AX&X: Mungo's Marvelous Emporium
Gear, goods, and sundries. The equipment supplement for AX&X.
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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
- Cost: In gold pieces, Mungo’s asking price. Sell your loot back to him at half.
- Slots: What it takes to carry. A dash means it tucks away free, into a kit or a pocket.
- Stat: The number that matters in play: a damage die, an Armor Class, a bonus.
- Notes: How it behaves at the table.
Coin & Carrying
- Starting Purse: A new adventurer rolls 3d6 x 10 GP and spends it here.
- Coins: Heavy. A big hoard is a load you carry: the GM calls when coin costs a slot or slows you, about one slot per 100.
- Slots: You carry slots equal to your STR score when a pack is worn, fewer without one: just what you wear and hold. A soft cap, not a wall: pile on more and you are Overloaded, below. A sack holds 3 slots; a mule or hireling holds more.
- Availability: A town stocks the common lines. Anything rare wants a bigger city, a favor, or a search, at the GM’s call.
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.
- Overloaded: One slot over STR or more: the load drags and tires you. Move at half speed with no Run, and you are Weakened, until you drop back within your slots.
- Immovable: Past double your slots you only shuffle the pile a few feet. No fighting, climbing, swimming, or running. Set it down to act.
- Lighten Up: Dropping a sack or pack is free and instant: ditch the haul, fight light, come back for it. Spread a load across packs, a mule, and strong backs; Travel runs the mounts and wagons that carry treasure out.
Arms
- Size and Damage: Light deals 1d4, medium 1d6, heavy 1d10. A heavy weapon needs two hands, so no shield with it.
- Damage Type: Each weapon is blunt, edged, or piercing, chosen when bought. It matters only when a foe resists or is vulnerable to a type.
- Off-List: A weapon outside your class list attacks at −2. An improvised one, a chair leg or a rock, is a light weapon at −2.
- Missiles: Bows and slings come with ammunition. Ranges and the firing rules are in the core and the Combat & Tactics supplement.
Armor
- The Trade: Heavier armor raises your AC but drags your move to 20 ft and sours any swim or hard climb. Pick for the dungeon you expect.
- Shield: +1 AC, one hand, and no good with a two-handed weapon.
- Donning: Strapping into medium or heavy armor is a few turns of work, not something you do mid-fight.
Light & Fire
- Torches: A torch lights 30 ft and burns 6 turns. Carry spares; the dark is −4 to hit and blinds your spells.
- Lantern: Steadier than a torch and shielded from wind. Each oil flask feeds it for 24 turns.
- Oil as a Weapon: A flask thrown and lit deals 1d6 and sets the target Burning. A missed throw can light the floor instead.
Doses & Vials
- Blade Poison: One coat lasts one hit: Body save or Poisoned. Applying it is an action, so do it before the fight, not during.
- One-Use Vials: Holy water and the like follow the same shape: one action to use, kept in a kit or a belt loop. Costly ones double as a treasure sink.
Tools in Play
- Ten-Foot Pole: The patron saint of careful parties. Prod the floor, trip a plate, fish a key, hold a nasty thing at arm’s length.
- Rope and Grapnel: Climb, lower, bind, or rig a trap. A grapnel turns a wall into a stair.
- Mirror: See around a corner, and meet a petrifying gaze without meeting its eyes.
- Spikes and Hammer: Spike a door shut for 1d4 turns against a monster, or pin a bridge, or mark a wall.
- Odds and Ends: A whistle signals across a room; chalk maps a maze; a sack hauls the loot.
For the Wild
- Living off the Land: Line and hooks, a set of snares, a herbalist’s pouch, and a curing kit turn a long road into food and physic. The Hearth and Harvest supplement gives the rules; these are the tools they ask for.
- Camp: A tent and bedroll keep the weather out, so a cold or wet night is no longer a Body save against Exposure.
- The Dog: A hunting dog earns its ration: +2 to Hunt or Trap, and a growl in the dark.
Class Kits
- Thieves’ Tools: A Thief needs them for the best shot at locks and traps; without them the Class Check suffers.
- Holy Symbol: The Cleric’s focus for prayers and for Turn Undead. Lose it and you cannot prepare spells.
- Spellbook: The Magic-User’s focus, opening with two 1st-level spells. A scroll or a captured book copies in with a Day of study.
On the Shelves
Printed from equipment.csv. Each line is one good.
Arms
- Light weapon 2 GP, 1 slot, 1d4. Blunt, edged, or piercing, chosen when bought.
- Medium weapon 10 GP, 1 slot, 1d6. Blunt, edged, or piercing.
- Heavy weapon 15 GP, 2 slots, 1d10. Two hands. Blunt, edged, or piercing.
- Bow or sling 20 GP, 2 slots, 1d6. Piercing. Includes ammunition.
Armor
- Light armor 20 GP, 1 slot, AC 11.
- Medium armor 75 GP, 2 slots, AC 14.
- Heavy armor 100 GP, 3 slots, AC 16.
- Shield 10 GP, 1 slot, +1 AC.
Consumables
- Rations (7 days) 5 GP, 1 slot.
- Torches (6) 1 GP, 1 slot. Each torch burns 6 turns.
- Lantern and 3 flasks 12 GP, 2 slots. A flask burns 24 turns.
- Oil flask 2 GP, no slot, 1d6 fire. Thrown. Sets the target Burning.
- Blade poison (1 dose) 25 GP, no slot. One hit: Body save or Poisoned. Applying it is an action.
- Remedy (herbal) 15 GP, no slot. Heals 1d6 HP or ends one condition. One use. Brewed from herbs for 1 hour or bought from a healer.
- Holy water (vial) 25 GP, no slot, 1d6 vs undead. Thrown. Splashes the undead like burning oil.
Kit and Tools
- Rope 50 ft 1 GP, 1 slot.
- Ten-foot pole 1 GP, 1 slot.
- Spikes and hammer 3 GP, 1 slot. Hold a door shut 1d4 turns against a monster.
- Grapnel 5 GP, 1 slot.
- Sack 1 GP, 1 slot. Holds 3 slots.
- Mirror 10 GP, no slot.
- Whistle 1 GP, no slot.
- Chalk 1 GP, no slot.
- Crowbar 2 GP, 1 slot.
- Caltrops (bag) 3 GP, 1 slot. Scatter to foul a floor.
- Silk rope 50 ft 10 GP, 1 slot. Light and strong.
- Iron chain 10 ft 10 GP, 1 slot.
- Lock and key 15 GP, no slot.
- Manacles 5 GP, no slot.
- Tinderbox 1 GP, no slot.
- Candles (10) 1 GP, 1 slot.
- Waterskin 1 GP, 1 slot.
- Bell 1 GP, no slot.
- Marbles 1 GP, no slot. Scatter to trip a chase.
- Hunting horn 5 GP, 1 slot.
- Ink, quill, and parchment 2 GP, no slot.
- Belt pouch 1 GP, no slot.
- Large sack 1 GP, 1 slot. Holds 6 slots.
- Oilskin bag 1 GP, no slot. Keeps a scroll or map dry.
- Spyglass 100 GP, no slot.
- Hourglass 25 GP, no slot.
- Wolfsbane sprig 5 GP, no slot. Wards the wolf.
- Garlic braid 1 GP, no slot. Wards the dead.
- Wooden stakes and mallet 1 GP, 1 slot. For a staked heart.
For the Wild
- Fishing line and hooks 1 GP, no slot. Needed to Fish.
- Snares (set of 6) 3 GP, 1 slot. Needed to Trap. The wild may claim them.
- Herbalist's pouch 10 GP, no slot. Needed to Gather Herbs and brew a Remedy.
- Forager's basket 1 GP, 1 slot. +2 to Forage, and hauls what you find.
- Curing kit 5 GP, 1 slot. Salt and twine to smoke a kill. Keeps a hunt as rations.
- Tent and bedroll 5 GP, 1 slot. Shelter for a camp. No Exposure save in cold or wet.
- Skinning knife 2 GP, no slot. Dresses game and hide.
- Hunting dog 20 GP, no slot. A hireling of a sort. +2 to Hunt or Trap, eats a ration, tests morale.
Class Kits
- Thieves' Tools 30 GP, 1 slot.
- Holy Symbol 25 GP, no slot.
- Spellbook 15 GP, 1 slot. Starts with two 1st-level spells.
d12 Mungo's Curiosities
- A brass key that fits no lock Mungo will name.
- A hand mirror that fogs near the dead.
- A jar of fireflies, good for an hour of dim light.
- A single die that always seems to win.
- A map to somewhere, drawn by a known liar.
- A tin whistle that only dogs, and worse, seem to hear.
- A finger bone that always points downhill.
- A sealed letter, never sent, still warm.
- A child’s tooth set in a silver band.
- A folding knife with a blade bent to a hook.
- A purse of foreign coins, a king long dead.
- 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.