Table of Contents
Adventuring Gear
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 harms undead monsters (see Weapon Combat Stats). Loses its power if transferred from the blessed vials it is stored in.
Iron spikes: Can 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: Fuels a lantern for four hours (24 turns) or can be used as a weapon:
- Throwing: To douse a monster in oil. See Weapon Combat Stats.
- Pools: A flask of oil creates a 3′ diameter pool when poured out. If lit, it burns for 1 turn. Creatures passing through the flames suffer 1d8 damage.
- Lighting: Oil only damages if set on fire. The chance of lighting depends on the circumstances and method used, as judged by the referee. Touching with a burning torch is highly effective.
- Immunity: Monsters that have a fire attack (e.g. flaming breath) are not harmed by burning oil.
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 can also be used in combat (see Weapon Combat Stats).
Waterskin: A leather container that holds up to 2 pints (1 quart) of liquid.
Wolfsbane: This flowering herb can be used to repel lycanthropes by attacking them in melee with the herb.
Other Equipment
Only the most common items are detailed here. The referee should use the listed items as a guideline for determining the prices and characteristics of new items players may wish to buy (including combat statistics if applicable).
Packing Bags
Filling a backpack or sack with treasure or other items takes 1 turn.
