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adventuring_gear

Adventuring Gear

Containers

Item Capacity Cost (gp) Weight
Backpack 400 coins 4 50
Barrel 320 pints 1 70
Belt pouch 50 coins 1 10
Bucket 40 pints 1 20
Casket (iron, large) 800 coins 30 400
Casket (iron, small) 250 coins 10 100
Chest (wooden, large) 1,000 coins 5 200
Chest (wooden, small) 300 coins 1 50
Sack 600 coins 1 5
Scroll case 1 scroll 1 5
Vial (glass) 1/2 pint 1 1
Waterskin 2 pints 1 50 (full)

Light

Item Cost (gp) Weight
Candles (10) 1 20 (2 each)
Lantern (hooded) 5 20
Lantern (bullseye) 10 20
Oil (flask) 1 10
Tinder box 3 10
Torches (3) 1 30 (10 each)

Camping and Travel

Item Cost (gp) Weight
Bedroll 2 70
Cooking pots 3 100
Firewood (bundle, 8 hours) 1 200
Fishing rod and tackle 4 50
Rations (preserved, 1 day) 2 20
Rations (fresh, 1 day) 1 20
Tent 20 20

Holy Items

Item Cost (gp) Weight
Holy symbol (gold) 100 20
Holy symbol (silver) 25 20
Holy symbol (wooden) 5 10
Holy water (vial) 25 10

Miscellaneous Tools

Item Cost (gp) Weight
Bell (miniature) 1 1
Block and tackle 5 50
Caltrops (bag of 20) 1 20 (1 each)
Chain (10′ long) 30 100
Chalk (10 sticks) 1 10 (1 each)
Chisel 2 20
Crowbar 10 50
Grappling hook 20 40
Hammer (small) 2 30
Hammer (sledgehammer) 5 100
Ink (vial) 1 5
Iron spikes (12) 1 60 (5 each)
Lock 20 10
Magnifying glass 3 5
Manacles 15 60
Marbles (bag of 20) 1 20 (1 each)
Mining pick 3 100
Mirror (small) 5 50
Musical instrument (stringed) 20 50
Musical instrument (wind) 5 20
Paper or parchment (2 sheets) 1
Pole (10′ long, wooden) 1 70
Quill 1 1
Rope (50′ long) 1 100
Rope ladder (25′long) 5 200
Saw 1 20
Shovel 2 50
Spell book (blank) 100 50
Thieves’ tools 25 10
Twine (100′ ball) 1 10
Whistle 1 1

Clothing

Item Cost (gp) Weight
Clothes, common 1 30
Clothes, extravagant 100 60
Clothes, fine 20 40
Habit, friar’s 2 30
Robes, ritual 10 30
Winter cloak 2 20

Common and Uncommon Items

Items listed in italics are only available in towns and cities. Other items are available in all settlements.

Coinage

Gold pieces (gp): Worth 10sp, 100cp.

Silver pieces (sp): Worth 1/10gp, 10cp.

Copper pieces (cp): Worth 1/100gp, 1/10sp.

Pellucidium pieces (pp): Worth 5gp, 50sp, 500cp. Pellucidium—commonly called fairy silver—is a pale, silvery metal originating in Fairy. Even in pitch darkness, it faintly glints as if under moonlight.

Adventuring Gear

Backpack: A leather bag with shoulder straps. Holds up to 400 coins.

Barrel: A wooden barrel that holds 40 gallons (320 pints).

Bedroll: A heavy woollen blanket with a small pillow.

Bell: A 1″ brass bell.

Belt pouch: A leather pouch that holds up to 50 coins.

Block and tackle: Used for lifting heavy objects. Reduces effective weight by 75%, but requires 4 times as much rope.

Bucket: Holds 40 pints (5 gallons).

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% Speed reduction for 24 hours (or until they receive magical healing).

Candle: Casts dim light in a 5′ radius and burns for 1 hour.

Casket: A solid iron casket. A large casket can hold up to 800 coins; a small casket can hold up to 250 coins.

Chain: A 10′ length of heavy, iron chain.

Chalk: Useful for making markings on stone.

Chest: A large chest can hold 1,000 coins; a small chest can hold 300 coins.

Chisel: Used with a hammer for chipping away stone.

Clothes: Full sets of clothing to cover the whole body, including hose, tunic, shirt, belt, dress, etc.

Cooking pots: Pots and pans for campfire cooking.

Crowbar: An iron bar, 2–3′ long. Used for prying open doors, chest lids, etc.

Firewood: A bundle of dry wood. Burns for 8 hours.

Fishing rod and tackle: A rod, line, hook, and bait box.

Grappling hook: Made of iron, with 3–4 hooks and a ring to attach a rope.

Habit, friar’s: Simple hessian tunic and cowl with a cord belt, worn by friars.

Hammer (small): Useful for hammering in iron spikes or tapping stonework.

Hammer (sledgehammer): A big heavy hammer for breaking rock.

Holy symbol: Servants of the Pluritine Church must carry a holy symbol worn around the neck. The quality of a holy symbol alters its effectiveness at turning the undead. A silver holy symbol grants a +1 bonus to the 2d6 roll which determines the success of the turning attempt. A gold holy symbol also grants a +1 bonus to the 2d4 roll which determines the number of monsters affected.

Holy water: Water blessed by high-ranking clergy, stored in a special vial for use in religious rituals. Holy water inflicts damage on undead monsters (see Weapons). Loses its power if transferred from the blessed vials it is stored in.

Ink: A vial of black ink. Coloured ink costs double. Sufficient for about 50 pages of writing.

Iron spikes: May be used to wedge doors open or shut, anchor ropes, and many other purposes.

Lantern: Shutters allow the light to be hidden and the flame protected. Burns one oil flask every 4 hours (24 Turns). A hooded lantern casts light in a 30′ radius. A bullseye lantern casts light in a narrow beam, 60′ long and 20′ wide at the end.

Lock: A basic iron lock with a key.

Magnifying glass: Used for studying fine details.

Manacles: Iron manacles with a chain. Used for restraining a creature’s hands or feet.

Marbles: A bag of small, colourful glass beads.

Mining pick: A strong pick for breaking rock.

Mirror (small): Useful for looking around corners or for reflecting a monster’s harmful gaze.

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.

Oil flask: A flask of oil fuels a lantern for four hours (24 Turns). Burning oil can also be used as a weapon, either by throwing it at enemies (see Weapons) or by pooling it on the ground (covers a 3′ diameter area, burns for 1 Turn, 1d8 Damage to creatures passing through).

Paper or parchment: Approximately 1′-square sheets.

Pole (10′ long, wooden): A 2″ thick wooden pole useful for poking and prodding suspicious items in a dungeon.

Quill: A large feather sharpened into a writing point.

Rations: Preserved rations last up to 2 months, or 1 week in dank conditions (e.g. fungal forest, dungeons). Fresh rations last for 1 week, or 1 day in dank conditions.

Robes, ritual: Fine quality robes with embroidered symbols. Often used by magicians.

Rope: Strong enough to hold the weight of three people and their equipment.

Rope ladder: Two ropes with looped rungs and a knot at the top to attach a grappling hook. Strong enough to hold the weight of three people and their equipment.

Sack: A large, hessian sack that can hold 600 coins.

Saw: A carpenter’s hand saw for cutting wood.

Scroll case: An oiled leather tube with a cap. Not completely watertight.

Shovel: For excavating earth.

Spell book (blank): A hefty tome of vellum pages bound in leather, suitable for inscribing spells. A spell book can contain up to three spells.

Tent: Large enough for two people.

Thieves’ tools: A set of lock picking tools in a small case.

Tinder box: Used to light fires, including torches. In perilous situations, there is a 2-in-6 chance of success lighting a fire per Round.

Torch: When lit, casts light in a 30′ radius and burns for 1 hour (6 Turns). Torches may also be used in combat (see Weapons).

Twine: A wound ball of thin cord or string. Can support up to 300 coins of weight.

Vial: A glass vial that can hold up to half a pint of liquid.

Waterskin: A leather container that holds up to 2 pints of liquid. Weighs 5 coins when empty.

Winter cloak: A thick, woollen traveller’s cloak.

Whistle: Useful for signalling or faking bird calls.

adventuring_gear.txt · Last modified: 2024/08/17 18:39 by admin

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