Adventuring Gear
Item | Cost (gp) |
---|---|
Backpack | 5 |
Crowbar | 10 |
Garlic | 5 |
Grappling hook | 25 |
Hammer (small) | 2 |
Holy symbol | 25 |
Holy water (vial) | 25 |
Iron spikes (12) | 1 |
Lantern | 10 |
Mirror (hand-sized, steel) | 5 |
Oil (1 flask) | 2 |
Pole (10’ long, wooden) | 1 |
Rations (iron, 7 days) | 15 |
Rations (standard, 7 days) | 5 |
Rope (50’) | 1 |
Sack (large) | 2 |
Sack (small) | 1 |
Stakes (3) and mallet | 3 |
Thieves’ tools | 25 |
Tinder box (flint & steel) | 3 |
Torches (6) | 1 |
Waterskin | 1 |
Wine (2 pints) | 1 |
Wolfsbane (1 bunch) | 10 |
Descriptions
Backpack: A leather bag that can be strapped over the shoulders, requiring no hands. Holds up to 400 coins.
Crowbar: An iron bar, 2–3’ long. Used for prying open doors, chest lids, etc.
Grappling hook: Made of iron, with 3–4 hooks and a ring to attach a rope.
Hammer: Useful for hammering in iron spikes or tapping stonework.
Holy symbol: Divine spell casters must carry a holy symbol of their deity, often in the form of a pendant around the neck. Each deity has their own holy symbol.
Holy water: Water blessed by a holy person, stored in a special vial for use in religious rituals. Holy water inflicts damage on undead monsters. Loses its power if transferred from the blessed vials it is stored in.
Iron spikes: May be used for wedging doors open or shut (see Dungeon Adventuring), as an anchor to attach a rope to, and many other purposes.
Lantern: Shutters allow the light to be hidden and the flame protected. 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). Burning oil can also be used as a weapon:
- Throwing: See Weapons & Armor.
- Pools: A flask of oil is sufficient for a 3’ diameter pool. If lit, it burns for 1 turn. Creatures passing through the flames suffer 1d8 damage.
- Immunity: Monsters that have a fire attack (e.g. flaming breath) are not harmed by burning oil.
- Lighting: Oil only causes damage if set on fire (e.g. touched with a burning torch).
Pole, 10’: A 2” thick wooden pole useful for poking and prodding suspicious items in a Dungeon.
Rations, iron: Preserved food for long journeys.
Rations, standard: Fresh, unpreserved food.
Rope: Strong enough to hold the weight of three people and their equipment.
Sack, large: Can hold up to 600 coins.
Sack, small: Can hold up to 200 coins.
Stakes and mallet: A wooden mallet and three 18” long stakes. Valuable when confronting vampires
Thieves’ tools: A set of lock picking tools in a small case.
Tinder box: Flint, steel, and tinder contained in a small box. Used to light fires, including torches. Using a tinder box takes one round. There is a 2-in-6 chance of success 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 & Armor).
Waterskin: A leather container that holds up to 2 pints (1 quart) of liquid.
Wolfsbane: This flowering herb can be used to repel lycanthropes. The creature must be hit with the herb in melee combat.
Other Equipment
The items detailed in this section are those most commonly available for purchase. Should PCs wish to purchase items not on these lists, the referee may use the listed items as guidelines for determining the prices and characteristics of new items, including combat statistics (if appropriate).
Packing Bags
Filling a backpack or sack with treasure or other items takes 1 turn.