
Tools & Equipment
Adventuring gear — the tools, alchemy, explosives, and medicines that keep parties moving through the dark. Costs are baseline silver prices; load is encumbrance.
ToolsAlchemyExplosivesMedicinesFun Facts
Filter tools & equipment
Combine search and tags for a table-ready shortlist.
Tools
Mundane gear for camp, road, and dungeon. Most items carry a base cost in silver and a load value for encumbrance.
Food, drink, soap, etc. Enough for 1 medium humanoid for 1 day.
A sturdy, reinforced, splash-proof pack with many compartments.
A quilted sleeping bag with horn buttons and an oilcloth cover to keep water off.
A small tempered belt sandglass, used for timing.
A small tempered belt lantern, providing light and flame. Magical versions exist.
Tiny four-pronged spikes, scattered as traps, puncture the feet.
Used to write messages on surfaces, or for drawing things.
A roll of tripwires, pitons and tiny bells for rigging up easy traps and alarms.
A bar-shaped tool for prying and mechanical advantage.
Colored wax pencils, used for writing and drawing, water resistant.
A sawtooth steel ring that snaps shut when a plate is depressed, dealing d10 damage.
A flask holding 1 pint of flammable oil.
A tempered magnifying glass, used to examine in minute detail.
A set of metal handcuffs for restraining humanoid captives.
A map of a given area. Usually on heavy waxed paper for durability.
Full of needles, thread, gauze, disinfectant, tools, tiny amounts of healing potion, etc.
A braided net with weighted ends. Used for capture, camouflage, pit traps, slowing falls, etc.
A classic tool for climbing, binding, traps, etc.
A waterproof case with compartments for holding scrolls.
A short shovel used for digging, burying loot, trenching, etc.
Telescoping lenses used to magnify and view remote places. Magical versions exist.
A tempered glass instrument for intravenous injection.
A container holding flint, tinder, charcloth, and oil for setting fires.
A stick covered in resin and pitch, used for light and flame.
A big waxed cloth umbrella for keeping off rain and snow.
A portable horn, used to give signals remotely.
A container for holding up to 4 pints of liquid, usually water.
A small signal whistle on a thong, very loud, used as an alarm. Very useful.
A book filled with drawings, notes, and adventuring history.
Alchemy
Crafted reagents, oils, and consumables. Many target fiends and undead specifically.
Deals 2d6 acid damage when splashed.
Cremated sacred ash trees. (2d12 radiant to demons & undead)
An alchemical torch that burns for 8 hours. Not extinguished by water.
A common weapon poison. (+1d12 poison, Fort-15 half)
A liquid scent, usable as an identifier or for tracking.
Used on arrowheads, makes them deal +1 fire damage.
If used to create a line, fiends and undead cannot cross. (2d8 psychic to demons & undead)
Good old-fashioned holy water. (2d12 radiant to demons & undead)
This pot gushes red smoke that smells like blood. Useful for traps or luring monsters.
A powerful ingested sleeping drug. (Sleep 1d6 hrs, Fort-22)
Explosives
Volatile ordnance. Most allow a Ref save for half damage; blind and obscurement effects use Per saves.
Blind (1 rnd, 15’ radius, Per-15), Damage (3d12 radiant, 2 rnds, 15’ radius, fiends/undead, Ref-15).
Damage (4d6 crushing, 10’ radius, +1d6 per stick, 10d6 max, Ref-15).
A string of exploding poppers that make noise and smoke when lit.
Damage (3d8 crushing/piercing, 15’ radius, Ref-15).
Damage (2d8 fire, 10’ radius, Ref-15).
A rocket that shoots into the air and bursts.
Blind (1 rnd, 15’ radius, Per-15).
Splatters paint all over. Glow-in-the-dark versions exist.
Damage (3d12 crushing, 10’ radius, Ref-15).
Obscurement (20’ radius, 3 rounds). Pellet versions exist.
Medicines
Field medicine and restoratives. Some interact with the medicine skill to boost wound treatment.
Grants poison resistance for 1 hour.
Restores 10 + drinker’s LVL or doctor’s medicine bonus in health (15+ if injected).
Suture thread infused with elixir. Adds +4 to medicine bonus for wound treatment.
Pills that reduce pain. Useful if wounded. Also restore 1 point of sanity per week. Addictive.
Grants an immediate save to overcome poison or disease. Versions that give advantage exist.
Restores 60 health if injected during a pitstop or full rest.
Fun Facts
Tactical uses, edge cases, and clever applications of common gear.
- Acid
- Can be used to destroy locks, doorknobs, and hinges, especially when applied skillfully by someone with the right expertise.
- Annointum & Sacred Water
- Can deal damage to incorporeal creatures in a container, because the container passes “through” the undead and the substance inside brushes their ectoplasm. It is not used up by doing this, so adventurers often keep satchels on a rope to use as a poor man’s ‘flail’ against such creatures.
- Antidote
- Taking an alchemical antidote right before an expected encounter with poisonous creatures is a smart move. Pack as many fights with poisonous creatures into that one-hour window as possible.
- Healing Elixir
- Can be used to supplement medicine rolls. Soaking bandages in elixir, dripping it onto a freshly sutured or splinted injury, and so forth can all be used to ‘stretch’ or ‘enhance’ medicine checks that would otherwise be difficult to justify. Using healing elixir this way allows a medic to grant a +4 bonus on a total of 10 medicine checks to heal injuries before the potion is used up. A potion used this way can no longer be consumed for an instant burst of healing.
- Paintbombs
- Can be used to reveal invisible creatures or mark creatures in bright colors so they cannot easily hide.
- Ritual Salts
- Can be laid out in a line to prevent fiends and undead from crossing. The height of this barrier is 10 feet (it is possible to fly over the barrier they exude). They can be used to block off passages or doorways.
- Sacred Water
- Kept in an aspirator can be used to quickly and easily “test” creatures, objects, or places for unholy magic. A fiend or undead creature sprayed in the face will be burned, while cursed or evil items will “sizzle” or react violently.
- Smokebombs
- Can block line of sight, which means they can be used to deny enemy spell casters the ability to use “single target” spells that force a saving throw instead of an arete attack roll. Spells like charm, paralyze, petrify, and similar are all useless if the caster cannot establish a clear line of sight with the target.