A | B | C | D | E | F | G | ||
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1 | Type | Name | Inventory | Resources | Availability | Special | Source | |
2 | Alchemical Agents | Bilious Smoke Pot | pack 2 | 2 | * | Touch the mouth of this small, greasy pot to an open flame and it begins to pour forth black smoke. The smoke grants +1D to hiding and fleeing as well as Defend, Feint and Maneuver actions in warfare. Cost and inventory is for two charges. | LMM | |
3 | Alchemical Agents | Calming Scalp Balm | pack 1 | 2 | * | Rub this cooling paste into the scalp of the afflicted and it removes the angry condition. Cost and inventory is for one use. | LMM | |
4 | Alchemical Agents | Elixir of Reluctant Bravery | pack 1 | 3 | * | Drink for courage! Imbibing this dizzying liquid removes the afraid condition. Cost and inventory is for one use. | LMM | |
5 | Alchemical Agents | Enhancing Broth Against Enervation | pack 1 | 3 | * | This warm broth when the limbs feel heavy, and they’ll feel light again. Removes the exhausted condition. Cost and inventory is for one use. | LMM | |
6 | Alchemical Agents | Fire Belcher | pack 8 | 5 | * | This squat brass dragon spews fire when its bellows are pumped. It is an incendiary device that acts as a powerful, if immobile, weapon (+1 Might, -1s Maneuver in battle, kill and drive off conflicts). It contains enough fluid to fuel one turn or conflict of use. | LMM | |
7 | Alchemical Agents | Fire Flowers | pack 1 | 1 | * | Fireworks—sparks, colored flames and bangs—can be used as supplies for merrymaking but also for frightening children, animals and kobolds. Cost and inventory is for one 1d3+1 charges. | LMM | |
8 | Alchemical Agents | Hermetically Sealed Bottle of Hellish Vapor | pack 2 | 3 | * | Spread these vapors over your enemies and impose upon them the exhausted condition. Cost and inventory is for one use. | LMM | |
9 | Alchemical Agents | Incense of the Hair of the Dogs of the Wild Hunt | pack 1 | 3 | * | Burn this incense in the presence of those who vex you and, should they inhale the scent, impose upon them the afraid condition. Cost and inventory is for one use. | LMM | |
10 | Alchemical Agents | Petard | pack 3 | 3 | * | This box-shaped explosive is the joy of alchemists and a tool of sappers. Place the box against a door or similar structure and light the fuse. The petard acts as Sapper supplies or as a one-use +1s Attack weapon in kill, capture and drive off conflicts against fortified positions. Cost and inventory is for one charge. | LMM | |
11 | Alchemical Agents | Vial of Purifying Heavy Water | pack 1 | 2 | * | Pour out the contents of this vial and apply to it an open flame. This incendiary acts as supplies for fire building, fire-starting or simply burning something. Cost and inventory is for three applications. | LMM | |
12 | Alchemical Agents | Waxed Jar of Noxious Fumes | pack 2 | 4 | * | Don’t break the seals on this jar. Instead, toss it into your enemy’s abode and the jar will shatter, spreading noxious fumes that impose the sick condition on all who inhale them. One jar per purchase. | LMM | |
13 | Armor | Arming jacket | worn/torso 1 | 3 | 2 | Worn under chain or plate, an arming jacket acts as leather armor once the chain or plate is damaged. When worn under chain, it is worn/torso 1 (in addition to the chain armor). If worn under plate, there is no additional inventory requirement. Must be custom-made for the bearer and counts as leather armor for restrictions. | LMM | |
14 | Armor | Byrnie | worn/torso 1 | 5 | 2 | A byrnie is a long, heavy coat of chain armor. It absorbs one point of damage per hit and is damaged on a 1d6 roll of 1-2. Must be custom-made for the bearer or tailored to fit if found out in the wild. | LMM | |
15 | Armor | Chain armor | worn/torso 1 | 3 | 2 | Chain armor absorbs one point of damage. After absorbing a point of damage, roll 1d6: on a 1-3, the armor is damaged and provides no further benefit. On a 4-6, the armor is intact. Maces and warhammers bypass chain armor’s protection, but if you’re hit with one you must still check for damage. Damaged armor may be repaired. | DHB | |
16 | Armor | Coat of plates | worn/torso 2 | 4 | 2 | A coat of plates absorbs one point of damage per conflict on a roll of 2-6. Unlike standard leather armor, a coat of plates can absorb damage from spears, arrows and bolts, but is bypassed by maces and warhammers. It counts as leather for armor restrictions. | LMM | |
17 | Armor | Dwarven helmet | worn/head and worn/neck | 3 | 2 | This helmet can absorb two points of damage before being destroyed. It can only absorb one point per hit. A dwarven helmet must be custom-made for the bearer. | LMM | |
18 | Armor | Hardened leather | worn/torso 1 | 3 | 2 | Hardened leather armor is reinforced leather armor that absorbs one point of damage per conflict on a roll of 3-6. A heavy jerkin can be concealed under a cloak or clothing. It counts as leather for armor restrictions. | LMM | |
19 | Armor | Heavy plate armor | worn/torso 3 | 7 | 2 | Heavy plate armor absorbs one point of damage per hit and is damaged on a 1d6 roll of 1. This type of armor must be custommade for the bearer. Tailoring an existing suit to fit is the equivalent of creating a standard suit of plate. | LMM | |
20 | Armor | Helmet | worn/head | 2 | 1 | Helmets absorb one point of damage. Once you use your helmet to absorb damage, it is lost, damaged or destroyed at the game master’s discretion. You can repair helmets with the Armorer skill (and find them with Scavenger). | DHB | |
21 | Armor | Leather armor | worn/torso 1 | 2 | 1 | Leather isn’t as reliable as chain and plate, but it’s more durable. When you take damage, roll 1d6. On a 4-6, your leather armor absorbs one point of damage. On a 1-3, it does not absorb damage. You can only make this roll once per fight, but the armor is not damaged or destroyed by absorbing hits. Spears, bolts and arrows bypass leather armor’s protection. | DHB | |
22 | Armor | Plate armor | worn/torso 2 | 4 | 2 | Plate armor absorbs one point of damage. After absorbing damage, roll 1d6: On a 1-2, the armor is damaged. On a 3-6, the armor is still usable. Against maces or warhammers, plate is damaged on a 1-3 (and undamaged on a 4-6). Damaged armor may be repaired | DHB | |
23 | Bulk Goods | Barrel of beer | carried 4 or pack 8 for 8 draughts | 4 | 1 | Eight draughts of beer in a barrel. | LMM | |
24 | Bulk Goods | Barrel of torches | carried 4 or pack 8 for 6d6 torches | 3 | 1 | 6d6 torches in a barrel. | LMM | |
25 | Bulk Goods | Box of spikes | pack 4 for 5d6 spikes | 3 | 1 | 5d6 iron spikes to a box. | LMM | |
26 | Bulk Goods | Cask of wine | carried 2 or pack 4 for 4 draughts | 3 | 1 | Four draughts of wine in a cask. | LMM | |
27 | Bulk Goods | Fodder | carried 4 or pack 8 | 2 | 0 | 3d6 portions of fodder for animals. Fodder consists of grasses, legumes like alfalfa and clover and herbaceous plants, cut and dried to provide nourishment for animals, especially through the winter when they can’t graze. | LMM | |
28 | Bulk Goods | Jug of wine | carried 1 or pack 3 for 3 draughts | 3 | 1 | Three draughts of wine in a jug. | LMM | |
29 | Bulk Goods | Leg of mutton | carried 2 or pack 4 for 2d6 portions | 2 | 0 | 2d6 portions of raw meat and bone. | LMM | |
30 | Bulk Goods | Pickled herring | pack 4 for 1d6+1 portions | 2 | 0 | Yum. 1d6+1 portions of preserved rations in a cask. | LMM | |
31 | Bulk Goods | Sack of dry beans | carried 1 or pack 2 for 2d6 supplies | 2 | 0 | Dry beans are used as supplies for Cook tests. This small sack contains 2d6 portions of dried beans. Dry beans cannot be eaten directly. You’ll break your teeth! | LMM | |
32 | Bulk Goods | Sack of flour | carried 2 or pack 6 for 3d6 supplies | 2 | 0 | Flour is used as supplies for Cook tests. This large sack contains 3d6 portions of flour. Flour cannot be eaten directly. | LMM | |
33 | Bulk Goods | Salt Block | pack 1 for 2d6 cooking supplies | 2 | 0 | Salt is a precious mineral used to preserve food. This block can be broken down into 2d6 supplies for cooking tests when preserving or seasoning food. | LMM | |
34 | Bulk Goods | Side of beef | carried 4 or pack 8 for 4d6 portions | 3 | 0 | 4d6 portions of raw meat and bone. | LMM | |
35 | Bulk Goods | Spool of rope | pack 8 for 2d3 lengths | 4 | 1 | 2d3 lengths of rope on a spool. | LMM | |
36 | Bulk Goods | Tun of wine | pack 16 for 16 draughts | 5 | 1 | 16 draughts of wine in a tun. | LMM | |
37 | Bulk Goods | Wheel of cheese | pack 3 for 2d6 portions | 3 | 0 | 2d6 portions of preserved rations and cooking supplies. | LMM | |
38 | Clothing | Belt | worn/special | 1 | 1 | A belt is standard gear for all adventurers, but should one wear out, get stolen or be lost in a life-saving procedure, replacements are available. Belts have three slots for pack 1 items, but they cannot be used to carry bundled items like torches, candles, spikes, etc. | DHB | |
39 | Clothing | Boots | worn/feet | 2 | 1 | When traveling, boots grant +1D to tests resulting from rain or rough roads. | LMM | |
40 | Clothing | Cloak | worn/torso 1, carried 1 or pack 2 | 2 | 1 | A cloak grants +1D to Survivalist or Health tests related to staying warm or keeping dry, including recovery tests. | DHB | |
41 | Clothing | Clothes | — | 2 | 1 | Adventurers begin their career clothed, but the rigors of the road are such that on occasion one needs a new pair of pants. Clothes do not have any inventory requirement as adventurers wear them under their equipment. | LMM | |
42 | Clothing | Finery | worn/torso 3 or pack 4 | 4 | 2 | Fine clothes are required for dealing with nobility or guild masters in town. Unsoiled finery grants its wearer +1 Precedence. | DHB | |
43 | Clothing | Hat | worn/head | 1 | 1 | A hat grants +1D to tests for resisting the effects of sun and rain. | LMM | |
44 | Clothing | Leather gloves | worn/hands 2 or pack 1 | 2 | 1 | Thick leather gloves grant +1D to tests to resist heat or injury from work, as well as +1D to Laborer tests. However, they impose a +1 Ob factor for actions like spell casting, shooting, carving, etc. | LMM | |
45 | Clothing | Scarf | worn/neck | 2 | 1 | A scarf grants +1D to tests for resisting or recovering from the effects of cold and draft. | LMM | |
46 | Clothing | Shoes | worn/feet | 1 | 1 | Shoes are great for walking across gravel and glass. | DHB | |
47 | Clothing | Stylish Hat | worn/head | 3 | 2 | Stylish hats provide +1D to Orator, Persuader and Manipulator. | LMM | |
48 | Clothing | Wool sweater | worn/torso 1 | 2 | 1 | A wool sweater grants +1D for resisting the effects of cold and wet. This bonus stacks with hats and scarves. Get toasty. | LMM | |
49 | Containers | Backpack | worn/torso 2 | 2 | 1 | A backpack contains six slots. Wearing a backpack counts as a factor in Fighter and Dungeoneer tests. | DHB | |
50 | Containers | Barrel | carried 4 or pack 8 | 3 | 1 | A barrel holds eight draughts of liquid or six slots of dry weight. | LMM | |
51 | Containers | Bottle | carried 1 or pack 2 | 1 | 1 | A bottle holds two draughts of water or wine. | DHB | |
52 | Containers | Cask | carried 2 or pack 4 | 2 | 1 | A cask holds four draughts of liquid or three slots of dry weight. | LMM | |
53 | Containers | Chest | carried 3 or pack 10 | 2 | 1 | A chest is a sturdy box with a hinged lid and a lock. It holds eight slots of inventory. | LMM | |
54 | Containers | Chest, small | carried 2 or pack 5 | 2 | 1 | A small chest is a smaller version of a chest. Brilliant, eh? It holds four slots of inventory. | LMM | |
55 | Containers | Clay pot | pack 1 | 1 | 1 | A clay pot holds one draught of liquid. | LMM | |
56 | Containers | Frame pack | worn/torso 3 | 2 | 1 | This massive array holds eight slots of inventory, but note that it requires an additional worn/torso slot. | LMM | |
57 | Containers | Jug | carried 1 or pack 3 | 1 | 1 | A jug holds three draughts of water or wine. | DHB | |
58 | Containers | Pouch, belt | belt 1 or pack 1 | 1 | 1 | A pouch contains one slot for pack items. It can be worn on the belt or tossed in your pack. | DHB | |
59 | Containers | Purse | worn/torso 1 or belt 1 | 2 | 1 | Hang your purse from your belt or hide it in your concealed pocket. A purse holds two slots of coins, gems and jewelry. | LMM | |
60 | Containers | Quiver | worn/torso 1 or belt 2 | 2 | 1 | A quiver holds your bow along with your arrows. Quivers can also hold bolts, but not a crossbow. | DHB | |
61 | Containers | Sack, large | carried 2 or pack 1 | 1 | 0 | A large sack contains six inventory slots but requires two hands to carry. If empty, it takes up one slot in your pack or hand. | DHB | |
62 | Containers | Sacks, small | carried 1 or pack 1 for 2 | 1 | 0 | A small sack contains two inventory slots. Small sacks come in pairs and two sacks can be packed into one slot. | DHB | |
63 | Containers | Satchel | worn/torso 1 | 1 | 0 | A satchel contains three inventory slots and is worn over the shoulder. Wearing two satchels is the equivalent of wearing a backpack and imposes the same penalties. | DHB | |
64 | Containers | Sea chest | pack 8 | 4 | 1 | A sea chest holds six slots of inventory. It also acts as a seat for rowing on faerings, knarrs, skeids and other boats. | LMM | |
65 | Containers | Tun | pack 16 | 4 | 1 | Wine merchants prefer to sell the precious liquid by the tun. These massive containers hold 16 draughts of liquid or 12 slots of dry weight. | LMM | |
66 | Containers | Water- or wineskin | belt 1 or pack 1 | 1 | 0 | Your waterskin holds one draught of water or wine. | DHB | |
67 | Containers | Wooden canteen | belt 1 or pack 2 | 2 | 1 | This brilliant invention hails from a faraway land where water is more precious than gold. A wooden canteen carries two draughts of liquid | LMM | |
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70 | Equipment | Bag of nails | pack 1 | 2 | 1 | A bag of nails. It can be used as supplies for nailing things closed, hanging things, trapping things, etc. Cost and inventory is for two uses per bag. | LMM | |
71 | Equipment | Ball of twine | pack 1 | 1 | 0 | A ball of twine can be used as supplies for Dungeoneer, Sapper, Laborer or Hunter tests when appropriate. Cost and inventory is for three supplies. | LMM | |
72 | Equipment | Bandolier | worn/torso 1 | 2 | 1 | Worn across the chest, an adventurer can hang three belt items on the bandolier—small pack 1 items that are not in bundles or containers (no rations, torches, candles, coins, gems, apples, etc.). | LMM | |
73 | Equipment | Bell | worn/neck or pocket | 2 | 1 | A small bell can be a useful tool for adventurers who need to set alarms or send signals. | LMM | |
74 | Equipment | Chalk | pack 1 | 1 | 1 | Chalk is used to mark areas and acts as supplies for Cartographer, Pathfinder, Scout or Dungeoneer tests when appropriate. Cost and inventory is for three supplies. | LMM | |
75 | Equipment | Flasks of oil | pack 1 or carried 1 for two flasks | 2 | 1 | Lanterns use flasks of oil as fuel. Cost and inventory is for two flasks of oil. A flask of oil will fuel a lantern for three turns. | DHB | |
76 | Equipment | Flasks of refined oil | pack 1 or carried 1 for two flasks | 3 | 2 | A flask of refined oil burns for one additional turn in lanterns. In a standard lantern, refined oil burns for four turns. In a covered lantern it burns for five turns. | LMM | |
77 | Equipment | Garlic | carried 1, worn/neck or pack 1 | 1 | 0 | Garlic acts as supplies for cooking. | DHB | |
78 | Equipment | Grappling hook | carried 1 or pack 2 | 3 | 2 | A grappling hook (when used with rope) grants +1D to Dungeoneer tests involving climbing. | DHB | |
79 | Equipment | Hammer | carried 1 or pack 1 | 2 | 1 | A hammer is used to drive iron spikes into hard surfaces, among other uses. | DHB | |
80 | Equipment | Ice skates | worn/feet (over shoes) or pack 2 | 2 | 1 | Ice skates grant +1D to tests involving moving across ice. | LMM | |
81 | Equipment | Iron spikes | pack 1 for six spikes | 1 | 1 | Iron spikes grant +1D to tests involving wedging doors open or closed, climbing, anchoring ropes or prying things loose. Cost and inventory is for six spikes. When used, roll 1d6-1 for the number of spikes lost, bent, broken or stuck in the process. | DHB | |
82 | Equipment | Ladder | carried 2 or pack 10 | 2 | 0 | A ladder is used to safely ascend short, difficult climbs. | LMM | |
83 | Equipment | Lumber | pack 12 | 2 | 0 | Use lumber when constructing scaffolds, fences and similar structures. It is required for building out many of the amenities in base camp. | LMM | |
84 | Equipment | Mirror | carried 1 or pack 1 | 4 | 2 | A mirror is useful for reflecting, signaling or even peeking around a corner. It also grants +1s to successful Maneuver actions in a conflict against a monster with a gaze weapon. | DHB | |
85 | Equipment | Pole, 10’ | carried 2 | 1 | 0 | A pole can be used as gear for detecting traps, climbing, measuring distances or rigging sails or tents. It can be used as supplies for building shelter. | DHB | |
86 | Equipment | Pry bar | pack 1 or carried 1; wielded 2 | 2 | 1 | A pry bar grants +1D to tests for opening doors, lifting lids and wedging things open. It can be used as an improvised weapon. | LMM | |
87 | Equipment | Rope | worn/torso 1 or pack 2 | 2 | 0 | Rope comes in 50-foot coils. It is incredibly useful and can be used in situations involving climbing, linking your group together for a hike in the fog, tying down unruly captives and even starting fires. | DHB | |
88 | Equipment | Shovel | pack 2 or carried 2; wielded 2 | 2 | 0 | A shovel acts as gear when digging trenches, pits and graves. It can also be used as a weapon in a pinch. | LMM | |
89 | Equipment | Skis | worn/feet (over shoes) or carried 2 | 2 | 1 | Skis grant +1D to Hunter and Pathfinder tests in snow and +1D to any other tests involving moving across snow at speed. | LMM | |
90 | Equipment | Square-back hatchet | pack 1, carried 1 or belt 1 | 2 | 1 | A square-back hatchet grants +1D to Laborer and Peasant tests for clearing brush, chopping wood and pounding nails. It can be used as an improvised weapon in a pinch. | LMM | |
91 | Equipment | Tallow pot | pack 1 | 1 | 0 | Tallow is a sallow grease used as supplies for Alchemist and Survivalist tests requiring lubricant or an accelerant. | LMM | |
92 | Equipment | Thieves’ tools | pack 1 | 4 | 2 | Thieves’ tools grant +1D to Criminal tests to pick locks and to Sapper tests to disarm traps. | DHB | |
93 | Equipment | Tinderbox | pack 1 | 1 | 0 | A tinderbox allows your character to light a fire without making a test under normal conditions. It also grants +1D to Survivalist tests to start a fire in bad conditions. | DHB | |
94 | ||||||||
95 | Food & Drink | Rations, fresh (2) | pack 1 | 1 | 0 | One portion alleviates the hungry and thirsty condition. | DHB | |
96 | Food & Drink | Rations, preserved (3) | pack 1 | 2 | 0 | One portion alleviates the hungry and thirsty condition. | DHB | |
97 | Food & Drink | Water | skin/bottle/jug 1 | 0 | 0 | One draught of water alleviates the hungry and thirsty condition. | DHB | |
98 | Food & Drink | Wine | skin/bottle/jug 1 | 1 | 0 | One draught of wine eliminates the hungry and thirsty condition or grants +1D to recover from angry or afraid. | DHB | |
99 | Light Sources | Candle lantern | carried 1 or pack 2 | 2 | 1 | This is a small lantern that houses a candle, rather than a reservoir of oil. Candles within it can be snuffed out or broken only as a twist. It can also be masked without dousing the light. It provides light for one character and dim light for one other. | LMM | |
100 | Light Sources | Candle | carried 1 or pack 1 for four | 1 | 0 | A candle provides light for one character for four turns. Cost and inventory is for four candles. | DHB |