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 & Tools

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