The ruck-men are able to mass-produce an astonishing array of goods to outfit their armies. Most of these products are martial in purpose and wholly utilitarian in design. They are heavy, ugly, and cheap—in fact, “ruck-rigged” is a common term for anything of shabby or dubious construction.
Blade-blade venom. This glossy-black, gummy substance is an injury type of poison, often employed by ruckish officers and commanders. It has a DC of 13 and causes initial damage of 1 point Strength, and secondary damage 1d3 Strength.
Gory Moon bow. The horn bows of the Gory Moon rucks are medium-size, martial ranged weapons. They are equivalent to short bows.
Gory Moon sword. A small martial melee weapon, equivalent to a short sword. The blades are short and triangular, useful for stabbing.
Ruckblade. A ruckblade is a large martial melee weapon, equivalent to a falchion. Large and curved, they usually have wicked saw-toothed edges. Black-blade troops rub a dark paste of charcoal into their weapons, and officers will augment this practice with blade-venom.
Ruckish chainmail. Ruckish chainmail is heavy armor, made up of double-linked chain. It is uncomfortable and prone to rust, but offers slightly more protection than normal chainmail.
| Speed | ||||||
|---|---|---|---|---|---|---|
| Armor Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure | 30 ft. | 20 ft | Weight |
| +6 | +2 | -6 | 35% | 20 ft. | 15 ft. | 45 lb. |
Ruckish fire. This is a noxious substance known only to the rucks, equivalent to Alchemist's fire. Rotting eye troops often carry whole barrels of ruckish fire.
Ruck-nog. This is a thick amber liquid, harsh to taste. Ruck nog is a distilled liquor, far more powerful than traditional mead, cider, wine, or ale.
Scabbers. This is a nasty disease delivered by injury. Rotting Eye rucks typically rub their arrowheads and sword-blades in filth before use. Anyone injured during an encounter with Rotting Eye rucks must make a DC 12 Fortitude saving throw or contract scabbers. The disease has an incubation period of 1d3 days, after which the wound reddens and begins to fester. Victims experience burning pain, and the wound exudes a strong, sour reek. Each day that scabbers remains unchecked the victim must make another saving throw or receive 1d3 points of temporary Constitution damage. Even if the victim recovers completely, wounds touched by this disease leave rough, scabby scars.