Container | Price | Slots | Additional Information |
---|---|---|---|
Backpack | 5 GP | - | The default. Your 'Packed Items' are considered stored in here. If you do not have a Backpack, it will be harder to carry your items, and they are more likely to get lost, broken or stolen. |
Large Sack | 2 GP | +15 | Holds an additional 15 Slots of items, but you must carry it with both hands. |
Small Sack | 1 GP | +8 | Holds an additional 8 Slots of items, but you must carry it with at least one hand. |
Pouch/Purse | 1 GP | +1 | Can be affixed to a belt or shoved in a pocket. Holds 1 slot of items or 2 slots worth of currency. |
Iron-bound Chest | 22 GP | +20 | Holds 20 additional slots of items, but must be placed on the floor or carried by two human-sized people. |
Adventuring Gear | Price | Slots | Additional Information |
---|---|---|---|
Bell | 1 GP | - | A 1" brass bell. |
Thick Wool Blanket | 2 GP | 1 | Comforting, good for carrying things in a pinch or restraining folk. |
Caltrops, Bag of 20 | 1 GP | 1 (20) | Small metal spikes, sufficient to cover a 5" by 5" area. Creatures moving through the area have a 2 in 6 chance of treading on a spike, victims move at 50% speed for 24 hours. |
Tallow Candle | 1 GP | 1 (6) | Has a faint repugnant odour. Candles illuminate 5" around themselves and burn for 1 hour. |
Wax Candle | 2 GP | 1 (6) | Candles illuminate 5" around themselves and burn for 1 hour. |
Iron Chain, 10ft long | 30 GP | 1 (10") | A 10' long heavy, thick chain. |
Chisel | 2 GP | +15 | Can chip away at stone when used with a small hammer. |
Cooking Pots | 3 GP | 1 | Pots and pans designed for campfire cooking. |
Firewood bundle, 8 hrs | 1 GP | 2 (8 hrs) | A bundle of dry firewood, burns for 8 hours. |
Fur Cloak | 15 GP | 1 | Keeps the wearer worn. May grant camouflage in specific circumstances. |
Crowbar | 10 GP | 1 | 2-3' long and made of solid iron. Good for opening things or getting into places you shouldn't be. Invaluable to the creative adventurer. |
Garlic | 5 GP | - | Stinky. Famously loved by vampires. |
Grappling Hook | 25 GP | 1 | 3-4 Prongs, good for anchoring rope. |
Hammer, Small | 2 GP | 1 | Can be used for construction, hearing for hollow walls, but most often used to help spike doors shut. |
Sledgehammer | 5 GP | 2 | A big heavy hammer for breaking rock. |
Holy Symbol | 25 GP | - | Divine casters require one to cast. May affect NPC behaviour when openly worn for good or ill, as your god of choice will be associated with their domains. |
Vial of Holy Water | 25 GP | 1 | Fragile. Undead can be damaged by it. A common component of rituals. Water blessed by a holy person. |
Vial of Ink | 8 GP | 1 (3) | Fragile. A small vial of black ink. |
Set of 12x Iron Spikes | 1 GP | 1 (12) | Commonly used for wedging doors open or shut, or to anchor ropes, among other things. 1-12 Spikes can be bundled into 1 inventory slot. |
Hand-sized steel Mirror | 5 GP | 1 | For reflecting things and looking around corners. |
Oil Flask | 2 GP | 1 (3) | Food for lanterns, lighting them for 4 hours per flask. Can be thrown or poured onto the ground to create a pool. 1-3 Flasks can be bundled into 1 inventory slot. |
Quill | 1 GP | - | A large feather, sharpened to a writing point. |
Lantern, standard | 10 GP | 1 | Lanterns can burn an oil flask that lasts 4 hours, with an effective radius of 40". |
Lantern, Bullseye | 15 GP | 1 | Lanterns can burn an oil flask that lasts 4 hours, with an effective radius of 40". This lantern has a small disk that can be moved over to prevent light escaping, at will. |
Lock | 20 GP | - | A basic iron lock with a key. |
10ft Pole, wooden | 1 GP | 1 | For poking things, finding sneaky traps and looking really good on a gondola. |
Rations, Standard, 7 Days worth | 5 GP | 1 (7) | Fresh, unpreserved food. Tastes good but can spoil over time or if it gets wet or dirty. Hirelings will gain morale when fed standard rations over iron rations during camping. |
Rations, Iron, 7 Days worth | 15 GP | 1 (7) | Dried fruit, cured meat, preserved food. Not very delectable. |
50ft Rope | 1 GP | 1, (50ft) | Can hold the weight of 3 human-sized beings. |
Blank Spellbook | 75 GP | 2 | Hard to find apart from specialist retailers. A hefty tome with blank pages. |
3 Stakes and Mallet | 3 GP | 1 (3/1) | A wooden mallet and 3 18" wooden stakes. Useful for vampires, can stake doors open in a pinch potentially. |
Tent | 20 GP | 1 (7) | Cover for four human-sized folk. |
Thieves Tools | 25 GP | 1 | Contains all the tools necessary for picking locks. |
Tinder Box / flint & steel | 3 GP | 1 | Used to light fires such as torches. Using a tinderbox takes a round, with a 2 in 6 chance of success per round. |
Torches, Bundle of 6 | 1 GP | 1 (6) | Torches last for one hour and can light up a 30 ft radius. |
Waterskin | 1 GP | 1 | Hide container that can hold 2 pints of fluid. |
Wine, 2 pints | 1 GP | 1 | Used to light fires such as torches. Using a tinderbox takes a round, with a 2 in 6 chance of success per round. |
Wolfsbane, 1 bunch | 10 GP | - | Effective against lycanthropes. |
Armour | Price | Slots | AC |
---|---|---|---|
Leather | 20 GP | 1 | 12 AC |
Chainmail | 40 GP | 2 | 14 AC |
Platemail | 60 GP | 2 | 16 AC |
Shield | 10 GP | 1 | +1 AC |
Weapons | Price | Slots | Damage | Size | Additional Information |
---|---|---|---|---|---|
Battleaxe | 7 GP | 1 | 1d8 | Medium | Melee, Slow, Two-Handed |
Club | 3 GP | 1 | 1d4 | Medium | Melee, Blunt |
Crossbow | 30 GP | 1 | 1d8 | Medium | Armour Piercing, Missile (80' / 160' / 240'), Reload, Two-handed |
Dagger | 3 GP | 1 | 1d4 | Small | Melee, Missile (10' / 20' / 30') |
Hand axe | 4 GP | 1 | 1d6 | Small | Melee, Missile (10' / 20' / 30') |
Holy Water Vial | 25 GP | 1 | 1d8 | Small | Missile (10' / 30' / 50'), Splash |
Lance | 5 GP | 2 | 1d6 | Large | Brace, Charge, Melee, Reach |
Longbox | 40 GP | 2 | 1d6 | Large | Missile (70' / 140 ' / 210') Two-handed |
Longsword | 10 GP | 1 | 1d8 | Medium | Melee |
Mace | 5 GP | 1 | 1d6 | Medium | Melee, Blunt |
Oil Flask, Burning | 1 GP | 1 | 1d8 | Small | Missile (10' / 30' / 50'), Splash |
Polearm | 7 GP | 2 | 1d10 | Large | Brace, Melee, Reach, Two-handed |
Shortbow | 25 GP | 1 | 1d6 | Medium | Missile (50' / 100' / 150'), Two-handed |
Shortsword | 7 GP | 1 | 1d6 | Medium | Melee |
Sling | 2 GP | 1 | 1d4 | Small | Missile (40' / 80' / 160') |
Spear | 3 GP | 1 | 1d6 | Medium | Melee, Brace, Missile (20' / 40' / 60') |
Staff | 2 GP | 1 | 1d4 | Medium | Melee, Two-handed |
Torch | - GP | 1(6) | 1d4 | Medium | Melee |
Two-handed Sword | 15 GP | 2 | 1d10 | Large | Melee, Two-Handed |
Warhammer | 5 GP | 1 | 1d6 | Medium | Melee, Blunt |