Items & Wealth

A slot refers to a rule which limits the number of magic or mechanically beneficial items which can be worn at a time by one character. Each specific location on a humanoid’s body where magic items are traditionally worn is known as a slot, and a character can wear no more than one item in each slot.

Even if a character physically manages to wear two items (such as wearing a pair of slippers underneath a pair of boots), the character cannot benefit from both at the same time. Limits on item slots improves both game balance and fairness. Though please note, the item slots only apply to items with magical or mechanical benefits. You can still wear mundane items that do not take up slots (decorative rings or a pair of pants), but do not fill those out in the form.

Please note, you may still only attune to a number of items as per Magical Item Attunement rules on Casting and Magic. We also try to specify which slot items belong to on our Recipe cards and Magic Item list, though if you are unsure, please ask.

You may have a maximum of three “readied weapons” on your person at once. Left, Right, and Lower Back. This includes weapon, staff, spellbook, foci, and wands. These are considered sheathed or ready in your hand and can be drawn as part of your attack action. Obviously common sense applies, in that you cannot have a shield on your arm and a sword in that same hand, etc.

Item Tier Restrictions

In our realm, the use and attunement of magical items are subject to certain regulations to maintain balance and harmony. Here are the key guidelines to follow:

1. Attunement Limit:

  • Each character is permitted to attune to a maximum of three (3) magical items simultaneously. This limitation ensures that the wielder can effectively harness the power of the enchanted artifacts without overwhelming themselves or upsetting the equilibrium of magic.

2. Tier Restrictions:

  • The usage of magic items is regulated by the tier system, corresponding to the character’s level of proficiency and experience in the arcane arts:
    • Tier 1 (Common): These items are relatively straightforward in their enchantments and pose minimal risk when wielded responsibly.
    • Tier 2 (Uncommon, Rare): It’s crucial to exercise caution as the powers bestowed by such items are more potent and require a deeper understanding of magical principles.
    • Tier 3 (Very Rare): These artifacts possess extraordinary abilities and should be wielded with utmost care and reverence, as their influence can significantly impact the fabric of reality.
    • Tier 4 (Legendary, Artifact, Relic): Only the most seasoned and deserving adventurers are entrusted with such profound artifacts, for their power is matched only by the weight of responsibility they carry.

By adhering to these guidelines, we ensure that the wonders of magic enrich our lives without succumbing to chaos or misuse. Let us wield our enchanted treasures with wisdom and reverence, honoring the ancient pact between mortals and the mystic forces that shape our world.

Attunement

In the regular ruleset of the Worlds Greatest Roleplaying Game, the process of attuning to an item consists of sitting around for a nice rest and…staring at it.

It is hard to imagine a more boring scene to role-play.

The dullness of the attunement scene is quite surprising for a game based on fantasy literature that is bursting with tropes and scenes involving magical rituals that awaken the power of magical artifacts. Attuning items should require more than napping in their general proximity. To attune to an item you need to spend the proper amount of downtime performing an attunement ritual. This ritual could be played out in any fashion that you wish, but the requisite downtime must be spent.

Use the /dt-attune command to attune magic items.

NOTE: Any slot item requires a slot, regardless of where it is on your person. You can carry a trinket, scrollcase, or even spellbook in your bag, but it will still take up that slot.

Examples of items by slot:

  • Head: Hat, helmet, turban, crown, tiara, headband
  • Face: Mask, glasses, monocle, goggles, earrings
  • Throat: Necklace, scarf
  • Shoulders: Cloak, cape, spaulders, bandolier
  • Body: Outfit, clothing, vests
  • Torso: Armor
  • Waist: Belt, pouch
  • Arms: Bracers, bracelet, shield
  • Hands: Gloves, gauntlets
  • Ring: One ring per hand (right/left)
  • Feet: Boots, greaves, slippers, shoes

Belt Slot:

  • You can hold two one handed weapons on your belt.

Backpack Rules

  • If you use a slot that you don’t meeting the requirements for you lose the following movement per slot:
    • Strength: -5 ft movement per slot
    • Constitution: -10 ft movement per slot
  • 10 small items stacked count as 1 slot
  • If an item is similar to the Slot, it can be put in that slot (E.g. Bear skin in Bedroll Slot)
  • Armor takes up 3 slots. Clothing 2.
  • The Awkward Slot can hold one lantern, grappling hook, bucket or other unusual item.
  • Potions and scrolls will be damaged in Slots not designed for them.

Slots

  • Bedroll (+1 slots at 16+ CON)
  • Shield/Quiver w/ Bow
    • Quiver can hold up to 100 arrows
  • The Awkward Slot
  • 4 x Maps, Documents & Scrolls Slot (+2 slots at 16+ INT or WIS)
  • 3 x Potions Slot (+1 slot at 16+ INT, WIS, or DEX)
    • With 16+ DEX you may store potions in any empty Main Backpack slot.
  • Pole, Two-hand Weapon, Long Tool Slot (+1 slot at 16+ STR)
  • Rope Slot
  • 8 x Main Backpack Slots (+2 slots at 16+ INT or WIS)

Coin Pouches
Each pouch requires a minimum Strength value to carry, in addition each pouch holds 500 coins only each.

  • 1 Pouch (8 STR)
  • 2 Pouches (12 STR)
  • 3 Pouches (16 STR)
  • 4 Pouches (18 STR)

Saddlebag Rules

  • Fragile items can break if not in the safe pocket while your mount is sprinting.
  • One Handed weapons can be stored inside the Hard Leather Saddlebags.
  • 10 small items stacked count as 1 Slot.
  • If an item is similar to the Slot, it can be put in that slot. (E.g. Bear skin in Bedroll Slot)
  • Armor takes up 3 Slots. Clothing 2.
  • (L) slots are slots that average mounts can carry with ease. Smaller mounts e.g. Dogs will take a -5 Ft penalty for every (L) slot they use.

Slots

  • 2x Bedroll (one of them is L)
  • Any Weapon, Shield or Bow & Quiver
  • 7x Left side slots
  • 2x (L) Left side slots
  • 3x Safe Pocket slots (Potions, Scrolls, etc.)
  • 8x Right side slots
  • 4x (L) Right side slots

Coin Pouches

  • 5x Coin pouches. Each pouch can hold 500 coins.

Wealth

It can be tricky to keep track of your wealth if you don’t take care to ensure all accounting is done properly. To this end, Soulforge Adventures uses the following methodology to keep track of wealth.

Wealth is kept track of in 3 separate locations. Think of each location as being independent of the other. You can freely move funds between these locations, but you must view these locations as independent. Anytime you move money into a location from another, the transaction must match on both sides.

  1. Discord
    • The wealth you have on discord, that is earned and used for downtime activities is only available while performing those activities.
  2. Chronica
    • This wealth is available to your character to purchase items from the Shops and other things in Chronica. When you add or subtract wealth here, you must input a note for the transaction.
  3. Roll20 Character Sheet
    • Wealth on your character sheet is the only wealth available to you while in an in-game adventure. You should ensure that you transfer (using the appropriate commands and notes) money to your sheet prior to an adventure. It is also advisable to move it off your sheet when not in an adventure, but this is at your option.