Properties
Simple Melee Weapons
Bayonet 10 gp 1d4 Piercing 1 lb. Special*
Brass Knuckle 1 gp 1d4 Bludgeoning 1 lb. Light
Karambit 8 gp 1d4 Slashing 1 lb. Finesse, Light
Katar 10 gp 1d6 Piercing 2 lb. Finesse, Light
Sap 2 gp 1d4 Bludgeoning 2 lb. Finesse, Light
Martial Melee Weapons
Arming Sword 40 gp 1d6 Slashing 3 lb. Light, Finesse, Versatile (1d8)
Bastard Sword 50 gp 1d8 Slashing 6 lb. Heavy, Versatile (1d10)
Bec De Corbin 40 gp 2d4 Piercing 6 lb. Heavy, Reach, Two-Handed
Bladed Chain 16 gp 1d6 Slashing 5 lb. Finesse, Monk*, Reach, Two-Handed
Boar Spear 20 gp 2d6 Piercing 5 lb. Heavy, Reach, Two-Handed
Cutlass 20 gp 1d8 Slashing 2 lb. Finesse
Estoc 50 gp 1d8 Piercing 3 lb. Special*
Falchion 20 gp 2d4 Slashing 3 lb. -
Hidden Blade 200 gp 1d4 Piercing 1 lb. Finesse, Hidden*, Light, Special*
Katana 30 gp 1d8 Slashing 3 lb. Finesse, Versatile (1d10)
Kopis 50 gp 1d8 Slashing 3 lb. -
Man Catcher 50 gp 1d4 Bludgeoning 2 lb. Two-Handed, Reach, Special*
Meteor Hammer 30 gp 1d6 Bludgeoning 5 lb. Reach, Two-Handed, Special*
Monk's Spade 20 gp 1d6 Slashing 3 lb. Monk*, Reach, Versatile (1d8)
Saber 70 gp 1d8 Slashing 3 lb. Finesse
Spiked Chain 20 gp 2d4 Piercing 10 lb. Finesse, Reach, Two-Handed
Sword Breaker 30 gp 1d4 Piercing 2 lb. Finesse, Light, Special*
Weighted Chain 20 gp 2d4 Bludgeoning 2 lb. Heavy, Reach, Special*, Versatile (2d6)
Simple Ranged Weapons
Blowgun 20 sp 1d4 Piercing 1 lb. Ammunition (range 20/100), Loading
Boomerang 20 sp 1d4 Bludgeoning 1 lb. Light, Thrown (range 30/120)
Throwing Star 10 sp 1d4 Piercing 1 lb. Light, Thrown (range 30/90)
Bolas 60 sp 1d4 Bludgeoning 2 lb. Special*, Thrown (range 20/60)
Martial Ranged Weapons
Chakram 30 gp 1d6 Slashing 1 lb. Light, Thrown (range 30/90)
Firearms
Blunderbuss 600 gp 2d6 Piercing 8 lb. Ammunition (Range 20/80), Misfire 3, Reload 1, Scatter, Two-Handed
Musket 1,000 gp 1d12 Piercing 10 lb. Ammunition (Range 40/120), Misfire 1, Reload 1, Two-handed
Pistol 500 gp 1d10 Piercing 5 lb. Light, Ammo (Range 30/90), Misfire 2, Reload 1

Bayonet: A bayonet is a knife, sword, or spike-shaped weapon designed to fit in, on, over, or underneath the muzzle of a rifle, musket, or similar two-handed firearm. In this regard, it is an ancillary close-quarter combat or last-resort weapon.

Plug bayonets are the earliest form of this weapon. While attached, the firearm cannot be used to make a ranged attack. Later versions are ring or socket bayonets that still allow the weapon to be fired.

If the bayonet is used when not attached to a two-handed firearm, it is considered an improvised weapon.

 

Estoc: The estoc was a variation of the longsword designed for fighting against mail or plate armor. It was long, straight and stiff with no cutting edge, just a point. Blade cross-sections can be triangular, square, rhomboid or flat hexagonal. This geometry left hardly any cutting capability as a sharpened edge could simply not be ground, but allowed the weapon to become lengthy, stiff, and very acutely pointed.

When you attack a creature wearing heavy armor with an estoc, that creature has a -2 AC penalty for the duration of the attack.

 

Hidden Blade: A fine weapon made for Assassins to execute their operations of exclusion, this weapon is attached to the arm of the person which keeps it hidden from plain sight. This allows the weapon's user to have an advantage on any roll to keep it hidden. If you attack with this weapon while it is hidden you get an advantage on the attack roll. Once the weapon is revealed and enemies are aware of it, attempting to hide the weapon becomes difficult. If you attempt to hide the weapon after it's been revealed, the DC will be raised (or lowered) accordingly. It requires an action to equip or remove. Among the things you can do with the help of a tinkerer is adding improvements and modifications to the weapon. However, some attachments require specific proficiencies to add onto the weapon, and some attachments will get in the way of others which prevents adding all of the attachments to one blade. Attachments that can be added to the Hidden Blade are as follows:

Arm Guard: The Hidden Blade will have an Arm Guard attached to the top part of your arm, allowing the character to block and deflect attacks easier using the Arm Guard. It gives you +1 AC to the character armor, placing a sturdy but still lightweight armor over the weapon. As it goes over the arm, it makes no interactions with the blade mechanism on the bottom of the arm and requires a bonus action to Don/Doff along with the hidden blade. However, with the Arm Guard attached, the weapon is subjected to the Partial Armor rule. It costs 100 gp to attach your weapon with this upgrade.

Arm Guard Abilities +1 AC (Subject to Partial Armor Rule), Removes Tinker’s Tool need for Don/Doff.

Hidden Gun: The Hidden Blade will have a Gun attached to it allowing the character to shoot a target using a normal range attack with a Piercing damage of 1d8 and a range of (30/90), it is a one shot weapon that requires an action to reload it using normal ammunition, and you can use your proficiency bonus with Handguns to your attack roll. Keep in mind that shooting with this weapon will reveal you if you were hiding from the loud explosion-like sound it makes when fired. Due to the mechanism's size, this prevents other attachments like the Hook Blade, Pivot Knife, and Phantom Blade from being attached. If the Hidden Blade has the Poison Blade attachment, one can replace the standard ammunition with a Poison Dart, allowing administering poison from a range and keeping stealth if fired at the cost of you don't roll for damage, and if you attacked from stealth with a Poison Dart, the target has Disadvantage on the Poison's Saving Throw, if applicable. It requires proficiency with Handguns and costs 250 gp to attach your weapon with this upgrade.

Hidden Gun Stats: 1d8 Piercing, Range (30/90), Loading, [*Special: Silent Poison Darts (Requires Poison Blade)]

Hook Blade: The Hidden Blade will have a Hook attached to it and allowing the user to climb vertical walls with little to no footholds easier, effectively making your climbing speed equal to your movement speed, and have Advantage when climbing Difficult Terrain. Due to the nature of the hook, however, it gets in the way of attachments like the Phantom Blade, Poison Blade, Hidden Gun, and Pivot Knife, so having the Hook Blade prevents attaching those upgrades. It cost 100 gp to attach your weapon with this upgrade.

Hook Blade Abilities: Climb Speed = Movement Speed, Advantage when climbing Difficult Terrain.

Pivot Knife: The Hidden Blade's mechanics have been modified to a greater extent and adding a pivot to the blade end and allowing the user to hold the blade like a normal dagger. If you have the Dual Wielder and/or Two Weapon Fighting feature, the weapon can get the benefits of those features as normal. Due to the mechanisms necessary for the extension, there's little room left for the Hook Blade, Hidden Gun, Poison Blade, and Phantom Blade to be attached. It cost 100 gp to attach your weapon with this upgrade.

Pivot Knife Abilities: Allows bonuses with Two Weapon Fighting and/or Dual Wielding.

Phantom Blade: The Hidden Blade will have a small Crossbow attached to it allowing the character to shoot a normal range attack with a Piercing damage of 1d6 and a range of (30/120), it is a one shot weapon that requires an action to reload it using normal ammunition, and you can use your proficiency bonus with Hand Crossbow to your attack roll, shooting with this weapon will not reveal you if you were hiding. Because it's a silent and stealthy version of the Hidden Gun, attachments like the Pivot Knife, Hook Blade, and said Hidden Gun cannot be added if the Phantom Blade is attached. If the Poison Blade is attached to this weapon, it allows the user to coat the bolt with poison in the Poison Blade. It requires Proficiency with the Hand Crossbow (Martial Weapon Proficiency counts) and costs 250 gp to attach your weapon with this upgrade.

Phantom Blade Stats: 1d6 Piercing, Range (30/120), Loading [*Special: Poison Tipped Bolts (Requires Poison Blade attachment)

Poison Blade: The Hidden Blade will have a small needle-like blade attached next to the main blade. Instead of rolling damage for the main blade, one can administer any type of Poison directly by piercing their target directly with the needle and exposing them to the effects. If the Hidden Blade is hidden when the target is struck, the target has Disadvantage on the Poison's Saving Throw if applicable. After a Poison is used, however, a new dose must be loaded into the mechanism. It's small size and placement next to the Hidden Blade allows it to be attached with the Phantom Blade or Hidden Gun, but it CANNOT be attached if the blade has the Hook Blade or Pivot Knife upgrades. As a special bonus, if this attachment is on the Hidden Blade alongside either the Phantom Blade or Hidden Gun, it allows using alternate ammunition for those weapons. It requires proficiency with a Poisoner's Kit, and cost 150 gp to attach your weapon with this upgrade.

Poison Blade Abilities: Administers Poison as Injury, Loading, Disadvantage on Saving Throws when Hidden, Enables Special properties of Hidden Gun and Phantom Blade.

Man Catcher: A man catcher is a polearm with a two-pronged head. Each prong is semi-circular and ends in a hinged lip that allows an object through, but not back.

The man catcher has disadvantage on attacks against targets that are 5ft away from you. When you hit a creature with the man catcher, it must make a Dexterity saving throw, with disadvantage, contested against your Strength check. On a failure, the target is grappled at the space where it was hit by the man catcher. While you have a creature grappled with this weapon, you may use it to make Strength checks to push and pull the creature with advantage.

A creature one size smaller than the man catcher has advantage on Strength checks made to escape the grapple of this weapon. Creatures who are two sizes smaller or below the man catcher's size, as well as those who are one size larger or above, cannot be grappled because the difference in size is too great.

A man catcher being used to grapple a creature cannot be used to attack. If it is not currently grappling a creature, you may use it to whack creatures over the head, dealing 1d4 bludgeoning damage on a hit.

 

Meteor Hammer: The meteor hammer is a set of two bludgeoning weights connected by a chain or rope, typically 6 feet long. You can use an action to swing the meteor hammer in a tight circle, preparing it for an extended strike. The next attack made after preparing it in this way is considered to have reach.

Double Weapon

When you take the Attack action and attack with the meteor hammer, you can use a bonus action to make another attack with it. If this attack hits, you deal 1d6 bludgeoning damage. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If you have the double weapon master feat, and use a bonus action to attack with the meteor hammer, you add your ability score modifier as normal to the damage roll.

 

Sword Breaker: An advancement from the standard parrying dagger, the hilt has two sturdy tines adjacent and parallel to the blade. The slot formed between the blade and tine can be used to catch and "bite" (or grab) the opponent's blade.

Special. When a creature hits you with a bladed weapon, you can use your reaction to attempt to catch that weapon in your sword breaker. Roll 1d10 + your Dexterity modifier. If the result is equal to or greater than the damage dealt by the attacker's weapon you grapple the attacker by catching its weapon, and the attack deals no damage.

The attacker may escape the grapple in the normal way, or by dropping the caught weapon. Similarly, the grapple ends if you drop the sword breaker.

 

Weighted Chain: This unwieldy device is sometimes called a chain whip, meteor hammer, or kusari-fundo. A weighted chain is considered to be a monk weapon, despite not fulfilling the requirements listed under the Martial Arts class feature. It has multiple ways it can be utilized in combat.

1 Handed

When wielded 1 handed, only part of the chain is used so the weapon loses its reach property. Both ends can be dual-wielded simultaneously in this manner.

2 Handed

The weapon may also be utilized in a two handed fashion where the full length of the chain is utilized. With double the chain length, the weapon operates in 2 modes. If the target is within 5' of the wielder, the target must make a Dex save on a successful hit roll to avoid being tangled in the chain and taking 1/2 weapon damage, no effect on successful save. This is a non-contested restraint. Target or another must spend an action to free the restrained target from the chain. Targets at 10' from the wielder are struck with the weighted ends for a higher damage roll, but as soon as a single target is struck, either by the chain or the weight, the weapon returns to a Rest State.

Rest State

This weapon always begins in a Rest State and returns to a Rest State after it successfully hits a target in 2 Handed wielding or is not readied or used for a full turn. While in Rest State, the weapon cannot be wielded with 2 hands. Rest State is lost at the start of a character's turn when either, A) the character used the weapon in a 1 handed state in the previous turn OR B) had the weapon readied in a previous turn OR at any time during their turn when the character spends 1 attack in an attack action to spin up the chain.

Weighted Ends and Damage

Standard Solid Sphere/Ingot 1d8 (1H) 2d6 (2H) Bludgeoning

Spiked Sphere/Ingot 1d8 (1H) 2d6 (2H) Piercing

Bladed Weight 1d6 (1H) 2d6 (2H) Slashing

Water Sprinkler 1d4 (1H) 2d4 (2H) Bludgeoning + Splash Effect of Potion in Sprinkler

Chain Only 1d4 (1H) 2d4 (2H) Bludgeoning

 

Bolas: This is a length of cord with weighted ends, used to trip foes from a distance. A Large or smaller bipedal or quadruped creature hit with bolas must make a DC 10 Strength (Athletics) check or be knocked prone.

Firearms

The development of gunpowder as a weapon has not been “explosive” as it could have been. Black powder and firearms are both expensive to produce and black powder is dangerous to store. Muskets and other firearms are produced by specialists and artisans on a specific commission basis. Rifling is complex and time-consuming addition to their construction, without it accuracy suffers but many weapons are simple smoothbore muskets.

Firearms are a significant investment that can be difficult to repair and are ultimately less accurate than a longbow. However, firearms more than make up for their shortcomings by being brutally effective. Firearms require little specialized training, and a well-coordinated firing line remains the most viscerally terrifying sight on a battlefield.

Firing firearms takes an action to reload the barrel before the weapon can be fired. When fired, any enemy within 60 ft. that was previously unaware of your presence may be made aware.

Firearms Properties

Reload. The Weapon can be fired a number of times equal to its reload score before you must spend an action to reload it. You must have one hand free to reload a firearm. Misfire. Whenever you make an attack roll with a firearm and the dice roll is equal to or lower than the weapon’s misfire score, the weapon misfires. The attack misses and the weapon cannot be used again until you spend an action to try and repair it. (DC = 8 + misfire score). If the check fails, the weapon is broken and cannot be repaired in combat. The expense to repair the weapon is half the weapon’s value. Scatter. An attack is made against each creature within a cone. If an affected creature is adjacent to you, they suffer double damage on a hit.

Adventuring Gear

Gear Cost Weight
Ammunition
:: Shot (20) 60 gp 4 lb.
:: Powderhorn (20 shots) 50 gp 1 lb.
:: Powder Keg (500 Shots) 500 gp 60 lb.
Climbing Axe 8 gp 3 lb.
Compass 200 gp 1/4 lb.
Flares 40 gp 3 lb.
Glider 100 gp 10 lb.
Grenade 200 gp 1 lb.
Lock Box 20 gp 5 lb.
Magnifying Glass* 50 gp 1/4 lb.
Parachute 200 gp 15 lb.
Pocket Watch 400 gp 1/4 lb.
Prism 50 gp 1/4 lb.
Smoke Bomb 60 gp 1/8 lb.
Spyglass* 400 gp 1 lb.
Stink Bomb 30 gp 1/8 lb.
Vial* 60 sp -
Work Clothes 30 sp 3 lb.
  • Flight Suit - 750 gp

Jumpsuits designed with the enchanted floatwood lining it and similarly enchanted for controlled descent. There are thin wings sewn under the arm and down to the leg. this is worn for siege and adrenaline and allows the wearer to make a controlled glide through the sky.

  • Falling Jacket - 120 gp

a simple vest with floatwood sewn into the material reduces falling speed to 60 ft per round & doubles jumping distance.

  • Personal Grapple - 300 gp

These are common tools for people who travel on board of ships and who adventure in unpopulated islands or through reefs, they provide an additional tool for mobility and safety.

Glassworks

Glass vessels like vials and bottles or lenses like a magnifying glass or a spyglass are much more easily sourced and produced than they were in previous eras. Scientists and alchemists have even come to a basic understanding of optics, as well as principles of reflection and refraction.

 

Tools

Tool Cost Weight      
Artisan Tools
Doctor's Tools 60 gp 5 lb.      

Tinkers' Tools

20 gp 8 lb.      

Alchemist's Supplies

100 gp 8 lb.      
Workman's Tools
Farmer's Tools 2 gp 10 lbs.      
Prospector's Tools 4 gp. 5 lbs.      
Whaler's Tools 20 gp. 15 lbs.      
Gaming Sets
Backgammon Set 30 gp 2 lb.      
Chess Set 36 gp 3 lb.      
Checkers Set 20 gp 2 lb.      
Go Set 30 gp 3 lb.      
Loaded Dice 60 gp -      
Musical Instruments
Castanets 30 sp 1/8 lb.      
Grand Piano 1000 gp 800 lb.      
Harp 150 gp 30 lb.      
Mountain Dulcimer 16 gp 3 lb.      

Mounts and Vehicles

A good mount can help you move more quickly through the wilderness, but it can also carry the gear that would otherwise slow you down in addition to yourself. The Mount table shows each animal’s speed and base carrying capacity. An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

The mounts listed here are unusual, but still more common on Orizon than they would be on other worlds across the multiverse. The most popular types of animals domesticated as mounts on Orizon are flying mounts, to better navigate the distances between Skylands. But others have been adapted to navigate the rest of the world or to simply make life easier for those that domesticated them.

Vehicles

Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Airships. Airships have become the dominant means of travel in Orizon, and with the spread of the enchantment that creates floatwood, they are much more common than they might be on other planes.

Visibility

A relatively calm sea offers great visibility. From a crow’s nest or the back of a flying mount, a lookout can spot another ship or a coastline up to 10 miles away, assuming clear skies. Overcast skies reduce that distance by half. Rain and fog reduce visibility just as they do on land.

Owning A Ship

At some point in your campaign, the adventurers might gain custody of a ship. They might purchase or capture one or receive one to carry out a mission.

Crew. A ship needs a crew of skilled hirelings to function. As per the Player’s Handbook, one skilled hireling costs at least 2 GP per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel, as shown in the vehicles table. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4 of the Dungeon Master’s Guide. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return. Passengers. The table indicates the number of Small and Medium passengers the ship can accommodate. Accommodations typically consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger is usually expected to pay 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day. Cargo. The table indicates the maximum tonnage each kind of ship can carry. Damage Threshold. A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points. Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 GP for materials and labor.

Vehicles Cost Speed Crew Passengers Cargo (Tons) AC HP Damage Threshold
Nautical Ships
Rowboat 50 gp 1.5 mph 1 3 - 11 50 -
Galley 30,000 gp 4 mph 80 - 150 15 - 20
Sailing Ship 10,000 gp 2 mph 20 20 100 15 300 15
Warship 25,000 gp 2.5 mph 60 60 200 15 500 20
Drawn Vehicles
Caravan 175 gp 3 mph 2 4 1/4 13 75 -
Chariot 100 gp 25 mph 2 - - 13 25 -
River Barge 200 gp 3 mph 2 10 1/2 10 50 -
Airships
Standard Airship 20,000 gp 8 mph 10 20 3 13 300 -
Personal Airship 6,000 gp 2 mph 4 2 1/2 12 175 -
Yacht 28,000 gp 6 mph 5 10 1 12 250 -
Cargo Ship 25,000 gp 5 mph 30 30 10 14 325 10
Scouting Ship 20,000 gp 10 mph 5 5 2 13 200 -
Warship 30,000 gp 9 mph 50 50 5 14 400 12

 

Airships

Skyship_by_BenWootten.jpg
Skyship, BenWootten (Source)

Airships on Orizon come in myriad different designs to accommodate different solutions for propulsion and counter-ballast. Some use huge balloons strapped to the hull, others have lighter-than-air bags lining the inside of a double hull, others use the blubber of sky whales or magical engines. Sails are the most common method of propulsion but some ships are forced forwards magically.

Orizon airships are constructed from floatwood, a naturally occurring magical lumber that comes from trees that grow on the Skylands and soak up the ambient magic from the enchanted soil.

Some artificers have figured out means of creating floating metal, but the process for making these metals is expensive, time-consuming, dangerous and inefficient, so it is not common, and their secrets are closely guarded.

Personal Vessel. A personal vessel is a smaller ship, designed to be easily controlled and sailed by a small number of operators. These ships are simple and unarmed and do not hold much personnel or cargo. This category of ship includes fishing boats and small caravels. Yacht. Luxury vessels designed for the rich. These ships are for comfortable, luxuriant travel and not much else. These ships prioritize comfort and are unarmed or only lightly armed, but they can be quick and maneuverable. Scouting Ship. These ships are designed to accommodate a small crew for a long journey. Intended for scouting and exploration, they are lightly armed, quick and maneuverable and have cabins that are designed to accommodate multiple possible uses. Cargo Ship. Heavy vessels designed for the transport of large amounts of potentially heavy cargo, they frequently have accommodations below the hull for carrying cargo below the hull to make carrying equipment from the ground easier, such as a platform connected to ropes and pulleys. These ships are heavy, slow and clunky, but they are also armed to protect their cargo. Warship. These airships designed to be the pinnacle of aerial combat, they are fast, maneuverable and well-armed. Warships are usually only found in any numbers when owned by governments, but these ships are typically found sailed by pirates or mercenaries or adventurers.

Flying Mounts

The cost of buying a trained mount is approximately the value listed below. These mounts can also be bought as an egg for about half the price, but they must be raised and trained, and it takes a great deal of time before they are large enough to be ridden.

  • Griffon - 1,500 gp
  • Hippogriff - 1,200 gp
  • Pteranodon - 2,000 gp
  • Wyvern - 3,000 gp

Expenses

  • Passage on an airship from the ground to sky

10 gp

  • Passage on an airship between Skylands

2 gp per mile

Food, Drink, and Lodging

Item Cost
Absinthe 2gp glass, 60gp bottle
Chocolate 20gp per oz.
Cider, Golden Orchard 2gp tankard
Cider 2sp tankard
Fruit Tart 6gp
Gin, North Isle 4gp glass, 40gp bottle
Grog 8cp mug, 8sp gallon
Haggis 1gp
Honey 2gp per bottle/jar
Kadbury Cream Egg 4Sp
Kefir 4cp cup, 1gp bottle
King Street Brandy 300gp bottle
Mead, Spiced 2sp tankard, 10gp gallon
Mead 10cp tankard, 4gp gallon
Noodles/Pasta 4cp
Pie 2sp-2gp per slice
Port, South Sea 6gp glass, 60gp bottle
Rum, Mermaid's Tears 4gp cup, 40gp bottle
Street Meat 2cp per skewer
Tea 6cp-6gp per cup
Wedding Feast 40 gp
Whiskey, Dragonbreath 4gp per glass, 60gp per bottle

Services

Service Cost
Bath 2sp (cold) 2gp (hot)
Book Rental 1 gp – 2 gp / year
Dowry, Baron's Daughter 40,000 gp
Dowry, Esquire's Daughter 2000 gp
Dowry, Peasant 30 gp to 100 gp
Fencing Instruction 20 gp / month
Funeral Varies
Laundry 4cp per set of clothes
Lawyer 1gp-20gp per day
Memorial (Stone Bust)  
Netflix Membership 24gp per month
Portrait 40 gp or more
Prostitute (Common) 4 sp/ hour
Prostitute (Noble) 30 gp/ hour
Weapon Training 60gp/month
Wergeld, Peasant 200gp

Futuristic Gear

These tools are “futuristic” in the sense that they are centuries above the level of technology currently available to the people of Orizon. However, they are the tools of the ancient world and are millennia old. These are powerful items of the advanced technologies of the ancients. Since magical items require individual attention in their creation there was still a huge market for items that could be produced on an assembly line, advanced tech and weaponry that could be available to the masses or common soldiers.

Futuristic gear is often only found within the ruins of the old world and many discover that their new, powerful, weapons become useless hunks of metal and plastic when the ammunition runs out, or when something breaks and they are unable to repair it.

Often even using any “futuristic” tools of the old world requires extensive study and a careless user could burn the item out or irrevocably damage it. Some are simply too old to be used well, others have been preserved or were well constructed enough to survive the centuries intact.

Breath Mask and Respirator: A simplistic system that goes over the mouth, the respirator takes in and filters air making sure that the air in the breath mask is safe to breathe.

Bodyglove: Designed to be worn underneath armor, this works to regulate temperatures and provide some protection from the elements and radiation, as well as protection against chafing. Though the glove only protects against very minor amounts of environmental effects and cannot protect against extremes.

Charging Station: A system with slots for energy cells and power packs for tools and weapons. Plugging a depleted cell or pack into a charging station will completely recharge it after 6 hours. The systems that were originally used to charge these stations are no longer in place, but dealing a total of 150 lightning damage will be enough to completely recharge the station.

Commlink: A small device with a microphone and a speaker on the outside, these devices communicate between any other commlink tuned to the same frequency. While these are largely foolproof, these devices can be interfered with by terrain or weather. Commlinks can be equipped in helmets as an armor modification.

Data Pad: A book-sized device that is a combination of communications device, notebook, calculator, database, and numerous other devices. Most of these hand-held computers have touch screens, others use a holographic interface.

Electric Lamp: a hand-held device that emits light in either a 60 ft. cone or in a 20ft. circle. A smaller, cone only, version can be equipped as a flashlight as an armor modification.

Electrobinoculars: Highly advanced binoculars that allow the viewer to make out precise details on objects up to a mile away. The device has an internal display that provides the user with information about the object’s range, relative and true azimuths, and elevation. With the built-in zoom capability, objects can be made to appear closer for detailed inspection, or the depth of a field could be widened for examination of the surrounding area. Additionally, electrobinoculars have radiation sensors and both thermal and night-vision modes.

Grappling Launcher: a gun-like device that fires out a grappling hook and tension wire a distance of up to 90ft. A grappling launcher can be equipped as a weapon or armor modification

Holo-messenger: A communication device that connects two units and allows for communication, both units scan the speaker and display a holographic projection of them through the unit on the other end.

Jet Pack: worn on the back, a jet pack propels you forwards and can be steered to send you in any direction you choose. Using a jet pack gives you a flying speed of 60 ft. for up to one minute.

Multi-Optic Sight: The multi-optic sight enables different potential views from the wielder including thermal, low light, and detect magic. The multi-Optic Sight can be equipped as a weapon modification.

Scanner: A hand-held device designed to sense and record a variety of data. A standard scanner can detect life-signs, heat signatures, radiation, and audio within a kilometer, and the chemical makeup of nearby objects they scan. A scanner can be equipped to a helmet as an armor modification.

Surveillance tagger: A two-part device, a transmitter, and a receiver, the transmitter sends a signal to the receiver, which either displays the transmitter’s location on a screen or makes noises that become more frequent as they get closer to the transmitter.

Thermal Cloak: A long cloak with numerous electrical cables within the thick fabric, These cables heat or cool the cloak to provide protection from extreme heat or cold.

Space Suit/Environment Suit: thick sealed full-body suits that are designed to protect the wearer from the temperatures, radiation, and vacuum of space. These have a limited amount of time they can be worn before needing to be refilled with air, somewhere between one or three hours. Wearing these suits provides the wearer with absolute protection from extreme conditions for its duration.

Shield Generator: The small pack projects a shield around its wearer. This shield grants its wearer a damage threshold of 15. Once the shield drops the pack requires a fresh energy cell. A shield generator can be equipped to armor as a modification.

Futuristic Armor

The armor worn by the ancients used materials and techniques in its construction centuries ahead of anything the modern people of Orizon have available to them, they can be lighter than leather and more durable than plate. The harder, more advanced armor can be modified to accommodate tools and gear built directly into the equipment and can be modified with other gear built for similar armor. Even some weapons can be modified into the armor, like blades or shock gloves.

Armor Cost Armor Class (AC) Strength Stealth Weight
Futuristic Armor
Nanotube Weave - 13 + Dex (max 2) - - 2 lb.
Laminate Armor - 16 + Dex (max 2) - Disadvantage 15 lb.
Heavy Battle Armor - 18 + Dex (max 2) Str 13 Disadvantage 40 lb.
Power Armor - 21 Str 10 Disadvantage 200 lb.

While worn and sealed, laminate armor, heavy battle armor, and power armor have the Environment Suit' modification: The wearer has advantage on all Constitution saving throws to resist the effects of extreme conditions like cold, heat, or radiation.

Power armor has the Self-Supporting modification: This armor’s weight does not count towards your encumbrance while it is worn and active.

Power armor requires the use of a power supply to remain functional, without energy powering the armor the strength requirement to use power armor becomes 20.

Armor Mods

Equipped to enhance armor, modifications are technological and sometimes magical additions to armor that enhance the capabilities of the people wearing them. Some of the earlier listed tools can also be equipped as modifications. Some small weapons can be equipped to a suit of armor.

Leg Shocks Heavy Battle Armor, Power Armor

The wearer takes half damage from falling so long as they land upright.

O2 Tank Laminate Armor, Heavy Battle Armor, Power Armor

The wearer can breathe freely in any environment for up to one hour so long as the armor is sealed.

Powered Exoskeleton. Heavy Battle Armor, Power Armor

The wearer increases their Strength score by 2 while they are wearing armor equipped with this modification.

Futuristic Weapons

Weapon Cost Damage Weight Properties
Modern Ranged Weapons
Pistol, Automatic - 2d6 Piercing 3 lb. Light, Ammunition (Range 50/150), Reload 15
Revolver - 2d8 Piercing 4 lb. Light, Ammunition (Range 60/175), Reload 6
Rifle, Hunting - 2d10 Piercing 8 lb. Ammunition (Range 80/240), Reload 5, Two-Handed
Rifle, Automatic - 2d8 Piercing 9 lb. Ammunition (Range 80/240), Burst Fire 3, Reload 30, Two-Handed
Shotgun - 2d8 Piercing 7 lb. Ammunition (Range 30/90), Reload 2, Two-Handed
Futuristic Melee Weapons
Plasma Blade - 4d8 Radiant 3 lb. Finesse, Reload (1 hour), Versatile (4d10)
Shock Gloves - 2d4 Lightning 1 lb. Light
Vibroknife - 2d8 Piercing 2 lb. Finesse, Light, Reload (48 hours)
Futuristic Ranged Weapons
Blaster Pistol - 2d6 Radiant + 1d6 fire 2 lb. Light, Ammunition (Range 40/120), Burst Fire 3, Reload 40
Blaster Rifle - 2d8 Radiant + 1d8 fire 7 lb. Ammunition (Range 100/300), Burst Fire 5, Reload 30, Two-Handed
Antimatter Rifle - 6d8 Necrotic 9 lb. Ammunition (Range 120/360), Reload 2, Two-Handed
Gauss Rifle - 6d10 Piercing 12 lb. Ammunition (Range 150/5000), Reload 1, Two-Handed
Modern Ammunition
Bullets (10) - - 1 lb. -
Futuristic Ammunition
Energy Cell - - 5 oz. Will sustain a weapon's entire reload duration.

Weapon Properties

Burst fire. The weapon can fire a number of shots in a single attack action. Shots fired this way have -1 on attack rolls.

Reload (melee). Melee weapons with the reload property will deplete their charge after a certain number of hours of active use.

Weapon Mods

Actuating Module Futuristic Weapons

Equipping this to a weapon supercharges the weapon’s damage output. Weapons equipped with this modification deal double damage. However, this can overheat the weapon, on a critical failure the weapon is permanently rendered inoperable.

Grenade Launcher Firearms with the Two-Handed Property

A grenade launcher is equipped underneath a weapon’s barrel that fires grenades 30 ft. forward.

Recoil Dampener Ranged Futuristic Weapons Equipping your weapon with this modification gives it a +1 to attack rolls.

Stun Blast Blasters

Equipping blasters with this modification changes the shots of magnetically coiled plasma to charged electric pulses that overload the nervous system. Blasters instead deal nonlethal lightning damage instead of radiant damage and do not deal any fire damage.

Telescopic Sight Firearms (except shotguns)

A telescoping sight with precise lenses that improve visibility and range. Equipping this modification to a weapon increases the weapon’s effective range by 50 ft.