Ruins of Adventure
adventuring-gear-descriptions
See prices at: Miscellaneous Adventuring Gear
Animal Model: Carved of rich woods from Sembia and Cormyr, these twelve-inch long toys are fitted with wheels so a child can pull them along. Expertly crafted with internal hinges that allow the mouth to open and close and the tail to wag as it moves, each is a delight for the younger ones. Recommended ages 2-5. Specify animal when ordering: Rolling Horse, Rolling Dragon, Rolling Pegasus, Rolling Unicorn, Rolling Cow, Rolling Elephant, Rolling Pack Mule, Rolling Beholder, DUCK!
Archery Target: As the dwarven saying goes, “No sword is ever sharp enough.” So too, no ranger’s aim is ever perfect enough. Those who can hit the bullseye should learn to split the shaft. We offer a number of targets to aid users of missile weapons. Our 2’ diameter circular target is made of linen and straw and marked at its exact center with a black X. Our 1’ diameter circular target is made of 2" thick cork. We also offer a pair of 1’ targets mounted on a pivoting board and stand By pulling a long cord, the archer can set the targets to spinning, adding a new challenge to the task. 2 months spent solely in practice with a full set of targets grants the character a bonus weapon proficiency with the type of bow used (as per the Training rules).
Armor Repair Kit: For orcish warriors, battle-scarred armor symbolizes war prowess. Less barbaric warriors, though, realize the destructive effects of rust and wear on armor. For them, we provide an armor-polishing kit: a 9 oz jar of armor cleaner, a stiff cleaning brush, a 9 oz jar of armor polish, and a soft buffing brush. The whole kit weighs only a pound and a half and takes little room in a rucksack. Failure to provide this basic level of maintenance causes metal armors to lose 1 point of AC every 6 months of neglect.
Asbestos Heat Mat: Our heat mats are quilted in Sembia and can absorb lead-melting heat levels before bursting into flame. We also offer pads made of a fibrous white crystalline material recently discovered in the Osraun Mountains and capable of withstanding any heat. (I knew one mage who constructed a suit of the stuff before descending to the Abyss. He returned untouched by the fire, but died shortly afterward with a hacking cough.)
Ascender: These are special hand grips that will roll one direction (up) on a rope, but have a pinching brake, to keep them from sliding back down.
Aspergillum: One common means by which priests dispense the power of their god is through the sprinkling of holy water. Our chambered aspergill can carry up to one pint of holy water. By swinging or whirling the aspergill on its chain, a priest can disperse holy water farther than with a vial, whether doing so in the sanctuary or on the battlefield. Increases by 10 yards the radius affected by spells using holy water as a material component.
Astrolabe: Though much of magic draws its power from the world of matter, many mages turn their eyes also to the quintessent heavens. For those who have only a passing interest in the stars, we offer a solid bronze astrolabe crafted in Sembia and useful for tracking the sun, planets, and stars across the heavens. Our full armillary provides a near-flawless model of the principal celestial circles.
Backpack Frame: A well hung pack can make the difference between stamina and fatigue. Our equipment frame is a light steel harness that centers weight upon the hips rather than the shoulders. Bristling with one-way hooks, the frame can be loaded with rucksack, waterskins, weaponry, map scrolls, and all manner of equipment in easy reach. For an added 3 sp, we supply a canvas fly that drapes over the frame, protecting equipment and body alike from even torrential rains.
Using a frame shifts encumbrance level down one category (e.g. from severe to heavy), but does not actually increase a character’s maximum load. These are particularly invaluable to characters who are restricted from carrying encumbering loads by their kit or religious requirements.
Backpack: Adventurers’ backpacks come in a wide variety of shapes, sizes, and materials. The least expensive variety is a simple canvas sack equipped with shoulder straps. These may be purchased or constructed by the adventurer.
A backpack may also be a woven basket with a woven or wooden lid. This is carried on the back by means of shoulder straps. They are durable, but cumbersome due to their rigid form.
The preferred style of backpack is a leather bag equipped with multiple pockets and slung over the shoulders with padded shoulderstraps. Some types of leather may be waterproofed. Such a bag has a leather flap that is secured with one or more buckles. If the bag is loaded properly and secured correctly, the contents will not spill even if the adventurer is suspended upside down.
Experienced tailors or leatherworkers may be commissioned to construct special backpacks. This may include special pockets to hold commonly used items or a special padded section of pockets to hold valuable breakables such as potions. Cost of such bags is generally double that of the deluxe backpack.
Bag, Provisions: After a long day’s hike, nothing tastes better than a venison steak, a cup of cold wine and a slice of cheese. Unfortunately, the other forest inhabitants could not agree more. However, our leather provision bag not only holds smells in, but also allows victuals to be hung from tree branches, well out of the reach of dangerous animals. By cinching the mouth tight, casting the rope over a tree-limb and hoisting the bag, food can be stored safely away from roving animals.
Ball, Juggler’s: Who can resist a juggling bard? We offer a wide variety of jugglables, each in sets of 3: balls of leather, bean-bags, clubs, juggling knives, plates of wood, and stars of brass. Our juggling knives have dull edges so that they will not slice off a novice finger. Due to optimal size and weight, use of these
provides a +1 to Juggling proficiency when used.
Ball, Leather: These strong, sturdy cowhide balls are available in 2" juggling sizes, 4" handball sizes, and cloth-wrapped 12" sizes for small children.
Ball, Walking: A common sight in the magnificent marketplaces of Calimshan, the walking wheel and walking ball have only recently entered the streets of the Heartlands. The wheel is simply a broad steel hoop with countless uses: it can be held up and jumped through, rolled along the ground with a stick, stood atop and turned slowly beneath the feet, crawled inside to roll head-over-heels down a hill, and so forth. The walking ball is a 15-pound sphere of granite atop which bards can learn to balance, walk, and even run. Use of these items requires the Tumbling proficiency.
Balm Kit: In the absence of a priest or paladin, party members will pour just about anything down an open wound. Our balm kit is constructed in Scornubel and weighs only 3 pounds. It contains many well-known salves: lemon juice (8 oz), lotus-blossom nectar (8 oz), onion juice (3 oz), pitch (8 oz), sea salt (8 oz), snake dung (2 oz), tea leaves (4 oz), vinegar (8 oz), and wood alcohol (5 oz vial). Efficacy may vary.
Bandages: Stanching blood can become a full-time occupation for adventurers of all types. Our fluffy white gauze comes from a Maztican crop and soaks up blood like a sponge. We offer the gauze in 2 inch wide strips. At a minimum, a roll of bandages and clean water are necessary for use of the Healing proficiency. Any character may use bandages to bind and staunch a bleeding wound.
Barrel: Barrels come in a variety of sizes. A hand keg is 12" long and 8" in circumference, and weighs
about 10 pounds and carries roughly 2 gallons of liquid. A cask (or Small Barrel) is roughly 2’ long and 18" in circumference, casks carry 12 gallons of wine or beer. A cask is generally the largest liquid container that a single man can carry and the only size sold in your typical general store.
A barrel is generally 3-5’ long and as wide around as a healthy man’s shoulders, barrels are the most common container for transporting liquids. Barrels hold 30 gallons. 100 gallon butts are roughly 6-7’ long and wider than a man, a standard purchase size for well-to-do manors, estates, and small castles. Generally mounted into the wall of taverns with a tap directly into it, a tun holds 250 gallons.
Basket: A basket is a container which is traditionally constructed from stiff fibres, which can be made from a range of materials, including wood splints, runners, and cane. Both sizes include one or two handles, and the larger baskets usually include a solid wood or leather lid (for keeping small animals out of your food supplies).
Beads, Pace: Treasure maps are notorious for inaccuracies due to distortion of distance. From priests of Shaundakul, patron of travels, comes this simple tool that aids in all manner of long measurement. Pace beads take the form of a length of cord, knotted into two parts, one with nine beads and the other with four. Every other time the same boot touches the ground, pull aside a bead from the group of nine, this is ten feet. After ten such pacings (100 feet), pull aside a bead from the group of four.
Pace beads are normally kept looped around one wrist, and, with practice, can be manipulated with the same hand. For experienced users, marking pace beads can be done with minimal thought and can even be used to coordinate battlefield movement.
Beaker Stand: First among the unsung heroes of the laboratory are the various racks, stands, and holders that function as additional hands for the alchemist. We offer cushioned metal beaker stands that vary in height and include variously sized clamps and rings, and three-pronged heating stands that fit easily over a small brazier. All can support up to 15 lb of weight before failing.
Beaker: All our laboratory glassware is made of finest-quality, fire-hardened glass, crafted in Urmlaspyr by members of the glass-blowers guild. Our beakers come in small, medium, and large sizes. Of course, we also carry corks for all of these containers, offering whole stoppers, stoppers drilled for tubing, and corks meant to connect two sections of tubing.
Bed, Tree: Sleeping unprotected on the ground is not only dangerous, but also uncomfortable. We therefore offer a tree bed. This gnomish contraption stretches a canvas sheet across a wooden frame that can be lashed in place upon most any tree. The tree bed provides a comfortable sleep removed from the dirty earth and away from the notice of roaming beasts. For an added 2 gp, we will include a pitched roof, turning the tree bed into a private tent for times of cold or rain.
Bell:
Bladder: What child is happier than one with a full bladder? These pig bladders can be blown up to the size of a man’s head. (As anyone knows, bladders vary in size.) They can be attached to a stick or string, filled with water and thrown, released to sputter about the room, or even punctured to produce a loud pop. Children need no prompting to come up with devious uses.
Blanket:
Block and Tackle: With properly-strung block and tackle, one man can lift a giant from the ground. All of our block and tackle sets include a sturdy steel pulley and 100 ft of rope. We supply pulleys for capacities of 100-lb, 200-lb, 500-lb, 1000-lb, and even a two-pulley ton load capacity, with the appropriate rope.
Bolt Case:
Book/Tome: We have a remarkable assortment of blank books for ledger-keeping, notetaking, or just diaries and journals. Our most common cover style is leather-covered suthwood, but we also offer suthwood uncovered, as well as cloth (5% off table below), felt (15% over table cost), and even some exotic skins and furs (check on what is available when ordering, minimum of 500 gp over cost, depending on size and page length). We offer regular books (9 inches by 12 inches), and also a special “tome” size,
which is useful for displaying prominently to impress guests (15 inches by 20 inches). We provide a variety of page numbers in our books: 25, 50, 75, 100, 200, and 500.
Any of our books above may optionally be purchased with a steel-reinforced leather strap and lock. Locks vary in quality and price—65gp for a fair lock, 100gp for a good lock (-1 to Locksmithing), or 200gp for an excellent lock (-3 to Locksmithing). Furthermore, you may choose a steel link strap for an additional 35 gp.
Book, Hollow: Our 500-page books of either size may be purchased as a book safe, with a hollow space where the pages are supposed to be, for one-fourth the cost of a normal book of the same size and type. As with our real books, these may be purchased with a lock at the above-mentioned additional costs.
Book, Holy Cannon: Many faiths have a canon , or holy book. This work was written at some time in the distant past, either by the god or by a believer obeying the word of the god. This book usually describes important events of the past in which the god participated, explains the requirements the god makes on his followers, and explains the god’s philosophy, goals, and concerns. Not all faiths do have an individual, written canon. Some faiths share a common canon (like those of Tyr, Torm, and Ilmater). Some transmit their canon orally; it is not written down anywhere. Some have none at all.
If the faith has a canon, then the priest will wish to have one. Sometime between 3rd and 5th level, the priest should have saved or accumulated enough money to commission a copy of the canon; perhaps, if he is lucky, someone will gift him with one, or he will inherit one. Regardless, a priest who reaches 6th level without having acquired a copy of the canon will be viewed with some suspicion by commoners and his fellow priests, who will question his devotion. The priest should carry the cannon wherever he travels, and if it is stolen should make every effort to recover it. The canon is not a magical work, but does act as a Holy Symbol when used to confront vampires or similar monsters.
Bootlaces:
Bottle, Glass:
Box, Ornamental, Lacquered:
Box, Ornamental, Quilted Silk:
Box, Ornamental, Sandalwood:
Brazier, Field:
Breathing Tube: This simple device helps a character function underwater. A breathing tube made of a hollow reed, about a foot long, strengthened with wax and treated with waterproofing oil. The user places the tube in his mouth, then submerges himself with the end of the tube protruding from the water. The tube enables the submerged user to breathe indefinitely.
Broom:
Brush:
Bucket:
Burette:
Cage, Fowlers: Most natural animals are trainable to some degree, growing hostile only when provoked. With our variously-sized cages, rangers can keep animals either for taming or training. Our fowlers’ cages are built of sturdy bamboo from Hungtse and provide enough space for creatures from tit-mouse to falcon sizes. We also offer brass cages of the same size for gnawing rodents such as ferrets and squirrels. Both types are easily collapsible into flat and light-weight panels that fit snugly on our equipment pack. A cage requires 1 turn to set up or collapse. A proper cage provides +1 to Animal Training checks for taming or training.
Caltrops (bag): These actually come in different shapes and sizes, but the basic form is that of a metal ball with four to six spikes or prongs set into it. When a caltrop is thrown to the ground it always lands with one spike standing more or less upright. A character may throw small caltrops to the ground to slow down pursuers. Caltrops cannot be used as missile weapons, however.
The effect of caltrops depends on how many are thrown down by the character. The base number is 10 thrown down in an area of 25 square feet. Anyone entering the area must make a saving throw vs. paralyzation. A successful save means that the character has stepped on one, suffering 1d4 points of damage, and must halt movement. If half the number of caltrops is used (only five in a 25-foot area), the save is made at +4; for every extra five dropped in such an area, the save is made at an additional -2 (up to -6 in total). A character moving at less than one-third his normal movement rate doesn’t need to make a save. A fresh saving throw must be made for each 5-foot section entered in which caltrops have been dropped.
If a pursuer steps on a caltrop, it must be removed before the pursuer can continue. This takes one round. Also, the pursuer must make a second save vs. paralyzation to see if he is temporarily lamed. If the save is made, pursuit can continue normally. If the save is failed, the pursuer can only move at one-third normal rate for 24 hours (or until the damage is magically healed).
An ingenious character can even improvise caltrops—in one infamous instance, from a sack of potatoes found in the kitchen of a house being burgled and a small bag of nails carried by the character in question.
Candle: I make it a point to stock candles and tapers of all sizes and colors, including long-burning, twisted candles, for sages who need to economize. Candles light a 360-degree area out to 15 feet. They take about 4 hours to burn per foot in length, depending on the material that they are made from.
Though most folk use candles merely for light, priests use them as powerful tools of faith. Our altar candles are 3 inches in diameter and come in lengths from 1 to 6 feet. As well as accenting holy sites, the 6-foot altar candles can burn for weeks on end.
We also offer 8-hour vigil candles which, when burned through the night beside an injured person, work medicinal effects through their incense. A vigil candle allows 1 extra point of healing to creatures in a 10-foot radius if tended for 8 hours by a wakeful priest.
Our 12-hour candles sell more than any other variety and, for an additional gp can be inscribed to indicate the passage of hours and half-hours.
Candle, Ipp: The radiance produced by this candle is too weak for any use beyond providing light for squinted reading or as an unobtrusive beacon. Instead, this mixture of tallow and Ipp tree sap is burned because its aroma drives away insect pests (though not those of the giant variety whose appetites are more tenacious than those of their minuscule kin). If you plan to travel near fen or bog, take along a few. If lit just after moonrise, they last until just before dawn (8 hours).
Candle Mold: This economical candle mold will make four foot-long tapers from four feet of thin wicking and a pound of wax or tallow. A favorite among innkeeps and custodial priests, these candle molds can keep a whole mansion in stock, and cheaply too.
Candlestick: Among the most prominent and ubiquitous of the temple’s accoutrements are candlesticks, of all varieties and types. Our gold and silver foot-tall candlesticks are crafted by Waterdhavian smiths and can accommodate candles from 1 to 3 inches in diameter. For gods who love light, we carry 6-candle candelabra in gold and silver, as well as 12-candle versions.
Finally, for the more adventuring-minded, we offer hand-held candlesticks and glass-hooded candlesticks for use in windy conditions. Hooded candlesticks provide a 90% chance per round to stay lit in strong winds, 50% in gales.
Canteen, Half-gallon: This is a stoppered wooden tank, lined with sheep’s bladder and covered in thick wool. It holds one-half gallon, but will keep your drink cold longer. A handy shoulder strap is attached for easy carrying, and it is better protected against bursting if dropped.
Carabinier: These are simply closed clips that can be used to hook together items, like a looped knot in a rope to an eyelet on a spike.
Cards, Marked: These are standard trappings for any self-respecting swindler. If the Gaming proficiency is being used, use of suitably marked cards or biased dice allows a -1 bonus to the d20 check.
If the game is actually being played out, then the PC is allowed (in effect) to replace any one card drawn or die thrown if he has the suitable prop and if an Aim check is made. Thus, if the PC is playing blackjack and has drawn a king and a five, the effect of using marked cards is simulated by allowing a redraw on one card, if the player wishes to do so (in this case, the five, in all likelihood).
Cards, Tarot Deck: Fourth of the four universal games, the Talis deck is used for some non-magical divining, but also for a variety of card games, including whist, poker, talison, elemental empires, and old wizard. The deck consists of the four 12-card planar suits (stones, waves, winds, and flames) and the traditional 22-card major arcana (Sun, Moon, Star, Comet, Throne, Key, Night, etc.).
Censer: The censer is a portable incense burner common to priests of both temple and trail. Our censers come in gold, silver, and brass, all of which are ornamentally inlaid and can burn up to 6 ounces of incense at a time. While the portable brazier provides the adventuring priest with a stable base for incense burning, the censer allows that base to move. A censer adds +10 yards (if applicable) to the range of any spell using incense as a component. When carried burning, gives party -3 penalty to surprise rolls and negates the party’s chance to surprise monsters.
Centrifuge, Hand: A critical tool for drawing out precipitants, this modern contraption works on the same principle as the mill wheel. By applying pressure with a hand-crank, the weighted horizontal wheel is set in motion. When stoppered vials are set in the wheel and spun, heavy solids fall from the liquid to the base of the vial.
Chain, Heavy (per ft):
Chain, Light (per ft):
Chalk:
Charcoal (bundle): Blacking up the face, neck, and backs of his hands with charcoal adds -1 bonus to a single Hiding proficiency check for concealment in shadows, dim light, etc. Burnt cork and soot are alternatives. Charcoal sticks is also useful as writing implements.
Chest, Large:
Chest, Small:
Chisel: A character may attempt to force a lock open with a lock chisel and a small hammer. The base chance for success is equal to the open doors percentage (which is Strength-based, of course). A rogue may add one-fifth of his open locks chance to this base chance—knowing something about locks does give a slight advantage here. Obviously, forcing a lock is a noisy activity and any hope of subtlety and surprise evaporates with the first blow.
Cigar:
Clamp, 16-in:
Clamp, 4-in:
Clamp, 8-in:
Clay (per lb):
Climbing Spikes (10):
Cloth, Canvas (1 sq yard):
Cloth, Flannel (1 sq yd):
Cloth, Homespun (1 sq yd):
Cloth, Honey Leather (1 sq yd):
Cloth, Lace (1 sq yd):
Cloth, Linen (1 sq yd):
Cloth, Raw Wool (1 sq yd):
Cloth, Sailcloth (1 sq yd):
Cloth, Santolin (1 sq yd): From lower Sembia comes this pale lavender fabric, praised by mercers and sartors alike for its soft touch and cool wear. More durable than linen, more comfortable than wool, and less costly than silk, Santolin seems to be the perfect cloth. Sadly, it does not take most commercial dyes well, so it only comes in the one colour.
Cloth, Sharkskin (1 sq ft): Sharkskin is made from thick cloth, into which are sewn hundreds of tiny curved and barbed hooks, rather like miniature fishing hooks. These hooks are very sharply curved, and are all sewn with the hooks lying in the same direction. Thus, when stroked in one direction the cloth feels perfectly smooth, but in the other it grips tightly and even tears skin or cloth. Sharkskin is so called, fairly obviously, because it resembles the skin of a shark, which is coated in hooked scales.
Sharkskin can be used as a form of hanging board; a square of the material affixed to a surface with hooks pointing downward can be used to keep tools and such in place. Items can simply be pressed down on the surface of the sharkskin, and they will effectively stick to it. Sharkskin-coated gloves can be used to assist in climbing walls, in which case they can be treated as clawed gloves in all respects.
Cloth, Silk (1 sq yd):
Cloth, Silver Tissue (1 sq yd): This Everskan fabric of silk and silver strands is woven together into a diaphanous cloth so delicate one might believe it possible to tear with bare fingers. Rather, it is stronger than any similar cloth of comparable thickness.
Because of its prohibitive cost, silver tissue is most commonly used in human lands as tailory accent for wealthy patrons—cuffs or cloak liners. Wistful takes of dancing elven lasses clad only in gowns of the tissue exist, if only in the dreams of heart-struck human men.
Cloth, Thistledown (1 sq yd):
Cloth, Velvet (1 sq yd):
Coal, Anthracite (per lb):
Coal, Bituminous (per lb):
Comforter, Down:
Comforter, Flannel:
Comforter, Rag:
Comforter, Wool:
Corkscrew:
Cosmetics Kit:
Coverlet:
Crampons:
Crowbar: A crowbar is usually a metal rod 3 to 4 feet in length, with one end slightly crooked and often with a snake-tongue division in it. This is a simple all-purpose tool which can be used for forcing windows or doors open, levering open chests with locks which refuse to be picked, and for similar purposes. Use of a crowbar adds +10 to any bend bars roll the user has to make when trying to force open some portal. Up to two people can grasp a crowbar at one time, allowing them to use the total of their bend bars chance for the roll.
A crowbar may also be used as a weapon, although a weapon proficiency slot would have to be used to avoid a non-proficiency penalty in its usage. Damage is d6+1 versus S/M creatures, d6 versus large opponents if the user has proficiency. Otherwise, it inflicts damage as a club.
Crutches:
Cutting Board:
Descender:
Dice, Biased, Bone (4):
Dice, Biased, Ivory (4):
Dice, Polyhedral, Ivory (5):
Dice, Standard, Ivory (4):
Dinnerware, Formal:
Disguise Kit:
Dissection Kit:
Distaff:
Distilling Coil:
Doll, Fabric:
Doll, Porcelain:
Dolls, Nesting:
Drill, Bow:
Drill, Cranial:
Drinking Horn, Common:
Drinking Horn, Fine:
Earblade:
Etheroscope: This device looks magical, but it involves no enchantment. The etheroscope comprises a complex set of brass-bound lenses, tubes, and glass vials filled with coloured liquid. The whole thing is about 2 feet tall and extremely delicate. Only someone skilled in Alchemy, Clockworks, and Lenscraft can construct an etheroscope. Somehow it measures the planar flux and can be use to warn of planeshaking events.
This device is used exclusively with the Planology proficiency. By looking at light refracted through the lenses and liquids, a character can attempt to discern the tides of fortune throughout the planes of existence. A skilled user can also employ an etheroscope to triangulate the planes, telling him exactly what layer of what plane he is on.
Falconry Training Kit: This equipment makes falcon training more efficient. A character using the Falconry proficiency without this equipment suffers a -2 penalty to training proficiency checks. One set is required for each falcon.
Each set consists of jesses (leather bands with rings, attached to the falcon’s legs), talon guards (metal coverings for the bird-s claws to prevent it from harming the owner during training), a creance (a slender leather leash attached to the jesses, held by the user or secured to the perch glove), and a hood (a leather covering fitting over the falcon-s head that restricts vision; the hood forces the falcon to rely on its senses of hearing, touch, and taste). Customized or richly appointed equipment, such as an embroidered hood or golden jesses, is also available, usually at double or triple the normal price.
Fat, Animal (per lb):
Feather Duster:
Field Glass:
Files, Metal:
Filter Paper (per sheet):
Firegrate:
Fishhook:
Fishing Net (10 sq ft):
Fishing Tackle: This meticulously crafted set of polished wooden lures, colorful flies made of feathers and catgut cord, bone hooks, and cork bobbers can be quite useful in the hands of a skilled fisherman. If used by a character with the Fishing proficiency, the proficiency checks are modified by +1.
Flint & Steel: More than the name suggests, flint and steel may include a number of items. The equipment is carried in a small leather pouch, often waterproofed, and includes a large piece of flint, several coarse steel bars, tinder, and scraps of charred cloth. With such tools, a character can start a small smoldering flame in 1d6 rounds (longer in windy conditions or if the kindling is wet).
Starting a fire with flint and steel requires practice, but is not difficult. A wad of tinder (frayed cedar bark, thistledown, or dried grass) is placed in a dirt depression. A scrap of charred cloth (a one-inch square is sufficient) is placed on the tinder. The flint is struck against the steel, knocking sparks off the metal. The carbon content of the charred fabric is highly ignitable and lights quickly when touched by a spark. This, in turn, lights the tinder and the fire may gradually be fed with larger bits of wood.
Fork, Brass:
Fork, Roasting:
Fork, Silver:
Funnel, Small:
Game, Backgammon Set:
Game, Chess Set:
Game, Draughts Set:
Game, Old Men’s Bones Set:
Gigwhorl:
Glass-cutter: This very simple instrument is usually a small diamond set into a suitable handle, or even one set into a ring. The diamond must be cut to a fine point, and if used in a ring a hinged top should be used to protect the gem. Such a tool will cut through glass fairly quickly. Attempting an entry through a window is always superior in principle to attempting to force a door, since windows cannot be as physically tough as doors and are less likely to be locked; but if they are locked, a glass cutter is highly useful.
Glue, Wood (per lb):
Grappling Iron/Hook: Grappling hooks are relatively heavy iron tools, usually with three or four separate hooks branching from the end. The tool is attached to a length of rope for climbing. The hook is designed to be thrown and to catch on protrusions and thus support the rope and climber(s). The character may throw the grappling iron vertically up to one-third his Muscle score, rounded up and multiplied by 10 (in feet). Throwing a grapple takes one round; reeling in the rope and retrieving the iron for another attempt after a failure takes 1d4 rounds. The chance for success when throwing a grappling iron (a d100 roll is used) is shown below.
Target | Miss | Slip | Catch |
Stone Parapet | 01-72 | 73-78 | 79-00 |
Stone Wall Top | 01-83 | 84-89 | 90-00 |
Tree Branches | 01-66 | 67-70 | 71-00 |
Rocky Ledge | 01-88 | 89-93 | 94-00 |
Wooden Wall | 01-70 | 71-74 | 75-00 |
Grapples make a moderately loud sound when they land. In conditions of near silence, a successful grapple landing can be heard as much as 400 yards away (depending on the size of the grapple, etc.); an unsuccessful throw (with the clang as the grapple lands on the ground) up to 800 yards away. Obviously, these are ideal instances and in most cases the effective range will be considerably lower.
Grappling irons are made of lighter, stronger alloys and wrapped with coarse fabric (either tight sheaths which slip over the hooks, or sometimes glued into place), which reduces the range at which they can be heard by half. A rogue using a grappling iron may make a Move Silently roll to reduce the range at which a successful throw can be heard to only 40 yards.
Hacksaw: These instruments may have to be resorted to if a thief cannot pick a lock, but thinks he has the time to try these desperately slow methods for bypassing the lock. With a file or hacksaw blade the thief can try to saw through the lock apparatus; a pair of small wire cutters may also be useful for disabling some part of the internal mechanism. Usually, only reasonably small locks can be cut through in this way. It may also be possible for the thief to cut around a lock with a hacksaw blade.
Again, use of such instruments is often fairly noisy (although nowhere near as noisy as using a lock chisel). The main drawback to cutting through or around locks is that it takes a very, very long time. in most cases the attempt will be certain to succeed, unless there are special circumstances—e.g., the thief has only one small rusty file and the lock is a huge combination lock device!
Hammock:
Healer’s Bag: This is a waterproofed leather or canvas backpack or handbag containing cloth bandages, splints, needles and thread (for stitching wounds), ointments, and a selection of herbs for soothing pain (these don’t heal damage). It also has room for special medicines, such as poison antidotes or healing potions, but these are not included in the standard bag. The bag is useful in treating injuries of all types; a character with the Healing or Veterinary Healing proficiency without this kit or equivalent may not be able to use the proficiency, depending on the situation.
Healer’s Kit: This kit may come in any shape or size, but is usually made of leather or heavy canvas. It is used primarily by characters who have the Healing Proficiency. A healer’s kit allows such a character a +1 bonus to his chance to successfully heal a victim.
A healer’s kit may be purchased new, complete with all supplies, or may be assembled by a healer. A complete kit includes 30 rolled bandages of varying size, 20 feet of rolled gauze, a tiny metal mixing bowl, a ceramic mortar and pestle, and ten jars of various herbs that can be crushed and mixed with water to form a paste to be applied to wounds. The kit also includes three curved needles (often made of gold to prevent rust) and a spool of white or black silk thread (50 feet) to be used to stitch gaping wounds. Some kits may include several ceramic vials to be filled with clean water.
Herbal Medication Kit: When a priest’s touch is miles distant, the healing touch of nature may aid those with illness, injury, or madness. This standard case contains extracts of Witch Hazel for bruises, Marshmallow-Comfrey oil for burns, Dandelion juice for warts and corns, Horehound tea for croup, Garlic powder snuff for nasal ailments, Rose hip marmalade for sore throats, Marshmallow root for abcessed teeth, Red Clover for trench foot, and conserve of Cowslips for madness. Each application of a treatment has a 20% chance to actually work, and only for the prescribed condition.
Hinge, Cabinet:
Hinge, Door:
Hinge-Removing Set:
Holy Symbol, Bronze:
Holy Symbol, Gold:
Holy Symbol, Silver:
Horn, Speaking:
Horse Grooming Kit:
Hour glass:
Hour Glass, 10-minute:
Hour Glass, 2 Hour:
Hour Glass, 5-minute:
Hour Glass, Half-minute:
Hour Glass, Minute:
Jar, 10-Gallon:
Jar, 12-oz:
Jar, 2-Gallon:
Jar, 6-oz:
Jar, Gallon:
Jar, Half-gallon:
Jar, Quart:
Kaleidoscope:
Keymaking Set: This expensive item allows a character to make duplicates of keys he holds in his possession or from impressions of keys made using a wax pad (available as a separate item; see below). The keymaking set is a number of molds, files, small blades, metal-working instruments and the like. It also uses a small oil-burning apparatus for softening and molding metal, so its use is usually restricted to a safe, secure lair where the character will not be disturbed. Duplicating a key takes 1d4 hours, depending on the size and intricacy of the original. A skeleton key cannot be duplicated with a keymaking set.
The keymaking set permits the manufacture of poor-to fair-quality soft-metal replicas of keys, which are rough in appearance and do not resemble the work of a professional. the duplicate key will open the same locks as the original if the character makes a successful Dexterity test (the DM should roll this in secret). If the character made his duplicate from a wax pad impression, there is a penalty of +2 to this dice roll. The character always thinks his duplicate is a successful piece of workmanship, of course. Only when it is actually tried on the appropriate lock(s) will the character find out for sure.
The keymaking set does not preempt the role of locksmiths or their skill. Professional locksmiths will duplicate keys with a 99% chance of success and have superior tools to the keymaking set described here. Each locksmith’s set of tools are individually crafted and modified to suit the locksmith and are too complex for thieves who are not themselves locksmiths to employ.
Kohl (per tin):
Ladder, 10-ft.:
Ladder, Folding 10-ft.:
Ladder, Rope (per 4 ft):
Lamp, Hand: This is usually a small metal pot about the size of a night-light candle. It has a hinged flip-up lid with a mirror on the inside; a silver mirror is often used, so the item is not cheap. The mirror directs the light, and the lid also works as a snuffer when closed. The lamp provides enough light for the character to work by (e.g., when trying to pick a lock in a dark place), while not shedding enough to give the character away (hopefully). Certainly, the dim, focused light is unlikely to be visible at all further than some 20 feet from the character, and even within this range it is very, very dim.
Lamp, Hand Warming: This small lamp is oil-burning, with a reservoir of oil and a small wick sunk into an earthenware shell. It is used by the character to warm his hands, by cupping them around it, if cold would otherwise impair his talents (try picking a lock with frozen fingers in a cold clime!). Virtually no light is produced, the aim simply being to warm the hands. The simplest version of this is a corked earthenware sphere which can be filled with hot oil before the character sets off on his work, to be drawn from a pocket and held in the hands when needed.
Lance Cup:
Lantern, Bullseye:
Lantern, Fog-cutter:
Lantern, Hooded:
Lantern, Infra:
Lantern, Self-Dousing:
Lantern, Spelunker’s:
Lathe:
Leather Straps (2): A rogye may these lengths of stiff, hardened leather to improve his chances of Moving Silently if these would otherwise be reduced by such factors as squeaky floorboards (but not otherwise). These straps will usually be 30 to 36 inches or so in length, and they help distribute the character’s weight over a wider area. Their use negates any negative modifier arising from squeaky floorboards, but the rogue has to pick up the strips and move them before him as he walks along. This reduces his movement rate to only one-half of that which normally applies for attempting to move silently—i.e., one-sixth of normal walking move rate.
Leeches (jar):
Limb Rod:
Limewood (10 strips): These are strips of wood, usually around 4 to 6 inches long and an inch or so high, and very thin. They are also very tough, however, being made of very resilient wood (like limewood, although other, similar woods can be used) and often coated on one or both sides with a very thin coat of toughening varnish. Limewood strips are slipped between a door and its door frame so that the character can raise a latch on the other side of the door and open it normally (possibly after picking a lock). A normal latch can be opened, but a bar is too strong for a limewood strip to lift.
Listening Cone: The simplest versions of this item are cones of bronze or brass or some similar material, with the wide end placed against the surface through which the character wishes to hear and the narrow end placed against his ear. Such listening cones add +5 to the chances for detecting noise. In the absence of such a device, they can be improvised from a humble wine glass. Cones made specifically for this purpose usually have a wire mesh over one end to keep out ear-seekers or similar vermin.
Lock Picks:
Lock, Good:
Lock, Poor:
Magnet, Large:
Magnet, Medium:
Magnet, Small:
Magnifying Glass:
Mapcase:
Map-making Kit:
Marbles (bag): The use of these is an old chestnut, but perennially popular with thieves, not least because of their effectiveness. A small bag of marbles (a general term for small spheres of glass, metal, etc.) unleashed over a stone floor to roll around forces any pursuers to slow to half normal movement rate or be forced to make a Balance check. If this check is failed the pursuer slips up and has to spend a full round getting up again. Because marbles roll around a lot, a small bag (30 or so) will cover a 10′ × 30′ (or equivalent) area. Small stones and pebbles can only be substituted for marbles if they have been polished, filed, etc., so that they are almost perfectly round—a time-consuming business.
Mattress, Feather Double:
Mattress, Feather Single:
Mattress, Rag Double:
Mattress, Rag Single:
Mattress, Straw Double:
Mattress, Straw Single:
Merchant’s Scale:
Mess Kit: Standard issue for travelers of all stripes, this includes all of one’s eating utensils in one easy-access kit. Inside a small cooking pot is packed a tin cup, plate, spoon, fork, and two stoppered vials of salt and pepper; all in a padded leather pouch. A small leather strap keeps a lid on the pot during transport. Note, a knife is not included with the kit, as all persons are assumed to carry a knife on them — as useful as such tools are.
Mini-Blade: This is a generic term for a very small (and usually very sharp) blade which can be held (with care!) between the fingers or in the “edge of the hand”. A very sharp coin-edge, filed down, can be used in this way, and has the advantage of being readily available. A more sophisticated (and rarer) version is the razor ring, a hollow signet ring with a flip-top and a very sharp blade within.
The mini-blade is used to cut a soft container—most obviously a purse or pouch—so that the thief can get at what’s inside it. It is the most effective technique for getting at coins, gems, etc., inside a purse with drawn and tied strings. With a mini-blade the thief only has to make a simple pick pockets roll to effect the larceny. If the thief has, instead, to try to open the purse strings and then extract what’s inside because he has no mini-blade, this needs two pick pockets rolls for success (one to open the purse, one to get at the goodies)—and two rolls for being observed, as well!
Mirror, Hand:
Mirror, Small Metal:
Mop:
Mortar and Pestle:
Mortar, Stone (per lb):
Mug, Brass:
Mug, Glass:
Mug, Pewter:
Nails, 6-in Spikes (12):
Nails, Finishing (per lb):
Nails, Joiners (per lb):
Net, Insect:
Paint Brush, Medium:
Paint Brush, Small:
Paint, Blue:
Paint, Camouflage: This compact leather case contains several cakes of greasepaint (in various shades of brown, green, yellow, and black), applicator brushes, a jar of paint removal cream, and a small mirror. Characters apply the paint to areas of exposed flesh to help them blend in with their surroundings. A kit contains 12 uses.
The Camouflage proficiency is required to apply the camouflage paint well. It grants a character with that proficiency a +1 on his proficiency checks or allows those without this proficiency half the usual chance of success.
Paint, Green:
Paint, Ochre:
Paint, Purple:
Paint, Red:
Paint, Vermilion:
Paint, White Lead:
Paint, Yellow:
Pan, Bread:
Pan, Cake:
Pan, Pie:
Paper (per sheet):
Papyrus (per sheet):
Parchment (per sheet):
Pen, Forgery Kit:
Pen, Metal Nib:
Pen, Quill:
Pencil, Lead:
Pillow, Feather:
Pillow, Rag:
Pillow, Straw:
Pitch (per lb):
Pitcher, Porcelain:
Pitcher, Stoneware:
Pitcher, Wooden:
Piton:
Plate, Porcelain:
Plate, Stoneware:
Plate, Wooden:
Pliers, Bending:
Pliers, Tooling:
Pot, Iron:
Pot, Tea:
Pulley:
Puppet, Marionette:
Quilt, Plain:
Quiver:
Quiver, Draw-mouth: Drawmouth quivers are curious contraptions, no doubt of gnomish devising, topped with loose cloth or leather through which lacing has been threaded. It is intended to prevent accidental loss of bow shafts, but greatly hinders their speedy draw. A drawmouth quiver adds 2 to initiative when using a bow under ideal conditions. Still, for lashing to pack saddles or traveling through difficult terrain, they at least ensure that your quiver will be full when time is of the essence.
Rake:
Retort:
Rice Paper (per sheet):
Roasting Spit:
Rod, Large Glass:
Rod, Medium Glass:
Rod, Small Glass:
Rope, Hemp 1" (50 ft.):
Rope, Hemp 1/2" (50 ft.):
Rope, Hemp 2" (50 ft.):
Rope, Silk 1" (50 ft):
Rope, Silk 1/2" (50 ft):
Rope, Silk 1/4" (50 ft.):
Rosin:
Rucksack:
Sack, Large:
Sack, Small:
Satchet:
Saw, Amputation:
Saw, Crosscut:
Saw, Jigsaw:
Saw, Logging:
Scissors:
Scissors, Nail:
Scroll 8-ft.:
Scroll, Stone: At first glance, these devices look like no more than a thick stone rod placed within a scroll tube of braided wire. Upon closer inspection, it can be seen that the “scroll” is actually composed of a dozen discs. Each disc is engraved with dwarven runes surrounded by graphic elements, more of which decorate the other side of the disc.
Once stacked within the tube, a keyed dowel is inserted into the notched center hole of each disc and locked into the opposite endcap. If the discs are not properly aligned when the dowlel is removed, the discs shatter into tiny shards, thus protecting the lore contained in them from the uninitiated. Runes carved along the exterior usually hold some clue to successfully unlocking the scroll.
Thanks to the nature of dwarven script, and since the discs may be spun or reoriented when on the dowel, a single stone scroll can contain information equivalent to fifty pages in a conventional book, while still fitting snugly in a standard scroll case, making them a popular alternative to traveling spellbooks.
Scroll Case:
Scroll Organizer:
Seat, Tree:
Seed-sower:
Sewing Needle:
Shaving Kit:
Shearing Pack:
Sheet, Double:
Sheet, Single:
Shell Game Set:
Sieve:
Slate, Lap:
Sleeping Bag: More comfortable, but bulkier than blankets, the sleeping bag is made of two layers of canvas or wool, stuffed with down for warmth. The user slips inside the sleeping bag and secures the open side by fastening several buckles or tying a series of leather straps.
Snare, Fowlers, Large:
Snare, Fowlers, Small:
Snuff Box, Gold:
Snuff Box, Hardwood:
Snuff Box, Silver:
Snuff Box, Steel:
Soap:
Sparker:
Splint Set:
Sponge:
Spoon:
Spyglass:
Stein:
Stilts (2 ft):
Stilts (4 ft):
Stilts (8 ft):
String, Cotton (50 ft):
String, Flax (50 ft):
Strop, Leather:
Survival Kit: A character may strap this small leather pouch, about four inches on each side and an inch thick, around his thigh, upper arm, or anywhere else where it can remain concealed. The kit contains a number of small items useful in emergencies: a scrap of parchment and piece of graphite (for writing messages), a fish hook, a 25-foot length of fishing line on a spool, one gold piece (good for bribing guards), a small razor (for severing rope or inflicting 1 hit point of damage against captors), a wooden whistle (for signaling), a cloth pad (for making an emergency bandage), and a few pieces of sugar candy and dried fruit (for quick energy, or luring animals). Similar items may be substituted to customize individual kits.
Tally Stick:
Tent, Bell: This is one of the simplest tents, consisting of a single sheet of fabric arranged around a pole to form a cone. Ropes attached to stakes surrounding the bottom of the tent are pulled to stretch the fabric tight. Though quick to construct and easy to transport, bell tents don’t provide much protection against strong winds.
Tent, Bundle: Particularly useful in cold climates, the bundle tent consists of from six to eight ribs about five feet long, connected to each other by the tent covering. The covering consists of two layers of skin from a furry animal, such as a bear or caribou. The layers are arranged fur-side out, creating a pocket of air for extra insulation. The tent opens like an umbrella to form a domed shape or folds into a bundle.
Tent, Large:
Tent, Pavilion:
Tent, Pyramid: Combining elements of both the bell and wedge tents, the pyramid tent frame is made of four vertical poles arranged in a square, with horizontal poles attached between them. A longer pole rises from the center of the square. The fabric extends from the center pole to form four slanting walls, secured with stakes. The sturdy pyramid tent resists light to moderate winds.
Tent, Small:
Tent, Wedge: Also known as an A-frame tent or a wall tent, the wedge tent is built on a frame consisting of two vertical poles with a horizontal pole secured between them. The fabric is laid across the horizontal pole, then stretched with ropes attached to stakes. The wedge tent is somewhat sturdier than the bell tent, although like that tent, it provides only modest protection against severe weather.
Thimble:
Thread, Darning (100 ft.):
Thread, Embroidery (100 ft.):
Thread, Sewing (100 ft):
Tinderbox, Waterproof: This waterproof box contains flint and steel, along with a small supply of wood shavings for kindling. The box keeps the contents dry during a rainstorm or when submerged underwater. Once per round, a character can attempt to start a fire using these materials. A roll of 1 or 2 on a 1d8 is necessary to start a fire in normal, dry conditions. A 1 on a 1d8 is necessary if the area is damp; the DM may require more difficult rolls (for instance, a 1 on 1d12) in wet terrain, or may rule that a fire can’t be started at all.
Tongs, Small:
Tongs, Smith’s:
Top:
Torch:
Tourniquets:
Towel:
Toy, Clockwork:
Trap, Enclosing: These finely-crafted metal traps can be set up in a matter of minutes. Two general types are available; both come in small (rabbit), medium (wolf), and large (bear) varieties. A character using either type of trap adds a +1 bonus to his set snares proficiency checks.
This type of trap resembles a box. It catches animals alive. Lured by edible bait or a shiny object, the animal enters the box and steps on a trigger which causes the front of the box to snap shut.
Trap, Killing: These finely-crafted metal traps can be set up in a matter of minutes. Two general types are available; both come in small (rabbit), medium (wolf), and large (bear) varieties. A character using either type of trap adds a +1 bonus to his set snares proficiency checks.
A killing traps has two metal jaws lined with sharp points. A small platform, which holds a lure, rests in between the jaws. The slightest pressure on the platform causes the jaws to snap shut, killing the animal.
Trap, Snaptrap:
Trowel:
Vellum (per sheet):
Vial Rack:
Walking Stick/Cane: This is not a single item, but a whole class of canes, scepters, and staves returning to popularity with commoners and lords alike. Carefully carved and inlaid, walking sticks can serve dual roles are symbols of authority and fashionable weapons when situations demand that one go otherwise unarmed.
Walking sticks may be crafted with cleverly concealed hallows for holding coins, gemstones, or parchment, accessible only after twisting the shaft or depressing some secret catch. Dalesfolk make special walking sticks which, when swung sharply, cast a spray of fine, coloured dust or flour, useful for revealing the presence of invisible things (which are far too common in the Elven Woods). Thin blades are also commonly installed, with designs bounded only by the imagination of the crafter and skill at hiding them—soldiers and sentries being a suspicious lot (treat as a Sword Stick).
Selune’s priests offer the sale of staves whose heads open to reveal a magical light within. The orbs installed within the head of the staff are thumb-sized spheres of crystal with multiple continual light spells cast upon them (increasing their perceived value as they are not easily dispelled). Roll 2d4 to determine the number of “layers” of light spells on any given stick. All radiance ceases if the sphere or the head of the walking stick is broken.
A wired cane uses a rigid wire and leather wristband to strap the cane to a wrist, allowing a pick-pocket to feign infirmity until close enough to strike. Then by bumping into the target, the cane-bearing hand can perform the pilfery and return to the cane before it is noticed (granting a -1 bonus on Pick Pockets proficiency checks). The wired cane’s handle contains a long-bored hole sized for coins of most types and most jewels.
Wand: Your basic wand is a simple hardwood stick, anywhere from 1 to 2 feet in length, carefully smoothed and polished, and usually tapering to a point at one end. Wands are prized by spellcasters of all kinds because the use of a wand simplifies the otherwise complex gestures and somatic components involved in spellcasting (“swish and flick”). A spellcaster with a wand in hand reduces the casting times of all spells by 1 (to a minimum of 1). Because of the wand’s obvious function, the Somatic Concealment proficiency cannot be employed while holding a wand.
Wealthier or more accomplished spellcasters often have wands specially engraved, crafted of exotic materials, encrusted with gems, or with components from magical creatures embedded in their cores. These wands are often enchanted as magical devices, or may have other special functions depending on their make-up.
Washboard:
Wax block: This is a small block of wax usually kept in a rigid container to keep it in one piece—the equivalent of a large snuff-box will do nicely. The character uses the wax to record an impression of a key he wants to have duplicated later, or other objects of note (for use with a keymaking set or in other acts of forgery).
Whetstone:
Whistle, Animal Call:
Whistle, Signal:
Wick (per yard):
Wine Glass:
Wineskin: Water and wine skins come in a variety of shapes, sizes, and materials. The most common type is the kidney-shaped goatskin bag with a metal cap on the narrow end. Other types may be encountered made of sheepskin, bearskin, or other hide. Barbaric races and humanoids (especially orcs, goblins, and hobgoblins) may adorn their waterskins with teeth, horns, or hooves of the animal that gave up its hide for the item.
A waterskin of normal size can hold two quarts of water. Players should remember that a normal human requires two quarts of water per day to maintain good health. More water will be required in hot conditions or in cases of high physical activity. Characters subsiding on dry rations also require more water. An active character may drink a gallon of water a day, and those trekking through deserts and open savannahs may find it necessary to drink as much as two gallons per day.
Wire Cutters:
Wool Carders:
Wrench, Tooth:
Yarn (100 ft.):