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05 - Dolmenwood Player's Book - Part 6 - Equipment, Services, and Animals

This document provides a comprehensive catalogue of adventuring gear, weapons, and animals available in Dolmenwood, including a quick equipment selection system for character creation. It details various classes and their specific starting gear, as well as unique items like moss dwarf armor and pure iron weapons. Additionally, it includes descriptions of different hound breeds that can accompany adventurers, along with their costs and feeding requirements.

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Vittor Oliveira
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0% found this document useful (0 votes)
33 views18 pages

05 - Dolmenwood Player's Book - Part 6 - Equipment, Services, and Animals

This document provides a comprehensive catalogue of adventuring gear, weapons, and animals available in Dolmenwood, including a quick equipment selection system for character creation. It details various classes and their specific starting gear, as well as unique items like moss dwarf armor and pure iron weapons. Additionally, it includes descriptions of different hound breeds that can accompany adventurers, along with their costs and feeding requirements.

Uploaded by

Vittor Oliveira
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Part Six

Equipment, Services,
and Animals

An in-depth catalogue of adventuring gear, arms, provender, loyal


beasts, medicines, tonics, and comestibles that may be purchased
within Dolmenwood. These lists should be used in conjunction with
the basic selection of adventuring gear, arms, mounts, and vehicles
presented in Old-School Essentials.
A procedure for the speedy, random selection of a character’s start-
ing gear is also included as an option for those who wish to expedite
character creation.
Finally, a table of 100 trinkets and oddments is provided, furnishing
players and referees with a quick way to add some quirky Dolmen-
wood flavour to characters and NPCs.
Quick Equipment Selection
A system to expedite equipment selection and alleviate procrastination.
Players who wish to reduce the time spent equipping char-
acters may follow these steps:
1. Armour: If your character can use armour, roll on
the table for your character’s class (see opposite).
2. Weapons: Roll on the table for your character’s class
(see opposite). Some classes roll once, others roll
twice, as indicated on the appropriate table. Dupli-
cates my optionally be re-rolled.
3. Basic equipment: All characters have the following
items: a backpack, a tinder box, 1d6 torches, a water-
skin, 1d6 iron rations, 3d6 gold pieces.
4. Adventuring gear: Roll twice on the table to the right.
5. Class-specific equipment: Clerics and friars have a
wooden holy symbol. Thieves have thieves’ tools.
6. Trinket: Optionally roll for a trinket (see p88).

Adventuring Gear
d12 Item (×2)
1 Bedroll
2 Chalk (10 sticks)
3 Crowbar
4 Hammer (small) and 12 iron spikes
5 Ink, quill, and 5 sheets of paper
6 Lantern and 3 flasks of oil
7 Pole (10’ long, wooden)
8 Rope (50’)
9 Rope (50’) and grappling hook
10 Shovel
11 Sledgehammer
12 Small sack

Other Classes
Other classes from Old-School Essentials Advanced
Fantasy should roll on the following tables:
▶ Acrobat: Roll on the thief table.
▶ Assassin : Roll on the thief table.
▶ Barbarian: Roll on the hunter table.
▶ Bard: Roll on the thief table.
▶ Druid: Roll on the friar table.
▶ Illusionist: Roll on the magic-user table.
▶ Paladin: Roll on the cleric table.
▶ Ranger: Roll on the hunter table.

74 Equipment, Services, and Animals


Cleric Knight
d6 Armour Weapon (×2) d6 Armour Weapon (×2)
1 Leather Club 1 Chainmail Dagger
2 Leather + shield Sling + 20 stones 2 Chainmail + shield Lance
3 Chainmail Short bow + 20 arrows 3 Chainmail + shield Lance
4 Chainmail + shield Short sword 4 Plate mail Mace
5 Plate mail Spear 5 Plate mail Short sword
6 Plate mail + shield Sword 6 Plate mail + shield Sword

Elf Magic-User
d6 Armour Weapon (×2) d4 Weapon (×1)
1 Leather Dagger 1 Dagger
2 Leather + shield Short sword 2 Dagger
3 Chainmail Short bow + 20 arrows 3 Dagger × 3
4 Chainmail + shield Short bow + 20 arrows 4 Dagger × 3
5 Plate mail Sword
6 Plate mail + shield Sword Minstrel
d6 Armour Weapon (×2)
Fighter 1 None Club
d6 Armour Weapon (×2) 2 None Dagger × 3
1 Leather Dagger 3 Leather Sling + 20 stones
2 Leather + shield Mace 4 Leather Short bow + 20 arrows
3 Chainmail Short bow + 20 arrows 5 Chainmail Short sword
4 Chainmail + shield Short sword 6 Chainmail Sword
5 Plate mail Spear
6 Plate mail + shield Sword Moss Dwarf
d6 Armour Weapon (×2)
Friar 1 Cork Club
d4 Weapon (×1) 2 Cork + shield Dagger
1 Club 3 Pinecone Sling + 20 stones
2 Dagger 4 Pinecone + shield Short bow + 20 arrows
3 Sling + 20 stones 5 Coat of rings Short sword
4 Staff 6 Coat of rings + shield Short sword

Grimalkin Thief
d6 Armour Weapon (×2) d6 Armour Weapon (×2)
1 Leather Club 1 None Club
2 Leather + shield Dagger × 3 2 None Dagger × 3
3 Chainmail Sling + 20 stones 3 None Sling + 20 stones
4 Chainmail + shield Short bow + 20 arrows 4 Leather Short bow + 20 arrows
5 Plate mail Short sword 5 Leather Short sword
6 Plate mail + shield Short sword 6 Leather Sword

Hunter Woodgrue
d6 Armour Weapon (×2) d6 Armour Weapon (×2)
1 Leather Dagger 1 Leather Club
2 Leather Sling + 20 stones 2 Leather + shield Dagger × 3
3 Leather Long bow + 20 arrows 3 Chainmail Sling + 20 stones
4 Leather + shield Short bow + 20 arrows 4 Chainmail + shield Hand axe
5 Leather + shield Short sword 5 Plate mail Short bow + 20 arrows
6 Leather + shield Sword 6 Plate mail + shield Short sword

Equipment, Services, and Animals 75


New Equipment
Specialised arms and adventuring gear for those who delve into Dolmenwood.

Moss Dwarf Armour Additional Adventuring Gear


Moss dwarfs scorn the metal armours forged by humans Extra gear for the discerning adventuring party.
and other races, preferring their own special types of
armour. These specialist suits of armour can generally only Adventuring Gear
be purchased (or repaired) in moss dwarf settlements.
Item Cost (gp)
Barrel 1
Moss Dwarf Armour Bedroll 2
Armour AC Cost (gp) Weight (Coins) Bell (miniature) 1
Cork 7 [12] 10 100 Belt pouch 1
Pinecone 6 [13] 30 200 Block and tackle 5
Coat of rings 5 [14] 100 300 Box (iron, large) 30
Box (iron, small) 10
Moss Dwarf Armour Descriptions Caltrops (bag of 20) 1
Coat of rings: Moss dwarf ring-coats are rare items con- Candles (10) 1
structed from hundreds of interlinked rings—the normal Chain (10’) 30
kind of rings which are designed for wear on the finger. Chalk (10 sticks) 1
Curiously, this is the only type of metal armour which
Chest (wooden, large) 5
moss dwarfs can wear comfortably.
Chest (wooden, small) 1
Cork armour: Very hot but rather comfortable. Cork Chisel 2
armour may be made from strips of cork bark, when avail-
Cooking pots 3
able, or from old wine bottle corks, laced together.
Firewood (bundle) 1
Pinecone armour: An intricate scale-work of pine scales Fishing rod and tackle 4
threaded onto a cloth backing.
Holy symbol (gold) 100
Holy symbol (wooden) 1
Encumbrance (Optional Rule) Ink (vial) 1
If the optional rules for encumbrance are used (see Encum- Ladder (wooden, 10’) 5
brance in Old-School Essentials), moss dwarf armour is Lantern, bullseye 20
treated as follows.
Lock 20
Basic encumbrance (option 1): Cork armour counts as Magnifying glass 3
light armour; pinecone armour and coats of rings count as Manacles 15
heavy armour.
Marbles (bag of 20) 1
Detailed encumbrance (option 2): The weight of the Mining pick 3
armour listed in the table is tracked. Musical instrument (stringed) 20
Musical instrument (wind) 5
Pure Iron Weapons Paper or parchment (2 sheets) 1
Quill 1
Adventurers in Dolmenwood sometimes seek out weapons
forged of pure iron, as that metal is harmful to fairies. Saw 1
Scroll case 1
Cost and time: As weapons are normally made of steel,
Sledgehammer 5
iron weapons must be crafted to special order, incurring a
2d6 day delay and a 25% increase in cost. Spade or shovel 2
Tent 20
Effects on fairies and demi-fey: When hit with an iron
Twine (100’ ball) 1
weapon, fairies suffer double damage and demi-fey suffer
1 extra point of damage. (e.g. an iron short sword would Vial (glass) 1
deal 2d6 damage to a fairy and 1d6+1 on a demi-fey, rather Whistle 1
than the standard 1d6).

76 Equipment, Services, and Animals


Additional Adventuring Gear Descriptions Mining pick: A strong pick for breaking rock.
Barrel: A wooden barrel that holds 40 gallons (320 pints) Musical instrument: A stringed instrument (e.g. a lute or
of liquid. mandolin) or a wind instrument (e.g. a flute or pipe). The
Bedroll: A heavy woollen blanket with a small pillow. listed price is for an instrument of basic quality. Higher
quality instruments can cost up to ten times as much.
Bell: A 1” brass bell.
Paper or parchment: Approximately 1’-square sheets.
Belt pouch: A leather pouch that holds up to 50 coins.
Quill: A large feather sharpened into a writing point.
Block and tackle: Used for lifting heavy objects. Reduces
effective weight by 3/4, but requires 4 times as much rope. Saw: A carpenter’s hand saw for cutting wood.

Box, iron: A solid iron casket. A large box can hold up to Scroll case: An oiled leather tube with a cap. Not com-
800 coins; a small box can hold up to 250 coins. pletely watertight.

Caltrops: Small metal spikes sufficient to cover a 5’ square Sledgehammer: A big heavy hammer for breaking rock.
area. Creatures moving through the area have a 2-in-6 Spade or shovel: For excavating earth.
chance of treading on a spike. Victims suffer a 50% reduc- Stakes and mallet: A wooden mallet and three 18” long
tion of movement rate until they are healed. stakes. Valuable when confronting vampires.
Candle: Casts dim light in a 5’ radius and burns for 1 hour. Tent: Large enough for two adult humans.
Chain: A 10’ length of heavy, iron chain. Twine: A wound ball of thin cord or string. Can support
Chalk: Useful for making markings on stone. up to 30 pounds of weight.
Chest, wooden: A large chest can hold up to 1,000 coins; a Vial: A glass vial that can hold up to half a pint of liquid.
small chest can hold up to 300 coins. Whistle: Useful for signalling or faking bird calls.
Chisel: Used with a hammer for chipping
away stone.
TODO: Illustration
Cooking pots: Pots and pans for campfire
cooking.
Firewood: A bundle of dry wood. Burns
for 8 hours.
Fishing rod and tackle: A rod, line, hook,
and bait box.
Holy symbol: Servants of the Church
are required to own a holy symbol, often
worn as a necklace. The quality of a holy
symbol alters its effectiveness at turning
the undead. A gold holy symbol grants a
+1 bonus to the 2d6 roll for the affected
Hit Dice of undead monsters. A wooden
holy symbol incurs a –1 penalty to the ini-
tial 2d6 roll.
Ink: A vial of black ink. Coloured ink
costs double. Sufficient for about 50 pages
of writing.
Ladder: Simple wooden construction.
Very encumbering.
Lantern, bullseye: Can be closed to hide
the light. Burns one oil flask every four
hours (24 turns). Casts light in a narrow
beam, 100’ long and 20’ wide at the end.
Lock: A basic iron lock with a key.
Magnifying glass: Used for studying fine
details.
Manacles: Iron manacles with a chain.
Used for binding hands or feet.
Marbles: A bag of small, colourful glass
beads.

Equipment, Services, and Animals 77


Hounds
Loyal companions for the traveller on lonely roads.

Hounds
Hound Cost (gp) Feeding Dogs
Bloodhound 25 Food for dogs consists primarily of fresh meat,
Dapper 60 which can be purchased in any settlement in Dol-
Dolmen pincher 30 menwood. This may be treated as standard rations
Lankston mastiff 50 (5gp for a seven day supply of food), with a dog eat-
Lichhound 150 ing as much as a human would in a day. Dogs may
Pisker 75 also be fed on freshly caught game.
Seelie dog 60
Spookhound 120

1. Bloodhound 4. Lankston Mastiff


Medium hounds with sleek, rusty fur and blood red eyes. Huge, bulky beasts with thick, shaggy fur and a volatile,
Bred for their excellent tracking skills. Common working vicious temperament. Make excellent and diligent guard
dogs found in every woodland village in Dolmenwood. dogs, but are notoriously difficult to train.
AC 6 [13], HD 2 (9hp), Att 1 × bite (1d6), THAC0 18 [+1], AC 7 [12], HD 3 (13hp), Att 1 × bite (1d6+1), THAC0 17
MV 150’ (50’), SV D12 W13 P14 B15 S16 (2), ML 7, AL [+2], MV 120’ (40’), SV D12 W13 P14 B15 S16 (3), ML 9,
Neutral AL Neutral
▶ Tracking: Excellent scent-trackers. Once a bloodhound ▶ Failed morale checks: If a Lankston mastiff fails a
is on the trail, it is exceedingly difficult to thwart. morale check, there is a 2-in-6 chance that it will go wild,
attacking anyone who comes near to it (including its owner
or trainer). This state is permanent.
2. Dapper
Curly-furred dogs with huge, floppy ears and great fringes
that obscure their eyes. Dappers are favoured by the noble
classes for their curious love of dressing in preposterous
outfits and performing amusing dances.
AC 6 [13], HD 2 (9hp), Att 1 × bite (1d4), THAC0 18 [+1],
MV 150’ (50’), SV D12 W13 P14 B15 S16 (2), ML 7, AL
Neutral
▶ Language: Dappers have the ability to mimic human
speech. Each dog can be trained to mimic up to 10 words,
though they have no inkling of their meaning.

3. Dolmen Pincher
Sleek, muscular hunting hounds with black fur and a rusty
muzzle. Employed especially for hunting large beasts.
AC 7 [12], HD 2 (9hp), Att 1 × bite (1d6 + bring down
prey), THAC0 18 [+1], MV 150’ (50’), SV D12 W13 P14
B15 S16 (2), ML 9, AL Neutral
▶ Bring down prey: If a dolmen pincher successfully
attacks a target with 4HD or less and rolls 4 or higher for
damage, it drags down the target. In the following round,
the target may not move and suffers a –1 penalty to AC and
attacks.

78 Equipment, Services, and Animals


5. Lichhound 7. Seelie Dog
Stocky, grey, wiry-furred hounds with upright, pointed Tall, silver-furred hounds with the delicate bone struc-
ears and narrow, yellow eyes. Lichhounds are bred by the ture and long legs suited for running. Seelie dogs’ eyes are
Church as companions for graveyard wardens and clerics bright pink and they are said to be of fairy ancestry.
of the order of Saint Signis. AC 6 [13], HD 1 (4hp), Att 1 × bite (1d4), THAC0 19 [0],
AC 7 [12], HD 1 (4hp), Att 1 × bite (1d4) or turning bark, MV 180’ (60’), SV D12 W13 P14 B15 S16 (1), ML 7, AL
THAC0 19 [0], MV 120’ (40’), SV D12 W13 P14 B15 S16 Neutral
(1), ML 8, AL Lawful ▶ Language: Cannot speak, but understand Woldish and
▶ Fear no undead: Do not check morale when in combat Sylvan.
with undead monsters. ▶ Loyalty: Seelies are notoriously picky about their com-
▶ Turning bark: Once per day, a lichhound may emit a panions—there is only a 2-in-6 chance of a seelie dog tak-
baying that is terrifying to the undead. This has the same ing to a mortal owner. If the dog dislikes the owner, it will
effect as a cleric’s ability to turn the undead. On a 2d6 roll be utterly obstinate. If it likes the owner, it will be unfail-
of 9 or more, 1HD undead monsters are turned and on a ingly loyal.
roll of 11 or more, 2HD undead monsters are turned. 1d6
Hit Dice of monsters are affected, if the baying succeeds.
8. Spookhound
6. Pisker Slender, gentle-natured hounds with short, dappled white/
grey fur, long, fluffy tails, and buggy eyes. Bred for their
Stocky, short-legged dogs with lustrous reddish fur, lolling highly honed ability to detect the presence of the undead.
tongues, and soft, pudgy bellies. Known for their frisky AC 7 [12], HD 1+1 (5hp), Att 1 × bite (1d4), THAC0 18
and boisterous temperament and their obnoxious yapping. [+1], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 6,
Commonly kept by the people of Prigwort, who fear the AL Neutral
presence of fairies. ▶ Smell undead: Spookhounds can smell undead mon-
AC 8 [11], HD 2 (9hp), Att 1 × bite (1d6), THAC0 18 [+1], sters (both corporeal and incorporeal) within 60’. They are
MV 120’ (20’), SV D12 W13 P14 B15 S16 (2), ML 8, AL typically trained to bark in response to this scent.
Neutral
▶ Detect fairies: All animals can sense fairies and exhibit
an uneasiness in their presence. In piskers, however, this
instinct is honed to perfection. A pisker (even when sleep-
ing!) can detect fairies within 20’ and will make their pres-
ence known by incessantly yelping (for at least 1 turn).

TODO: Illustration

Equipment, Services, and Animals 79


Lodgings and Food
The comforts of a proper bed and a hearty meal, oft dreamed of by adventurers!

Poor Lodgings Poor Food


Item Cost Poor establishments typically have a selection of 1–2 dishes
Food (main dish) 1sp available on any given day.
Food (side dish) 5cp
Lodging: common room floor, 1 night 2cp Main Dishes
Lodging: shared room (8 beds), 1 night 1sp 1. Battered pizzle: The generative organs of a slaughtered
Lodging: shared room (4 beds), 1 night 2sp bull, sliced up, battered, and fried. Rich and gristly stuff.
Stabling, 1 night 2sp 2. Blood porridge: Oat porridge with a healthy portion
of bloodworms mixed in. Some folk like their worms still
Common Lodgings wriggling.
Item Cost 3. Bubble and squeak: Fried up leftovers from yesterday’s
Bath in private room 5sp supper. Commonly a mix of cabbage, root vegetables and
meat scraps.
Food (main dish) 3sp
Food (side dish) 2sp 4. Dregger’s pie: Acorns and sloppy mixed innards baked
Lodging: common room floor, 1 night 5cp in a tough pastry shell. The stench when the crust is
cracked open is said to recall the back alleys of Dreg.
Lodging: shared room (2 beds), 1 night 4sp
Lodging: private room, 1 night 8sp 5. Fisher’s gruel: Grain slop cooked in a fish-bone stock.
Stabling and fodder, 1 night 4sp 6. Roast wellington: Layers of leftover mash, cabbage
leaves, and chicken skin, rolled up and roasted.
Fine Lodgings 7. Special pasty: Butter and sheep fat pastry encasing
Item Cost meaty chunks of unknown origin. (Best not to ask.)
Bath in private room 4sp 8. Woad in the hole: Crispy chicken or sparrow feet pok-
Food (main dish) 2gp ing out of a spongy baked batter. (No actual woads’ legs are
Food (side dish) 15sp anywhere to be seen—they are far too expensive!)
Food (dessert) 2gp
Lodging: private room, 1 night 1gp Side Dishes
Lodging: double room, 1 night 2gp 1. Codswallop: A putrid, off-white slop. No one is quite
Lodging: private suite, 1 night 5gp sure what’s in it.
Personal services (coiffure, laundry, 1gp 2. Pig’s ear: Crispy fried hog’s ear. Nice and hairy.
etc.) 3. Sourcroute: Fermented cabbage, often accompanied by
Private dining room 1gp/person an unwanted edge of mould.
Stabling, 1 night 6sp 4. Wormskin: The skins of any worms that wriggle in the
region (earthworms, bloodworms, nightworms, etc.), fer-
Quality of Lodgings and Food mented in strong vinegar.

Lodgings in Dolmenwood are classified as one of three


levels of quality: poor, common, or fancy. The lodgings,
food, and services offered by an establishment depend on
its quality. The following lists describe some of the most
common dishes served in the inns and taverns of Dolmen-
wood. Certain establishments serve their own specialities
in addition.

80 Equipment, Services, and Animals


Common Food Fancy Food
Common establishments typically have a selection of 2–3 Fancy establishments typically have a wide selection of 4–6
dishes available on any given day. dishes available on any given day.

Main Dishes Main Dishes


1. Mutton roast: Slices of smoky roast mutton, slathered in 1. Blackbird pie: A feast of blackbirds (traditionally two
garlic gravy. dozen whole birds!) baked in a pie crust with cream.
2. Onion sandwich: White bread, butter, raw onion slices, 2. Brathering: A famed Prigwort speciality: pancakes lay-
and lashings of congealed whey. ered with sliced apple, cured sausage, and gooseberries.
3. Pook’s pudding: A suety pudding of mallow and locally 3. Jellied lamprey: Thick-sliced lamprey in an exquisite,
foraged mushrooms. spiced jelly.
4. Puggle pie: Puggle-flesh and mushroom gravy in flaky 4. Longmere pike: A whole pike, stuffed with leek and
pastry. (Puggles are miniature fungivorous dogs that live in sage, served with fresh forest greens.
Dolmenwood.) 5. Maids o’ the lake: A Dolmenwood delicacy: thigh-sized,
5. Sausage and mash: Fried bogswine sausages from Dreg translucent pink squid fried in garlic butter. (Many inns
on a bed of mashed swede, potato, or carrot. will not serve this dish on the night of the full moon, as it is
6. Shanky: A pair of chicken or quail legs wrapped in vine- said to attract the attention of witches.)
gared oak leaves and bitter mugwort. 6. Roast lurkey: Juicy flesh of the notoriously difficult to
7. Snail skewers: Forest snails skewered on metal spikes catch Dolmenwood game bird.
and roast over a wood fire. Served with a dipping custard. 7. Unicorn rump: Tender venison of the deer-like beasts
8. Trottel mash: Mashed root vegetables (commonly tur- known as false unicorns. (The flesh of true unicorns may
nip and burdock) laced with trotteling bacon. (Trottelings only be served at the Duke’s table.)
are tiny forest pigs.) 8. Whole suckling pig: A whole piglet, spit-roast, com-
plete with an apple in its mouth. A true hero’s feast!
Side Dishes
1. Pickled eggs: Hard-boiled eggs preserved in vinegar. Side Dishes
2. Coldlanks: Raw, grated onion mixed in a mustard and 1. Larks’ tongues in aspic: Delicate songbirds’ tongues
beer marinade. preserved in sweet jelly.
3. Hameth sprats: Little fish, crispy fried in batter. 2. Old Shuck: Rigid slices of stinking, ultra-mature cheese.
4. Ruddy chad: A hunk of mature, red-veined cheese. 3. Sparrey: A melt-in-the-mouth confection of crispy, sug-
ared moth wings.
4. Vinegared troll moss: Sweet and sour moss, pilfered
from the moss-gardens of Dolmenwood trolls.
TODO: Illustration

Desserts
1. Fondant pastries: Freshly baked, dusted with sugar.
2. Sugared plums: A taste of summer, all year round.
3. Trifle: Layered berries, sponge, custard, and cream.
4. Walnut tarts: Topped with whipped cream.

TODO: Illustration

Equipment, Services, and Animals 81


Pipeweed
According to some seasoned wayfarers, smoking a soothing weed is second to none
at easing the troubles of the road.

Pipes
Item Cost (gp) Smoking
Beechwood pipe
Cherry-wood pipe
5gp
15gp
[Optional Rule]
Clay pipe 1gp The many pipeweeds listed in this section are
Gourd pipe (moss dwarf style) 2gp assumed to simply add flavour to the campaign
world, without having any specific mechanical
effect. Groups who wish the smoking of pipeweed
Pipeweed (Cost per Smoke) to take on a more functional (and therefore perhaps
Type Cost Rarity more prominent) role in the campaign may use the
Barley blend 4 cp Common following rule.
Burglar’s blend 3 cp Uncommon When vexed by a problem, a player character may sit
Crofter’s daughter 5 cp Common down, get out their pipe, and spend an hour smok-
Dusty Abbot 2 sp Rare ing in quiet contemplation or in debate with com-
Fatty lumpkin 7 cp Uncommon panions.
Flufftop 1 sp Uncommon If the hour passes undisturbed, the player may
Gamgy weed 5 cp Common make an INT check. If several characters smoke
The gibbet’s gift 7 cp Uncommon and debate together, the most intelligent character
Green Jenny 8 cp Uncommon makes the INT check, with a +1 bonus per compan-
Lanksbottom leaf 6 cp Common ion (maximum of +4). If the INT check succeeds,
Mogglemoss 18 cp Uncommon the referee gives the player a clue about the problem
being contemplated.
Mummer’s farce 8 cp Common
Old Doby 6 cp Common
Pedlar puff 7 cp Common
Shaggy pony 7 cp Common
Special shag 3 sp Uncommon Rarity
Speckled wyrm 25 cp Uncommon Common pipeweeds are available in settlements through-
Wayside wisp 25 cp Rare out Dolmenwood (typically purchased from tavernkeeps
Westron weed 2 sp Rare or from wandering pedlars who specialise in the weed).
Uncommon weeds have a 3-in-6 chance of being found
Witch’s shag 8 cp Uncommon
in a settlement on any given day. Rare weeds have only a
1-in-6 chance of being available.

What is Pipeweed? Pipeweed


The eternal question of what exactly pipeweed is and 1. Barley blend: Finely chopped, golden-brown leaf with
where it comes from, in a fantasy setting, is left to malty undertones and a smooth, sweet taste. A cheap
the referee’s discretion. In some campaign worlds, it weed, favoured by farmers and ploughmen. Aids digestion
may be tobacco as we know it in the real world. In after a heavy meal.
other settings, pipeweed may be an entirely different 2. Burglar’s blend: A stringy, rough-cut mix of black and
plant, native to the Dolmenwood region. chestnut brown leaves. Its coarse, bonfire aroma makes it
an acquired taste. Keeps one awake in the dead of night.
3. Crofter’s daughter: Soft, rambling leaf of auburn hue.
Its smooth aroma carries a note of citrus. A homely weed,
beloved of townsfolk. Makes one feel happy with one’s lot.

82 Equipment, Services, and Animals


TODO: Illustration

4. Dusty Abbot: An ultra-fine dust (can also be taken as 12. Mummer’s farce: A finely shredded, oak-brown leaf
a snuff) of purplish-brown hue. Produces a cool, refined with fibrous hairs. Favoured by gamblers, its pungent, nut-
smoke with the odour of rosewood and the taste of cherry. meg aroma lingers in the taverns of Dreg. Inspires jollity
Favoured by the noble classes. Elicits a state of jovial elo- and hijinks.
quence. 13. Old Doby: Sumptuous, velvety, red-brown leaf with an
5. Fatty lumpkin: Uncut leaves, crumbled roughly. Tastes aroma reminiscent of the woods in autumn. Old Doby is
sweet and nutty, smells of elderberries. Brings on a raven- regarded by many as the forefather of all varieties of pipe-
ous appetite. weed. A common but well-loved leaf. Calms the
6. Flufftop: A soft, furry, golden leaf, roughly nerves and lightens the spirit.
cut, glistening with fragments of crystal- 14. Pedlar puff: A rich, densely packed,
line pollen. Produces a thick, green- sticky leaf, lustrous near-black in
ish smoke with a heady aroma of colour. The smoke is thick and
spice. Favoured by Grimalkin. cloying, the aroma like that of
(Some say that this weed orig- summer rain. Smoking this
inated in Catland.) Brings pipeweed enhances the deter-
on a state of light-hearted mination of foot-travellers
whimsy. whose destination still lies
7. Gamgy weed: Slivered, far away.
semi-dried leaf of brown- 15. Shaggy pony: A stringy,
green hue. The pungent oat-brown leaf that smells
aroma has an off-putting of horse. The smoke is sweet
edge of ammonia, but the (and also horsey) and tastes of
smoke is smooth and floral. baked tomato. Aids deep and
Causes a heavy sleepiness in restful sleep.
those who indulge. 16. Special shag: Rich, moist, fine-
8. The gibbet’s gift: Ashen white dust. ly-cut leaf of dark, reddish-brown
Produces an exceptionally thin, penetrat- hue. The refined aroma carries notes of
ing smoke that seeps across the ground. The plum blossom. Bears the Ducal seal of approval.
smoke is almost odourless, but tastes strongly of gravy. Enhances good judgement in trying times.
Smoking this pipeweed aids one in following through with 17. Speckled wyrm: A blend of greyish, rough-cut leaf
unpleasant decisions. with strands of silver. The smoke is woody and is speckled
9. Green Jenny: Raw, rolled leaves of a variety that will with glittering, silver motes. The taste is hoppy and brings
burn undried. The smoke is thin and astringent, but the about a state of intent concentration.
taste is sublime, with notes of apple and walnut. Smoking 18. Wayside wisp: A fine, supple leaf of silvery hue. Pro-
this weed in excessive quantities causes one’s vision to take duces coils and spirals of violet smoke, smelling of laven-
on a green tinge. der. This rare and refined leaf is said to be cultivated in
10. Lanksbottom leaf: Chopped almost to dust, this com- Fairy. Smoking it brings on a state of wonder and glee.
mon pipeweed is near black in colour and has a robust, 19. Westron weed: Dense, fibrous leaf of copper-red hue.
chocolate aroma. Grown in the warm valleys of the Imported from the distant west. Produces a heavy, dark
southern High Wold. The favoured smoke of lower class smoke with the odour of smoked fish. Inspires dreams of
goat-people. Brings on a state of merry arrogance. travel and adventure.
11. Mogglemoss: Rich, green curls that produce a smoul- 20. Witch’s shag: A blend of yellow and purplish leaves,
dering, emerald smoke. The aroma is of springtime, the finely cut. The smoke is smooth and fruity and inspires a
taste of cheese and onion. Favoured by woodgrues, scra- pleasant dizziness.
bies, and (rumour has it) the Drune. Causes an introspec-
tive state in which the obscure may become clear.

Equipment, Services, and Animals 83


Beverages
What better than to end the day over a strident ale with one’s companions?

Beers Rarity
Type Cost Rarity Common beverages are available in taverns throughout
Barrowblaster 9cp Common Dolmenwood. Uncommon beverages have a 3-in-6 chance
Cobsworth pale 5sp Uncommon of being stocked by an establishment on any given night.
Halthwidden’s 3sp Uncommon Rare beverages have only a 1-in-6 chance of being in stock.
Keye’s balm 1sp Common
Marrowhyte dark
Pilston’s heartbreaker
2sp
4cp
Common
Common
Beers
1. Barrowblaster: A robust ale, streaked black and white,
with a rich, iron-like flavour. Causes belching and gog-
Specialist Beverages gling.
Type Cost Rarity 2. Cobsworth pale: A fine, fizzing ale with a yellow hue
Globwob 2sp Uncommon and the flavour of cherry syrup. Indulging brings on a pro-
Mead 12sp Uncommon pensity for pointed philosophical debate.
Moon’s milk (new moon) 2sp Rare 3. Halthwidden’s: A gloopy, grey ale that tastes of plum
Nippers 5sp Uncommon and cinnamon. Provokes indiscriminate sexual advances.
4. Keye’s balm: A golden ale that tastes of honey and hops.
Spirits Causes good-natured slumping.
Type Cost Rarity 5. Marrowhyte dark: A thick stout as black as midnight on
Distillation of dusk 7sp Uncommon a moonless night. Tastes of smoky bacon and brings on a
Ether of blue 5sp Uncommon woozy empathy.
Lord Oberon’s ambrosial 1gp Rare 6. Pilston’s heartbreaker: A milky white ale that tastes of
Minstrel’s cordial 2sp Common singed elderberries. Causes a delirious state of cackling and
The night liqueur 6sp Uncommon misdirected aggression.
Old Swythener 5cp Common
Pokey nog
Porrid’s full moon
5sp
1sp
Uncommon
Uncommon
Specialist Beverages
Prigwort pure 7sp Rare 1. Globwob: A stinking grey-green slop of aged lichen and
yeast froth. A commonplace moss dwarf beverage. Tastes
Prigwort tipple 3sp Common
of rank ditch water and induces light-hearted tomfoolery
Purple aspintheon 1gp Rare
and cathartic vomiting.
Wakelyke’s scarlet 4cp Uncommon
2. Mead: A sweet, syrupy wine made from fermented
honey. Especially beloved by woodgrues. Induces a warm,
Wines cosy feeling in the belly and a light, eloquent state of mind.
Type Cost Rarity 3. Moon’s milk (new moon): Exported from the moss
Buckland fizz 12sp Uncommon dwarf village of Orbswallow. A sweet and awfully sour fer-
The Cold Prince 35sp Rare mented mix of milky and fruity liquids. Brings on a state of
Faggley’s iced 14sp Uncommon jovial banter.
Inkling wine 11sp Uncommon 4. Nippers: A distillation of fermented catnip which is
Lady Mauve 3gp Rare a common vice among grimalkins. Insipid stuff for non-
Underbrood’s vintage 5gp Rare grimalkins, but drives cat-folk wild and raucous.

84 Equipment, Services, and Animals


Inebriation [Optional Rule]
For each measure consumed, make a CON check. Fail- 1d4 bonus hit points (these can increase the character’s
ure indicates that the character has reached the next current hit point total above the normal maximum).
level of inebriation. A natural 20 indicates an increase Damage is subtracted first from the bonus hit points.
of two levels of inebriation. Levels of inebriation are as Upon sobering up, remaining bonus hit points are lost.
follows: ▶ Groggy: The effects of the beverage (as noted in its
▶ Sober: No effects. description) are in full effect. The character suffers a –2
▶ Tipsy: The effects of the beverage (as noted in its penalty to attack rolls and saving throws.
description) start to become appreciable. The character ▶ Unconscious: The character passes out.
suffers a –1 penalty to attack rolls.
▶ Drunk: The effects of the beverage (as noted in its Sobering Up
description) are in full effect. The character suffers a –1 An inebriated character who ceases to drink loses one
penalty to attack rolls and saving throws and gains level of inebriation every 1d4 hours.

Spirits Wines
1. Distillation of dusk: A rare, ultraviolet spirit with a lin- 1. Buckland fizz: A clear, sparkling wine that tastes of bit-
gering, oaken after-taste. Brings on a delightful state of list- ter herbs. Brings on dreamlike visions.
less lounging. 2. The Cold Prince: A colourless, bubbling wine always
2. Ether of blue: A spirit with a delicate, translucent aqua served on ice. The wine is said to contain fairy grapes, but
hue and a flavour akin to custard with a hint of skunk. is not itself produced in the immortal realm of Fairy. Tastes
Brings on a state of languid eroticism. like pear and honey and inspires the imbiber to feats of
3. Lord Oberon’s ambrosial: Prigwort’s finest distillation. romantic daring.
An insipid brown spirit tasting of sour rosehips. Imbibers 3. Faggley’s iced: An ice wine imported from the far east-
slip into a blissful reverie. ern reaches of the Duchy. Tastes of elderflower and spring
4. Minstrel’s cordial: A frothy, orange spirit that tastes of bouquets. Inspires a drowsiness punctuated with serene
malted rye. Brings on a state of unexpected poetry. visions of snowdrifts.
5. The night liqueur: A spirit of violent, greenish-purple 4. Inkling wine: A rich, full-bodied red wine that tastes of
hue. Tasteless but highly astringent. Brings about a sopo- syrup, over-ripe plums, and hawberries. Rankles the spirit,
rific languor. when drunk to excess, provoking a belligerent and arro-
gant mood.
6. Old Swythener: A colourless spirit, tasting of charred
beech and honey. Brings on a state of rampant disorienta- 5. Lady Mauve: A delicate, violet wine imported from
tion. Fairy. Tastes of plum and charred lavender. Causes one’s
sorrows to drift away.
7. Pokey nog: A fermented custard, egg-yolk yellow in hue
and with a delightful, creamy flavour. Brings on a state of 6. Underbrood’s vintage: A gourmet red wine from the
rambunctious speaking in tongues. legendary, deceased vintner Wayfellow Underbrood. In
very short supply, and priced accordingly. Has an exqui-
8. Porrid’s full moon: A spirit of profound indigo hue sitely robust flavour, with undertones of lemon zest, and
that tastes of blackcurrant. Causes cathartic bellowing and mead. Overindulgence causes an embarrassingly rapid dis-
screeching. solution of muscle control.
9. Prigwort pure: A rich, emerald green spirit with a fla-
vour alike to woody salmon. Causes a state of eloquent
camaraderie. TODO: Illustration
10. Prigwort tipple: A recent export from the cheaper dis-
tilleries of Prigwort. An electric blue spirit that tastes of
chestnut and fennel. Causes giddy hijinks.
11. Purple aspintheon: A spirit of the utmost refinement.
Pale mauve in colour, tasting of bitter liquorice. Brings on
a clear-headed state in which the drinker feels immortal.
12. Wakelyke’s scarlet: A deep red spirit with a wince-in-
ducing, acrid flavour. Causes gagging and shouting, when
drunk to excess.

Equipment, Services, and Animals 85


Mushrooms and Herbs
Those which are commonly known for their practical or magical properties.

Mushrooms and Herbs


Type Cost (gp) Rarity Summary of Effect
Arrowhame 50 Rare Grants a save versus poison against a magical disease
Blood canker 15 Uncommon Cures 1d3 hit points; risk of losing 1 CON
Bosun’s balm 15 Uncommon Reduces the effects of encumbrance
Fenob 5 Common Recover 1 hit point overnight
Garlic 5 Common Wards vampires
Gillywort 10 Uncommon Warns of poison in liquids
Grue’s ear 50 Common Psychedelic; increases alertness
Hogscap 75 Rare Psychedelic; detect magic
Lankswith 3 Common Cures common ailments
Lilywhite 3 Uncommon +2 bonus to checks to get a good night’s sleep
Marshwick 75 Uncommon Grants a save versus poison against animal venom
Ofteritch 60 Uncommon Grants a save versus poison against botanical poison
Sallow parsley 20 Uncommon Gain 2 extra hit points when resting for a day
Smottlebread 25 Uncommon Psychedelic; +2 bonus to saves against magic
Spirithame 40 Uncommon Cures 1d2 hit points
Tom-a-merry 150 Rare Psychedelic; see invisible
Wallowmost 60 Rare Grants a save versus poison against fungal poison
Wayfarrow 10 Common Alleviates the effects of a forced march
Witch’s oyster 50 Rare Psychedelic; grants an oracular vision
Wolfsbane 10 Uncommon Repels lycanthropes

3. Bosun’s balm: Roots dredged up from a rare river weed.


Rarity Eaten at breakfast, the herb stimulates the body’s ener-
Common items are available in settlements throughout gies, bringing on great endurance for one day. If using the
Dolmenwood (typically purchased from a local herbalist optional rule for simple encumbrance (see Encumbrance
or, in larger towns, apothecary). Uncommon items have a in Old-School Essentials), a character in heavy armour
3-in-6 chance of being found in a settlement on any given is treated as wearing only light armour and a charac-
day. Rare items have only a 1-in-6 chance of being availa- ter in light armour is treated as unarmoured. If using the
ble. optional rule for detailed encumbrance, the weight of the
character’s armour is reduced by 50%.
4. Fenob: The root-bulbs of a forest flower. A bulb of fenob
Mushrooms and Herbs placed under the tongue before bed causes the character to
1. Arrowhame: Tiny round leaves of a climbing plant, recover one hit point if a good night’s rest is had.
dried. Applying rehydrated arrowhame as a paste to dis- 5. Garlic: Aromatic bulbs in the onion family. Said to be
eased flesh grants a saving throw versus poison against a effective at repelling vampires.
disease of magical origin. If the save succeeds, the disease
recedes within 1d3 days. Repeat applications of arrowhame 6. Gillywort: A finely ground, white powder derived from
are ineffective. the leaves of a creeper that favours dank cave-mouths.
When the powder is added to liquid, it turns a shocking
2. Blood canker: Rust-red dried residue of a slime-mould purple hue in the presence of poisons. A dose of gillywort
prevalent in Mulchgrove. Mixed with alcohol and drunk, is enough to test one liquid.
cures 1d3 hit points. Each usage of blood canker has a
2-in-6 chance of permanently reducing the character’s
CON by one point.

86 Equipment, Services, and Animals


7. Grue’s ear: Rubbery pink ear fungus. Consuming a spec-
imen brings on a mild psychedelia wherein the character’s
vision is tinged pink and they become sensitive to bright Foraging
light. The character’s alertness is also enhanced, reducing When characters forage in Dolmenwood, there is a
the chance of being surprised to 1-in-6. (This may mean chance that they may find interesting mushrooms
the character is able to act in the surprise round while or herbs, in addition to the chance of finding food.
their companions are surprised.) These effects last for 2d6 The referee determines this chance, as well as the
turns. Grue’s ear loses its potency with repeated use—after type of mushrooms or herbs found, depending on
each usage, there is a 2-in-6 chance that the character will the region of the Wood being explored. Discovered
henceforth require an extra dose to gain a noticeable effect. mushrooms or herbs may include specimens of the
8. Hogscap: Mottled, fist-sized puffballs, harvested in their useful varieties listed here or other less well-known
plump, immature stage. Consumption brings on a woozy species that grow in the wild reaches of the Wood.
state of mild psychedelia, with wobbling vision and hallu-
cinations of distant wails and keening. The character suf-
fers a –1 penalty to attack rolls but gains the ability to sense
Selling Foraged Mushrooms or Herbs
magical influence in objects touched. The effects last for Herbs or mushrooms foraged from the woods can
1d6 hours. typically be sold to a specialist (e.g. a herbalist or
apothecary) for half of the listed price.
9. Lankswith: Powdered root of a floating pond weed. Taken
as a tea with supper, cures common ailments overnight.
10. Lilywhite: Carefully dried and folded petals of a marsh
lily. Smoking the petals in a pipe brings on a deep, soporific 16. Tom-a-merry: Tiny, cute mushrooms as tall as a baby’s
state that aids sleep in harsh conditions. finger, with pointy blue caps. Consuming a dose of tom-
a-merry induces a hallucinatory state where time lurches
11. Marshwick: The seeds of a scarce and unremarkable
and becomes distorted. In combat, this causes the affected
marsh flower, ground into a blue powder. Drunk with a
character to always act last in the round and to suffer a –2
swig of wine, grants a saving throw against animal venom.
penalty to attack rolls and saving throws. The character
If the save succeeds, the venom is neutralised. Repeat doses
also gains the ability to see invisible objects and creatures.
are ineffective.
The effects last for 1d6 turns.
12. Ofteritch: A black liquid fermented from the young
17. Wallowmost: Fluffy yellow buds of a spring plant that
roots of the lantern elm. Drinking ofteritch grants a saving
flowers in Mulchgrove. Chewed to a paste and swallowed,
throw against a poison of plant origin. If the save succeeds,
the flowers grant a saving throw against a poison of fun-
the poison is neutralised. Repeat doses are ineffective.
gal origin. If the save succeeds, the poison is neutralised.
13. Sallow parsley: Silvery-leafed young shoots of a rare Repeat doses are ineffective.
fern, which look uncannily like the culinary herb parsley.
18. Wayfarrow: Desiccated red berries of a thorny bush.
On a day spent resting in safety, a character who drinks
Chewing the berries throughout the day brings on great
an infusion of this herb throughout the day will recover
vigour and stamina when marching. If the character
two hit points. This is in addition to the usual recuperative
engages in a forced march, they have a 50% chance of being
effects of resting (see Damage and Healing in Old-School
fit for action the following day, without the usual penalties
Essentials).
for not resting (see Wilderness Adventuring in Old-School
14. Smottlebread: Spongy, green, bread-like hunks of Essentials).
giant mushroom flesh. Consuming a chunk of smottle-
19. Witch’s oyster: Miniature, bright violet oyster mush-
bread causes a trance state lasting 1d6 turns, during which
rooms that grow in high tree branches. Drinking the
the character enters into communion with the spirit of
water in which a specimen is boiled induces a visionary
the smottlebread—a gargantuan, benevolent, elephantine
trance lasting 1d4 hours. Upon awakening, the character
entity formed of green spheres. While the trance lasts, the
has gained an oracular insight into a topic that puzzles
character is completely immobilised. Following the trance,
them. The referee should describe the insight to the player,
the character’s vision is tinged green and their coordina-
determining its accuracy by rolling 1d6: 1–2: the insight is
tion is fuddled (this incurs a –1 penalty to melee attacks
entirely apposite and truthful, 3–4: the insight hints at the
and a –2 penalty to missile attacks). Contact with the fun-
truth in a mysterious manner, 5–6: the insight is entirely
gal spirit steels the character’s mind, granting them a +2
misleading.
bonus to saving throws against magic. Post-trance effects
last for 1d6 turns. 20. Wolfsbane: Dried bunches of a fragrant-leafed herb
that grows in the High Wold. This herb can be used to
15. Spirithame: Delicate, curled leaves of a rare moss.
repel lycanthropes. The creature must be hit with the herb
When crushed and applied to wounds, cures 1d2 hit
in melee combat. A “dose” of wolfsbane is sufficient for use
points. Spirithame loses its effectiveness quickly—a char-
in one combat.
acter can only benefit from one dose per day.

Equipment, Services, and Animals 87


Trinkets
Oddments and knick-knacks which an adventurer may have about their person.
The referee may allow players to roll d100 on the table of NPCs: The table of trinkets may also be used by the referee
trinkets when creating a character, granting the new PC an as a Dolmenwood-themed “what’s it got in its pockets?”
odd, possibly slightly magical item. table for NPCs and monsters.

Trinkets (01–50)
d100 Trinket d100 Trinket
01 A moss dwarf pipe that blows rainbow-coloured 28 A butter knife that can cut through metal.
smoke rings. 29 Sixteen silver pieces, greased with slippery magi-
02 The fairy sword that slew your father. cal oil that cannot be washed off.
03 A piece of the moon that fell to earth. (Or is it a 30 A tiny book of nonsense poetry, bound in purple
hunk of desiccated cheese?) leather.
04 The skull of a Drune, stolen from a forbidden 31 A raven’s feather quill that writes (in jet black)
crypt. without ink.
05 A silver mirror that always reflects the sky. 32 A jaunty cap (with a feather stuck in it) which
06 The scintillating, silvery feather of a witch owl. jumps up whenever anyone says your name.
07 A clay effigy that whispers to you in your sleep. 33 The pink wobbly severed hand of a gelatinous
08 A gauntlet of wyrm scales. ape, still fresh and sweet.
09 A foot-long, spicy sausage. 34 A pair of stripy woollen socks that keep your
10 A cosy, sheepskin jerkin. feet as warm and dry as if you were wearing fine
11 A miniature brass gnome. (Appears on your boots.
pillow looking at you each morning.) 35 A silver belt woven from the mane of a kelpie.
12 A clump of writhing, black moss that you scraped 36 A fragment of glowing crystal that you found in
off a looming monolith one lonely night. a dream.
13 A jar that breeds flies, even when tightly sealed. 37 A tiny wicker effigy that you stole from a witch’s
14 An ash wand stained with the blood of a troll. hovel.
15 A dashing velvet beret. 38 A porcelain teapot painted with a scene of owls
16 A love letter you are penning in silver ink to your devouring humans.
fairy betrothed. (To be placed within a ring of 39 A bright red egg that was given to you by a
toadstools for delivery.) brownie.
17 A stuffed vole dressed in a charming waistcoat. 40 A glass jar containing the tiny, frozen form of
18 An elf-bone flute. It emits no sound in the day- your only sister.
time, but plays a haunting melody at night. Once 41 A folio of pressed sprite-wings.
you play, you cannot stop until daybreak. 42 A lock of hair from the first person you killed.
19 A fine set of silver cutlery and a floral china tea- 43 A blood sausage, allegedly made of goat-man
set, all packed in a wicker hamper. blood.
20 A goatskin pouch full of giblets. 44 A locket with a portrait of a fluffy pussy cat wear-
21 An ornate lantern you found in a bog. ing a plush crown. “For the love of King Pusskin”
22 A brass owl statue with eerie black eyes. is inscribed on the back.
23 A sheet of parchment with a charcoal sketch of 45 A wanted poster for yourself.
your long lost love. 46 A rusty knife that a ghost dropped in your path.
24 A pebble that glows faintly in the dark. It can only harm spirits.
25 A ball of silvery twine that is invisible in moon- 47 A bone statuette of a mermaid with prodigiously
light. hairy armpits.
26 An hourglass which constantly flows in one 48 The broken tip of a unicorn’s horn.
direction. It cannot be inverted. 49 A napkin and cutlery that you stole from a fancy
27 A unicorn statuette carved out of mush- inn.
room-wood. 50 A silver ring that shrinks or expands to fit what-
ever finger it is placed upon.

88 Equipment, Services, and Animals


Trinkets (51–00)
d100 Trinket d100 Trinket
51 A dubious fake moustache made of rat fur. 77 A well-loved walking stick with a goat’s head
52 A long kilt of woven moss. handle.
53 A silver spoon that drips honey on command. 78 Bright red leather boots.
54 A mote of sunlight, trapped in a scintillating 79 A glass bottle that annihilates any liquid poured
crystal. into it.
55 The skeleton of an especially large toad, in pieces. 80 Black stone dice with white skulls for pips.
56 A diorama of two stuffed mice riding stuffed 81 A circular ceramic amulet which displays the
squirrels, jousting. current moon phase.
57 The mummified hand of a bog body. 82 The horn of a goat-man, hung from a necklace.
58 Blueprints for a marvellous mechanical mouse 83 A pouch which feels heavy (as if full of pebbles)
organ clock. even when empty.
59 An enormous brass belt buckle in the shape of a 84 A clay pot labelled “Frog Paste”, containing what
green man face. appears to be frog paste.
60 A black stone which always points towards the 85 A gnarled root shaped like a moss dwarf.
sun. 86 A collection of papers with scrawled notes
61 A short length of silver cord and a delicate hook, detailing your life story. The odd thing is that you
said to be able to catch fairy fish in puddles. found these notes on the corpse of a stranger,
62 A drinking horn featuring erotic carvings. drowned in a ditch.
63 A skeletal finger that scrapes and scratches at 87 A bloody knife that cannot be cleaned.
dusk. If provided with a means of making marks 88 A black rose that never wilts.
(e.g. dipped in ink or blood, a surface that can be 89 A thimble that is always magically full of sweet
scratched), it writes macabre prophecies. liqueur.
64 A head-sized glass sphere with a neck opening. 90 The board pieces for fairy chess. You have no idea
65 Your grandmother’s creepy glass eye. You some- what the rules are (or even if it’s a real game).
times feel her presence watching you. 91 The cured skin of a whole deer.
66 A tiny silver fish in a jar of water. At night, it 92 The key to the prison cell you escaped from.
comes to the surface and whispers the names of 93 A rolled sheet of paper that can magically store
everyone within 5’. one small object as an illustration on the page.
67 A bloodstained jester’s hat. The object can be released again by grasping it.
68 A sack of tasty fried chicken legs. 94 A blue velvet jacket with a hidden pocket which
69 An empty notebook. Anything written in it dis- moves when you’re not looking. Every time you
appears at sunrise. want to retrieve something from the pocket, it
70 An icicle that never melts. takes a minute of searching to find it.
71 A long-nosed masquerade mask. 95 A story book about the charming exploits of the
72 A necklace of miscellaneous humanoid teeth. rat-people of the moon.
73 A curious moss dwarf wind instrument carved 96 A tin whistle whose tones drive cats wild.
out of a gourd. You can’t figure out which hole to 97 A dried mushroom with a face.
blow in. 98 A wooden holy symbol of the One True God
74 An especially dapper bowler hat. studded with nails.
75 A moleskin wristband, anointed with exotic fairy 99 A bag of delicious boiled sweets.
perfume. 00 A battered hat with a stuffed swan’s head stitched
76 A thigh-bone flute. proudly at the summit.

Equipment, Services, and Animals 89

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