Adventuring Gear

Table 1: Adventuring Gear
Adventuring Gear Cost Weight
Backpack (empty) 2 gp 2 lb.1
Barrel (empty) 2 gp 30 lb.
Basket (empty) 4 sp 1 lb.
Bedroll 1 sp 5 lb.1
Bell 1 gp
Blanket, winter 5 sp 3 lb.1
Block and tackle 5 gp 5 lb.
Bottle, wine, glass 2 gp
Bucket (empty) 5 sp 2 lb.
Caltrops 1 gp 2 lb.
Candle 1 cp
Canvas (sq. yd.) 1 sp 1 lb.
Case, map or scroll 1 gp 1/2 lb.
Chain (10 ft.) 30 gp 2 lb.
Chalk, 1 piece 1 cp
Chest (empty) 2 gp 25 lb.
Crowbar 2 gp 5 lb.
Firewood (per day) 1 cp 20 lb.
Fishhook 1 sp
Fishing net, 25 sq. ft. 4 gp 5 lb.
Flask (empty) 3 cp 1-1/2 lb.
Flint and steel 1 gp
Grappling hook 1 gp 4 lb.
Hammer 5 sp 2 lb.
Ink (1 oz. vial) 8 gp
Inkpen 1 sp
Jug, clay 3 cp 9 lb.
Ladder, 10-foot 5 cp 20 lb.
Lamp, common 1 sp 1 lb.
Lantern, bullseye 12 gp 3 lb.
Lantern, hooded 7 gp 2 lb.
Lock
Very simple 10 gp 1 lb.
Simple 20 gp 1 lb.
Average 40 gp 1 lb.
Good 80 gp 1 lb.
Superior 160 gp 1 lb.
Manacles 15 gp 2 lb.
Manacles, masterwork 50 gp 2 lb.
Mirror, small steel 10 gp 1/2 lb.
Mug/Tankard, clay 2 cp 1 lb.
Oil (1-pint flask) 1 sp 1 lb.
Paper (sheet) 4 sp
Parchment (sheet) 2 sp
Pick, miner’s 3 gp 10 lb.
Pitcher, clay 2 cp 5 lb.
Piton 1 sp 1/2 lb.
Pole, 10-foot 2 sp 8 lb.
Pot, iron 5 sp 10 lb.
Pouch, belt (empty) 1 gp 1/2 lb.1
Ram, portable 10 gp 20 lb.
Rations, trail (per day) 5 sp 1 lb.1
Rope, hempen (50 ft.) 1 gp 10 lb.
Rope, silk (50 ft.) 10 gp 5 lb.
Sack (empty) 1 sp 1/2 lb.1
Sealing wax 1 gp 1 lb.
Sewing needle 5 sp
Signal whistle 8 sp
Signet ring 5 gp
Sledge 1 gp 10 lb.
Soap (per lb.) 5 sp 1 lb.
Spade or shovel 2 gp 8 lb.
Spyglass 1,000 gp 1 lb.
Tent 10 gp 20 lb.1
Torch 1 cp 1 lb.
Vial, ink or potion 1 gp 1/10 lb.
Waterskin 1 gp 4 lb.1
Whetstone 2 cp 1 lb.

— No weight, or no weight worth noting.

1 These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.

Adventuring Gear

A few of the pieces of adventuring gear found on Table 1 are described below, along with any special benefits they confer on the user.

Caltrops: A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. Caltrops are scattered on the ground in the hope that his enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.

Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. Each round, the creature must make a Dex check (DC 13); if it's wearing shoes or other footwear, it gets a +2 bonus. If the save fails, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

Caltrops may not be effective against unusual opponents.

Candle: A candle dimly illuminates a 5-foot radius and burns for 1 hour.

Chain: Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.

Crowbar: A crowbar is designed to pry open doors, chests, and grates, breaking open padlocks, and the like. It grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Flint and Steel: Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.

Grappling Hook: Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown).

Hammer: If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size.

Ink: This is black ink. A character can buy ink in other colors, but it costs twice as much.

Jug, Clay: This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid.

Lamp, Common: A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. A character can carry a lamp in one hand.

Lantern, Bullseye: A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. A character can carry a bullseye lantern in one hand.

Lantern, Hooded: A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It burns for 6 hours on a pint of oil. A character can carry a hooded lantern in one hand.

Lock: The DC to open a lock with the Disable Device skill depends on the lock’s quality: very simple (15), simple (DC 20), average (DC 25), good (DC 30), or superior (DC 35).

Manacles and Manacles, Masterwork: Manacles can bind a Medium creature. A manacled creature can use the Acrobatics skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.

Most manacles have locks; add the cost of the lock desired to the cost of the manacles.

For the same cost, a character can buy manacles for a Small creature.

For a Large creature, manacles cost ten times the indicated amount, and for a Huge creature, one hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles.

Oil: A pint of oil burns for 6 hours in a lantern. A character can use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.

A character can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

Ram, Portable: This iron-shod wooden beam gives characters a +2 circumstance bonus on Strength checks made to break open a door and it allows a second person to help without having to roll, increasing the bonus by +2.

Rope, Hempen: This rope has 2 hit points and can be burst with a DC 23 Strength check.

Rope, Silk: This rope has 4 hit points and can be burst with a DC 24 Strength check.

Spyglass: Objects viewed through a spyglass are magnified to twice their size.

Torch: A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

Vial: A vial holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high.

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