Table of Contents
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.