Item |
B |
D |
E |
W |
Stock |
Buy |
Sell |
Rules |
Rope |
X |
X |
X |
X |
5 |
30 |
5 |
Use to escape pit; lost or broken on a D6 roll of 1 or 2 after use |
D6 Bandages |
X |
X |
X |
X |
7 |
50e |
5 |
Each bandage heals 3 wounds and is discarded when used; unused bandages must be discarded on a D6 roll of 1 or 2 after adventure |
D6 Provisions |
X |
X |
X |
X |
5 |
50e |
Each provision heals 2 wounds and is discarded when used; unused provisions must be discarded after adventure |
|
D6 Door Spikes |
X |
X |
X |
X |
7 |
100e |
10 |
Each spike holds a door shut for 1 turn; warrior must be adjacent to door to use; door can be broken down on a D6+Strength roll of 9+ |
D6 Skins of Lustrian Wine |
X |
X |
X |
X |
5 |
50e |
-1 WS; -1 Initiative; +1 Strength; +1 on Fear tests; effects last 1 turn (Wizards can’t cast spells for 2 turns) |
|
Clothing |
X |
X |
X |
X |
6 |
50 |
20 |
Replaces clothes lost adventuring |
Trance Stone |
X |
X |
X |
X |
7 |
300 |
75 |
If warrior takes no action and doesn’t move for a full turn, and there are no monsters on the board, the warrior heals 1 wound |
Item |
B |
D |
E |
W |
Stock |
Buy |
Sell |
Rules |
Leather |
X |
X |
X |
5 |
40 |
20 |
+1 Toughness; destroyed by first hit that scores a natural 6 for wounds or when wearer is reduced to 0 wounds |
|
Furs |
X |
X |
X |
4 |
300 |
75 |
+1 Toughness; may be worn with chainmail or light armor at a penalty of -1 Movement and -1 to hit |
|
Light Armor |
X |
X |
7 |
1000 |
350 |
+2 Toughness |
||
Shield |
X |
X |
X |
4 |
300 |
75 |
+1 Toughness; cannot be used with bow or 2-handed weapon |
|
Temple Guard Helmet |
X |
X |
9 |
750 |
250 |
+1 Toughness; can only be worn by a Saurus |
Item |
B |
D |
E |
W |
Stock |
Buy |
Sell |
Rules |
Dagger |
X |
X |
X |
X |
4 |
75 |
20 |
Strength 1; HTH or missile weapon; retrieve after all monsters are dead |
Knife |
X |
X |
X |
X |
2 |
40 |
5 |
Strength 1; can be concealed in boot |
Sword |
X |
X |
X |
X |
5 |
200 |
15 |
Normal Strength |
Axe |
X |
X |
4 |
150 |
15 |
Normal Strength |
||
Throwing Axe |
X |
X |
7 |
300 |
35 |
+1 Strength; HTH or missile weapon; retrieve after all monsters are dead |
||
Javelin |
X |
X |
X |
6 |
150 |
15 |
Strength 3; HTH or missile weapon; retrieve after all monsters are dead |
|
Spear |
X |
X |
X |
8 |
200 |
20 |
Normal damage; +1 Initiative in first round of combat; attack in ranks; HTH or missile weapon, 4+ to hit if thrown; retrieve after all monsters are dead |
|
Club |
X |
X |
X |
X |
4 |
20 |
0 |
Strength 3; destroyed if wielder rolls a natural 6 to wound (damage still counts) |
Mace |
X |
X |
7 |
250 |
20 |
-1 To Hit; roll extra D6 damage if To Hit roll is a natural 6 |
||
Halberd |
X |
X |
7 |
250 |
75 |
+1 Strength; -2 Initiative; attack in ranks; cannot be used with shield |
Item |
B |
D |
E |
W |
Stock |
Buy |
Sell |
Rules |
Shortbow |
X |
X |
X |
5 |
150 |
20 |
Strength 1; shoots as many times as warrior has attacks |
|
Blowgun |
X |
X |
10 |
300 |
60 |
Strength 1; one shot per turn; ignores target’s armor when determining damage |
||
Arrows |
X |
X |
X |
3 |
20 |
Enough to last one adventure |
||
D6 Fire Arrows |
X |
X |
X |
8 |
100 |
On a hit, sets target alight on a D6 roll of 4+; burning targets take D6 additional damage (with not modifiers for Toughness or armor) each turn; fire goes out when damage roll is a 1 or 2 |
||
Blowgun Darts |
X |
X |
8 |
50 |
Enough to last one adventure |
|||
Frog Venom |
X |
X |
X |
6 |
100 |
20 |
Use only on arrows, javelins, and blowgun darts; weapon ignores the Toughness of living targets when determining damage (daemons and undead, for instance, are not affected); enough to last one adventure; the Skink Fletcher will not sell Frog Venom to anyone but a Skink |
The Animal Trainer in a Lizardman settlement will only sell to Skink characters.
Item |
B |
D |
E |
W |
Stock |
Buy |
Sell |
Rules |
Cold One |
X |
X |
8 |
1000 |
300 |
Can carry all of a warrior’s gear between dungeons, reducing travel time by 2 weeks; adds 1 gold/day to living expenses in an Lizardman settlement or 4 gold/day to living expenses in any other settlement; upon departure from settlement roll a D6, Cold One is lost/stolen/eaten on a roll of 1; Cold Ones will not pull carts |
||
Stegadon |
X |
X |
10 |
5000 |
1500 |
Can carry up to 4 warriors and their possessions between dungeons, reducing travel time by 1 week; adds 4 gold/day to living expenses in a Lizardman settlement or 8 gold/day to living expenses in any other settlement; if a Wilderness Event requires a die roll to resolve a combat-related issue, the owner of the Stegadon may modify the roll by +1 or -1 (choose after the die is rolled); upon departure from settlement roll a 2D6, Stegadon dies/escapes on a roll of 2 |