Adventuring Gear
The stuff that keeps you alive between fights.
Slots: Most items take 1 slot. Items marked Bulky take 2 slots. Tiny items (coins, gems, rings) can be bundled—see Encumbrance.
Light Sources
| Item |
Cost |
Notes |
| Candles (10) |
1 gp |
Close range, 1 hour each |
| Torches (6) |
1 gp |
Near range, 1 hour each, can be used as improvised club |
| Lantern |
10 gp |
Near range, shieldable, requires oil |
| Flask of Oil |
1 gp |
Fuels lantern for 1 Watch, or use for fire tricks |
Climbing & Exploration
| Item |
Cost |
Notes |
| 50 ft Rope |
1 gp |
Haul, bind, climb |
| Grappling Hook |
2 gp |
Anchor for rope; noisy if dropped |
| Pitons (10) |
1 gp |
Fix lines, spike doors (needs hammer) |
| Hammer |
1 gp |
Drives pitons and spikes |
| Iron Spikes (10) |
1 gp |
Brace doors, stake tents, mark trails |
| 10-Foot Pole |
1 gp |
Poke floors, trip wires from safety. Bulky |
| Crowbar |
2 gp |
Edge on prying and breaking |
| Shovel |
2 gp |
Earthworks, graves, ditches |
Supplies & Containers
| Item |
Cost |
Notes |
| Supply (6 uses) |
3 gp |
Food, water, bandages. Spend 1 for a Breather or Night’s Rest |
| Waterskin |
1 gp |
Holds 1 day’s water |
| Backpack |
2 gp |
+10 slots capacity (worn) |
| Sack |
1 gp |
+5 slots capacity (requires a free hand) |
| Small Chest |
5 gp |
Lockable, holds valuables |
| Large Chest |
15 gp |
Bulky, holds more |
Camping & Survival
| Item |
Cost |
Notes |
| Bedroll |
1 gp |
Sleep anywhere |
| Tent (2-person) |
10 gp |
Protects from weather. Bulky |
| Tinderbox |
1 gp |
Sparks in wind, not underwater |
| Cook’s Tools |
10 gp |
Prepare meals, stretch Supply |
Kits let you attempt actions that are otherwise impossible. Without the right kit, you simply can’t try.
| Item |
Cost |
Notes |
| Thieves’ Tools |
25 gp |
Pick locks, disarm traps |
| Healer’s Kit (10 uses) |
10 gp |
Edge on healing checks, treat poison and disease |
| Herbalist’s Kit |
15 gp |
Identify plants, brew poultices, prepare antidotes |
| Disguise Kit |
15 gp |
Make-up, props, false identities |
| Climbing Kit |
10 gp |
Edge on climbing checks |
| Poisoner’s Kit |
50 gp |
Brew and apply poisons |
| Alchemist’s Supplies |
50 gp |
Potions, reagents, volatile mixes |
| Artisan’s Tools |
20 gp |
Blacksmith, mason, weaver, etc. |
| Brewer’s Tools |
15 gp |
Make beer, ale, spirits |
Magic & Divine
| Item |
Cost |
Notes |
| Spellbook |
50 gp |
Required for Magic-User preparation |
| Arcane Focus |
25 gp |
Channel for Magic-User casting |
| Holy Symbol |
5 gp |
Required for Cleric casting |
| Holy Water (flask) |
25 gp |
Splash: 1d8 damage to undead, fiends, and unholy creatures |
Writing & Social
| Item |
Cost |
Notes |
| Chalk & Charcoal |
1 gp |
Mark trails, notes, sketches |
| Ink & Quill |
8 gp |
For scrolls, notes, ledgers |
| Parchment (10 sheets) |
2 gp |
For notes, maps, scrolls |
| Book (blank) |
25 gp |
Holds ~100 pages |
| Playing Cards |
1 gp |
Games, gambling, tricks |
| Dice (set) |
1 gp |
Gambling, games |
| Musical Instrument |
30 gp |
Lute, flute, drum, etc. |
| Fine Clothes |
30 gp |
Court, nobility, high-class events |
| Perfume |
10 gp |
Mask scents, impress nobles |
Restraints & Misc
| Item |
Cost |
Notes |
| Manacles |
10 gp |
DC 16 STR to break, needs key or lockpick |
| Chain (10 ft) |
5 gp |
Heavy, unbreakable without tools |
| Signal Whistle |
1 gp |
Audible to Far range |
| Silver Mirror |
10 gp |
Useful against some monsters |