Goods and Gear

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Freeport’s place as an important maritime trade city means it sees the comings and goings of all sorts of goods. From barges laden with trade goods freshly harvested from the Continent to a variety of weaponry and armor, Freeport sees it all.

Wealth and Money

The most common coin is the lord, a gold coin of dubious quality (gp). A gold lord is worth 10 silver skulls (sp), with each worth 10 brass or copper pennies (cp). Though wealth is broken into these denominations, it’s important to note that these are generalizations of the many and various coins in circulation. A gold piece could be a gold crown from the Ivory Ports or an ancient rectangular gold coin from some long forgotten empire. Rather than bog the game down with complex exchange rates, Freeport uses this simplified system to encompass the currency of all peoples and nations.

Freeport Weaponry

The average salt in Freeport is just fine with a sharp sword at his side, but few are the folks that would qualify as “average” in Freeport. The following weapons are certainly not unique to Freeport, but what merits special mention is that they can all be found in Freeport.

SIMPLE MELEE WEAPONS
One-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Belaying Pin +2 1d6 1 gp 2 lbs. Mace
Boarding axe +2 1d8 10 gp 4 lbs. Axe Versatile
Chain +2 1d6 5 gp 4 lbs. Mace
Gaff +2 1d6 5 gp 5 lbs. Pick
Gauntlet, spiked +2 1d4 10 gp 1 lbs. Mace Off-hand
Kama +2 1d6 2 gp 2 lbs. Light Blade Off-hand
Kukri +3 1d6 10 gp 2 lbs. Mace Off-hand
Nunchaku +2 1d6 10 gp 2 lbs. Light Blade Off-hand
Sai +3 1d6 10 gp 1 lbs. Light Blade Off-hand
Two-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Greatlance +2 1d8 10 gp 8 lbs. Polearm, spear Reach
MILITARY MELEE WEAPONS
One-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Cutlass +3 1d6 10 gp 3 lbs. Light blade Off-hand
Foil +3 1d6 10 gp 1 lbs. Light Blade
Trident +3 1d8 3/6 15 gp 9 lbs. Spear High Crit
Tulwar +2 1d8 15 gp 4 lbs. Heavy Blade High Crit
FIREARMS
One-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Dragon FP +3 3d8 10/20 500 gp 4 lbs. Firearm Load 3 rounds
Privateer FP +3 3d6 15/30 400 gp 3 lbs. Firearm Load 3 rounds
Stinger FP +3 3d6 5/10 100 gp 1 lbs. Firearm Load 3 rounds
Two-Handed
Weapon Prof. Damage Range Price Weight Group Properties
Gorgon GC +3 4d6 20/40 400 gp 10 lbs. Firearm Load 3 rounds
Harpy GC +1 2d6 Area burst 2 within 15 650 gp 7 lbs. Firearm Load 3 rounds
Medusa GC +3 3d6 Blast 3 750 gp 8 lbs. Firearm Load 3 rounds
Siege Weapon Prof. Damage Range Price Weight Group Properties
Titan Swivel Gun GC +3 3d8 Blast 4 1,500 gp 25 lbs. Firearm Load 3 rounds

Belaying Pin: Belaying pins are used to secure ropes on ships and can double as bludgeons when no other weapon is near at hand.

Boarding Axe: These are common weapons aboard ships, quickly grabbed up when combat is in the offing.

Cutlass: The cutlass is a heavy, short-bladed slashing sword with a basket hilt.

Dragon FP: This is the biggest type of pistol found in Freeport. It’s named for its huge, smoky discharge that’s reminiscent of a dragon’s breath.

Gaff: This is a metal hook with a crossbar at the base. It is used to hook fish and lift bales, and occasionally to tear the guts out of enemy sailors.

Gorgon GG: The Gorgon is a musket developed shortly after the Privateer FP.

Greatlance: The greatlance is a favorite of whalers and marines alike.

Harpy GG: This short-barreled weapon uses a simple charge to lob a crude grenade out to some distance. Not exceptionally accurate, it explodes in a burst 2 at the point of impact. A Harpy cannot be used as a weapon when using a power.

Medusa GG: The Medusa has a shorter barrel than does the Gorgon due to its close-support role. Unlike other firearms, it is loaded with a bag of small lead pellets. This sprays out a hail of lead in front of the firer in a blast 3. A Medusa cannot be used as a weapon when using a power.

Privateer FP: A classic firearm, it is one of the more reliable firearms found in Freeport, granting a +1 bonus on the misfire table.

Stinger FP: A small discrete weapon, the Stinger FP is lightweight and concealable.

Titan GG Swivel Gun: A Titan is too big for a person to wield and so it must be mounted. Like the Medusa, a Titan fires a spray of lead pellets (or, in a pinch, nails or rocks). Ideal for boarding actions, a Titan GG can sweep a deck clear in seconds. A swivel gun is normally crewed by two men. It takes one man 3 rounds to reload this weapon, or two men working together 2 rounds. A Titan cannot be used as a weapon when using a power.

Tulwar: A tulwar is a curved sword with a disk pommel, but its blade curves in a direction opposite to that of other such swords. These uncommon weapons hail from a distant chain of islands home to a people reputed for their psionic prowess.

Firearms

In the last few years, a new type of weapon has appeared on the streets of Freeport: the firearm. These weapons are expensive, unreliable, and slow to reload. However, they are easier to master than a longbow and provide flash and bang to those without an aptitude for magic. And with their emergence, they are beginning to change the face of warfare.

The key to the creation of firearms was the discovery of black powder. Dwarves on the continent made this leap several hundred years ago, but they never used it outside of tunneling and demolition. They could see the big bang, but subtler applications eluded them. However, all it took was the innovative genius of a gnome named Kolter to envision a hand-held weapon powered by black powder. Believing himself onto something, he constructed a prototype and took them to the dwarves, only to be rebuffed. Soon after a powerful organization of wizards caught wind of Kolter’s invention and they hounded him off the Continent entirely.

Kolter, like many renegades before him, settled in Freeport. He opened a small shop that sold clocks and toys and made a decent living. Late at night, in the privacy of his workroom, he continued his innovative work.

A decade ago, he completed his second prototype, the Kolter Clockwork FP. This was a large pistol with an elaborate clockwork triggering mechanism. The pistol worked after a fashion, but it was unwieldy and he had difficulty finding appropriate ammunition. He tried small darts at first, but the powder inevitably destroyed them. Later he experimented with steel and silver balls, and even diamond chips. Silver was the most successful of the lot, but its cost was prohibitive. Finally, he settled on lead projectiles. The softness of the metal made them easier to make, and they still packed quite a punch.

Eight years ago, Kolter produced his first salable weapon, the Kolter Privateer FP. This pistol featured a smaller triggering mechanism and lead ammunition. Kolter debuted the pistol at Swagfest that year, and impressed the crowds with its noisy discharge and destructive abilities. A number of pirate captains bought the pistols, and Kolter’s star immediately began to ascend.

Supply and Demand

A new set of problems now beset the gnome inventor. Each pistol was hand crafted and the demand soon outstripped his production capacity. At this point Dirwin Arnig, the gnome representative on the Captains’ Council, stepped in. Dirwin saw the potential profit of this new weapon. He convinced Kolter it would be in the best interest of Freeport’s gnome community to keep production of firearms “in the family.” Dirwin bankrolled an arms factory, while Kolter taught gnome craftspeople how to make the weapons. A monopoly was born.

With funding in place, a factory to craft the weapons, and a staff of employees, the Kolter Clockworks Factory went into full swing. Kolter followed up his popular pistol designs with a musket, a musketoon, and a weapon that proved very popular with pirates: the swivel gun. Kolter has experiment with larger and larger weapons, but he shied away from trying something like a cannon. His reasoning is simple. Black powder explodes with the application of naught but a spark. Cannons would require barrels of powder and thus be terribly vulnerable to spells and archers with flaming arrows.

Kolter Now

After just a few short years, production of the Kolter firearms was at its maximum capacity. Orders kept flowing in, and not just from Freeport. A demonstration of the firearms to the Moon King three years ago let to an order of 500 muskets, which were used to arm his infamous brigade of musketeers. Other kingdoms on the Continent followed suit and as the orders came in, Kolter quickly became one of Freeport’s wealthier citizens.

The gold promised by this industry was certainly attractive other entrepreneurs and it didn’t take long before some enterprising engineer dismantled a Kolter firearm and figured out just how they worked. As a result, some in Freeport and elsewhere have begun to produce firearms of many different makes and models. However, the quality of these weapons is uneven and for now, they are generally all unreliable weapons. Some are downright dangerous to those who wield them.

Firearms Mechanics

Although these weapons are fast becoming popular, they are still expensive and uncommon at best. Reloading these weapons is particularly slow. Powder must be poured down the barrel and the lead shot rammed home. It takes 3 rounds to reload a firearm, and the reloading provokes opportunity attacks.

Firearms cannot be used in rainy situations, nor underwater, and the GM may create a failure chance for steamy, damp environments if he chooses. Players should be informed of such rules.

Firearms are still in their infancy, and are not always reliable. Whenever a 1 is rolled on an attack roll made using a firearm, roll another d20 and consult FIREARMS MISFIRE.

Firearms can be magically enchanted like other ranged weapons, but the ammunition cannot. Firearms follow the standard rules for magical item creation and cost. However, they cannot be enchanted with any speed increasing or heat-based enhancements.

FIREARMS MISFIRE

d20 Effect
1–3 Kaboom! Weapon explodes and deals its normal damage to you.
4–8 Fouled. The barrel becomes fouled. Before you can use the weapon again, you must spend an hour to clean it out.
9–12 Jammed. The clockwork firing mechanism jams. Clearing the jam requires 1d6+1 rounds. You may fire the weapon the round after clearing it.
13–16 Weak Charge. You used too little powder to prime the weapon, so the shot fired weakly and with no effect. Reload as normal.
17–20 Failed Ignition. Either the firing mechanism fails to produce a spark or the powder simply fails to ignite. The weapon doesn’t go off, but you may fire it again on the following round without having to reload.

Wet Powder

One of the greatest limitations of firearms is the vulnerability of black powder to moisture. Not only does this make firearms useless underwater, but they might also misfire or refuse to work even if they are merely splashed by seawater or dampened by rain and humidity. Keeping one’s powder dry is not always easy.

In response to this limitation, Johann Krupp, an alchemist living in Freeport, developed a “wet powder” that is resistant to moisture. Wet powder is a blend of conventional black powder with fine magnesium filings. It will burn when damp, and even underwater, but does not have the explosive force of conventional black powder in ideal conditions.

Wet powder behaves similarly to conventional powder with the following exceptions:

  • Out of the water, the weapon’s damage is reduced by 2 (minimum 1 point of damage), and the weapon’s range is halved.
  • In the water, the weapon’s damage is reduced by 4 (minimum 1 point of damage) and the weapon’s range increment is one-quarter its normal distance. Ammunition that includes wet powder costs three times the normal amount.
Clubbing Firearms

The long reload time of firearms make them less than useful after the first round of combat, especially in close quarters. However, pirates, being such resourceful types, have learned to “club” a discharged firearm—grasping it by the barrel and using the wooden stock as a bludgeoning weapon for melee combat. You cannot use a swivel gun in this way.

Clubbed pistols deal 1d4 points of damage, while clubbed muskets and similar weapons deal 1d6 points of damage. All clubbed firearms function as clubs in all other ways. However, any attack roll that results in a natural 1 using a firearm in this way indicates the weapon is ruined and cannot be fired until repaired.

Adventuring Gear

Aiming Stock: An aiming stock looks like a pitchfork or military fork, but anyone feeling the poor balance will quickly conclude it is not a weapon itself. Rather, it’s an aid to help steady the recoil of some of the firearms and give them increased accuracy. As a move action, the aiming stock can be jammed into the ground and a musket laid into its V section. As long as the firer doesn’t move from that spot, all attacks made with the firearm gain a +1 circumstance bonus to hit. At the moment, the only weapon that benefits from the aiming stock is the Gorgon GG musket.

Rummer Modification: Rummer weapons were first developed by rum-smugglers in the Serpent’s Teeth, but they have since gained favor among adventurers. A rummer weapon has a hollow handle or shaft that can be filled with up to six ounces of liquid. The wielder can uncork the contained and drink one ounce of the contents (or apply one ounce of oil) as a move action that provokes an attack of opportunity. Rummer weapons must be able to contain a volume of liquid—spiked chains, nets, slings, and ammunition cannot benefit from this modification

Spring-loaded Bayonet: A loaded weapon is a tremendous asset in a fight, but an empty firearm is actually a liability in melee combat. With that in mind, the spring-loaded bayonet is available to those looking for a bit more versatility. A quick flick of a release catch turns a longarm into a spear in an instant. The blade folds under the stock of a Gorgon or a Medusa and can be deployed as a minor action, turning the firearm into a spear. The weapons cannot shoot
while the bayonet is extended.

Item Price Weight
Aiming Stock 4 gp 4 lbs.
Rummer Modification +500 gp
Spring-Loaded Bayonet 5 gp 1 lbs.

Special Items

Freeport is home to a number of unique items available for the right price.

Body Parts: The price of body parts (arms, legs, torsos, heads) is a fraction of the cost of the creature’s whole body. An arm or leg costs about 10%, heads about 20%, and torsos start at 20% and go nearly to the full body price, especially for hefty creatures. Humanoid body parts are generally available through the black market.

Cadaver: Human bodies are always available—from the Crematorium, floating in the Underside, or sold in the Black Mark. Generally a poor beggar’s remains will cost about 100 gp, since it is a low-risk, non-specific request. Corpses of other races are a bit more costly, with most going for 200 gp and elves going for as much as 1,000 gp. For specific requests, the cost is 100 gp × the corpse’s Hit Dice or level. Specific requests such as a particular person can cost as much as double the normal price. A humanoid skeleton, on the other hand, costs half as much as an intact (or mostly intact corpse).

Captain’s Grog: On the wild seas of the Serpent’s Teeth, a captain’s first concern (after pirates of course) is a mutinous crew. Since the violent overthrow of three whaling vessels at the turn of the last century, many captains have turned to the brew of rum and tropical herbs now called captain’s grog. It is an open secret that the crews of naval vessels are routinely issued casks of the grog instead of plain rum, and many captains wouldn’t consider sailing without it. Anyone who drinks a measure of captain’s grog at least once a day for a week straight takes a –4 competence penalty on Intimidate checks and on saves against powers with charm or fear keywords. A successful save halves these penalties, but a new save must be made after every dose. A cask holds enough fluid to serve a typical crew drinks for two weeks.

Salt Draughts: A staple of sea voyages, salt draughts are often packed on board in firkins in case of bad weather or shipwrecks. A dose of this vile concoction allows the imbiber to drink liquids like seawater, vinegar, and even urine as if it were fresh water. The effects of one dose last for 24 hours. In addition, for the first minute after drinking salt draughts, the imbiber also gains a +4 bonus on saves against powers with a poison keyword.

Tallowtack: This alchemical mixture is highly prized by thieves, spies, and politicians. Those who manufacture it, and those who use it, closely guard its existence due to the nature of its use. Tallowtack has two functions. When applied to solid wax, tallowtack temporarily gives it the consistency of soft leather, making it easily removed from surfaces without breaking. Mixed with liquid wax, tallowtack forms a fast-setting adhesive. Spies and forgers use tallowtack to remove the seal from a document without breaking it and to reattach the seal when they are finished.

Item Cost Weight
Body Parts Varies Varies
Cadaver 100 gp+ 100–200 lbs.
Cask of Captain’s Grog 2,000 gp 60 lbs.
Salt Draughts 150 gp
Tallowtack 50 gp

Services

Sometimes the best solution for a problem is to hire someone else to take care of it.

Docking Fees: Freeport’s Harbormaster charges each ship a fee for docking in the city. The amount varies depending on whether the ship docks in the Marina (the highest fees), the Warehouse District, the Docks, or Scurvytown. In addition, the fees may vary depending on the season. Typically, a ship’s captain must pay 1 penny per yard of his vessel’s length, per day.

Hireling, Trained: The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay.

Hireling, Untrained: The amount shown is the typical daily wage for laborers, porters, cooks, maids, and other menial workers.

Messenger: This entry includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount.

Ship’s Passage: Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo. Double the given cost for creatures larger than Medium or creatures otherwise difficult to bring aboard a ship.

Service Cost
Docking Fees Varies
Hireling, trained 3 sp per day
Hireling, untrained 1 sp per day
Messenger varies
Same district 2 cp
One district over 4 cp
Three or more districts away 1 sp
Through Scurvytown extra 5 cp
Through Bloodsalt extra 1 gp
Rickshaw Ride vafies
Same district 5 cp
One district over 1 sp
Three or more districts away 2 sp
Through Scurvytown extra 5 cp
Through Bloodsalt extra 5 gp
Portage Fee extra 1 cp per bag
Ship’s Passage 1 sp per league
Whore varies
Poor 1 cp per hour
Average 1 sp per hour
Good 1 gp per hour
Excellent 10 gp per hour

Goods and Gear

Freeport: City of Adventure Golm