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
01

Tools

Mundane gear for camp, road, and dungeon. Most items carry a base cost in silver and a load value for encumbrance.

Camp Rations
load 1, cost 3+
Food, drink, soap, etc. Enough for 1 medium humanoid for 1 day.
Backpack
load 1, cost 15+
A sturdy, reinforced, splash-proof pack with many compartments.
Bedroll
load 2, cost 20+
A quilted sleeping bag with horn buttons and an oilcloth cover to keep water off.
Beltglass
load 0, cost 25+
A small tempered belt sandglass, used for timing.
Beltlamp
load 0, cost 25+
A small tempered belt lantern, providing light and flame. Magical versions exist.
Caltrops
load 1, cost 8+
Tiny four-pronged spikes, scattered as traps, puncture the feet.
Chalk
load 0, cost 1+
Used to write messages on surfaces, or for drawing things.
Cordspool
load 1, cost 25+
A roll of tripwires, pitons and tiny bells for rigging up easy traps and alarms.
Crowbar
load 2, cost 25+
A bar-shaped tool for prying and mechanical advantage.
Greasepen
load 0, cost 10+
Colored wax pencils, used for writing and drawing, water resistant.
Jawtrap
load 1, cost 25+
A sawtooth steel ring that snaps shut when a plate is depressed, dealing d10 damage.
Lamp Oil
load 1, cost 5+
A flask holding 1 pint of flammable oil.
Magnifier
load 0, cost 150+
A tempered magnifying glass, used to examine in minute detail.
Manacles
load 0, cost 15+
A set of metal handcuffs for restraining humanoid captives.
Map
load 0, cost 10+
A map of a given area. Usually on heavy waxed paper for durability.
Medbag
load 2, cost 30+
Full of needles, thread, gauze, disinfectant, tools, tiny amounts of healing potion, etc.
Net
load 2, cost 15+
A braided net with weighted ends. Used for capture, camouflage, pit traps, slowing falls, etc.
Rope
load 2, cost 12+
A classic tool for climbing, binding, traps, etc.
Scrollcase
load 0, cost 8+
A waterproof case with compartments for holding scrolls.
Spade
load 2, cost 15+
A short shovel used for digging, burying loot, trenching, etc.
Spyglass
load 0, cost 600+
Telescoping lenses used to magnify and view remote places. Magical versions exist.
Syringe
load 0, cost 250+
A tempered glass instrument for intravenous injection.
Tinderbox
load 0, cost 5+
A container holding flint, tinder, charcloth, and oil for setting fires.
Torch
load 1, cost 1+
A stick covered in resin and pitch, used for light and flame.
Umbrella
load 2, cost 20+
A big waxed cloth umbrella for keeping off rain and snow.
Warhorn
load 1, cost 60+
A portable horn, used to give signals remotely.
Waterskin
load 3, cost 20+
A container for holding up to 4 pints of liquid, usually water.
Whistle
load 0, cost 10+
A small signal whistle on a thong, very loud, used as an alarm. Very useful.
Journal
load 0, cost 50+
A book filled with drawings, notes, and adventuring history.
02

Alchemy

Crafted reagents, oils, and consumables. Many target fiends and undead specifically.

Acid
load 1, cost 10+
Deals 2d6 acid damage when splashed.
Annointum
load 1, cost 60+
Cremated sacred ash trees. (2d12 radiant to demons & undead)
Arcbrand
load 1, cost 25+
An alchemical torch that burns for 8 hours. Not extinguished by water.
Cobra Oil
load 0, cost 15+
A common weapon poison. (+1d12 poison, Fort-15 half)
Cologne
load 0, cost 5+
A liquid scent, usable as an identifier or for tracking.
Firewax
load 0, cost 10+
Used on arrowheads, makes them deal +1 fire damage.
Ritual Salts
load 0, cost 25+
If used to create a line, fiends and undead cannot cross. (2d8 psychic to demons & undead)
Sacred Water
load 1, cost 40+
Good old-fashioned holy water. (2d12 radiant to demons & undead)
Sanguinaire
load 1, cost 30+
This pot gushes red smoke that smells like blood. Useful for traps or luring monsters.
Soporific
load 0, cost 30+
A powerful ingested sleeping drug. (Sleep 1d6 hrs, Fort-22)
03

Explosives

Volatile ordnance. Most allow a Ref save for half damage; blind and obscurement effects use Per saves.

Ashbomb
load 0, cost 400+
Blind (1 rnd, 15’ radius, Per-15), Damage (3d12 radiant, 2 rnds, 15’ radius, fiends/undead, Ref-15).
Dynamite
load 0, cost 50+
Damage (4d6 crushing, 10’ radius, +1d6 per stick, 10d6 max, Ref-15).
Firecrackers
load 0, cost 10+
A string of exploding poppers that make noise and smoke when lit.
Grenade
load 1, cost 100+
Damage (3d8 crushing/piercing, 15’ radius, Ref-15).
Firepot / Molotov
load 1, cost 25+
Damage (2d8 fire, 10’ radius, Ref-15).
Fireworks
load 1, cost 30+
A rocket that shoots into the air and bursts.
Flashbomb
load 0, cost 15+
Blind (1 rnd, 15’ radius, Per-15).
Paintbomb
load 1, cost 20+
Splatters paint all over. Glow-in-the-dark versions exist.
Satchel Charge
load 1, cost 50+
Damage (3d12 crushing, 10’ radius, Ref-15).
Smokebomb
load 0, cost 30+
Obscurement (20’ radius, 3 rounds). Pellet versions exist.
04

Medicines

Field medicine and restoratives. Some interact with the medicine skill to boost wound treatment.

Antidote
load 0, cost 30+
Grants poison resistance for 1 hour.
Healing Elixir
load 0, cost 50+
Restores 10 + drinker’s LVL or doctor’s medicine bonus in health (15+ if injected).
Lifespool
load 0, cost 500+
Suture thread infused with elixir. Adds +4 to medicine bonus for wound treatment.
Painkillers
load 0, cost 5+
Pills that reduce pain. Useful if wounded. Also restore 1 point of sanity per week. Addictive.
Panacea
load 0, cost 30+
Grants an immediate save to overcome poison or disease. Versions that give advantage exist.
Troll Serum
load 0, cost 100+
Restores 60 health if injected during an interlude or full rest.
05

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.