AX&X: Mungo's Marvelous Emporium

Gear, goods, and sundries. The equipment supplement for AX&X.

bdc318a

Welcome to the Emporium

Mungo buys cheap, sells dear, and asks no questions about the blood on your old boots. Everything on these shelves also lives in equipment.csv, so adding a row to that file stocks a new line, and the tables at the back are printed straight from it.

The core lists the same essentials in a sentence. This supplement is the long version: what each thing costs, what it weighs in slots, and the tricks a clever party gets out of a ten-foot pole. Buy what the delve demands and leave the rest to gather dust.

Reading an Entry

Coin & Carrying

Overloading

Greed and good hauls both outweigh a strong back. You may take up more than you carry well and pay the weight for it.

Arms

Armor

Light & Fire

Doses & Vials

Tools in Play

For the Wild

Class Kits

On the Shelves

Printed from equipment.csv. Each line is one good.

Arms

Armor

Consumables

Kit and Tools

For the Wild

Class Kits

d12 Mungo's Curiosities

The odd shelf at the back. Roll when a pocket is picked, a pack is dumped, or Mungo owes you change. What it does is for the table to decide.
  1. A brass key that fits no lock Mungo will name.
  2. A hand mirror that fogs near the dead.
  3. A jar of fireflies, good for an hour of dim light.
  4. A single die that always seems to win.
  5. A map to somewhere, drawn by a known liar.
  6. A tin whistle that only dogs, and worse, seem to hear.
  7. A finger bone that always points downhill.
  8. A sealed letter, never sent, still warm.
  9. A child’s tooth set in a silver band.
  10. A folding knife with a blade bent to a hook.
  11. A purse of foreign coins, a king long dead.
  12. A locket holding the face of a stranger.

Stock Your Own Shelf

Price new gear by slot and effect. A mundane tool is a coin or two and one slot; a one-use trick runs a few GP up to 25. If it would swing a fight on its own, it is treasure, not gear. Keep the names strange; Mungo would.