Adventuring Gear | | | | | |
Item |
Cost |
Item Slot |
Item |
Cost |
Item Slot |
Backpack |
5 GP |
N/A |
Crowbar |
10 GP |
1 |
Heads of Garlic |
5 GP |
N/A |
Grappling hook |
25 GP |
1 |
Hammer (small) |
2 GP |
1 |
Holy symbol (silver) |
25 GP |
N/A |
Holy water (vial) |
25 GP |
1 |
Iron spikes (12) |
1 GP |
1 |
Lantern |
10 GP |
1 |
Mirror (hand-sized, steel) |
5 GP |
1 |
Oil (1 flask) |
2 GP |
1 |
Pole (10’ long, wooden) |
1 GP |
1 |
Rations (iron, 7 days) |
15 GP |
1 |
Rations (standard, 7 days) |
5 GP |
1 |
Rope (50’) |
1 GP |
1 |
Sack (large) |
2 GP |
N/A |
Sack (small) |
1 GP |
N/A |
Stakes (3) and mallet |
3 GP |
1 |
Thieves’ tools |
25 GP |
1 |
Tinder box (flint & steel) |
3 GP |
1 |
Torches (6) |
1 GP |
1 |
Waterskin |
1 GP |
N/A |
Wine (2 pints) |
1 GP |
N/A |
Wolfsbane (1 bunch) |
10 GP |
1 |
Barrel |
1 GP |
2 |
Bedroll |
2 GP |
1 |
Bell (miniature) |
1 GP |
N/A |
Belt pouch |
1 GP |
N/A |
Block and tackle |
5 GP |
1 |
Box (iron, large) |
30 GP |
2 |
Box (iron, small) |
10 GP |
1 |
Bucket |
1 GP |
1 |
Caltrops (bag of 20) |
1 GP |
1 |
Candles (10) |
1 GP |
1 |
Chain (10’) |
30 GP |
2 |
Chalk (10 sticks) |
1 GP |
1 |
Chest (wooden, large) |
5 GP |
2 |
Chest (wooden, small) |
1 GP |
1 |
Chisel |
2 GP |
1 |
Cooking pots |
3 GP |
1 |
Firewood (bundle) |
1 GP |
1 |
Fishing rod and tackle |
4 GP |
1 |
Holy symbol (gold) |
100 GP |
N/A |
Holy symbol (wooden) |
5 GP |
N/A |
Ink (vial) |
1 GP |
1 |
Ladder (wooden, 10’) |
5 GP |
3 |
Lantern, bullseye |
20 GP |
1 |
Lock |
20 GP |
1 |
Magnifying glass |
3 GP |
1 |
Manacles |
15 GP |
1 |
Marbles (bag of 20) |
1 GP |
1 |
Mining pick |
3 GP |
1 |
Musical instrument (string) |
20 GP |
1 |
Musical instrument (wind) |
5 GP |
1 |
Paper/parchment (2 sheets) |
1 GP |
N/A |
Quill |
1 GP |
N/A |
Saw |
1 GP |
1 |
Scroll case |
1 GP |
1 |
Sledgehammer |
5 GP |
1 |
Spade or shovel |
2 GP |
1 |
Tent |
20 GP |
3 |
Twine (100’ ball) |
1 G} |
1 |
Vial (glass) |
1 GP |
1 |
Whistle |
1 GP |
N/A |
First Aid Kit |
25 GP |
1 |
Backpack: Has two straps and can be worn on the back, keeping the hands free. Holds up to 8 encumbrance slots
Crowbar: 2–3’ long and made of solid iron. Can be used for forcing doors and other objects open.
Grappling hook: Has 3 or 4 prongs. Can be used for anchoring a rope.
Hammer: Can be used for construction or as a mallet with iron or wooden spikes.
Holy symbol: A divine spell caster is required to own a holy symbol of their deity, often worn as a necklace. Each
religion has its own holy symbol.
Holy water: Water that has been blessed by a holy person. It is used in some religious rituals and inflicts damage on undead monsters. Holy water does not retain its power if stored in any other container than the special vials it is blessed in.
Iron spikes: May be used for wedging doors open or shut, as an anchor to attach a
rope to, and many other purposes.
Lantern: Can be closed to hide the light. Burns one oil flask every four hours (24 turns). Casts light in a 30’ radius.
Mirror: Useful for looking around corners or for reflecting a gaze attack.
Oil flask: A flask of oil fuels a lantern for four hours (24 turns). In addition to fuelling
lanterns, oil can be used as a weapon:
▶ Throwing: An oil flask may be lit on fire and thrown. On a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted for two rounds, as the liquid drips off.
▶ Pools: Oil that is poured on the ground and lit covers a diameter of 3 feet and burns for 1 turn, inflicting damage on any character or monster moving through the pool.
▶ Immunity: Burning oil does not harm monsters that have a natural flame attack.
Pole, 10’: A 2” thick wooden pole useful for poking and prodding suspicious items in a dungeon.
Rations, iron: Dried and preserved food to be carried on long voyages when securing fresh food may be uncertain.
Rations, standard: Fresh, unpreserved food.
Rope: Can hold the weight of approximately three human-sized beings.
Sack, large: Can hold up to 8 encumbrance slots but requires two hands to carry when empty it does not count against encumbrance
Sack, small: Can hold up to 4 encumbrance slots; a single sack can be carried in a hand. When empty it does not count against encumbrance
Stakes and mallet: A wooden mallet and three 18” long stakes. Valuable when confronting vampires.
Thieves’ tools: This kit contains all of the tools needed to pick locks and disarm traps as well as create simple alarms and traps.
Tinder box: Used to light fires, including torches. Using a tinder box takes one round. Under normal conditions, adventurers can use a tinder box to spark a fire without penalty. Adverse conditions may impact this ability.
Torch: A torch burns for 1 hour (6 turns), clearly illuminating a 30’ radius. Torches may also be used in combat
Waterskin: This container, made of hide, will hold 2 pints (1 quart) of fluid.
Wolfsbane: This herb can be used to repel lycanthropes. The creature must be hit with the herb in melee combat.
Barrel: A wooden barrel that holds 40 gallons (320 pints) of liquid. Encumbrance slots noted for empty barrels when full a barrel takes up 6 encumbrance slots
Bedroll: A heavy woollen blanket with a small pillow.
Bell: A 1” brass bell.
Belt pouch: A leather pouch that holds up to 1 equiped encumbrance slot on a belt. When empty it does not count against encumbrance
Block and tackle: Used for hauling or lifting heavy objects. Reduces the effective weight by 75%. Requires 4 times as much rope.
Box, iron: A solid iron casket. A large box can hold up to 16 encumbrance slots; a small box can hold up to 5 encumbrance slots. When empty the noted encumbrance slots apply
Bucket: Holds 5 gallons (40 pints). The noted encumbrance slots apply to both empty (due to bulk) and full (when full a bucket takes up one hand)
Caltrops: Small metal spikes sufficient to cover a 5’ × 5’ area. Creatures moving through the area have a 2-in-6 chance of treading on a spike. Victims suffer a 50% reduction of movement rate for 24 hours or until they receive magical healing.
Candle: Casts dim light in a 5’ radius and burns for 1 hour.
Chain: A 10’ length of heavy, iron chain.
Chalk: Useful for making markings on stone.
Chest, wooden: A large chest can hold up to 20 encumbrance slots; a small chest can hold up to 6 encumbrance slots. When empty the noted encumbrance slots apply
Chisel: Used with a hammer for chipping away stone.
Cooking pots: Pots and pans for campfire cooking.
Firewood: A bundle of dry wood. Burns for 8 hours.
Fishing rod and tackle: A rod, line, hook, and bait box.
Holy symbol, gold: Grants a +1 bonus to the 2d6 roll for the affected Hit Dice of undead monsters.
Holy symbol, wooden: Incurs a –1 penalty to the 2d6 roll which determines the success of the turning attempt.
Ink: A vial of black ink. Coloured ink costs double. Sufficient for about 50 pages of writing.
Ladder: Simple wooden construction. Very encumbering.
Lantern, bullseye: Casts light in a narrow beam, 60’ long and 20’ wide at the end. Can be closed to hide the light. Burns one oil flask every four hours (24 turns).
Lock: A basic iron lock with a key.
Magnifying glass: Used for studying fine details.
Manacles: Iron manacles with a chain. Used for binding hands or feet.
Marbles: A bag of colourful glass beads.
Mining pick: For breaking rock.
Musical instrument: A stringed instrument (e.g. a lute or mandolin) or a wind instrument (e.g. a flute or pipe). The listed price is for an instrument of basic quality. Higher quality instruments can cost up to 10 times as much.
Paper or parchment: Approximately 1’-square sheets.
Quill: A large feather sharpened into a writing point.
Saw: A hand saw for cutting wood.
Scroll case: An oiled leather tube with a cap. Not completely watertight. Limited to 10 scroll capacity
Sledgehammer: A big heavy hammer for breaking rock.
Spade or shovel: For excavating earth.
Tent: Large enough for 2 adult humans.
Twine: A wound ball of thin cord or string. Can support up to 3 slots of encumbrance weight.
Vial: A glass vial that can hold up to half a pint of liquid.
Whistle: Useful for signalling or faking bird calls.