Supplies (Forge)

Venture forth, brave adventurers, for Forge: Out of Chaos has been replenished with wondrous new supplies! With these new treasures at your disposal, the path to glory is fraught with peril, but ripe with possibility. Forge your destiny in the fires of adventure and chaos!


Barding, Dog, Padded (7 gold) – This armor provides the animal a +1 AR and absorbs up to 10 points of damage. A field repair kit, skill, and padded repair kit can repair it.

Barding, Horse, Chain (225 Gold) – Chain barding provides a +5 AR and absorbs up to 50 points of damage. Also, it reduces the inflicted on the wearer by 1 point per attack. This barding requires chain repair kits to mend. It increases the animal’s initiative by +3.

Barding, Horse, Leather (45 gold) – Leather barding provides a 2 AR. The armor absorbs up to 20 points of damage. It requires leather repair kits to fix. It increases the animal’s initiative by +1.

Skullcap, Leather (3 gold) – A skullcap covers a person’s head and protects against head-based attacks (e.g., saps). They are hardened leather, not as expensive as metal helms, but only reduce the chance of a sap knocking the wearer unconscious by -2%. The item does not absorb damage or increase the wearer’s DV.


Belt, Thieves (3 gold) – The thieves belt contains a secret compartment large enough to hold a lock pick, coin, ring, or similar-sized item. Only a successful searching roll (-20%) can find the compartment. For each additional 8 gold coins, the searching chance is reduced by 10% (up to -50% maximum).

Blouse, Peasant (50 silver) – A peasant blouse is either cloth or wool. The pullover has no pockets, tassels, or buttons and is typically white or off-white. Blouses are the typical dress of lower-class women.

Cap, Feather (25 silver) – A feathered cap is made from cloth. It can be dyed in different colors. The cap has a small feather attached to the material to add flare to the design.

Cloak, Short (50 silver) – Short cloaks are worn about the shoulders, covering the wearer’s shoulder blades. These items are decorative pieces of clothing worn by middle and upper-class citizens alike. Short cloaks come in a range of solid colors.

Corseted Waist (2 gold) – The corseted waist is a short jacket with a ruffled waist. The jacket has buttons and tassels, providing an elegant style. Middle or upper-class women wear these items.

Doublet (150 silver) – The doublet is a short jacket that often has decorative buttons, loops, or other fasteners. The jacket is made from cloth material that can be dyed. Doublets are worn by middle-class businessmen or by skilled laborers for social functions.

Gloves, Climbing (7 gold) – Climbing gloves are made from durable leather and are covered with rigid scales that are useful for climbing rocky or porous surfaces. The gloves are secured to the wearer’s hands by thick leather straps. They were designed for mountain climbers but have become common equipment among thieves and second-story men. When worn, the gloves increase a person’s climbing skill by 20%. Climbing gloves take one minute to don and remove. They cannot be worn with any other type of hand gear.

Gloves, Leather (2 gold) – Leather gloves are made from tanned hide. They protect against bruises and burns and negate the chance of contracting diseases transmitted via touch. Although useful in exploration, gloves interfere with hand-orientated skills (e.g., sleight of hand and open locks). Such skills receive a 10% penalty when performed while wearing gloves.

Gown, Cloth – (65 silver) – A cloth gown is a one-piece outfit that covers a woman from shoulder to toe. It is usually a white or off-white. Common folk often wear it.

Gown, Formal (8 gold) – This dress covers a woman from shoulders to ankles. The dress is made from silk and stitched with fur lining and cuffs. It also has beads sewn into the fabric. The standard cost is 8 gold coins, but specialized gowns can cost over 15 gold coins. Wealthy women wear formal gowns on special occasions.

Gown, Noble (2 gold) – A noble gown is similar to a cloth gown in that it is a one-piece pullover but is silk or satin material. Middle and upper-class women wear these gowns.

Leggings, Cloth (2 gold) – Cloth leggings cover a person from waist to toe. Middle and upper-class folk wear these items.

Leggings, Leather (3 gold) – Leather leggings are made from leather and cover a person from his waist to his toes. Although typically worn by soldiers, knights, and other warriors, leather leggings do not offer any armor rating bonus or absorb damage. A person with the field repair skill can shred these leggings and produce 1d4 leather repair kits.

Millstone Ruff (special) – This item is worn around the neck of female aristocrats. Often made from colored silk or fur, the millstone ruff can range in price from 2 to 8 gold coins.

Ring, Poison (5 gold) – A poison ring is a small, metal ring that is unpretentious and secretive. The ring has a hidden compartment that is large enough to hold a single dose of poison. The ring’s secret niche is difficult to detect, and a person searching for the compartment has a -20% chance of success.

Shirt, Noble (2 gold) – The noble shirt is a colored shirt with buttons down the front and a decorative tassel that holds the bottom flaps. It is silk, elegant, and comfortable.

Shirt, Peasant (1 gold) – A peasant shirt is cloth or wool. The pullover shirt has no pockets, tassels, or buttons and is typically white or off-white. This shirt is the typical garb of lower-class citizens.

Shoes, Sandals (50 silver) – Commoners and peasants wear these open-toed shoes. Sandals are leather and cloth. Because they offer little support and protection, sandals are not the ideal traveling footwear. They are worn during warmer weather.

Shoes, Soft-Soled (2 gold) – Soft-soled shoes are expensive footwear. The shoes are stitched from cloth, wool, and leather. They are comfortable but offer little protection against rocky or hazardous terrain. Unlike hardened leather boots that are noisy, soft-soled shoes produce a muffled sound.

Skirt, Divided (1 gold) – These skirts are similar to ordinary skirts except that they are not billowy and are split in the front and back for horseback riding. Divided skirts are worn by women of all economic levels when riding horses.

Skirt, Normal (150 silver) – Normal skirts are ankle length, made from cloth, and are billowy or pleated. Both styles can be dyed. Lower-class citizens wear this clothing.

Surcoat (150 silver) – The surcoat is a lightweight cloth material split down the sides and worn over armor. The item is knee-length or longer and worn by soldiers and knights. For an additional 50 silver coins, the coat can be embroidered with a symbol or crest.

Train, Accessory (150 silver) – The train is an accessory to a noble or formal gown. Often made from cloth or silk, the train is inlaid with threads, patterns, flowers, or other decorative displays. Trains are six to nine feet long and often drag along the ground behind the lady.

Trousers (150 silver) – Trousers are made from wool or heavy cotton. They cover a person’s legs from the waist to the ankle. Lower-class citizens and workers wear them.

Vest (250 silver) – The vest is a piece of clothing worn over noble shirts. They often have a v-neck style and are made from a heavy cloth. Vests present a more dignified appearance.


Beer, Pint (4 silver) – Beer is the poor man’s drink. This alcoholic beverage has a very bitter taste.

Book, Leather (special) – Leather books are expensive. The leather binding costs 5 gold coins. A buyer must then pay 50 silver coins for each interior page. The most common tomes possess 30 pages and sell for 20 gold coins.

Box, Iron (15 gold) – Iron boxes have dimensions of 3 feet x 2 feet x 2 feet. They possess a locking mechanism (level 0). Iron boxes are not waterproof.

Brace, Weapon – A weapon brace is a device of metal and leather that covers a user’s hand and forearm. When the brace is secured, the wearer can only utilize a one-handed weapon and cannot drop the weapon in combat or become disarmed. It takes one turn to secure or release the brace. While employed, a person’s mobility is restricted, forcing a -1 AV on the attack hand using the brace. The brace prohibits other hand gear from being worn.

Brammon (1 Silver) – Brammon is a candy made from cinnamon and tree sap. The candy is chewy and is a favorite among children.

Cage, Iron (10 gold) – An iron cage can transport or display small birds and other animals. A cage is 18 inches in diameter and reaches a height of 24 inches. It has a carrying handle that can hang the cage from a hook, rope, or other device. The cage is made from thin strips of metal that form crisscrossed bars. It has a single door with a locking mechanism (level 0); the key comes with the cage. An iron cage can take 2 points of structural damage before being destroyed.

Candle, Wax (1 silver) – Wax candles have a three-hour duration and shed light in a 3-foot radius. Candles are often used for late-night reading or moving about one’s home. A draft or breeze can easily extinguish them.

Chalk, Powdered (5 silver) – Powered chalk is carried in a small pouch and is generally used to enhance a person’s grip (-1 to strength checks for lifting) or to smear on walls or similar surfaces to aid in exploration. People can use powdered chalk offensively by tossing the powder into the eyes of unsuspecting victims. To be an effective weapon, a person must be within melee range, successfully strike his victim’s DV2, and the victim must fail a 2d6 dexterity check. If the attack succeeds, the victim is blinded for 1d4 turns and suffers all the appropriate penalties associated with blind fighting. Each handful of powered chalk has a one-time use.

Chalk, Stick (5 silver) – A chalk stick can write and draw on hard surfaces. Messages can be conveyed in written languages for others to see and read. Instructors and scholars commonly use chalk in their teaching, but adventurers can use it in exploration. Each stick can scribe up to 100 words.

Collar, Leather (3 gold) – A leather collar is made from durable hide and fastened with a metal loop. The collar is used on dogs (and other similarly sized animals) and attached to a rope, chain, or other device.

Crowbar (3 gold) – Crowbars are long, iron rods. A crowbar is thin on one end and curved with a sharp claw on the other. Crowbars inflict structural damage on doors and other portals. The flat end is equivalent to a hammer and, when employed against locked or stuck doors, inflicts 1d3 structural damage per turn. The item’s curved claw portion can pry open reinforced doors. When used against such a portal, the crowbar causes 1d4 structural points per turn. Lastly, it can be a melee weapon. A crowbar inflicts 1d4+1 damage and sustains 4 notches before breaking. For damage modifiers, it is equal to a mace. The user’s AV is equal to their brawling skill (if any).

Earplugs (2 gold) – Made from wax pellets, earplugs have become a common item purchased by adventurers. When the plugs are placed into a person’s ears, they make the wearer deaf. The wearer is immune to damage inflicted by sound (e.g., a harpy’s singing). Even certain magical spells are nullified. Earplugs, however, have a side effect. While worn, a person’s chance of being surprised is increased by 50%. Also, the person cannot hear language-based skills such as leadership and does not gain benefits from such proficiencies. Earplugs are one-use items. It takes one full minute to utilize or remove the wax pellets.

Feed, Animal (1 silver) – Animal feed covers all types of feed for herbivores. A single unit worth of feed is only one silver coin, but it may take several units to feed an animal, based on its size and requirements. Animal feed comes in small bags.

Flask, Iron (2 gold) – Similar in size to the oil flask, an iron flask is an unbreakable container used to transport liquids, powders, and other substances. The flask comes complete with a metal stopper connected to the flask by a small iron chain. Adventurers use iron flasks to carry important substances (i.e., potions and elixirs).

Food, Wretch Root (1 gold) – Wretch root is an edible plant with nutrients and minerals. The root has a coarse texture. It is saturated with an oily juice that provides the water necessary for survival and is extremely chewy. A single wretch root supplies enough nourishment to sustain a humanoid creature for one week, but the oily juice causes a person’s skin to secrete foul-smelling grease. The odor is much more pungent than that secreted by a higmoni, lowering the person’s reaction rolls by -50% and a person’s chance of hiding by -20%. This greasy excretion lasts for two weeks, but drinking excessive quantities of water can reduce the time by one-half.

Food, Yashi Fruit (5 gold) – Yashi fruit is a plump, seedless fruit that is the size of a large melon and weighs 30 coins. A single melon can supply a person with a week’s worth of food. The soft textured melon has a dark green complexion, which softens to a dull yellow when ripe. The fruit’s sugary juices and fleshy interior are tasty. There are no detriments to eating Yashi fruit for extended periods, and most people prefer the taste over salted meats and vegetables.

Holy Symbol, Iron (9 gold) – Iron holy symbols are necklaces made from chain links that attach a fashioned symbol of their specific deity. These symbols are intricately detailed and are many inches in length or width. Priests usually wear these items.

Holy Symbol, Leather (3 gold) – Leather holy symbols are simple leather necklaces. The necklaces have a wooden or metal disk imprinted with the symbol of the deity to which they honor. Commoners and people of religious faith may carry these symbols.

Holy Symbol, Silver (20 gold) – A silver holy symbol is a silver emblem attached to a silver chain worn around the neck. The emblem has the image of its particular deity or an animal or symbol that represents the deity. Only prestigious priests and fervent believers wear these symbols.

Horn, Battle (15 gold) – Battle horns are large trumpets made from bronze or iron. Military personnel use these horns during training or warfare to disseminate battle commands to fighting troops. Local militia forces may use the horn to warn against impending danger. The horn is audible up to one-half mile.

Hourglass (10 gold) – The hourglass is a primitive time-tracking device. It has two glass compartments connected by a tube encased in a wooden frame. Sand fills one compartment. When the instrument is turned upside down, the sand drops from the full container to the empty one below. It requires one hour for all the sand to pass through the tube. Although perfect for research and household use, hourglasses are fragile and break easily.

Ink, Vial (50 silver) – Ink is used with a quill and parchment (or book) for writing letters, notes, or tomes. It can also be useful for making maps. A vial of ink contains enough liquid to write 1,000 words.

Irons, Leg (5 gold) – Leg Irons are two metal cuffs linked by a short, durable chain. They are fastened around a humanoid’s legs to hinder action and reduce a victim’s maximum speed to 1. Standard leg irons have a central lock with a 0 complexity rating. The key is included in the cost. The irons are customizable and can fit any race between sprite and ghantu. Humanoids are entitled to make a 3d6+8 strength check to break the chain that connects the metal cuffs. If successful, the irons are useless.

Irons, Wrist (5 gold) – Wrist Irons are two metal cuffs linked by a short, durable chain. When fastened around a person’s crossed wrists, it is difficult for the victim to employ his hands. As such, a person suffers a -5 AV penalty, cannot hold medium or large weapons, and cannot use complex skills (e.g., assassination and pagan magic). Standard wrist irons have a central lock with a 0 complexity rating. The key is included in the cost. They are customizable and can fit any race between sprite and ghantu. Humanoids are entitled to make a 3d6+8 strength check to break the chain that connects the metal cuffs. If successful, the irons are useless.

Kit, Cooking (1 gold) – A person with cooking skill can use a cooking kit to transform one week of regular food into traveling rations. Kits are one-time-use items.

Lamp (4 gold) – The lamp is a smaller version of the adventurer’s lantern and is lighter in weight. Lamps hold a single flask of oil and produce illumination in a 15-foot diameter for up to 4 hours. A lamp can break or become extinguished accidentally.

Mirror, Large (15 gold) – The large mirror is usually a 30-inch square frame. A large mirror can reflect the deadly gazes of certain monsters. When used for such a purpose, the device has a 35% chance of success per turn. Large mirrors are easily broken and difficult to carry on journeys.

Parchment (piece) (50 silver) – Parchment is a single sheet of vellum paper. It is susceptible to damage from fire and water.

Pendant, Dream Catcher (2 gold) – The dream catcher pendant is a piece of jewelry made by dunnar gypsies. The pendant is leather strips woven over a wooden frame and decorated with beads, feathers, or ribbons. It often resembles a spider web. Dream catchers are believed to keep away nightmares.

Pendant, Enigwa (4 gold) – Enigwa pendants are made from silver or bronze and are three times the size of an ordinary coin. Each pendant is carved with the image of Enigwa and etched with ancient runes that represent luck, fortitude, and truth.

Perfume (10 gold) – Perfume is a sweet-smelling cologne that is bottled in 7-ounce vials. Perfume is typically purchased by affluent individuals and worn on special occasions.

Pole, Wooden (50 silver) – Wooden poles are useful for probing dungeon corridors to find pit traps and other hazards. They reach a length of seven feet and possess a two-inch diameter. Although lightweight and durable, wooden poles make poor weapons. When used in combat, they inflict only 1d2 damage and can sustain one notch before breaking.

Pot, Clay (10 silver) – Clay pots are small receptacles that hold liquids, powders, and other items. A clay pot holds the same amount of liquid as a flask, but the pot is slightly heavier. As such, attempting to use oil in a clay pot as a missile weapon reduces the range by 20 feet and accuracy (-1 AV).

Pouch, Leather (5 silver) – Leather pouches are slightly larger than a man’s palm and can be closed using drawstrings. These pouches are used to carry herbs, roots, and spices. A small pouch holds a maximum of 25 coins (or the equivalent).

Quill (10 silver) – A quill is a writing instrument used with ink and paper. A single quill can write 500 words before it is useless.

Ram, Portable (60 gold) – This large and heavy device can break open portals. The portable ram is a solid oaken shaft, about four feet long, supported on either side by leather straps and capped with an iron-shod tip. It requires two men with a combined strength of at least 17 to wield it. It can break stuck, locked, barred, and even iron-reinforced doors. When employed, a portable ram inflicts 2d6+6 points of structural damage per turn. The ram is heavy and awkward. It cannot be a melee weapon. Although quite effective at opening portals, it makes a loud noise and will attract attention and wandering monsters.

Repair Kit, Weapon (25 silver) – A person skilled in weapon repair may use a weapon repair kit and a forge to mend a damaged weapon. A kit repairs one notch.

Resin, Hand (2 gold) – Hand resin is a gummy tar. When rubbed on a person’s hands, they will not drop their weapon in combat. The resin also increases a person’s climbing ability by +20% and lowers a person’s strength check against lifting by -2. Although effective in certain conditions, the resin is harmful in others. Using a missile weapon results in a -3 AV penalty. Also, even dropping an item can be difficult. Hand resin remains adhesive for 4 hours. After 4 hours or if scrubbed off, the resin’s effects dissipate. The resin is saturated on a strip of cloth and carried in a pouch. It requires one full minute to apply the resin.

Saddle (10 gold) – A saddle is a leather seat raised in the front and back and fastened around the animal’s belly with a girth. A saddle provides for a comfortable and safe ride. A saddle comes with a saddle blanket and a bit and bridle. A saddle can secure up to two saddlebags.

Scales, Measuring (8 gold) – Measuring scales gauge the weight of small objects. Along with the metal stand, support chains, and small holding trays, scales come with small calibration weights. The weights provide a method for weighing materials from several ounces to a few pounds. Alchemists and money changers often use these items.

Scroll Case, Leather (75 silver) – Leather scroll cases protect scrolls and papers. Not as durable as the bone versions, these leather-made cases are susceptible to damage from water or fire. A case holds up to 20 parchments.

Spectacles (10 gold) – These wire-framed glasses improve the wearer’s eyesight. When worn, spectacles allow a person to see an additional 10 feet beyond their normal range. People who have failing eyesight or impaired vision wear these glasses.

Spyglass (45 gold) – The spyglass consists of two glass lenses in a two-foot tube. The spyglass extends the range of normal vision by up to 500 yards. Objects within 100 yards will appear clear, while objects nearing the maximum range are hazy and blurred. This item does not enhance any other form of vision and is almost useless during nighttime hours.

Stone, Wishing (1 silver) – Wishing stones are fragments of colored quartz that have been polished and smoothed. Often sold by dunnar gypsies, the oblique pebbles come in various sizes and colors. Children of all races enjoy collecting the stones and using them in games. Also, bedtime stories suggest that wishes made while holding a wishing stone can come true.

Toy, Wooden (10 silver) – Wooden toys are sold in general markets. These small items are carved from wood and resemble soldiers, carts, or monsters. Most are several inches tall and painted with colorful dyes. The workmanship is often shoddy, but children of all races cherish these items.


Barge (60 gold) – Barges are wide, flat-bottomed boats used for river transport. They can carry a dozen people and several hundred pounds worth of goods. Barges can be rowed with oars or towed by mules moving along the riverbank. Because of their size, it is impossible to carry a barge across land.

Boat, Long (70 gold) – A long boat is 15 feet long and can carry a dozen men. It is usable in mild to rough water. There are places for ten rowers, a bow seat for a lookout, and an aft seat for a rudder. Longboats transport people and equipment from ships to land and vice versa. They can also navigate rivers and lakes.

Boat, Row (25 gold) – A rowboat is a small boat that can hold three people. It has one bow position, one aft position, and a place in the middle for someone to row. Rowboats are not seaworthy and cannot be used in rough water. They are used only in rivers and calm lakes.

Cart (30 gold) – Carts have four wheels, high sides, and a large open bay that can transport people, goods, and raw materials. Various types of pack animals can pull a cart. Each cart is 8 feet in length and roughly five feet wide. Their large size provides up to 200 cubic feet of cargo room. The axles and framework can support up to 2,000 pounds. Excess weight damages the axles and undercarriage, making the cart useless.

Wagon (50 gold) – Wagons are large four-wheeled vehicles used to transport people, goods, and raw materials. Wagons can be pulled by pack animals or people. Each wagon is 15 feet in length and roughly five feet wide. Their contents are generally covered with large leather tarps and secured by rope, which are included with the cost of the wagon. Merchants use wagons to haul their goods. The wagon provides up to 375 cubic feet of cargo room, and the axles and framework can support up to 3,000 pounds. Excess weight damages the axles and undercarriage, which makes the wagon useless.


Arrow, Fire (single) (20 silver) – Fire arrows are longer than typical arrows but have the same range. A flammable liquid covers the shaft. While burning, the arrow sets fire to any flammable objects and inflicts +1 actual damage. A character may employ only one fire arrow per turn, regardless of skill or bow type. Fire arrows fit in a quiver.

Arrow, Splinter (single) (25 silver) – Splinter arrows are like typical arrows except they burst apart on impact, causing +2 actual damage. The arrows are usable with bows (short or long) and have the same range as ordinary arrows. These arrows break on impact. Splinter arrows fit in a quiver.

Crossbow, Tiered (1d4) (35 gold) – The tiered crossbow is very similar to a light crossbow except that it has two overlapping firing shafts that can be loaded with bolts. Each bolt causes 1d4 damage. The benefit of using the tiered crossbow is that the weapon holds two bolts and can fire these bolts at one target in the same combat turn. The user must roll a separate d20 for each attack. The drawback to using this weapon is that it takes three full turns to reload (two turns to reload the first bolt and an additional turn for the second). Tiered crossbows can be used from horseback and have the same range as their one-shot counterpart. For purposes of skill, they are considered light crossbows.

Dagger, Thieves (1d4) (5 gold) – The thieves dagger functions like an ordinary dagger but has a hidden compartment in the hilt. The hilt unscrews and may store up to 12 coins or an item having similar dimensions. The dagger’s secret area reduces a person’s chance of searching and finding the hidden compartment by -20%. For each additional 8 gold coins invested, the searching chance is reduced by 10% (up to -50% maximum). The only drawback to the hollow hilt is that the weapon can sustain one notch.

Gauntlet and Pauldron (1d6) (15 gold) – Originally forged as part of a suit of plate mail, some experienced mercenaries use this part of the armor, which covers a person’s arm from shoulder to hand, in a specialized form of combat called: sword & gauntlet. The covered arm acts as a shield and a second weapon to attack. The item offers a 2 SR and can absorb up to 15 points of damage before becoming useless. In addition, the fist attack inflicts 1d6 damage when used in melee combat. To effectively use this item, the person must have slots invested in brawling and buckler shield. Also, their prime weapon must be usable in one hand. A person cannot use the shield block skill when using this device.

Slingshot (1d3) (50 silver) – The slingshot has a y-shaped handle and rubbery cord used to shoot stones at potential enemies. The weapon uses ordinary stones for ammunition.