Forbidden Lands Players Handbook
TALENT TOOLS EFFECTSmith, Bowyer Forge, knife Increases the Arrows Resource Die by one step.Bowyer Knife Increases the Arrows Resource Die by one step.Armor counts double.Tanner Knife Does not encumber the wearer.Smith Forge Gear Bonus +1 when climbing.Tailor Knife Gear Bonus +1 when climbing.– Fire Illuminates within Arm's Length for a QuarterDay.– Fire Illuminates within Near range. Can only be usedindoors. Requires lamp oil.Smith Forge Illuminates within Near range. Requires lamp oil.– Knife or axe Increases the Torches Resource Die one step.Illuminates within Near range. Roll the ResourceDie each Turn (15 minutes).Tailor Knife Does not encumber the wearer.TailorKnife, needle and Does not encumber the wearer.threadTanner Needle and thread Needed to carry Water. Does not encumber.Tailor Knife Gear Bonus +1 to Healing.Tanner Fire Lasts a Quarter Day.Tanner Knife, fire Can be used to write down spells.Tanner Knife Can be used to write down spells.Tailor Knife Gear Bonus +1 against cold.Tanner Knife Gear Bonus +2 against cold.– – Gear Bonus +1 to Making Camp during journeys.Smith,LockpickerForgeGear Bonus +1 to Sleight of Hand when pickinglocks.Chef Fire One unit of Food. Increases the Food ResourceDie one step.183gear
TRADE GOODS, CONT.ITEM PRICE SUPPLY WEIGHT RAW MATERIALS TIMEField Kitchen 4 silver Uncommon Heavy 2 Iron One DayCauldron 18 copper Common Normal 1 Iron One DayMetal Chalice 7 copper Uncommon Light 1/2 Iron One DayTankard 2 copper Common Light 1/2 Wood Quarter DayMetal Plate 8 copper Uncommon Light 1/2 Iron One DayFood Knife 6 copper Common Tiny 1/4 Iron Quarter DaySpoon 8 copper Uncommon Tiny 1/4 Iron One DayBear Trap 5 silver Common Normal 1 Iron One DaySnares 1 silver Common Light 1/2 Cloth orLeatherQuarter DayBarrel 8 copper Common Heavy 2 Wood One DayClay Jug 5 copper Common Light 1 Stone One DaySmall Tent 2 silver Common Normal 1 Cloth orLeatherLarge Tent 5 silver Uncommon Heavy 2 Cloth orLeatherFishing Hook andLine4 copper Common Light 1/10 Iron, 1/10ClothQuarter DayOne DayQuarter DayFishing Net 1 silver Common Normal 1 Cloth One DayMagnifying Glass 3 gold Rare Tiny 1/4 Iron, 1/2 One WeekGlassHoly Symbol 1 silver Uncommon Tiny 1/2 Iron One DayChalk 2 copper Common Tiny 1/4 Stone Quarter DayMap 4 silver Uncommon Tiny Parchment One DaySpyglass 3 gold Rare Normal 1 Iron, 1 Glass Two WeeksCrystal Ball 6 silver Uncommon Light 1 Glass One DayHourglass 12 silver Rare Light 1 Stone One WeekScales 3 silver Uncommon Normal 1/2 Iron One DayFlute 15 copper Common Light 1/2 Wood One Day184chapter 9
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TALENT TOOLS EFFECT
Smith, Bowyer Forge, knife Increases the Arrows Resource Die by one step.
Bowyer Knife Increases the Arrows Resource Die by one step.
Armor counts double.
Tanner Knife Does not encumber the wearer.
Smith Forge Gear Bonus +1 when climbing.
Tailor Knife Gear Bonus +1 when climbing.
– Fire Illuminates within Arm's Length for a Quarter
Day.
– Fire Illuminates within Near range. Can only be used
indoors. Requires lamp oil.
Smith Forge Illuminates within Near range. Requires lamp oil.
– Knife or axe Increases the Torches Resource Die one step.
Illuminates within Near range. Roll the Resource
Die each Turn (15 minutes).
Tailor Knife Does not encumber the wearer.
Tailor
Knife, needle and Does not encumber the wearer.
thread
Tanner Needle and thread Needed to carry Water. Does not encumber.
Tailor Knife Gear Bonus +1 to Healing.
Tanner Fire Lasts a Quarter Day.
Tanner Knife, fire Can be used to write down spells.
Tanner Knife Can be used to write down spells.
Tailor Knife Gear Bonus +1 against cold.
Tanner Knife Gear Bonus +2 against cold.
– – Gear Bonus +1 to Making Camp during journeys.
Smith,
Lockpicker
Forge
Gear Bonus +1 to Sleight of Hand when picking
locks.
Chef Fire One unit of Food. Increases the Food Resource
Die one step.
183
gear