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
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Tools

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

Alchemy

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

Explosives

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

Medicines

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

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.