JOURNEYMAN: Legendepic in the World of Rem
What is this?
JOURNEYMAN: Legendepic in the World of Rem is a hack of Wayfarer by Chaoclypse. Parts of that text are reproduced in the following work but you will find many changes, innovations and expansions.
The game is conceived of, facilitated and conducted by a referee called a Dream Master (DM). The other players are Heroes. This document is intended as both rules reference and player guide.
Who are you?
I am the Gourd Dwarf and I welcome you Journeyman: Legendepic in the World of Rem.
JOURNEYMAN is a game of Heroic Adventure in a fantasy dreamland.
By reading this document you become an Apprentice Hero. You will learn:
- Setting primer
- Hero Creation
- Resolution mechanics (Checks and tests)
- Detailed encumbrance, weapons and items.
- Rules for magic.
- And more!
You will be playing as a Journeyman Hero. As your Hero begins at Level 0, it must be their first job as a Journeyman in the field.
By reading these rules, you will become an Apprentice. By playing the game you become a JOURNEYMAN.
A short history of Rem...
No one knows what happened in Rem before the time of Allmama and Allpapa. All that is known is they met in rags, travelling a barren land. They would wed under a leafless tree, and birth the children who formed the tribes of Men. This was the First Marriage.
Allpapa passed down the knowledge of the Overgods, Rulius (the Crown) and Hexer (the Hand), of how Rulius parted the murky clouds which obscured the Heavens and imprisoned Hexer in the Beyond where demons reside, to shiver frigid in empty eternity. He told them that misdeeds may be forgiven but Hexer grows stronger with the gravity of inequity. Sin is never quite washed away in Rem...
Allmama passed down the knowledge of The Remlings, the ones who came before and of those who are yet to come and preached tolerance, for Rulius smiles upon righteous cooperation. All forgotten good remains in Rem...
Together, Allmama and Allpapa taught their children the importance of discretion by never discussing Rem before their covenant. There are holes in the story of Rem...
Ages passed. The world changed. Allmama and Allpapa are long since gone.
One day, a strange ruin appeared out of the blue in a hilly coastal region, called Jadehill. These would come to be known as the Ruins of Regret for how many lives they took before being sealed. However, there was immense power held within.
This marked the beginning of The Dawning. Hidden places would become revealed and it would bring to light facts from the world before the First Marriage. In recent decades, these Dawnings have been occurring more often and the Hero Guild has expanded its operations greatly in a short span of time. More often than ever are individuals Magic Touched and the Guild places a high priority on spellbooks and magic scrolls.
The Hero Guild...
The Hero Guild operates in some capacity all across the continent of Era but it is centered around the Jadehill region.
The Hero Guild Headquarters is within Gluck City walls. Hidden beneath the Headquarters, away from prying eyes, is the Temple of the Superheroes, a massive shrine dedicated to the primordial Superheroes from before the time of Allmama and Allpapa.
Ever since the Dawning began about three centuries ago, obscured and forgotten places have begun to reappear and with them come the treasures and the dangers that lurk within. Early on during the Dawning, timeless scrolls describing the Superhero Myth were discovered in the Ruins of Regret, a vestige from the lost history, and a Superhero Cult formed around them.
It was not as the stories told! The Superhero Cult dedicated themselves to worshipping the Superheroes who became the alarm beacon that would break through Hexer's dark clouds and move an indifferent Rulius to action, putting an end to an Age of Nightmares in Rem.
What's more, there was at least one human to be involved in the alarm beacon! Named Chu Chulane, this spear wielding Superhero from Emerald Island is the only Superhero whose name has been recovered. The public position of the Hero Guild is that Mankind began with the wedding between Allmama and Papa. Internally, it is accepted that the Superheroes were mortal Remlings from before the First Marriage, however there is no agreement on what this means.
They learned to channel the Power of Superheroes, and dedicated themselves to helping the needy, punishing the wicked and personal development.
From the Superhero Cult, a Hero Guild formed eighty years ago in Gluck, the city of the Green Tower, near the Ruins of Regret. This marked the beginning of the Age of Heroes.
Hero Guild members are tasked with stopping evil, helping the helpless, exploring the Ruins of Anomaly and The Below, hidden places that have appeared since the Dawning began, to retrieve powerful artefacts, treasures and forgotten magics, as well as quelling any threats to Rem found within. Apprentice Heroes will sometimes be tasked with managing the perimeters of these locations or phenomenon, to keep civilian adventurers or curious tourists from entering. Sometimes Heroes might even be sent to rescue foolhardy adventurers who have sneaked past the perimeter and found themselves in danger.
While Journeymen Heroes may undertake dangerous missions for individuals or organizations while representing the Guild, there is a public bulletin board for Apprentice Heroes to take small jobs for locals, such as baby sitting or escorting a lady during their walk home at night. Taxation in Jadehill goes toward funding the Hero Guild's humanitarian efforts.
For Journeymen there are three main types of work at the Guild:
Good Samaritan Jobs are taken pro bono by the guild. These are requests where the needy have nothing of value to offer the guild but they are in dire need of help and the guild authorities have flagged it as being too important for the public bulletin.
Aid Request Jobs are submitted with a processing fee of 100$ and if the Job is accepted, the party submitting the request must pay the Heroes upon job completion according to the rates negotiated by the guild.
High Priority Jobs may be posted by the Guild itself, and they cannot be ignored if a Hero chooses to take a job at the time when it is listed. The reward for completing a High Priority Job is usually great.
Heroes are paid for completing Good Samaritan Jobs by the Guild itself, at a flat rate of 50$/Rank, doubled for hazard pay. The operating budget for Good Samaritan Jobs is nonexistent and Heroes are expected to pay out of pocket to solve those problems.
Heroes are afforded 20% of the total reward for Aid Request Jobs paid up front as funding to prepare for the undertaking. After resolving a job, total reward is paid to the Heroes by the party who submitted the request with the 50% going back to the guild. If an Aid Request Job is not resolved or fulfilled, Heroes must fund their next job out of pocket and owe the money from their last advance on the failed job on top of 50% of the full Aid Request Reward.
Heroes give 50% of any valuable treasures or coinage recovered from an official job adventure back to the guild. Magic items and artifacts must be presented to the Guild Masters where they will potentially be claimed. Items held by the Guild may be given out upon request if the situation calls for it and sometimes the Guild may bestow an item unto a Hero for the duration of a job to ensure it's completion.
As the Guild employs Truthtakers, there is no lying to them during the oral report and getting away with it.
Members of the Heroes Guild have a duty to take at least one Guild job per season.
Outside of that, they can take more Guild work, or adventure independently in between jobs, or whatever else they want, as long as they perform their duties. Heroes are expected to uphold the Heroic Code.
It may be unprecedented but Heroes are also required to mobilize in the event of Hexer's Return or another crisis that puts the fate of Rem in jeopardy. If the Green Tower should light up, all Members of the Hero Guild must drop what they are currently occupied with and dedicate themselves completely to stopping the threat.
The Hero Guild of Jadehill is not a monolith. It is normal for Heroes to take different sides in a conflict or to come to different conclusions. In guild matters, each member has a vote equivalent to their Rank. In party disputes, each Hero has one vote with ties resolved by whichever side has the highest total Rank.
Within the Guild membership there are 24 Masters although only six are really known to Journeymen and Apprentices alike. The rest are Heroes of the Highest Order, and many of the seats are speculative or unknown.
There are about ten dozen active Journeyman heroes at this time across all of Era, mostly concentrated in and around Gluck.
Most Hero Guild members are Apprentices, there may be a hundred in a large city or a half a dozen in a small town.
The people of Rem...
As well as Humans, Dwarves, Cicadans (bugmen), Mogurons (molemen), Unseen (invisible chimeras), Chimpans (apemen), Feathrons (birdmen), Orcs (Green men with tusks who can subsist on the sun alone), Pyrans (humans with a fire curse), Revenants (living dead), Diminuons (little humans with long noses), Colossans (large humans with short lives) and Clock Dolls (wind up automatons in the twilight of their revolutions) would all be considered "People" in Rem.
The dead in Rem are not buried in boxes, but soft soil. This way, they may dig below to the Underworld where their soul may dissipate comfortably in the warmth of the bonfire stoked by the Cthonic Wyrm. If the soul does not dissipate, the dead may come back as Ghosts. There are exceptions or variations to this practice:
- Dwarves disintegrate fully upon death, leaving only their Crystal Heart.
- Chimpans believe the Soul dissipates most comfortably during a warrior's death. As long as they die fighting, they have no need for burials. ← Chimpans who die peacefully must be buried normally.
- Feathrons practice sky burials, the higher honour in life gets one a higher peak. The carrion birds will clean their bones and bring their Souls to the Heavenly Roc.
- Orcs have flowers planted above their burial place, which comfort the newly dead and provide a place for their Soul to go, budding new life.
- Pyrans are cremated and their ashes are kept close to the hearts of those who loved them. It was Burnhard, son of Flombay, who sacrificed the Souls of his clan for all of eternity, so that they would be given to burn in the realm of the Smeltzer, the Flame Elemental, if their bodies are not incinerated.
- Revenants become Ghosts if they fall after forgetting the undying wish that brought them back to the surface of Rem.
- Diminuons throw their dead into a big pit located within the Texakota Wilds, which they call Low Point, the lowest point in Era before reaching The Underworld. If the body is not sent to Low Point, their Souls will not dissipate peacefully, as their size and general weakness prevents them from digging into the Underworld from anywhere else.
- Clock Dolls, it is said, have no Souls to bury, although it is considered an honour to carry the old parts of a fallen friend. Some scholars believe the ticking of the mechanism is a slow escape of Soul material.
The cosmology of Rem...
The Heavens are the realm of Overgod Rulius. Here, the Heavenly Roc flies eternal, never to touch the ground. Lady Moon hangs always, blushing pink when Rulius retires each night. When the gods come and go through portals, it is said they do so via moonbeams.
The Sky, the domain of winged things and mountain peaks. Mountains tend to be special places in Rem.
The Surface, known to most as just Rem. Somewhere in Rem is the continent of Era, where our stories take place.
The Ruins of Anomaly and the Dark Below, places discovered with The Dawning. The secret histories of Rem are buried here.
The Underworld, where the newly dead rest as their Souls dissipate. The Cthonic Wyrm beats its wings to stoke a great bonfire, which keeps the Soulless dead from getting so cold that they seek the surface for warmth. ← Saltwater in Rem is considered to be part of the Underworld.
The Beyond, where demons linger and Overgod Hexer is imprisoned.
HERO CREATION
Choose between two Heroic Paths: BATTLER or SPECIALIST. Battlers have access to HERO FORCE while Specialists have inherent access to MAGIC.
Roll 2d6 for each attribute: STR, DEX, CON, INT, WIS, CHA, POW*, and SIZ*. ← Specialist Heroes roll 6+d6 POW. // For SIZ roll 3+d3+d6.
HP is average of STR and CON, rounded up. ← Battlers receive +2HP at Hero creation.
Encumbrance (ENC) is STR+(SIZ/3 rounded down to a minimum of 1).
Every Hero starts at Level 0.
Allocate 5 rolls between the Common and Special skill tables to determine skills.
Roll 3d6x10$ for starting equipment.
For Melee/Ranged Combat skills, a weapon type must be specified.
For Animal Handling and Artisan special skills, an area of expertise must be specified (e.g., Dogs and Blacksmithing). Several can be taken as separate skills.
For Thievery/Assassination special skill, one path must be chosen during Herocreation. The other may be learned from a master during adventures.
Specialists can select one of their Special Skills to be Magic Touched, making the POW stat modify checks for that skill, or forgo this ability forever and begin Inspired by a random spell... ← As the POW stat fluctuates rather often (See Spellcasting & Hero Force), this modifier will adjust Spellcasting checks with it applying a bonus or penalty as appropriate.
Skills
Common Skills
1. Melee Combat
2. Ranged Combat
3. Wilderness Survival
4. Navigation
5. Carousing
6. Stealth
Special Skills
(Mark with asterisk on sheet)
1. Medical *
2. Thievery/Assassination*
3. Literacy *
4. Alchemy *
5. Animal Handling *
6. Artisan *
A skill is considered to be Mastered at 3+. At 4+ the Hero has achieved what is called Esoteric Mastery.
Skill Checks
To attempt something where success is uncertain, roll 8+ on 2d6 to succeed.
If the task is easy, 6+. If the task is hard, 10+.
If the difficulty is unclear, roll 2d6 for the target number.
If a stat matters in a check, <6 grants a -2 modifier and >10 grants a +2 modifier.
If a skill matters, add it as a modifier.
If lacking a Special Skill, apply a -4 modifier.
The highest a Skill modifier can reach is +4, regardless of skill level, with higher skill levels instead ignoring penalties (e.g. a Skill 5 will perform a check at +4 in spite of a -1 penalty). Furthermore, many skills unlock new abilities upon reaching Esoteric Mastery at 4+, usually to be performed at a -4 modifier. These will be determined as they come up, and may differ on a case by case basis.
A natural roll of 2 is always a failure and a natural roll of 12 is always a success.
Stat Tests
If a singular stat is all that matters, roll 2d6 at or under the stat to succeed.
If particularly easy, roll 3d6 and take the two lower.
If particularly difficult, roll 3d6 and take the two higher.
When a POW test is made against magic, the current POW is reduced by 1 point, regardless of the outcome.
The automatic successes and failures of Skill checks do not apply to Stat Tests.
Contested Rolls
When competing against another, both sides roll a regular check. The side that rolls higher is the winner. If one side has an overwhelming advantage, let them roll 3d6 and take the two higher.
Encumbrance
A Hero may carry up to their ENC in slots, storage permitted.
At full capacity a Hero is Slow.
If the Hero is carrying objects equal to or less than SIZ/3 or STR/3 (whichever is higher after rounding down), they are Nimble. ← Players should write down this threshold.
Momentary feats of lifting prowess do not count toward Encumbrance and should be made as a STR test. If the Hero is Slow, this Test is made with disadvantage. lf the Hero is Nimble, this test is made with advantage.
Combat
Surprise
2-in-6 base chance of surprise for both sides.
One side surprising the other (while not being surprised) affords a free round.
Distance
For distance, roll d6 (-1 for each side that is surprised):
| d6 | Distance |
|---|---|
| 1- | Close (Melee) |
| 2-3 | Medium (Throwable + Ranged) |
| 4-5 | Far (Ranged) |
| 6+ | Distant (Ranged) |
Each combat round one can move between range bands and perform an attack. Movement occurs before attacks are made.
Armor
Target Number: No Armor 6+, Some Armor 8+, Full Armor 10+.
The target being Slow modifies the TN by -2, while being Nimble modifies the TN by +2.
Armor impedes Spellcasting, with Some Armor causing a -2 penalty and Full Armor causing a -4 penalty.
Attacking
Attacking is a simultaneous check against the other's Target Number. Skills affect the check normally, but stats do not apply to attacking.
Simultaneous checks means simultaneous kills can occur.
The exception to this rule is weapons, usually 2-handed, which are considered to be Heavy. ← If a Heavy weapon is being wielded in one hand, it rolls to attack with -4 and no positive stat modifier may apply to damage dice!
If a Hero of CON 9- is hit while striking with a Heavy weapon versus a normal or Swift weapon, they will Flinch and their attack is considered a failure.
If a Hero of CON 9- is hit while striking with a normal weapon versus a Swift* weapon, they will Flinch and their attack is considered a failure. ← The Swift tag only applies to Daggers and all Bows (ONLY during the first round of combat, if the arrows were knocked and the string was drawn back beforehand).
If fighting against multiple foes a Hero can only strike at one unless they are Dual Wielding* in which case they may strike twice and may choose divide the attacks between two foes. ← Duel Wielding requires DEX 10+.
Damage
Damage is rolled after all attacks are made.
Unarmed combat does d3 damage.
Most weapons do d6 base damage.
Heavy weapons (usually 2-handed) do 2d6 base damage.
SIZ of 10+ applies +1 to melee damage.
SIZ of 6- applies -1 to melee damage.
<6 in the weapon's relevant stat subtracts 1 damage to each die.
>10 in the weapon's relevant stat adds 1 damage to each die.
Eg. Wielding a two-handed great-sword with 4 STR will result in 2d6-2 damage on a hit.
At 0 HP, enemies are killed but Heroes may make a Death Save.
Spellcasting in Combat
Spellcasting checks (always TN10) occur simultaneously with the attacks. Effects of magic (including magic damage) are applied after attack damage has been calculated. ← Even if the Spellcaster should perish during the attack damage calculation, their spell has still sparkled to life as long as it does not require sustained POW investment.
A Spellcaster with CON 9- will Flinch when struck by any weapon while working magic.
Shields
Shields require a hand to wield. They do not affect the armor Target Number, but can be
used to negate damage completely. This must be done before damage is rolled.
After negating damage reduce Shield Quality by 1.
Wooden shields are 1 Shield Quality.
Reinforced shields are 2 Shield Quality.
Metal shields are 3 Shield Quality.
When damage is dealt upon the wielder, a shield passively ignores all natural dice results of 1 up to its Quality (i.e. a Wooden Shield will ignore a single result of a natural 1 when receiving damage). This does not reduce Shield Quality.
All shields weigh 1 slot of ENC.
Poison/Fire/Drowning
Decide the severity of the damage (d3, d6, 2d6, etc.), interval time (round, day, week) and
whether the damage should be applied immediately.
When applying damage, 1-2 on d6s and 1 on d3s indicates that the die's effect has worn off
and should not be used in future damage rolls.
Fleeing
Attempting to flee uses a combat round; make a DEX test, with a +2 modifier if Distant and
a -2 modifier if Close.
Advantage is applied if the Herois Nimble, roll 3d6 and take the higher two.
Disadvantage is applied if the Herois Slow, roll 3d6 and take the lower two.
Death Saves
When a Hero hits 0 HP or below, they make a Death Save.
To make a Death Save, roll 2d6 + negative HP under CON.
If this is failed, the Hero dies. The higher the difference, the more gruesome the death.
A natural 12 is always a horrendous sight to behold. A natural 2 results in a miracle.
If the Death Save is passed, set HP to 0.
Then roll d6, with a +1 modifier for every death save made during that adventure.
| d6 | Effect |
|---|---|
| 1 | Heal d3+1 HP and immediately perform a free action. |
| 2 | Heal d3 HP. Knocked down. |
| 3 | Unconscious. |
| 4 | Unconscious. Lose 1 point in an appropriate stat. |
| 5 | Unconscious. Scarred: Lose d3 points in an appropriate stat. |
| 6 | Unconscious. Grievous Injury: Lose 2d6 points in an appropriate stat. |
| 7+ | Die on your own terms: Do one last action with a +4 modifier. |
If any* stat goes to 0, the Hero dies or is disabled. If a stat is rolled randomly it should be done on a d6 or d3 corresponding to the core stats: STR, DEX, CON, INT, WIS, CHA. ← POW is an exception to this rule. At 0 POW, the Hero cannot use Spellcasting or Hero Force. At negative values, a Hero immediately falls into a coma until they have restored their POW to its maximum value. Only a Specialist may enter negative POW by choice.
Unconsciousness normally lasts 10 minutes. This usually renders the Hero useless for
the rest of the fight.
Healing
HP is restored at a rate of d3 point(s) per full day of comfortable rest. POW is restored at a rate of 1 point per full day of comfortable rest. Only one may be restored at a time.
Advancement
Ranking Up is achieved by following the Heroic Code. ← This should be tracked by the Heroes.
For example:
Stopping a Weak villain +.5% (goblins, wolves)
Stopping an Average Villain +2% (Remlings, etc)
Stopping a Strong Villain +5% (Manticores, etc)
Facing mortal peril +20% (this is not cumulative)
Resolving a community issue +20%
Saving a Life +20% (this is not cumulative)
Banishing a Fiend +10%
Find True Love +20% (one time only)
Establishing a community +40%
Pacifying a Giant +50%
Slaying a Dragon +80%
Ranking Up is jeopardized by breaking the Heroic Code. ← This should be tracked by the Dream Master.
For example:
Committing senseless murder -20% (cumulative)
Stealing from those who welcome you 10%xObject's value (sentimental or otherwise)
Breaking true love's heart -40%
Fleeing from battle -1%
Breaking a promise -10% (if promise was made to many, add 1% for each additional person)
The results are totalled for the adventure, generating what is called a Rank Up Chance and a d100 roll is made. If the result is below a Hero's Rank Up Chance, they succeed and gain an XP. If they roll doubles and succeed, they gain 1d3 XP.
The DM may add to or subtract from the Rank Up Chance at their discretion.
The Hero needs XP equal to the Rank they are trying to reach, cumulatively. For example:
| Rank | XP |
|---|---|
| 0 | - |
| 1 | 1 |
| 2 | 3 |
| 3 | 6 |
| 4 | 10 |
Each level, do the following:
- Add +d3 to maximum HP
- +1 to a chosen skill, up to a max of 3
If no skills can be improved, improve HP alone.
Unless an exception is made, the Hero Guild only allows Journeymen to reach Rank 10.
To increase skills beyond 3, one must seek out Esoteric Masters and prove their worth or
parley with them.
To learn a new Special skill, one must find a Master with 3 in the skill and a month of dedicated training time. This achieves a skill of 0 (allowing it to be advanced and preventing the -4 modifier for lack of specialized skills). ← An Esoteric Master, someone with 4+ in the skill, is unlikely to take on a pupil that is anything less than a Master themselves.
To develop a skill without the Hero Guild, a season must be spent practicing, and an advancement check is made with a target number of 8 + the desired skill level. ← To reach Skill 1 a 9+ must be rolled and to reach Skill 4 a 12+ must be rolled.
Specialized training appropriate to the desired level applies a +1 or +2 to the advancement check. Only common skills can reach Skill 0 this way.
Each time a Specialist gains any amount of XP for an adventure, they have a 1-in-6 chance of Spell Inspiration. Roll 1d100 for a random spell.
XP can only be spent to Rank Up at a Hero Guild Hall.
Hero Force
Battlers can apply Hero Force to reduce their POW and add it to an attack roll at a 1:1 ratio. Any attack that hits with Hero Force deals +1 damage.
Spellcasting
When a Specialist first becomes Inspired, they earn a Spell and immediately learn Spellcasting 0.
Spellcasting is performed with a successful Spellcasting roll and a POW reduction according to the magic used.
If the Spellcasting fails no POW is lost.
On a roll of 2, the Spellcasting fails and the POW is used up.
If the Spellcasting succeeds, the POW is used up and the magic goes off.
If the Spellcasting success on a roll of 12, the magic goes off without losing POW.
When casting a spell, as long as the Heroes are in physical contact with each other, they may pool their efforts together and divide the POW cost between themselves. There can only be one active Spellcaster when combining POW to cast a spell.
Spells where POW is recovered after the magic is dispelled must be performed using only the POW of the Spellcaster the cost may not be divided.
Spellbooks and Scrolls
At Literacy 4 magic runes may be taught to any Hero of either Heroic Path.
Specialists can reduce INT to store a spell from a spellbook or a magic scroll in their mind, at the cost of 2 points per spell memorized, taking 1 day of uninterrupted study for each point of POW spent while casting. ← If a Spell has a range of POW costs, up to a maximum, the maximum cost is how many days it takes to memorize its magic. If a Spell has a base POW cost that can be increased to extend the effect of its magic, the base cost is how many days it takes to memorize it.
Spells can be forgotten immediately and at will, restoring INT accordingly.
Spellbooks and magic scrolls can be recited by all Heroes as long as the prerequisite Literacy 4+ has been reached. ← Battlers with Literacy 4+ can make a Literacy check at -4 to cast magic spells from written material such as spellbooks and magic scrolls.
Specialists cast all magic with Spellcasting. When Literacy 4 has been exceeded by a Spellcaster, they may spend 1 less POW for each level in excess of Literacy 4 when casting from spellbooks and magic scrolls, down to a minimum cost of 1 POW. ← A Specialist with Literacy 6 casts magic from a book or scroll at a cost reduced by 2 POW. Win-Yu's Trick (4) would cost 2 POW if it is cast via spellbook or magic scroll.
Spells learned from Inspiration are stored in the very Soul of a Specialist and are always available to the Hero without any need of memorization.
Items
Backpack, Small - 20$ Carry up to 5 items handsfree, encumbrance permitted.
Backpack, Large - 80$ Carry up to 10 items handsfree, encumbrance permitted.
D-Buster - 120$ Jacks a door open with a foot pedal.
Candles - 2$ for a dozen. Lights a Close distance away for 12 turns.
Cloak - 3$
Crowbar - 5$
D-Lamp - 400$ Lights a Medium distance away for 24 turns. Strapped to the chest. A candle beset by mirrors. Firestarting mechanism on a pullstring. Has a shutter to protect the lens when not in use.
Drugs and Poisons - 100-600$/dose.
Firestarting kit - 2$ Starts up fires. Comes with twine, matches, flint and steel
Firewood - 2$ for one night's fire.
Grappling Hook - 20$, requires rope. 20m max range.
D-Grappel. 400$, requires rope, stakes optional to pin into the ground. Can be used to rappel. 60m max range.
Hammer - 2$
Prayer Salt, vial - 44$
Iron Spikes, half-dozen - 1$
Lantern, oil - 100$ Lights a Medium distance away for 24 Turns.
Bullseye Lantern, oil - 400$ Lights a Far distance away for 24 turns.
Mirror, small - 20$ Fragile. If a mirror breaks the automatic failure window or fumble result for all checks now is now expanded by 1 point for 7 years (e.g. a check fails now automatically on a natural 2-3.)
Oil, flask - 60$ Charges Lantern Once.
Pole, 3m - 3$
Telescoping Pole, 3m - 60$
Dry Rations, 1 Week - 24$ Lasts indefinitely.
Fresh Rations, 1 day - 1$ Lasts 3 days
Rope, 30m - 12$
Sack, Large - 4$ Carry up to 12 loose items in two hands, encumbrance permitted.
Sack, small - 1$ Carry up to 4 loose items in one hand, encumbrance permitted.
Shovel - 5$ Requires both hands to use properly.
Sleeping gear - 20$ 2 Slots. Houses one man. A requirement for a good night's sleep.
Tent, small - 200$ 4 Slots. Houses two men. Can be disassembled and stored inside a backpack.
Tent, large - 800$ 8 Slots. Houses six men. Can be carried on one's back, encumbrance permitted.
Torches, half-dozen - 1$ Lights a Medium distance away for 6 turns.
Wine, bottle for 2 - 60$ Fragile. Drinks can help with making friends.
Champagne, bottle for 2 - 600$ Fragile. For real celebrations.
Lockbreaking set and assorted tools - 30$
Lubricant - 16$, makes a surface slippery. One bottle can cover a person or may be splashed upon the ground to affect the area within a Close distance.
SHIELDS & ARMOR
Some Armor - 100$ Wearing Some Armor weighs 0 slots of ENC.
Full Armor - 250$ Wearing Full Armor weighs 2 slots of Enc.
Wooden Shield (Q1) - 25$
Reinforced Shield (Q2) - 50$
Metal Shield (Q3) - 100$
WEAPONS
Double prices across all weapons.

Prices are in $.
Longbows count as Heavy weapons, while shortbows do not.
When riding, the Lance counts as a normal weapon but on foot it is considered Heavy. During a cavalry charge, the Lance is considered Swift.
Most weapons weigh 2 slots of ENC.
Small weapons (dagger, sling, short sword, hand axe, javelin) weigh 1 slot of ENC.
Heavy weapons (almost all two-handed weapons) weigh 3 slots of ENC and are often considered Heavy. ← The staff weighs 2 slots of ENC and is not considered Heavy.
Unless otherwise specified, most items weigh 1 slot of ENC. Items which require two hands weigh 2 slots of ENC. The D-Series items all weigh 2 slots of ENC. ← The D-Lamp weighs 0 slots of ENC when worn.
Due to its length and unwieldy nature, the Pole weighs 3 slots of ENC. The Telescoping Pole weighs 1 slot of ENC when collapsed and 3 slots of ENC when extended.
For all other encumbrance concerns, common sense applies.
The 100 Spells of Rem...
1 Hurt - Cause Minor Damage from afar (2x damage)
2 Seal - Closes a door/chest. (1)
3 Release - Opens a door/chest. (1)
4 Stuck - Affixes something in place. (2)
5 Slip - Makes a surface or object slippery. (2)
6 Shine - Create a light to show the way. (2)
7 Dim - Soften the lights around you. (1)
8 Phantom Thread - Create a magic razor wire between two points within throwing distance. A surprise check can be made to see if the wire is tripped. Can be used as a garotte, dealing d6+1 damage each round that a hold is maintained. The first round is free with surprise. The magic is dispelled after the wire is tripped or the garotte is used. (1 for a garotte, 2 for a razor trap)
9 Magic Sense - Detect magic. (2, to be recovered after the magic is dispelled)
10 Courier's Cart - a floating cart without wheels that follows the caster. 16 slot capacity. (3, to be recovered until after the magic is dispelled)
11 Take Shape - The caster turns to plasticine and can be molded into another form, which maintains the same stats as the Spellcaster. It takes a full day of stillness spent in the sun for the magic to be dispelled. (3, to be recovered when the magic is dispelled)
12 Silence - Self explanatory. (2)
13 Special Delivery - Item seeks out a target. (3)
14 Win-yu's Trick - Swap bodies. (4)
15 Specter Force - Create illusory men to inflate your party numbers. (1/person)
16 Finders Keepers - Hundreds of little gnomes venture off to find a lost object. (4)
17 Warding Aura - Create an armor made of magic energy. Does not overlap with existing armor. (2 for Some Armor or 5 for Full Armor, to be recovered after the magic is dispelled.)
18 Bachelor's Boon - Touch. Improves one's charisma in the eyes of the target. +2 to a reaction. (2)
19 Strike From 10 Paces - Swing your sword and strike at throwing distance. (2)
20 Invisibility - Disappear from sight. Automatic surprise. Automatically dispelled upon discovery.(6, to be recovered after the magic is dispelled)
21 Take Flight - Fly! At a walking pace. (5, to be recovered after the magic is dispelled)
22 Anti-Spell - Nullifies magic (Equivalent POW)
23 Flash - Blinding light. (3)\
24 Burning Bile - Spit flames. (2 for a d3 fire, 4 for a d6 fire, 8 for a 2d6 fire, 16 and so on...)
25 Stunning Hand - A big hand made of energy slaps the shit out of an enemy. Take damage as unarmed and make a Stat test for WIS or be knocked senseless for one round. Or, the Hand will operate according to a simple task for 10 minutes before dissipating. (1)
26 Afterimage - Clones made of light confuse the enemy. (2/clone)
27 Winning Smile - All who see it must pass a POW test or stop attacking you. (3)
28 Remote Viewer - Scrying. (3)
29 Heal - Touch. (2/1 HP)
30 Lullaby Swansong - Sleep spell. Effects 1d6 targets. POW test to save. (3)
31 Harm - Touch. Ouchie! (1/1 HP)
32 Freezing Cube - Forms a giant ice cube around an enemy! You can use it as a platform or slide it across the ground, too. Nonlethal. (2+ based on target size)
33 Clipping - Pass through walls. (1/meter)
34 Fatal Fog - Spreads a deadly cloud. (4)
35 SUBJUGATION SPELL - Reduces another to a mindless thrall. (4)
36 Summon Elemental - Self explanatory. (10)
37 Dead Can Dance - Animate the dead. (3)
38 Soul Swarm - Magical Blast. Deals current POW/2 d6 of damage. (5) ← Damage is dealt based on POW before casting.
39 Simon Says - Makes another do exactly as you say, but only if Simon Says. (1)
40 Annihilator Demon - Invisible Stalker. (12)
41 Instant Translocation - Teleport to a known location. (6+) ← +2 POW cost/additional traveller.
42 Shatter Form - Causes inanimate objects to explode. (2+)
43 Restore Life - Revives a fallen comrade moments after death. (14)
44 Hellraiser - Talk to a sentient demon. Care to make a deal? (6)
45 Seek Refuge - When life is hard or there's just too much heat, cast this spell into an object. The rounder the better. Where do you run off to?
Lasts 11-66 years, dis/advantage depending on if the object is especially round or not. Creates a pocket dimension that one is transported to upon speaking a codeword decided upon casting. After expiring the object collapses and the pocket dimension implodes! If it is destroyed, the pocket dimension implodes.! (6) ← A Spellcaster may only have one active Seek Refuge at a time.
46 Scaredy Cat - Summons a spectral feline whose hiss sends shivers down the bravest men's spines causing them to flee. Roll reaction -4 to determine morale. (3)
47 Steroidal Incantation - Muscles up the caster, allowing for great feats of strength. Temporarily doubles STR. (3)
48 Shut Up! - Makes it impossible for the target to speak properly, as if peanut butter is stuck to the roof of their mouth. (1)
49 Excursion Alarum - Creates an alert if a boundary is crossed, providing security when sleeping in vulnerable places. (2)
50 Future Eyes - Anticipate moments into the future. TN +4 for attacks against the Spellcaster and they attack with a +2. Lasts for the duration of a battle but can only be cast with adrenaline pumping, after it has begun. (4)
51 Darken - Make an area pitch black. Only eyes of the night can see. (3+, to be restored after the magic is dispelled.)
52 Faerie Spell - Implants or alters memory. Until the magic is dispelled it can never be recovered or recognized as uncanny. (1+, to be recovered after the magic is dispelled.)
53 Daylight Save Me - Cast during sunrise when you can see the sun. Automatically pass 1 Skill check per day while in the sun. (4)
54 Killer Cup - A magical cup is created. Everyone who drinks of it enjoys an ecstatic high and shortly dies midrevelry. (3)
55 Disarm - Will a weapon into peacefulness. Makes them completely ineffective. (1/weapon damage die)
56 Made you look! - Forces the target's attention to something specific. (1)
57 Mirror Spell - Enchant a Mirror to Deflect magic spells! Works like Anti-Spell but instead of nullification, it's return to sender! The magic can be dispelled by deflecting the spell or breaking the mirror (3, to be recovered after the magic is dispelled)
58 Taste Shit - A spell that afflicts its target with the sensory illusion that everything they taste is, in fact, shit. Its sufferers often starve to death. (2)
59 UNLIMITED POWER - Send out your own life force in deadly streams of electricity from your fingertips. Deal 3+1d3 damage. Suffer 1d6 damage. (2)
60 Listen & Learn - Cast this to understand and converse with an ant or a baby or something else that cannot speak for itself. Perhaps a door, or a tear. (4)
61 Bridge the Gap - Creates a footbridge of solid light, wide enough for one, 2d6 meters long. Hope its enough for what you need! The bridge lasts 1 hour. (2)
62 Cheater's Chant - A short and spoken spell, though any seasoned dealer or craps man would recognize it instantly. If two instants are cast on the same game, they cancel out. If a third is made, it is sustained. If a fourth is cast, it is canceled and so on. In other words, only an odd number of spells can be cast for a Chant to be valid and only the last odd numbered Chant cast is valid.
Sometimes a man sits at the game and makes low bets, always ready to counter the Chant. Sometimes games are large enough there's no point in protecting against it, whether or not someone have influenced fate or chance. It becomes a part of sports events to loudly chant on a huge bet.
Must be cast as the gamble is occurring. (1)
63 Simplify Mind - Touch. The victim has their head touched and loses 1d6 INT. At 0 they are, essentially, lobotomized. (6)
65 Extend Palm - Extends reach for a palm strike as far as the eye can see. Can also be used to apply the Touch Effect of another spell. (2)
66 Transference - Touch. Borrow or lend stats between the Spellcaster and another. If it is to be returned it must willingly be given back. (2+stat points moved)
67 DOONG - Calls forth the Banished City to fall from the sun. Destroys an entire region. (24) ← This magic can only ever be cast once.
68 Ghost-Eater - A mouth grows on your hand until it is fed. Pass a CON test to absorb a Ghost into your body to be summoned later. Although it cannot hurt the Spellcaster and it exists under threat of being destroyed at any time, it can do whatever it pleases otherwise. Only one ghost can be kept at a time! When the magic is dispelled the mouth seals and disappears and the Ghost is destroyed. (2, to be recovered after the magic is dispelled and 1 to summon and retrieve the Ghost)
69 Bouncer Bounder - This one takes a while to cast, as you have to sit very still as your body converts materials. You and all your gear turns rubbery. Ignore fall damage and bounce back up. Target Number counts as No Armor but attacks against you suffer -2 on the damage roll and you float on water. Takes a day of stillness to dispel. (3, to be recovered after the magic is dispelled)
70 Hold-It Bag - Cast upon a bag to increase the space inside it. Makes a space the size of a small shed. Can only be cast on one bag at a time. When the magic is dispelled anything inside will be coughed out aggressively. (1, to be recovered after the magic is dispelled.)
71 Wink Away - Crush a creature then size of a Person or smaller under the weight of an eyelid. Target must pass a POW test or be destroyed, with dis/advantage applied according to the target's size. (4)
72 Quickly Hasten - Run a marathon at a consistent 100m/minute or act three for the next combat round, enabling three separate attacks. (3)
72 Dimensional Procurement - Brings down a bubble containing a small item or tool of 10$ or fewer. (1)
73 Summon Legion - Summons a Legion Entity to fight alongside a Spellcaster. Can be dispelled at any time but the Legion Entity becomes sad and must make a reaction roll the next time it is summoned. For each consecutive dispelling, the reaction is modified by -1. (3, to be recovered after the magic is dispelled and lost if the Legion Entity perishes)
74 Skill Steal - Touch. Steal skill training from another. The skills do not return to their source when the magic is dispelled, however the Spellcaster's Skill levels return to their native amounts. (1/Common Skill level stolen and/or 2/Special Skill level stolen, to be restored after the magic is dispelled.)
75 Substitution - Switch with an object within eyeshot upon taking a fatal wound. Lasts the duration of a battle. This spell can only be cast when the adrenaline is pumping and a battle is already underweigh. (3)
76 Paranoid Kiss - A kiss, direct or indirect, transfers a magical parasite which saps the host's POW. The target of the magic must pass a CON test each day or lose 1 POW.
On a natural 2, the target loses 1d6 POW. On a natural 12, the host is cured of the parasite.
It can be extracted later when the worm is engorged.
Consuming the parasite immediately restores the POW it has absorbed up to the Spellcaster's maximum. Extraction without advanced medical knowledge is almost always fatal. (2)
77 Flutterbye Dreamform - Fall asleep and become a butterfly (1)
78 Slumber Slave - Cast on sleeping subjects and have them sleepwalk to do your bidding and then return to bed, none the wiser. (2)
79 Returner - Curse oneself moments before death to dig their way out from the grave and come back as a Revenant. Can only be cast once in a lifetime. If the magic is cast and death should be avoided, the caster's soul will disappear upon their actual death and they will not reach the Underworld nor return to the surface. (1)
80 Tooth Mic - Tear out a tooth and create a listening device. Take 1d3 damage. (1)
81 Devil Dinner - Eat a monster to absorb one of its traits. (2)
82 Spirit Gun - Only available at full HP. Shoot a Lethal and LOUD magic gunshot from the fingertips. Make a Missile Combat check and on a hit deal current POWx1d6 damage. After firing a Spirit Gun, the Spellcaster falls unconscious for 10 minutes. (Reduce POW to 0)
83 Hair-get-me-not - Pluck a hair from someone's head and stick it in yours. Everyone with a hair currently attached can receive a message once/day. While hairs may be added, they can only be discarded all at once or not at all when the magic is dispelled. (1/hair, to be restored after the magic is dispelled)
84 Lock Off - Deny someone you can see access to a Skill of your choice. (1+1/round sustained)
85 Shieldmaiden's Boon - Improves the passive guard threshold on a shield to ignore all 1-2 die results on damage rolls, up to its Shield Quality. (1/shield, to be restored after the magic is dispelled)
86 Promise Knot - Tie a knot over an agreement. It will untie itself if either side breaks the deal. Can be dispelled by manually untying the knot. (1/knot, to be recovered after the magic is dispelled or the promise is broken)
87 Save Me! - Little wings will lift the Spellcaster or the target within reach from a fall, once. (2, to be restored after the wings are deployed or the magic is dispelled)
88 Finder Nose - A little walking nose with legs coming out of the nostrils will appear and point out nearby treasure. Finder Nose will point out up to 1d3 treasures before departure. Finder Nose refuses to travel long distances and also leaves upon taking damage. (3)
89 Sense Assist - Provides a 1+1d3 boost to WIS and a -1 chance to being surprised. (4, to be restored after the magic is dispelled)
90 Shift Size - Self/Touch. Change size of target to be twice as large or half the size.
91 Yojimbo - Summons the Mercenary God to appear and assist as long as you can afford his rates.
He charges 10$ per petty foe, 25$ per Person or standard foe, 100$ per strong foe, and 1000$ per great foe.
Upon summoning Yojimbo, make a reaction check. If the party has the required funds, do so as normal. If they offer a substantial bonus apply a +2. If they are just short, apply a -2. If they are lacking in funds, apply a -4. If he has an positive reaction he will charge 50% less. If he has a negative reaction he will attempt to cut down the Spellcaster. Otherwise, he agrees to the job. (5)
92 X-Ray Eyes - Focus for at least ten minutes on a surface to see through anything but lead if it is less than 1m thick. (1)
93 Shadow Hold - Put an iron spike through something's shadow in daylight and they will be unable to move. The magic is dispelled by removing the spike. (1, to be recovered after the magic is dispelled)
94 Magic Shop - Summons the door to a magical shop. (5)
95 Become Changed - Shapeshift into another creature of flesh and blood. The less dissimilar, the less costly the magic. (1+)
96 Control Element - Control an elemental force. (1+)
97 Metamorphosis - Turn the victim into an ugly toad. (3, to be recovered after the magic is dispelled.)
98 Pest Control - Command vermin. The greater the horde the greater the cost. (1+, to be recovered after the magic is dispelled.)
99 Helpful Homonculus - Creates a humanoid, short in stature and dull of mind, which heeds any command given to the best of its limited capabilities. (Reduce maximum POW by 2/homunculi)
100 Statued Stasis - The caster and the gear on their person are turned to stone, frozen in place. Anyone linking hands during casting will also become stone, as long as the circle is complete. The caster (and only the caster) has a vague sensation of their surroundings and can dispel the magic at any point.
Those so affected have Supernatural Armour.
But beware: Remain in this form too long and it can never be undone. For every hour that passes, roll a d6. On a 1, the effect is permanent. Each additional hour after the first increases this change by +1 (2+1/additional target)
Non-Player Creature/Character (NPC) Stat Blocks
Number of Dice (#D): Health Pools are generated with Dice. 1D is a single d6, and ½D is a d3. For every 2D, an attacking bonus of +1 applies to monstrous beasts, mighty allies and awesome foes. ← If the attacking bonus applies, mark #D with an asterisk.
Health Pool (HP): The total result generated by dicing for the NPC's Health Pool.
Traits (Tr): Short descriptive tags which might affect the following values and inform the Dream Master on how the NPC is to be run. ← Slow, Nimble, Swift, Massive, Unflinching, are examples of Traits.
Attack (At): The NPC's weapon or method of scoring hits and dealing damage. Combat skill may be noted here, following the weapon, and beast attacks should list the dice of damage to be dealt after scoring a hit.
Armour (Ar): The NPC's armour and the target number required to score a hit.
Stat(s): Stats to be used for tests. A Stat of 6- applies a -2 modifier to checks relevant to the NPC's weaknesses, whereas a stat of 10+ applies a +2 modifier in much the same manner, relevant to their strengths. Unlisted stats should be considered as 6. ← As little as one stat may be relevant for an NPC. Pick one for flavour: Underline the stat which most potently describes this NPC. NPCs without POW should test this stat for protection from magic effects and track its current value as magic defense separately, without reducing the stat itself.
Morale (Mo): A ± adjustment to the morale roll made by using reaction. Rated from 0-4 in either direction. ±5 means the NPC always/never runs away.
Skills (Sk): Common or Special Skills which modify checks.
Special (Sp): Unique abilities or magic spells.
Example NPC Statblock
Lawrang the Orc
2½D 7HP Tr: Clever (Traps), Unflinching ← The Clever trait gives Lawrang advantage against tests related to trap detection.
At: Battle Axe 2 / Ar: Scuffed Gambeson 8+
STR 10 WIS 8
Mo: +2
Sk: Stealth 1, Thievery 0
Sp: Photosynthesis (If an Orc gets a full day of sunlight they do not require a ration that day)