Equipment and Coin

The Hexbit Chain

All official coin across the Frontier follows the six-sided shape of the Totem, a mark of order and legitimacy under the Church.

CoinCalledWorthMade ofUsed for
Starmark HexbitStars1 StarNickel rim around a core of Totemic cherrywood, violet with a red grainDaily trade, tithes, alms
Rudim HexbitRudys100 StarsIron fused to carved bone, dull gray with a white latticeLabor, tools, bulk trade
Grand HexbitGrands100 Rudys (10,000 Stars)River gold, hand-engravedNoble contracts, Church tribute
Astral HexbitAstrals100 Grands (1,000,000 Stars)Meteoric platinum with crystal inclusionsNever traded; only gifted or consecrated

The Starmark is the people's coin, light and durable and blessed under Totemic light. Every tithe, loaf and prayer begins with a Star. The Rudim is the backbone of industry, forged from bog iron and bone to be spent and melted and forged again; every bridge and blade in Calwind was bought in Rudys. Grands may only be struck from gold washed out of Totem rivers. Astrals are forged from skyfall metal once a century, and hum faintly when the Hollowed are near.

Cost of Living

What a day costs, by the standard of the Calwind region.

StandingWhoPer dayLiving
DestituteVagabonds, beggars, escaped AberrantsNothing; barter and favorsSleeps in the open or in ruins. Scraps and stream water. Often outside Church law.
MeagerFarmhands, hunters, ferrymen10 to 25 StarsA shared room, one hot meal, weak ale.
ModestSkilled laborers, clerks, junior Inquisitors30 to 60 StarsA private bed in a tavern, two good meals. Worn but decent clothes and tools.
ComfortableArtisans, traders, Ironveil Inquisitors1 to 2 RudysClean lodgings, good food and drink. Can hire porters and keep gear in repair.
WealthyGuildmasters, Gravemarks, High Inquisitors5 to 10 RudysA suite in a manor or sanctum, private attendants, horses and fine weapons.
OpulentMayors, high clergy, nobility1 GrandA walled estate, imported food, a private guard. Borderline heretical outside Calwind.
DivineThe Grand Luminary, high clergy5 to 10 Grands, or AstralsA palace within the Totem's radiance. Reserved for the Church hierarchy.

The Price of Iron

The Church forbids mining. What iron the Frontier has fell from the sky, was raked out of a bog, or was melted down from something older, and it is bought and sold by what it would smelt to. A stone hammer costs a few Stars; an iron one costs Rudys, and a suit of chain costs Grands. That is why most people carry stone, bone, obsidian and hardwood, and why an iron blade on a stranger's belt is worth noticing.

Prices here are for a town that sells the thing at all. Far from the town that makes it, anything costs more, and some things cannot be had at any price.

Weapons

Weapons on the Frontier are mostly stone, bone, obsidian and hardwood. Iron is worked in towns, and steel only at a settled forge. Powder is new, loud and expensive.

Simple weapons

WeaponDamagePropertiesCost
Antler Club1d6 bludgeoningversatile (1d8)5 Stars
Bone Club1d4 bludgeoninglight1 Star
Bone Javelin1d6 piercingthrown (30/120), reach5 Stars
Bone Punching Claws2d4 piercingfinesse, light2 Rudys
Bone Punching Dagger1d4 piercingfinesse, light2 Rudys
Dart1d4 piercingfinesse, thrown (20/60)1 Rudy
Flint Knife1d4 slashinglight, finesse, thrown (20/60)5 Stars
Greatclub1d8 bludgeoningtwo-handed2 Stars
Hardwood Spear1d6 piercingversatile (1d8), thrown (30/120), reach1 Rudy
Hardwood Staff1d6 bludgeoningversatile (1d8), two-handed2 Stars
Hurlbat1d6 slashinglight, thrown (20/60)50 Rudys
Iron Dagger1d4 piercingfinesse, light, thrown (20/60)20 Rudys
Iron Handaxe1d6 slashinglight, thrown (20/60)50 Rudys
Iron Javelin1d6 piercingthrown (30/120)30 Rudys
Iron Mace1d6 bludgeoning50 Rudys
Iron Spear1d6 piercingthrown (20/60), versatile (1d8)50 Rudys
Light Crossbow1d8 piercingammunition, range 80/320, loading, two-handed150 Rudys
Light Hammer1d4 bludgeoninglight, thrown (20/60)20 Rudys
Obsidian Blade1d6 slashingfinesse, light10 Stars
Obsidian Spear1d6 piercingthrown (20/60), versatile (1d8)1 Rudy
Punching Claws2d4 piercingfinesse, light60 Rudys
Punching Dagger1d4 piercingfinesse, light20 Rudys
Shortbow1d6 piercingtwo-handed, range 80/320, ammunition25 Rudys
Sickle1d4 slashinglight20 Rudys
Sling1d4 bludgeoningrange 30/120, ammunition1 Star
Stone Hand Axe1d6 slashingversatile (1d8), thrown (20/60)5 Stars
Stone Light Hammer1d4 bludgeoninglight, thrown (20/60)2 Stars
Stone Mace1d6 bludgeoning5 Stars
Vein-Obsidian Blade1d6 slashingfinesse, light50 Rudys

Martial weapons

WeaponDamagePropertiesCost
Atlatl1d6 piercingrange 60/240, ammunition10 Rudys
Battleaxe1d8 slashingversatile (1d10)150 Rudys
Blowgun1 piercingammunition, range 25/100, loading10 Rudys
Bone War Axe1d8 slashingthrown (20/60)2 Rudys
Composite Bow1d8 piercingtwo-handed, range 150/600, ammunition50 Rudys
Flail1d8 bludgeoning100 Rudys
Flint Battleaxe1d8 slashingversatile (1d10)2 Rudys
Flint Greataxe1d12 slashingheavy, two-handed3 Rudys
Flint Scimitar1d6 slashingfinesse, light25 Stars
Flint Shortsword1d6 piercingfinesse, light10 Stars
Flint Warspear1d8 piercingversatile (1d10), reach, thrown (30/120)2 Rudys
Glaive1d10 slashingheavy, reach, two-handed200 Rudys
Greataxe1d12 slashingheavy, two-handed300 Rudys
Halberd1d10 slashingheavy, reach, two-handed200 Rudys
Hand Crossbow1d6 piercingammunition, range 30/120, light, loading200 Rudys
Heavy Crossbow1d10 piercingammunition, range 100/400, heavy, loading, two-handed250 Rudys
Iron Greatsword2d6 slashingheavy, two-handedGM sets
Iron Longsword1d8 slashingversatile (1d10)GM sets
Iron Maul2d6 bludgeoningheavy, two-handed200 Rudys
Iron Rapier1d8 piercingfinesseGM sets
Iron Scimitar1d6 slashingfinesse, lightGM sets
Iron Shortsword1d8 slashingversatile (1d10)100 Rudys
Iron Warspear1d8 piercingreach, versatile (1d10), thrown (30/120)100 Rudys
Lance1d12 piercingreach, special100 Rudys
Longbow1d8 piercingammunition, range 150/600, heavy, two-handed50 Rudys
Morningstar1d8 piercing150 Rudys
Obsidian Macuahuitl1d8 slashingversatile (1d10)2 Rudys
Obsidian War Knives1d6 slashingfinesse, light50 Stars
Pike1d10 piercingheavy, reach, two-handed100 Rudys
Steel Greatsword2d6 slashingheavy, two-handed500 Rudys
Steel Longsword1d8 slashingversatile (1d10)150 Rudys
Steel Rapier1d8 piercingfinesse250 Rudys
Steel Scimitar1d6 slashingfinesse, light250 Rudys
Stone War Maul2d6 bludgeoningtwo-handed, heavy2 Rudys
Stone Warhammer1d8 bludgeoningversatile (1d10)15 Stars
Trident1d6 piercingthrown (20/60), versatile (1d8)100 Rudys
War Pick1d8 piercing100 Rudys
Warhammer1d8 bludgeoningversatile (1d10)150 Rudys
Whip1d4 slashingfinesse, reach2 Rudys

Firearms

WeaponDamagePropertiesCost
Blunderbuss2d8 piercingrange 30/90, ammunition, loading, two-handed600 Rudys
Flintlock Pistol1d10 piercingammunition, range 30/90, light, loading500 Rudys
Flintlock Rifle1d10 piercingammunition, range 100/400, heavy, two-handed, loading800 Rudys
Hand Cannon2d6 piercingrange 30/90, ammunition, loading400 Rudys

Unarmed

WeaponDamagePropertiesCost
Unarmed Strike1 bludgeoningfinesse, unarmedGM sets

Weapon properties

PropertyMeaning
LightSmall enough to fight with one in each hand.
FinesseUse Strength or Dexterity for attack and damage.
Thrown (near/far)Can be thrown. Beyond the near range, you have disadvantage.
Range (near/far)A ranged weapon. Beyond the near range, you have disadvantage.
Versatile (die)One hand or two. Two hands use the bigger die.
ReachAttacks out to 10 ft instead of 5.
Two-handedNeeds both hands.
HeavySmall creatures attack with it at disadvantage.
AmmunitionUses arrows, darts, stones or shot, spent with each attack.
LoadingOne attack per action, however many attacks you have.

Armor and Shields

ArmorTypeArmor ClassCostNotes
Padded ArmorLight11 + Dex, Subterfuge at disadvantage5 RudysQuilted cloth and hide in loose layers. Warm, cheap, and quiet.
Leather ArmorLight11 + Dex10 RudysHide boiled in oil and shaped to the chest and shoulders, over a softer underlayer. Quiet, and cheap to mend.
Studded LeatherLight12 + Dex45 RudysLeather set close with iron rivets. The iron is most of the price.
Hide ArmorMedium12 + Dex (max 2)10 RudysStiff hide from large game, shaped to the body. Standard protection in the frontier.
Chain ShirtMedium13 + Dex (max 2)500 RudysA shirt of iron rings worn under a coat. Seen on Watch captains and Ironveil in the field, and almost nowhere else.
BreastplateMedium14 + Dex (max 2)4 GrandsA fitted steel chestpiece over leather. It leaves the limbs free and the purse empty.
Scale MailMedium14 + Dex (max 2), Subterfuge at disadvantage600 RudysA coat of overlapping iron scales on leather, with leggings to match. Loud, heavy, and a fortune in metal.
Half PlateMedium15 + Dex (max 2), Subterfuge at disadvantage7 GrandsShaped steel plates over the chest, shoulders and thighs. A smith works a season on one.
Grinwyrm Scaled ArmorMedium15 + Dex (max 2)6 GrandsA coat and leggings faced with grinwyrm scale. Lighter than iron, nearly as hard, and no Church law forbids taking it.
Ring MailHeavy14, Subterfuge at disadvantage300 RudysA leather coat with iron rings stitched throughout. Heavy and loud. Stops an arrow.
Chain MailHeavy16, Subterfuge at disadvantage5 GrandsInterlocking iron rings over a quilted coat, gauntlets included. Needs Strength 13 to move in freely.
Splint ArmorHeavy17, Subterfuge at disadvantage7 GrandsVertical strips of iron riveted to leather, over chain at the joints. Needs Strength 15 to move in freely.
Full PlateHeavy18, Subterfuge at disadvantage10 GrandsShaped and interlocking steel over the whole body. More folded steel than a village sees in a generation. Needs Strength 15 to move in freely.
BucklerShield+150 RudysA small iron-bossed shield strapped to the forearm. It leaves the hand free.
Wooden ShieldShield+210 RudysA hardwood disk faced with stretched hide. Light enough to carry all day.
Iron ShieldShield+2100 RudysA hardwood shield bound and faced with iron.
Boogeytoothed ShieldShield+210 RudysA hide-faced shield studded with teeth. As an action, bash a creature within 5 ft for 1d4 piercing; it makes a DC 13 Strength save or is knocked prone.

Ammunition

ItemCostDescription
Arrows1 RudyTwenty flint-tipped arrows, fletched with feather.
Sling Stones1 StarTwenty smooth river stones, sorted by weight.
Atlatl Darts1 RudyTen lightweight throwing darts with flint points. Used exclusively with an atlatl.
Powder and Shot10 RudysTen charges of black powder with iron balls. Each charge requires time to load.
Blowgun Needles1 RudyFifty thorn needles, fletched with down.
Crossbow Bolts10 RudysTwenty iron-headed bolts.
Powder Horn20 RudysA horn of black powder and a pouch of shot: twenty charges for a flintlock.

Gear

ItemCostDescription
Waterskin2 StarsA stitched hide bladder with a bone stopper. Keeps a day's water against the dry stretches between rivers. A water Resonant carries one where no river runs.
Fire Tube50 StarsA close-bored hardwood cylinder and tight-fitted piston, the head packed with charcloth. One hard stroke crushes the air to an ember and a breath lifts it to flame, with no flint and no spark. A fire Resonant carries one to seed a flame from nothing.
Snare Trap1 RudyA spring-set snare of bent hardwood and waxed cord. Caught game, or caught warning of something heavier moving in the dark.
Marked Trail Map5 RudysA hide charted in charcoal and ochre. The marks read the ground ahead and the pull of the nearest Totem.
Bellows20 RudysTwin leather lungs on a hinged frame that drive air into a fire until iron runs. The heart of any forge worth the name.
Field Forge500 RudysA clay hearth, a stump anvil, and a set of bellows, broken down to haul and raised in an hour. Iron work, anywhere a fire will hold.
Caltrops50 RudysA fistful of barbed iron stars, every one landing point-up no matter how they fall. Strewn across a doorway or a deer path, they turn a charge into a limp.
Firepot50 RudysA thin clay sphere of rendered fat and pine pitch, corked with a rag wick. It breaks where it lands and throws a sheet of fire that clings to whatever it touches.
Smoke Bundle5 RudysDamp punk wood and green needles bound tight in bark. Touched to a flame it smolders rather than burns, raising a grey curtain a body can break contact behind.
Bushcraft Sled50 RudysA travois of poles and hide, dragged by a person or a beast.
Net1 RudyA weighted hide net. A Large or smaller creature hit by it is restrained until it, or someone, spends an action and a DC 10 Strength check to break free.
Tent2 RudysOiled hide over poles, for two.
Torch1 StarA stick wrapped in rag and soaked in fat or pitch. Burns about an hour, and smokes the whole time.
Bark Float2 RudysSheets of bark lashed with vine and sealed with sap. It keeps a Medium creature's head above water while it swims.
Bone Tools5 RudysAn awl, a scraper and a wedge, ground from bone and bound with sinew. Advantage on one check they fit, and then they break.
Signal Marker1 StarBones, blood and charred wood set in a pattern your people know. It marks a trail, a cache or a claim, and tells anyone else to keep walking.
Deadfall Trap3 RudysA propped log, a trigger stick and a tripline. Whatever trips it takes 2d6 bludgeoning, a DC 13 Dexterity save for half. Setting one takes time and a good tree.
Pitfall Cover3 RudysA woven lattice of branches and turf, laid over a dug pit with bait at its heart. Spotting it is a DC 13 Sage check. A creature that falls in takes 1d6 and lands prone; a DC 13 Dexterity save catches the edge.
Ward Effigy10 RudysBones, char and sap worked into a figure and marked with old signs. A beast that comes near makes a DC 12 Wisdom save or is frightened of it.
Bomb Arrow25 RudysA reinforced shaft carrying a sealed cup of blasting powder and a slow fuse, fired from a bow. A direct hit deals 2d8 piercing and 2d6 fire; everything within 5 ft takes 1d8 piercing and 1d6 fire. It flies short (one range step less), and on a natural 1 while running, jumping or falling with more than three packed, roll a d6: on 1 or 2 it goes off. Rain makes it fizzle more often than not. The Church calls them heresy.
Tinderbox50 StarsA tin of dry tinder with a flint and a curl of steel to strike it. Iron is dear on the Frontier, so the striker is most of the price. A dozen sparks into charcloth and a breath give a flame in any weather short of a downpour.
Bow Drill5 StarsA green-wood bow strung with sinew, a straight spindle, a socket stone for the palm and a notched hearth board. A minute of steady sawing gives an ember. Damp wood or a hurried hand gives sore arms and smoke.
Ember Horn25 StarsA cow horn lined with clay and capped with hide, carrying a live coal banked in punk wood. Fed at each camp it keeps its coal for a day, so the fire is carried rather than made. Fire Resonants who will not wait on a spark wear one at the hip.
Gourd Canteen1 StarA dried calabash with a waxed wooden stopper, slung on a braided cord. It keeps a day's water as well as a skin does, for a fraction of the price, until it cracks.
Drawing Flask10 StarsA horn flask no longer than a hand, worn on a cord at the wrist. It holds a few mouthfuls and none of them are for drinking: a water Resonant keeps it full so there is always something within reach to draw on.
Rain Cloth20 StarsA square of oiled linen with a bone ring sewn at its center. Staked out at dusk it runs the night's dew, or a storm's worth of rain, into a skin hung beneath. Slow, but it finds water where the land has none.
Totemic Chalk2 RudysVein-attuned crystal crushed with ash from a sanctified fire. It must be mixed within a few hours of use. Sentinels answer to nothing else.
Church Amulet5 RudysA Church amulet on a cord: the Pillars, the Cores, or an element. Most of the faithful wear one.
Inquisitor's Amulet50 RudysAn amulet showing an Inquisitor's rank and the manifestation they carry.
Inquisitor Fieldbook25 RudysThe Inquisitor Order's field manual, issued under the Grand Luminary's seal. No copy may be made by an unblessed hand.
Backpack2 RudysA hide pack on a bent-wood frame.
Bedroll1 RudyFelted wool and a hide groundsheet, rolled and tied.
Blanket5 StarsA heavy wool blanket.
Hempen Rope (50 ft)1 RudyFifty feet of twisted hemp rope.
Grappling Hook20 RudysA forged iron hook, three-tined, with an eye for rope.
Crowbar200 RudysA bar of forged iron. Priced by what it would smelt to.
Hammer10 RudysAn iron-headed hammer.
Sledgehammer20 RudysA long-hafted iron sledge.
Piton5 RudysAn iron climbing spike with an eye.
Iron Spikes (10)100 RudysTen iron spikes.
Chain (10 ft)500 RudysTen feet of iron chain. More iron than most farms own.
Manacles200 RudysIron cuffs on a short chain. The Watch keeps a few pairs and counts them.
Lock10 RudysAn iron lock and key.
Hunting Trap500 RudysA sprung iron jaw trap on a chain. A creature that steps in it is held fast.
Miner's Pick200 RudysAn iron pick. The Church forbids mining, and a miner's pick in a pack invites questions.
Shovel50 RudysAn iron-bladed shovel.
Hooded Lantern50 RudysAn iron lantern with a sliding hood to dim it.
Bullseye Lantern100 RudysAn iron lantern with a lens that throws a cone of light.
Lamp5 StarsA clay oil lamp.
Oil (Flask)1 StarA flask of rendered oil, for a lamp or a fire.
Candle1 StarA tallow candle.
Mess Kit2 StarsA tin cup, plate and spoon that clamp together.
Fishing Tackle10 RudysLine, bone hooks, floats and lures in a roll.
Spyglass1 GrandA brass and glass telescope. Rare, and coveted by rail surveyors.
Magnifying Glass100 RudysA ground lens in a horn frame.
Hourglass25 RudysAn hour of sand in glass.
Book25 RudysA bound book, blank or written.
Ink10 RudysA small bottle of ink.
Ink Pen1 StarA cut quill.
Paper2 StarsA sheet of paper.
Parchment1 StarA sheet of scraped hide.
Sealing Wax5 StarsA stick of red wax.
Signal Whistle1 StarA bone whistle that carries across a valley.
Whetstone1 StarA fine-grained stone for keeping an edge.
Pole (10 ft)1 StarTen feet of straight ash.
Ladder (10 ft)1 StarA ten-foot ladder, lashed together.
Pouch5 RudysA drawstring hide pouch.
Chest5 RudysA wooden chest, iron-banded.
Barrel2 RudysA coopered wooden barrel.
Bucket1 StarA wooden bucket.
Glass Bottle2 RudysA stoppered glass bottle.
Vial1 RudyA small glass vial.
Flask or Tankard1 StarA clay flask or a wooden tankard.
Climber's Kit250 RudysPitons, boot spikes, gloves and a harness. Most of the cost is the iron.
Explorer's Pack100 RudysA backpack, a bedroll, a mess kit, a tinderbox, ten torches, ten days of rations, a waterskin, and fifty feet of hempen rope.
Inquisitor's Pack250 RudysIncludes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Common Clothes5 StarsHomespun shirt and trousers or a plain dress.
Work Clothes5 StarsHeavy canvas and leather, made to be worn out.
Traveler's Clothes2 RudysA long coat, boots and a hat for the road.
Fine Clothes15 RudysA tailored coat, a cravat, polished boots. Town clothes.
Vestments15 RudysChurch robes, embroidered with the six-sided seal.
Costume5 RudysClothes for the stage or for passing as someone else.
Cloak3 RudysA hooded wool cloak.
Dice Set1 StarBone dice in a cup.
Gambit Deck5 StarsA Gambit deck: sixty cards, six suits, ranks Ace to 10.

Consumables

ItemCostDescription
Trail Rations5 StarsSmoke-dried meat, rendered fat, and hard journeycake, sealed in waxed hide. A day's eating, carried.
Healing Tonic5 RudysBitter herbal extract stabilized with powdered glyph crystal. Scent of cut iron and rosemary, a buzz of clarity before the sting. Railhands call it kickroot. Grants advantage on one short-rest Survival check to spend a Hit Die.
Field Salves15 RudysResinous paste in glyph-inked leather. Smells of ash, pine sap, and metal. Numbs skin and leaves a fading gray sheen. Advantage on one short-rest Survival check to spend a Hit Die. Can be shared across rests or among companions.
Antitoxin10 RudysA bitter root steeped down and stirred through with fine charcoal, which draws the poison to itself. Drink it to make a new saving throw against each poison in you, with advantage; a success ends it. For the next hour you have advantage on saves against poison.
Clearblood Serum40 RudysAn antitoxin cut with a drop of venom milk, so the body learns the poison before it meets it. Drink it and every poison in you ends, and the poisoned condition with it. For the next hour you have advantage on saves against poison.
Mana Shard5 RudysA sliver of leyline crystal prised from a beast that fed too long on saturation. Cold on the tongue, it gives one small jolt and dissolves. Restores a small measure of spent mana.
Breathstone200 RudysPorous pale-blue leyline crystal, steeped to a vapor that tastes of charged copper and crushed mint. Breathed at rest, it works on the deepest scar you carry: it eases that wound by one tier of severity, and once a wound is only minor, it draws the scar out entirely and returns the scarred Hit Die. Crumbles after one use.
Ashbone Dust500 RudysGrey powder ground from the bones of a beast that lived long inside a Totem's Core Zone. Smells of burned blood and frost. Warmth radiates from the spine, leaving the user briefly chilled and lucid. Only within a Totem aura. Choose one: restore 1 expended Hit Die; restore 1 scarred Hit Die (applied as a dressing, no check); or restore 1 scarred Hit Die (boiled and consumed, DC 12 Survival).
Serpent Oil150 RudysVenom sac milked thin and cut with tallow so it clings to an edge. Worked along a blade or a dozen arrowheads, it sours the next few wounds before it wears away.
Vapor Balm20 RudysA pale salve that gives off a slow medicinal vapor when the jar is cracked. Breathed in across a long rest it works the stiffness out of an old scar and coaxes a spent measure of strength back into the body.
Dusk Venom200 RudysMilkweed sap cooked down with a ground venom sac, past the point where it still smells of either. It clings to an edge through several blows and turns each wound sour. Trappers coat a quiver before a night they expect to go badly.
Hexbark Toxin250 RudysDistilled from water hemlock and the gall of an old oak. This one does more than sicken: it muddles the nerves, and a deep enough cut leaves the limb slow to answer. Restricted trade in any settlement that still keeps an apothecary's ledger.
Minor Totemic Fragment5 RudysA sliver of raw crystal, brittle and grainy and barely holding its charge. Crushed, it gives back a little of what you have spent and leaves a bitter taste. Restores 1 mana.
Lesser Totemic Crystal15 RudysA thumb-sized shard of raw crystal pulsing faintly with residual resonance. When gripped and focused upon, the shard warms, hums, and releases its stored energy in a single breath of clarity. As the mana flows back into the body, the crystal fractures and dissolves reduced to inert dust and memory. Restores 3 Mana.
Major Totemic Crystal50 RudysA rare palm-sized crystal, crazed with fine fractures from the pressure it was harvested under. For a moment it feels like standing in a Totem's aura, then it crumbles to warm powder. Restores 10 mana.

Poisons

Poison work is Apothecary work.

ItemCostDescription
Blackrot Sap250 RudysSwallowed. The creature makes a DC 16 Constitution save. On a failure, it takes 1d6 poison damage and is poisoned. It repeats the save every 24 hours, taking another 1d6 poison damage on each failure, and nothing heals that damage while the poison lasts. After seven successful saves, the poison ends.
Blindroot Gas250 RudysBreathed. The creature makes a DC 15 Constitution save. On a failure, it is poisoned and blinded for 1 hour.
Blindsap Oil300 RudysA thick pale oil rendered from Ashbloom sap, cut with fish oil or thistle sap so it holds on a blade. On the skin. Coat a weapon or a surface as a bonus action. A creature it touches makes a DC 15 Constitution save or is blinded for 1 hour. On a success it can still see, but has disadvantage on Sage checks that rely on sight for 10 minutes.
Chokebloom Resin280 RudysA dense pellet of rendered Ashbloom wood, pine resin and dried puffball spore. Lit, then placed or thrown (range 20/60 ft), it smolders for 3 rounds and fills a 15-ft radius with yellow-grey smoke. A creature in the smoke at the start of its turn makes a DC 15 Constitution save: on a failure it takes 2d6 poison damage and is blinded until the end of its next turn, on a success half damage and no blindness. The smoke hangs for a round after the pellet burns out; a strong wind or a water power clears it sooner.
Etherblossom Mist300 RudysBreathed. The creature makes a DC 15 Constitution save. On a failure, it is confused for up to 1 minute: it cannot take reactions, and at the start of each of its turns a d10 decides whether it wanders, stands dazed, lashes out at whoever is nearest, or acts. It repeats the save at the end of each of its turns, and a success ends the confusion.
Midnight Bloom1,500 RudysSwallowed. Nothing happens until midnight. If the poison has not been cured by then, the creature makes a DC 17 Constitution save, taking 9d6 poison damage on a failure or half as much on a success.
Rotweed Extract150 RudysSwallowed. The creature makes a DC 10 Constitution save. On a failure, it takes 1d12 poison damage and is poisoned for 24 hours. On a success, it takes half damage and is not poisoned.
Slickveil Oil400 RudysOn the skin. The creature makes a DC 13 Constitution save. On a failure, it is poisoned for 24 hours and lies unconscious while the poison lasts. Taking damage wakes it.
Stillroot Brew600 RudysSwallowed. The creature makes a DC 15 Constitution save. On a failure, it is poisoned and incapacitated for 4d6 hours.
Viper's Fume200 RudysIn a wound. Taken from a dead or helpless venomous snake. The creature makes a DC 11 Constitution save, taking 3d6 poison damage on a failure or half as much on a success.
Wailsmoke500 RudysBreathed. The creature makes a DC 13 Constitution save. On a failure, it takes 3d6 poison damage and repeats the save at the start of each of its turns, taking 1d6 poison damage on each further failure. After three successful saves, the poison ends.

The ingredients that go into them are in Skills, Kits and Crafting.

Kits

ItemCostDescription
Apothecary Kit50 RudysCeramic vials, a heating stone, dried herbs, and a bone needle. Brews tonics and salves, draws poisons, and treats a wound in the field.
Bushcraft Kit25 RudysFlint chisels, hide scrapers, sinew, and a fire striker. Fletches arrows, stitches a waterskin, raises a tent, and sets a camp that holds.
Frontiersman Kit50 RudysSnare wire, trigger pegs, bait tins, and a hand-drawn map of game runs. Rigs traps and the alarms that keep a camp from being overrun in the dark.
Wayfarer Kit150 RudysA carved compass rose, measuring sinew, marked hide, and a ration roll. Charts the way and reads the pull of the nearest Totem.
Artisan Kit200 RudysFine gravers, a polishing stone, and small iron files. For bone and wood work, casting shot, and the close repairs a firearm needs.
Mercantile Kit25 RudysA ledger, weights, and a star-stamped coin scale. Keeps records, appraises a haul, and knows what a thing is worth before the haggling starts.
Performer's Kit35 RudysA worn deck, a reed flute, and a set of carved dice. Turns a room, runs a Gambit table, and earns a night's lodging with a song.

Mounts and Animals

ItemCostDescription
Riding Horse75 RudysA saddle-broken frontier horse.
Draft Horse50 RudysA heavy horse for the plough or the wagon.
Donkey or Mule80 RudysSure-footed, stubborn, and carries more than it should.
Pony300 RudysA small, hardy horse.
Warhorse4 GrandsA horse trained not to bolt at steel or fire.
Mastiff250 RudysA heavy guard dog.

For Beasts and Mounts

ItemCostDescription
Hide Barding40 RudysA skirt of boiled hide and bone plate, cut to a beast's frame and laced under the belly. Turns a claw that would have opened it.
Plated Barding1,200 RudysIron scales riveted to a leather backing, heavy across the shoulders. It turns blows that would otherwise bring the beast down.
Saddlebags4 RudysTwin panniers of stitched leather slung over the back, deep enough to swallow a day's haul. The beast carries what your back would have.
Pack Satchel2 RudysA simple harness of hide and cord with a pair of pouches. Not much, but it is weight off your own shoulders.
Warding Charm50 RudysA knot of cord and river-bone hung at the throat, the old kind of thing trappers swear by. The beast stands a shade harder to wound for it.
Swift Charm50 RudysA whittled hooked claw on a thong, light as nothing. The beast runs looser with it swinging, quicker to the seam.

Tack, Vehicles and Boats

ItemCostDescription
Riding Saddle100 RudysA leather riding saddle.
Pack Saddle5 RudysA frame for lashing loads to a beast.
Military Saddle20 RudysA high-cantled saddle that keeps a rider seated in a fight.
Exotic Saddle600 RudysA saddle built for a beast that is not a horse.
Bit and Bridle2 RudysHeadstall, reins and an iron bit.
Feed (per day)1 StarA day of grain and fodder for a horse.
Stabling (per day)5 StarsA stall, water and a groom for a night.
Cart150 RudysA two-wheeled cart.
Wagon350 RudysA four-wheeled freight wagon.
Carriage1 GrandA sprung, enclosed carriage. Town wealth on wheels.
Sled20 RudysA runner sled for snow and ice.
Rowboat50 RudysA small wooden boat with oars.
Keelboat3,000 RudysA river freight boat, poled or sailed.

Treasure

ItemCostDescription
River PearlGM setsA pale bead grown in a mussel from a slow stretch of water, smooth as a thumbnail. No use on the trail, but a trader's eyes catch on it.
Star-Coin CacheGM setsA knot of old stamped coin, the kind the circuit towns still honor. Heavy in the hand and worth a fair count of shards to anyone keeping a fire on the road.
Totem FetishGM setsA carved knuckle of totem-bone bound in sinew and dyed thread, left in a cache by someone who meant to come back for it. Held close, it hums. A Resonant will pay well for one.