The standard unit of currency in Bravehold is the Gold Piece. Silver and Copper coins are also used, but are far less valuable. 10 Silver Pieces are worth 1 Gold Piece, and 10 Copper Pieces (also known as Bits) are worth 1 Silver. When you create a character, you have 500 Gold Pieces to purchase equipment from the list below.
Reselling: If you want to sell anything you have picked up along your travels, you do so at half the listed price. For example, if you find a Longsword that has a value of 100g, a vendor will buy it from you for half the amount.
Special Weapon Abilities: Some weapons have one or more Special Abilities listed in their description. You can only make use of a Weapon’s special ability if you have the Skill listed to use the weapon at Novice rank or higher. If you do not meet this requirement, you cannot make use of a weapon’s Special Abilities.
Advanced Weapons: Damage Value 4 and 5 weapons are considered Advanced, and you must have an Aim (for ranged weapons) or Melee (for close combat weapons) Skill at Adept rank or higher to use an Advanced weapon for that particular skill.



Whip/Net
Cost-20g, Roll-Vigor OR Agility (Athletics), Damage Value-2
Part tool and part weapon, Whips and Nets can make handy adventuring equipment. Most melee weapons can only attack targets within a 5-foot radius of the user, but this has double this range.
-Special (Whip Only-Swing): This can be used to grant advantage to all rolls made to traverse gaps or chasms (by swinging Indiana Jones style!) by taking a Half Action.
-Special (Net Only-Heritage Weapon): Marinauts pay only half-price for the Net version of this weapon.
-Special (Ensnare): Rolling 3+ Stars on an attack roll with this weapon ensnares the target if they fail a Vigor OR Agility (Athletics) roll to resist. An ensnared target cannot move and gains Disadvantage on all attack rolls. At the start of their turn, an Ensnared target can make a Vigor OR Agility (Athletics) roll to break free. While you are Ensnaring a target, the weapon cannot be used for anything but keeping hold of them.
Dagger
Cost-10g, Roll-Vigor OR Agility (Melee), Damage Value-2
Small and easy to conceal, this blade is more for stabbing than skinning. Due to its light weight this weapon can benefit from either a strong or accurate wielder.
-Special (Sneak Attack): When this weapon deals damage to an opponent who was not expecting the attack (You snuck up on them or they don’t expect an attack, for example), deal an extra d3 x 5 damage in addition to the normal attack damage. If the wielder has the Stealth Skill at Adept or higher, deal d6 x 5 extra damage instead.
Brass Knuckles/Light Club/Slapjack
Cost-10g, Roll-Vigor (Melee), Damage Value-2
Popularly seen in bar fights across the world, this category of blunt weapon is pretty much anything sturdy and dull that is used to batter people senseless.
-Special (Daze): Attacks with this weapon that earn 3+ Stars have a chance to Daze the victim, who must immediately roll a Vigor (Athletics) roll. Failing this roll grants the victim Disadvantage on all rolls made until the start of their next turn.
Shillelagh (Shil-AY-lee)
Cost-20g, Roll-Vigor (Melee), Damage Value-2 or 3
This large knotted wooden club is popular among Lepkin, who use these sturdy maces to cave people’s unlucky heads in!
-Special (Heritage Weapon): Shillelagh wielded by Lepkin only cost half as much as usual. When in the hands of a Lepkin AND used against a non-Lepkin, this weapon’s Damage Value is 3 instead of 2. A Lepkin using this weapon to THWAP another Lepkin does not get this bonus.
-Special (Daze): Attacks with this weapon that earn 3+ Stars have a chance to Daze the victim, who must immediately roll a Vigor (Athletics) roll. Failing this roll grants the victim Disadvantage on all rolls made until the start of their next turn.
-Special (Fae Detector): Whenever Fairy magic is at work within 50 feet of a Shillelagh wielded by a Lepkin, the wood of the weapon turns a sleek and onyx black. This does not function in the hands of a non-Lepkin.
Staff
Cost-10g, Roll-Vigor OR Agility (Melee), Damage Value-2
Sometimes, carrying a big ol’ stick is pretty useful. Staffs are popular among adventurers who want to look super mysterious and smart–or maybe you’re just REALLY cheap.
-Special (Trip): Attacks with this weapon that earn 3+ Stars have a chance to knock the victim Prone if they fail an Agility (Athletics) test. This does not work against targets who are much larger than you (GM’s discretion).
Hunting Knife
Cost-35g, Roll-Vigor (Melee), Damage Value-3
That’s not a knife. THIS is a knife. Hunting Knives are quite large and cumbersome, making them difficult to conceal, but great for skinning animals.
-Special (Hunter’s Edge): Whenever this weapon deals damage to a natural animal or beast (not a Monster) it deals an extra d6 damage.
Kukri
Cost-40g, Roll-Agility (Melee), Damage Value-3
These large, curved daggers are great for lopping off heads! These weapons are favored by the enigmatic Serpae, who are the undisputed masters of their use.
-Special (Decapitation): If an attack made with this weapon reduces a target to a number of Energy equal to or less than the wielder of this weapon’s Agility score, you may spend a point of Luck to immediately Decapitate the victim. For example, someone who has an Agility of 3 can spend a point of Luck to instantly decapitate an enemy damaged by an attack with this weapon once the target has been reduced to 3 Energy or less. In order for this ability to be used, this weapon must have been the last attack made to damage the target.
-Special (Heritage Weapon): Serpae pay only half cost for this weapon.
Short Sword/Gladius
Cost-40g Roll-Vigor OR Agility (Melee), Damage-3
If you think knives are a bit too small, but long swords are a bit too big, might I interest you in the mid-sized option?
-Special (Dual-Wielder’s Delight): This weapon performs particularly well when dual-wielded. If the user has the Double Trouble Edge, increase the DV of this weapon by 1. Do this only for Double Trouble attacks.
Mace/Warhammer
Cost-40g, Roll-Vigor (Melee), Damage Value-3
Any type of weapon that is one handed, made of some kind of sturdy substance, and can rattle a brain around is categorized here.
-Special (Improved Daze): Attacks with this weapon that earn 3+ Stars have a chance to Daze the victim, who must immediately roll a Vigor (Athletics) roll at Disadvantage. Failing this roll grants the victim Disadvantage on all rolls made until the start of their next turn.
Flail/Morningstar
Cost-70, Roll-Vigor (Melee), Damage Value-3
Whether your spiked ball is on a chain or on a stick, we can all agree that pointy balls hurt a bunch, right?
-Special (Brutal): These weapons deal particularly grievous wounds. Whenever this weapon earns 3+ Stars on an attack roll, the attack deals an extra d6 damage. This ability can trigger up to 3 times per Long Rest.
Hand Axe
Cost-50g, Roll-Vigor (Melee) OR Vigor (Aim), Damage Value-3
Sturdy, well made and quite adept at hacking off limbs.
-Special (Thrown): This brutal hand ax can also be used as a ranged weapon by being thrown by someone with skill in its use. This is a Vigor (Athletics) test.
-Special (Dual-Wielder’s Delight): This weapon performs particularly well when dual-wielded. If the user has the Double Trouble Edge, increase the DV of this weapon by 1. Do this only for Double Trouble attacks.
Rapier
Cost-75g Roll-Vigor OR Agility (Melee), Damage Value-3
This elegant, thin and lethal blade that can poke a good few holes in a foe.
-Special (Riposte): When a Melee attack of any kind misses you, you can spend a Luck point to immediately make a counter attack. You may use this ability once per Short Rest.
Katar
Cost-70g, Roll-Vigor OR Agility (Melee), Damage Value-3
These wicked looking punch-daggers are exceedingly adept at ruining lighter armor.
-Special (Puncture): This weapon ignores Armor Ratings of 1. Each time this weapon earns 3+ Stars on an attack roll, the target must immediately make an Armor Damage test. The target rolls a d6. On a result of 1, the Armor is damaged and offers no protection until it is repaired.
-Special (Heritage Weapon): Serpae pay only half cost for this weapon.
Long Sword/Scimitar
Cost-100g, Roll-Vigor (Melee), Damage Value-4
The old adventurer’s standby! Not much to be said about this slashy classic, eh? You must have a Vigor score of at least 2+ to use this weapon.
-Special (Sword and Board): When paired alongside a shield, this classic couple just makes you feel all warm and fuzzy inside. Someone using a Longsword in one hand and a Shield in the other increases their Armor Rating by 1. Remember, you have a maximum Armor Rating of 3!
-Special (Scimitar Only-Heritage Weapon): Serpae pay only half price for the Scimitar version of this weapon.
Woodsman Axe
Cost-60g, Roll-Vigor (Melee), Damage Value-4
This can chop wood AND heads! While lacking the brutal killing power of a Great Axe, a Woodsman Axe is more for utility than raw killing power (but it ain’t bad at that, either!). You must have a Vigor score of at least 2+ to use this weapon, as well as have two hands free to swing it.
-Special (Hunter’s Edge): Whenever this weapon deals damage to a natural animal or beast (not a Monster) it deals an extra d6 damage.
-Special (Butchering): Whenever you kill a Monster with this weapon that has Monster Meat on its Loot table, you loot d3 Monster Meat in addition to whatever else was rolled.
Spear/Trident
Cost-100g, Roll-Vigor (Melee), Damage Value-4
Long sticks with stabby tips are pretty useful in everyday life. Due to their lengthy handle, this weapon can attack targets in a ten-foot radius instead of the normal 5. While this weapon is rather long, it CAN be used one-handed. You must have a Vigor score of at least 2+ to use this weapon.
-Special (Gore): An attack roll that earns 3+ Stars with this weapon has a chance to Gore the victim, who must immediately make a Vigor (Athletics) roll. Failure means the target has been gored and bleeds out for 3 turns. At the start of their turn, a Gored victim takes d6 damage.
-Special (Heritage Weapon): Marinauts pay only half-price for the Trident version of this weapon. Makes sense to me!
Halberd
Cost-150g, Roll-Vigor (Melee), Damage Value-4
Can’t make up your mind whether you want to use an axe or a spear? Why choose when you can use both!? Whenever this weapon attacks, the user can choose to either use the Gore OR Cleave Special ability. This length of this weapon allows the user to attack up to 10 feet away instead of the normal 5 feet. This weapon requires two hands to use, as well as a Vigor score of 2+.
-Special (Gore): An attack roll that earns 3+ Stars with this weapon has a chance to Gore the victim, who must immediately make a Vigor (Athletics) roll. Failure means the target has been gored and bleeds out for 3 turns. At the start of their turn, a Gored victim takes d6 damage.
-Special (Cleave): Once per Long Rest you can attempt a Cleave attack by spending a Luck point and a Full Action. Make one attack roll and apply it to all targets within melee range in an arc front of you. This can target up to 3 people.
Maul/War Club
Cost-125g, Roll-Vigor (Melee), Damage Value-5
A crushing implement that can bust up structures just as good as it can people! This weapon requires two hands to use. Due to its heft and size, you need a Vigor score of at least 3 to use this weapon.
-Special (Impact): If you roll 3+ Stars on an attack roll using this weapon you knock the target prone unless they succeed at an immediate Vigor (Athletics) test.
-Special (Structural Damage): If this weapon is used against constructs or machines (automatons, golems, clockwork beings, etc.) and deals an extra d6 damage to such beings.
Great Axe/Great Sword
Cost-125g, Roll-Vigor (Melee), Damage Value-5
In addition to being a handy tool around the farm, a nice, sturdy ax is also pretty good at cleaving people in twain. This weapon requires two hands to use. Due to its heft and size, you need a Vigor score of at least 3 to use this weapon.
-Special (Cleave): Once per Long Rest you can attempt a Cleave attack by spending a Luck point and a Full Action. Make one attack roll and apply it to all targets within melee range in an arc front of you. This can target up to 3 people.
A word on Ammunition: This rules system is all about fun and action, not keeping track of how many arrows you have. It is assumed that you are always fully stocked on whatever type of ammunition your weapons require, and you never need to purchase more or stock up (though you do need to take the time to reload said weapons when they run dry in combat, of course).
Distance
Similarly, I do not want to sit here tabulating complex range charts for every single weapon, so we’ll make this easy. There are five types of Range, as detailed below:
-Melee Range is anywhere within a five-foot radius of you.
-Close Range is anywhere between 6-50 feet away from you.
-Medium Range is anywhere between 51-150 feet away from you.
-Long Range is anywhere between 101-500 feet away from you.
-Throwing Range is equal to your Vigor Stat multiplied by 20 feet.
Sling
Cost-1g, Roll-Agility (Aim), Damage Value-2, Max Range-Close
Grow up. A Sling is a simple device that hurls projectiles. Be the terror of your neighborhood with this classic inconvenience! Using this weapon in melee combat range is awkward and imparts Disadvantage on all attack rolls.
-Special (Child’s Play): In the hands of anyone under the age of 13, this weapon gains a +1 bonus to its Damage Value.
Throwing Knife
Cost-1s (Each), Roll-Agility (Aim), Damage Value-2, Max Range-Throwing
These exceedingly light blades are ideal for throwing. Due to their light weight and general flimsiness, throwing knives make poor melee weapons, and if this weapon ever rolls 3+ Stars on an attack roll, roll a d6. On a result of 1 or 2, the Throwing Knife snaps and is rendered useless.
Javelin
Cost-1g (Each), Roll-Vigor (Athletics), Damage Value-2, Max Range-Throwing
These thin, pointy spines are often used to turn people into porcupines. Simple, yet effective.
Short Bow
Cost-50g, Roll-Agility (Aim), Damage Value-3, Max Range-Medium
Silent and deadly, those skilled with this simple weapon can accomplish bloody feats indeed! This weapon requires two hands to use. A Short Bow can be used in melee combat without penalty. You must have a Vigor score of 2+ to use this weapon.
-Special (Hunter’s Point): Whenever this weapon deals damage to a natural animal or beast (not a Monster) it deals an extra d6 damage.
Long Bow
Cost-100g, Roll-Agility (Aim), Damage Value-4, Max Range-Long
An upgrade in size as well as killing capacity for the legendary short bow. This weapon requires two hands to use. Using this weapon in melee combat range is awkward and imparts Disadvantage on all attack rolls. You must have a Vigor score of 2+ to use this weapon.
-Special (Penetration): In the hands of a skilled Archer, this weapon ignores Armor Ratings of 1.
Pilum
Cost-70g, Roll-Vigor (Athletics), Damage Value-3 or 4, Max Range-Throwing
This throwable spear was popularized by the Marinauts, who are masters of its use. You must have a Vigor score of 2+ to use this weapon.
-Special (Returning): When thrown, the user of this weapon can use a Half Action to summon the weapon back to their hand to be used again. This can be used up to three times per Short Rest.
-Special (Dual Use): This weapon can be used as a Melee weapon, but the Damage Value is decreased to 3.
-Special (Heritage Weapon): Marinauts pay half price to purchase this weapon.
Crossbow
Cost-250g, Roll-Agility (Aim), Damage Value-5, Max Range-Long
This technical marvel is an instrument of absolute destruction! This weapon requires two hands to use. Using this weapon in melee combat range is awkward and imparts Disadvantage on all attack rolls. While powerful, this weapon is slow to reload and requires a Half Action to cinch. You must have a Vigor score of 3+ to use this weapon.
-Special (Superior Penetration): This weapon packs a massive punch and ignores all Armor.
Stacking Armor: Remember, you only gain an Armor Rating from one piece of protective equipment. Stacking Armor does not increase your Armor Rating!
Damaging Armor: At the end of every adventure that your Armor took damage, roll a d6. On a result of 1, your Armor requires repair. Armor can be repaired at any General Store and costs half the cost of the Armor in question (round down). A character with the Artisan (Blacksmith, Tailor, or Leatherworker) can repair their own (or their buddies’) damaged armor for this cost in materials as well.
Cloth Armor (35g/Armor Rating 1)
There’s nothing but thick, padded cloth, double-stitching and a prayer separating you from the grave, but at the very least, you get some manner of protection! This Armor is also not that sturdy, and is considered damaged on a roll of 1 or 2 (See Damaging Armor up above). The good side is that Cloth Armor is not immediately recognizable as armor, and you can wear it in public without people thinking that you expect to get beat up.
Leather Armor (50g/Armor Rating 1)
Light and flexible, Leather Armor is a popular choice for the discerning adventurer. A bit more durable than Cloth Armor, but not nearly as incognito.
Holy Symbol (75g/Armor Rating 1/Valtborn Only)
This sterling silver holy symbol of Valtus gleams with purity and divine protection. While it is worn around the neck, it functions as Armor in all other capacities. Once per short rest, the wearer of this Holy Symbol can choose to gain advantage on any one Healing Skill roll as long as the wearer has the Healing Skill at Adept rank or higher. This ability may be used once per Long Rest. This armor only benefits Valtborn characters.
Lucky Derby (100g/Armor Rating 1/Lepkin Only)
This green Derby has a handsome little 4 leaf clover stem stuck in the brim. Besides being normal headwear, this functions as armor in every other way. Once per Long Rest, the wearer of this hat can flip a coin. On Tails, nothing happens. On Heads, the wearer immediately gains d6 x 25 gold. This armor only benefits Lepkin characters.
Ectoplasm Armor (75g/Armor Rating 1/Trolloch Only)
This curious armor is a chest piece that is made of translucent, bright green weightless goop. Against attacks made by incorporeal beings (like ghosts), this armor grants Armor Rating 3 and imposes disadvantage on all attacks. This armor only benefits Trolloch characters.
Studded Leather Armor (100g/Armor Rating 1 or 2)
Reinforced and a tad bit more complex than your standard leather armor, Studded Leather is the premier choice for the discerning thief. This Armor grants an Armor Rating of 2 if the wearer has both the Thievery and Stealth Skills at Novice level or higher. Don’t ask me why. Besides increased protection, Studded Leather has an assortment of cleverly concealed pockets that can be used to hide any item that can fit in an enclosed hand. Anyone attempting to frisk you to find these hidden pockets gains Disadvantage on their Presence or Smarts (Perception) rolls to do so.
Bone Armor (150g/Armor Rating 2/Trolloch Only)
This rad-cool looking armor is made of interlaced, sharpened bleach white bones. Whenever the wearer is hit by a melee attack, one of the sharpened bone spurs elongates to stab at the attacker for d6 damage. The wearer of this armor may choose when to activate this ability, and it can be triggered three times every Long Rest. You must have a Vigor score of 2+ to use this armor.
Scarab Armor (175g/Armor Rating 2/Serpae Only)
The enigmatic Serpae often favor this sturdy breastplate of exotic armor made from the hollowed out carapace of a giant Scarab Beetle. Due to the legendary sturdiness of Scarab Shell, this Armor protects even against weapons with the Penetration special ability. You must have a Vigor score of 2+ to use this armor.
Gladiator Armor (50g/Armor Rating 1/Marinaut Only)
This simple armor consists of a boiled leather cuirass and a studded leather skirt popular in Marinaut fashion. Unlike other suits of armor, this actually improves in effectiveness as the wearer bests worthy foes. Whenever the wearer defeats 5 worthy foes (GM’s discretion), this armor improves to Legionnaire Armor (See below) for free.
Legionnaire Armor (Special/Armor Rating 2/Marinaut Only)
Similar to Gladiator Armor, but adorned with more intricate finery and decoration, this armor has no Vigor requirements to wear. Someone wearing Legionnaire Armor is instantly recognizable as someone who has proven themselves on the battlefield, and is accorded adequate respect to reflect this. When the wearer of this armor defeats another 10 worthy adversaries (GM’s discretion), this armor upgrades itself to Centurion Armor (See below) for free.
Centurion Armor (Special/Armor Rating 3/Marinaut Only)
Reserved for only the most legendary heroes of Marinaut society, Centurion Armor is an even more dignified version of Legionnaire Armor, and those rare few who wear this vaunted armor piece have bested dangerous challenges indeed! While this offers the same protective value as heavy armor, it does not have a Vigor requirement to wear, nor does it impose Disadvantage on Agility (Stealth) skill tests when wearing.
Chain Mail Armor (150g/Armor Rating 2)
Sturdy and well forged, this intricate armor of ringlets increases protection to vital areas, but is a bit on the hefty side. You must have a Vigor score of 2+ to lug it around properly.
Half Plate Armor (300g/Armor Rating 3)
Plate Armor is bulky and cumbersome, but lends superb protection from incoming damage. Half Plate is a bit less involved than Full Plate, but the Armor Rating for both is the same. You must have a Vigor score of 3+ to wear this armor. These plate boots were certainly not made for sneakin’, so any rolls made to move about silently gain Disadvantage.
Full Plate Armor (500g/Armor Rating 3)
Walking tank coming through! Full Plate Armor has all the qualities of Half Plate, but once per Long Rest, someone wearing Full Plate can roll a d3 and reduce the Stars of an attack rolled against them by that amount. Use this ability after an attack against the wearer is rolled.
Shield (50g)
Using a shield in battle makes your off hand unable to perform any action besides holding it. This item does not grant an Armor Rating increase to the user, but allows you to reduce an incoming attack by 1 Star up to 3 times per Short Rest while equipped. Reducing an attack to zero Stars means that the attack does no damage. Use this ability after the attack is rolled. For instance, if you were attacked for 3 Stars of damage, you could choose to reduce that attack by 1, 2, or even 3 of its Stars, lessening, or nullifying the damage outright. You must have a Vigor score of 2+ to use this item.
-Special (Shield Bash): If you have the Melee Skill at Novice rank or higher and use a Shield, you can use this Special Ability. Once per Short Rest, whenever you earn 3+ Stars on a Melee attack, you can immediately spend a point of Luck to make a Shield Bash attack on the same target. This is a Vigor (Melee) attack and has a damage value equal to your Vigor score.
Mixing Consumables: There is one simple rule when it comes to consumables: Drinking a new one eliminates the effects of the old one. Let’s say you chug an Ironhide Elixir to prepare for a big fight. Said fight doesn’t go too well, so you decide to drink up a Healing Potion. Drinking the Glimmer Draught will immediately cancel out the benefits of the Ironhide Elixir. Drink responsibly! This rule only comes into play on potions that you actually drink. If you smear some Glow Goop on your sword to make it glow, and then drink up a Healing Potion, the Glow Goop still shines bright until it wears off.
Crafting Consumables: Anyone with the Artisan (Alchemy) Edge can use rare ingredients from downed Monsters and/or unique flora found in the game world to brew their own tonics and potions. Under each consumable that can be crafted is a list of ingredients needed to brew it yourself.
Glow Goop (25g)
This handy paste can be used to coat any small item, making it emit the same glow as a lantern for d6 hours. One canister of Glow Goop has 3 applications.
Recipe: 1 Weirdling Weed
Fortune Tonic (25g)
This gold colored liquid imbues the drinker with blessing of the Fates, increasing to the weight of the imbiber’s purse! For d6 hours after drinking, whenever the user of this Tonic defeats an enemy, they gain 1 gold piece for each point of Energy the enemy in question had. Most adventurers stock up on these potions and chug one down before heading into a dungeon or dangerous area to make the most of their heroics!
Recipe: 1 Monster Blood, 1 Weirdling Weed, 1 Color Clover
Energy Drank (50g)
Chugging one can of this potent, fizzy stuff (a Half Action) allows the imbiber to roll a Vigor (Athletics) test. Each Star earned on this roll heals the drinker for 5 Energy. Failing this roll means that you cannot benefit from this item again until after a Long Rest, as you get a world class tummy ache!
Recipe: 1 Monster Blood, 1 Weirdling Weed, 1 Silverblossom
Deepling Brew (50g)
This clear, oily potion allows the imbiber to breathe and function underwater as a Marinaut would for one hour per point of Vigor they have. During this time, you gain a swim speed equal to your actual Speed and do not suffer Disadvantage for attack rolls made underwater. A Marinaut who drinks a Deepling Brew is immediately cured of Dryout if they are suffering from it. Many Marinauts who venture topside make it a habit to carry a couple of these useful potions on them just in case.
Recipe: 1 Monster Blood, 1 Weirdling Weed, 1 Ardent Algae
Fireproof Juice (50g)
One sip of this potion makes the imbiber completely immune to fire, extreme heat, and even smoke inhalation for one hour.
Recipe: 1 Monster Blood, 1 Weirdling Weed, 1 Cool Cactus
Volatile Brew (75g)
This insanely flammable concoction can be hurled like a grenade and explodes in a roiling gush of unnatural flames upon impact. When thrown, roll a d6. On a result of anything but a 1, you toss the volatile brew in the general vicinity of your target. Any targets within 25 feet of where the Volatile Brew landed must make a Vigor OR Agility (Athletics) roll or take d6 x 5 damage. If you roll a 1 on your d6 to throw this potion, then you blow yourself up in the process of making your attack. Take d6 x 5 damage. All allies within the blast radius may make Dodge rolls to mitigate this damage, but you cannot. Anyone who takes damage from this attack must immediately roll a d6, with a result of 1 or 2 setting them ablaze for 3 turns. At the start of each turn, a set-ablaze character takes d6 damage. A victim can take a Full Action to stop, drop and roll to douse the fire out.
Recipe: 1 Monster Blood, 1 Weirdling Weed, 1 Cindercap
Ironhide Elixir (75g)
This gritty concoction has an unpleasant, coppery taste, but infuses the wearer’s flesh with resilience. For one hour after drinking this, the user gains an Armor Rating of 3.
Recipe: 1 Monster Blood, 1 Stoney Saffron, 1 Monster Carapace
Zombie Juice (75g)
This strange concoction actually has no effect on the living, but if poured down a dead person’s gullet, the corpse will animate and answer any questions posed to it to the best of its ability. The Corpse will answer what it can for about ten minutes or so. The corpse must be dead no longer than one year, and it must WANT to talk. Sometimes, the dearly departed just want to be left alone...
Recipe: 1 Monster Blood, 1 Morose Rose, 1 Undead Dust
Monster Repellant (100g)
This small spray bottle can be used to protect the wearer from Monstrous being attacks. Scentless to normal folks, but rest assured, this stuff stinks something fierce to any Monsters in the vicinity. For one hour after application, all Monster attacks made against the user within Melee Range suffer Disadvantage. Keep in mind that this does not repel natural animals, only Monsters.
Recipe: 1 Monster Blood, 1 Weirdling Weed, 1 Stankroot
Wizard Water (100g)
This prized potion only affects those with the Mysterious Blood Edge. After being consumed, the range of all Powers the user activates is doubled for 1 hour, and any damage (or healing) dealt by any of their Powers is increased by d6. Despite being called Wizard Water, this potion can benefit any magical practitioner, not only those that practice Arcane Magic.
Recipe: 1 Monster Blood, 1 Weirdling Weed, 1 Mummy Reed
Antidote (100g)
This invaluable drug can cure most poisons and diseases simply by popping a pill. One bottle of Antidote Pills contains 3 doses. Use them wisely! Supplies are often limited, and these things certainly sell out fast!
Recipe: 1 Monster Blood, 1 Weirdling Weed, 1 Amazing Aloe, 1 Monster Venom
Love Potion #3 (100g)
This fancy perfume bottle comes with a blank label on it. The user writes the name of who they want to capture the desire of on the blank label, and then spray themself with this sickly sweet perfume. The wearer stinks to high heaven to everyone else EXCEPT the person whose name is written on the bottle, who finds the wearer absolutely intoxicating to be around if they fail a Smarts (Willpower) roll. Failure to resist the Love Potion means that the wearer gains advantage on all Social rolls made against the target AND any 6’s they roll any said rolls count as 3 Stars instead of 2. If the victim succeeds on their Willpower roll, then the perfume has no effect. The perfume lasts for 24 full hours if successful, but after that, the spell wears off, and the bedazzled person remembers EVERYTHING they did while intoxicated by your super sweet scent. It is heavily advised that those who make frequent use of this potion get a really good legal team and skip town as soon as they get what they’re after!
Recipe: 1 Monster Blood, 1 Weirdling Weed, 1 Tantalizing Tulip
Ectogasm (10g per dose)
The horrid Trolloch Necromancer Nadja Nostrivaine has devised a way to process ghosts into a bright green Ectoplasmic drug that is dropped onto the tongue. After imbibing, the user is overwhelmed by the potent emotional highs and lows of the deceased, having the entire life (and death) of the victim rush through their mind in a sudden jolt of euphoric emotion. As you might expect, this is VERY dangerous and addictive. Whenever this drug is used, roll 2d6. On a result of Snake Eyes (Two 1’s), the target’s heart explodes from the uncontrollable rush of pure emotion. If the user survives, they enter a state of pure bliss for about an hour. The user must roll a Smarts (Willpower) test to not get hooked. Someone addicted to Ectogasm must consume the drug once per Long Rest or suffer a level of Strain that will not go away until the user takes Ecto again. Quitting an Ectogasm addiction is a grueling affair and most certainly would be worth devoting an entire adventure to. Say no to drugs, kids!
Rations (5g)
A basic supply of 10 points worth of Rations, including some bland canned goods and water. It’s enough to get you by, but not too tasty. Rules for surviving in the wild and how Rations work in game terms are detailed at length in the Special Systems (Survival) section.
Adventuring Kit (25g)
This handy set of implements will get a young fortune-seeker started off right. This set includes a travel journal and some writing utensils, a sturdy Lantern (takes up one hand to use), numerous pouches, a backpack and some common camping equipment.
Spyglass (100g)
This ingenious invention greatly enhances the distance at which you can see clear details and surroundings. Highly recommended for peeping Toms everywhere!
Trade Tool Set (50g)
The right skills require the right tools, and you’d be hard pressed to repair a busted wagon wheel with your bare hands and some happy thoughts. That’s where Trade Tools come into play. If you lack the necessary tools for the job at hand, your level of skill is sort of a non-issue.
-If you purchased any level of the Artisan Edge, you probably need some equipment to indulge in your passion. Painters need paint, Alchemists need a lot of spare bottles, Actors need costumes, and repairmen need hammers and nails. Purchasing a Trade Tool Set equips you fully for your chosen trade or passion.
-Using the Technology Skill to do all but the most mundane fixin’ requires a Tool Set.
-Using the Thievery Skill to pick locks, crack safes, or sabotage machinery absolutely requires the user to buy a Lockpick Set.
-In order to harvest Herbs using the Primal Skill, you must use an Herbalist Kit.
-In order to use the Heal Skill, you must use a Healer Kit, which is composed of bandages, salves, and other medicinal implements.
-Using the Thievery skill to concoct a disguise requires a Disguise Kit.
Quality Saddle (75g)
This finely made Saddle aids in your riding, making all 6’s you roll when making an Agility (Primal) test to ride a horse earn 3 Stars each instead of 2 Stars. This saddle is also mighty comfy, to boot, and is probably really pretty to look at. A must-have for those that wish to ride in style!
Monster Parts (100g)
Sometimes, Merchants will have Monster parts in their inventory. Note that this is pretty rare, and most shops will only stock d3 of these rare items. Also, Special Monster parts are NEVER for sale at vendors. You gotta earn them bad boys!
Herbs (Special)
Most vendors sell some Herbs from the area, and even some rarer ones for a higher price. Common Herbs sell for 20g a piece, Uncommon Herbs sell for 50g, and Rare Herbs sell for 100g.
What kind of adventurer are you if you don't have a horse? A Standard, healthy horse will cost about 250g. A good, solid, loyal steed (Advantage on all Agility (Primal) rolls to ride) will run you about 500g and an ornery slowpoke nag (Disadvantage on all Agility (Primal) rolls to ride) will cost about 50g. Make sure you give your horse a name! Horses in FEUDALICIOUS! are characters all their own, so give your trusty a steed a look and personality that makes it unique. Buying a Horse from a stable will also include a common saddle for free. Isn’t that nice?
Lodging (5s/2g/10g)
Spending the night in an absolute dump costs about 5 silver per day. An average inn will run you 2 gold per day, and a nice place costs 10 gold per day. Normally, one meal is included in the price of an Average or better inn. Staying in a nice inn grants the Well-Rested condition, increasing your Maximum Energy pool by 10 until your next Long rest.
"Companionship" (5s, 5g, 10g, 50g)
Tavern Wenches for rent are common sights across Bravehold, but the quality may vary wildly depending on where you are! Haggard company costs 5 Silver, and requires a successful Vigor (Athletics) roll to not wake up with some sort of snuggle-related contagion. Average Company costs 5g. The company of a Fair Maiden costs 10g and High Class Company can run you about 50g or more!
Clothing
It is assumed that you have enough clothes to cobble together a few outfits without having to buy each individual pair of socks you own. If you have the Lifestyle Edge, then it is assumed your stuff is nice and expensive. If you don't, then you have common, everyday apparel that isn't going to win you any beauty contests.
This game has magic items? Cool! I am gonna carry 50 of them and be unstoppable!
You silly goose, you can’t stockpile Heirlooms, and there is a limit as to how many Heirlooms a character can make use of.
That sucks. What’s the limit?
After every Long Rest, each Player can choose to equip a number of Heirlooms equal to their Presence Stat score. If you have more Heirlooms at your disposal than you can equip, you just have to choose the ones you think will benefit you most!
So, if I have a Presence Stat at 5, then I can equip 5 Heirlooms after every Long Rest?
If you have that many, yes! Though, Heirlooms are pretty rare and highly coveted, so it might take you a while to get that many.
Are there any other rules about Heirlooms that I should know?
Yes. You can wear one Heirloom on your head, one Heirloom ring on each hand (for a total of 2 rings), one Heirloom Belt, one Heirloom set of gloves, one Heirloom set of shoes, one Heirloom back item, and one Heirloom necklace. If you have more than one magical hat, for example, you cannot just stack ‘em up and benefit from them all! Besides, you’d look pretty silly and everyone would make fun of you. Heirlooms that can be worn have the part of the body they cover written (Next to the Heirloom like this).
How do I get Heirlooms, my dhood?
You can earn Heirlooms in game by looting them off of powerful foes or by undertaking grand quests. You can also start off with one or two Heirlooms by taking the Heirloom Edge (this also allows you to carry more Heirlooms than normal).
Wait, I can make my OWN Heirlooms?
If you have the Artisan Edge, then yes. Whenever you select the Artisan Edge, you choose a specialty medium that you are familiar with. This allows you to craft things relating to your medium. Tailors, Blacksmiths, Leatherworkers and Carpenters can all make Heirlooms if they have the items necessary to craft them. In order to craft Heirlooms, you must have an Advanced rating in your Crafting Medium of choice.
Dhood, some of these Heirlooms have some ZANY recipes to create. How am I supposed to get this stuff?
Yes, some of the Heirlooms below have a pretty specific item required to craft them. These special ingredients often require special side quests to attain. If you plan on crafting a particular Heirloom, let your GM know, so they can plan a fun adventure where you can quest for the item selected.
While there are countless possible magical trinkets to be looted and discovered, these are just a small sample of what’s out there. Heirlooms grant nifty little benefits and are not meant to be world ending relics. At the end of the day, this game is about mighty heroes and their valorous deeds, not the amount of rad-kool toys they have.
Mask of the Moon Bandit (Head)
This mysterious black mask seems to be made of pure shadow. When worn over your nose and mouth, this spooky Heirloom earns the User 3 Stars per 6 they roll on all Thievery Skill rolls instead of 2 Stars. This Heirloom grants no benefit unless the wearer has the Thievery Skill at a rank of at least Novice. When worn, this also disguises the wearer’s voice, making them sound super spooky and mysterious. You can craft this item if you are an Artisan (Tailor). This Heirloom only works during night time and is useless during the day.
Recipe: 2 Monster Fur, 12 Morose Roses
Thinking Cap (Head)
A rather handsome hat that makes you stand out as a giant smarty pants. While wearing this stylish accessory, you gain the ability to speak, write and understand all languages. You can craft this item if you are an Artisan (Tailor).
Recipe: 2 Monster Fur, 1 strand of hair from a Sage’s head
Neat Freak Handkerchief
This immaculate silk Handkerchief can be used to immediately freshen up anyone it touches with just a few cursory wipes. You could wade through a sewer for three days and then dab your forehead with this miraculous item and you’d be fresh as a daisy, with not so much as a wrinkle on your clothes. You can craft this item if you are an Artisan (Tailor).
Recipe: 2 Monster Fur, 1 gallon of bleach
Mourner’s Veil (Head)
This black and frilly veil allows the wearer to see and commune with ghosts. Indeed, wearing this strange item often attracts wanting spirits to you! You can craft this item if you are an Artisan (Tailor).
Recipe: 1 Monster Fur, 2 Undead Dust, the wedding ring of a widow
Drunkard’s Tankard
This rusty pimp cup is filled with dirt when outside of a tavern, but when inside the hallowed walls of a drinking establishment, it magically fills itself with cheap ale that never runs out. You can get eternally blasted for free with this handy Heirloom, but only as long as you’re within the walls of a Tavern. You can craft this item if you are an Artisan (Blacksmith).
Recipe: 2 Monster Carapace, 1 cheap bottle of Whiskey (no more than 5 gold)
Lucky Horseshoe Necklace (Neck)
A gleaming horseshoe that seems to never get dirty, anyone that has this Heirloom in their possession regains 2 points of Luck at the end of every Long Rest instead of 1. Furthermore, whenever the holder of this Heirloom spends a point of Luck, they immediately gain d3 x 5 Energy. You can craft this item if you are an Artisan (Blacksmith).
Recipe: 2 Monster Carapace, 1 Colorful Clover
Master Lock
This reinforced lock is incredibly difficult to surpass, and only those with the Thievery Skill at Professional or higher can even attempt to pick it. Even then, 3+ Stars are required to crack this lock. Failing to crack this lock shocks the would-be thief for d6 x 5 damage and increases the Stars needed to open it by 1. If the Stars required to pick this lock exceed 5, then the thief cannot attempt to pick the lock again for one year. You can craft this item if you are an Artisan (Blacksmith).
Recipe: 2 Monster Carapace, The diary of a reformed criminal
Decoder Rings (Finger)
This set of rings only works when worn by two different people. Anything said by the wearer of one ring can only be understood by the person wearing the other ring, ensuring utmost secrecy in communications. While worn, each user can also write in a code only decipherable to whoever is wearing the other ring. This Heirloom takes an Heiloom slot for only the owner of the rings, not the other wearer. You can craft this item if you are an Artisan (Blacksmith).
Recipe: 2 Monster Carapace, 1 Incriminating Document
Looter’s Gloves (Hands)
These ultra sleek black gloves aid in the art of finding goodies off fallen foes. Whenever you roll on the Loot table using these Gloves, re-roll all 1’s. You can craft this item if you are an Artisan (Leatherworker).
Recipe: 2 Monster Fur, 1 fingerbone of a hanged Thief
Archer’s Quiver (Back)
This ornate and elegant quiver imbues any arrows put into it with improved penetration. Short Bow attacks made by the wearer ignore 1 Armor Ratings, and Long Bow attacks made by the wearer now ignore 2 Armor Ratings. Once per Long Rest, the wearer of this Heirloom can spend a point of Luck to immediately take a short or long bow attack on any target within range (Crossbows don’t count). You can craft this item if you are an Artisan (Leatherworker).
Recipe: 1 Monster Leather, 1 Monster Feather, 1 arrow used to kill a Nobleman
Adventurer’s Coin Purse
This handsome leather pouch has the owner’s name inscribed into it, and will only open to that individual. Anyone else who attempts to open the pouch will find that it is clamped shut. Also, the wallet requires a 3+ Stars on a Vigor roll for anyone other than the owner to even lift. You can craft this item if you are an Artisan (Leatherworker)
Recipe: 2 Monster Leather, 1 newly minted Gold Coin
Snakeskin Boots (Feet)
These stylish boots make the wearer immune to any and all poisons for as long as they are worn. If the wearer is poisoned, the effects are negated, and you roll a d6. On a result of a 1, the Snakeskin Boots shed their protective scales and become normal boots. Serpae who wear these boots roll a d6 at the end of every adventure. On a result of 5 or 6, they gain +1 Bonus Experience. You can craft this item if you are an Artisan (Leatherworker).
Recipe: 2 Monster Leather, 1 Monster Venom
Endless Trunk
This sturdy wooden chest can stash up to one ton worth of material in its impressive confines. No matter what is stuffed in this miraculous item, the chest always weighs about 20 pounds. You can craft this item if you are an Artisan (Carpenter).
Recipe: 5 Monster Carapace, 1 pound of Mule fur
Creepy Ventriloquist Dummy
This creepy looking doll appears to be a normal Ventriloquist dummy upon first inspection, but is actually a rather odd method of communication that can store and repeat messages! The owner of this dummy can speak for up to one minute into its ear, storing the message inside it. Whenever anyone who is not the owner walks inside a 5-foot radius from the Dummy, the creepy little puppet’s mouth moves and the message is broadcast in the owner’s voice. This unique Heirloom is a very popular answering machine! You can craft this item if you are an Artisan (Carpenter).
Recipe: 2 Monster Carapace, 1 log of exceedingly talkative Wood
Eternal Torch
This normal looking torch radiates no heat when lit, but otherwise acts as a torch in all other regards. The owner can activate or snuff out the torch by issuing a mental command. You can craft this item if you are an Artisan (Carpenter). In addition to acting as a natural lighting source, the torch’s flame also brightens to an intense crackle when danger is nearby. This warning can help detect ambushes and other hidden dangers. Once per Long Rest, the wielder of this Torch can spend a Half Action to blow a stream of fire at any target within 50 feet of them. The target gets to roll an Agility (Athletics) to get the heck out of the way. Failure means the target takes d3 x 10 damage (ignore all Armor). This is an attack action.
Recipe: 1 Monster Carapace, 1 box of matches formerly owned by a Pyromaniac
Vampire Stake
This gruesome looking wooden stake is the bane of undead everywhere! Against most foes, this weapon has a Damage Value of 2 and no special properties. When used against any undead being, it becomes a Damage Value 5 weapon that attacks with Advantage. Furthermore, a Vampiric creature wounded by this weapon must immediately roll a Vigor (Athletics) at Disadvantage, with a failure destroying them for good! You can craft this item if you are an Artisan (Carpenter).
Recipe: 1 Monster Carapace, 1 Undead Dust, 1 splinter blessed by an exorcist
Hoarder’s Charm (Necklace)
This unique necklace is decorated with bluejay feathers (known for collecting shiny objects) and allows the user of this item to equip 6 Heirlooms (including this one), no matter what their Presence Stat score is.
Big Bo’s Skull Cap (Head)
This tasteless trinket is a tattered leather cap with two big foam boobies on it. The wearer of this wondrous artifact gains Advantage on all rolls they make after spending a Luck Point. If they spend a point of Luck to cause the GM to re-roll a roll made against them, that roll suffers Disadvantage.
Lucky Dice
This set of red casino d6’s are prized by adventurers far and wide. At the end of every adventure, the owner of these dice rolls a 2d6. On a result of a 7 or 11, gain +1 Bonus experience for that adventure.
Enchanted Coffee Beans
Whoever has these magic beans in their pocket no longer needs to sleep, and gains the benefits of Short and Long Rests only after taking a quick 15 minute smoke break!

















