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TypeNameInventoryResourcesAvailabilitySpecialSource
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Alchemical AgentsBilious Smoke Potpack 22*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
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Alchemical AgentsCalming Scalp Balmpack 12*Rub this cooling paste into the scalp of the afflicted and it removes the angry condition. Cost and inventory is for one use.LMM
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Alchemical AgentsElixir of Reluctant Braverypack 13*Drink for courage! Imbibing this dizzying liquid removes the afraid condition. Cost and inventory is for one use.LMM
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Alchemical AgentsEnhancing Broth Against Enervationpack 13*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
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Alchemical AgentsFire Belcherpack 85*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
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Alchemical AgentsFire Flowerspack 11*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
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Alchemical AgentsHermetically Sealed Bottle of Hellish Vaporpack 23*Spread these vapors over your enemies and impose upon them the exhausted condition. Cost and inventory is for one use.LMM
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Alchemical AgentsIncense of the Hair of the Dogs of the Wild Huntpack 13*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
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Alchemical AgentsPetardpack 33*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
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Alchemical AgentsVial of Purifying Heavy Waterpack 12*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
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Alchemical AgentsWaxed Jar of Noxious Fumespack 24*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
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ArmorArming jacketworn/torso 132Worn 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
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ArmorByrnieworn/torso 152A 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
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ArmorChain armorworn/torso 132Chain 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
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ArmorCoat of platesworn/torso 242A 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
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ArmorDwarven helmetworn/head and worn/neck32This 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
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ArmorHardened leatherworn/torso 132Hardened 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
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ArmorHeavy plate armorworn/torso 372Heavy 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
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ArmorHelmetworn/head21Helmets 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
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ArmorLeather armorworn/torso 121Leather 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
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ArmorPlate armorworn/torso 242Plate 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 repairedDHB
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Bulk GoodsBarrel of beercarried 4 or pack 8 for 8 draughts41Eight draughts of beer in a barrel.LMM
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Bulk GoodsBarrel of torchescarried 4 or pack 8 for 6d6 torches316d6 torches in a barrel.LMM
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Bulk GoodsBox of spikespack 4 for 5d6 spikes315d6 iron spikes to a box.LMM
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Bulk GoodsCask of winecarried 2 or pack 4 for 4 draughts31Four draughts of wine in a cask.LMM
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Bulk GoodsFoddercarried 4 or pack 820
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
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Bulk GoodsJug of winecarried 1 or pack 3 for 3 draughts31Three draughts of wine in a jug.LMM
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Bulk GoodsLeg of muttoncarried 2 or pack 4 for 2d6 portions202d6 portions of raw meat and bone.LMM
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Bulk GoodsPickled herringpack 4 for 1d6+1 portions20Yum. 1d6+1 portions of preserved rations in a cask.LMM
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Bulk GoodsSack of dry beanscarried 1 or pack 2 for 2d6 supplies20Dry 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
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Bulk GoodsSack of flourcarried 2 or pack 6 for 3d6 supplies20Flour is used as supplies for Cook tests. This large sack contains 3d6 portions of flour. Flour cannot be eaten directly.LMM
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Bulk GoodsSalt Blockpack 1 for 2d6 cooking supplies20Salt 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
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Bulk GoodsSide of beefcarried 4 or pack 8 for 4d6 portions304d6 portions of raw meat and bone.LMM
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Bulk GoodsSpool of ropepack 8 for 2d3 lengths412d3 lengths of rope on a spool.LMM
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Bulk GoodsTun of winepack 16 for 16 draughts5116 draughts of wine in a tun.LMM
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Bulk GoodsWheel of cheesepack 3 for 2d6 portions302d6 portions of preserved rations and cooking supplies.LMM
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ClothingBeltworn/special11A 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
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ClothingBootsworn/feet21When traveling, boots grant +1D to tests resulting from rain or rough roads.LMM
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ClothingCloakworn/torso 1, carried 1 or pack 221A cloak grants +1D to Survivalist or Health tests related to staying warm or keeping dry, including recovery tests.DHB
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ClothingClothes21Adventurers 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
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ClothingFineryworn/torso 3 or pack 442Fine clothes are required for dealing with nobility or guild masters in town. Unsoiled finery grants its wearer +1 Precedence.DHB
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ClothingHatworn/head11A hat grants +1D to tests for resisting the effects of sun and rain.LMM
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ClothingLeather glovesworn/hands 2 or pack 121
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
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ClothingScarfworn/neck21A scarf grants +1D to tests for resisting or recovering from the effects of cold and draft.LMM
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ClothingShoesworn/feet11Shoes are great for walking across gravel and glass.DHB
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ClothingStylish Hatworn/head32Stylish hats provide +1D to Orator, Persuader and Manipulator.LMM
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ClothingWool sweaterworn/torso 121
A wool sweater grants +1D for resisting the effects of cold and wet. This bonus stacks with hats and scarves. Get toasty.
LMM
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ContainersBackpackworn/torso 221A backpack contains six slots. Wearing a backpack counts as a factor in Fighter and Dungeoneer tests.DHB
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ContainersBarrelcarried 4 or pack 831A barrel holds eight draughts of liquid or six slots of dry weight.LMM
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ContainersBottlecarried 1 or pack 211A bottle holds two draughts of water or wine.DHB
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ContainersCaskcarried 2 or pack 421A cask holds four draughts of liquid or three slots of dry weight.LMM
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ContainersChestcarried 3 or pack 1021
A chest is a sturdy box with a hinged lid and a lock. It holds eight slots of inventory.
LMM
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ContainersChest, smallcarried 2 or pack 521A small chest is a smaller version of a chest. Brilliant, eh? It holds four slots of inventory.LMM
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ContainersClay potpack 111A clay pot holds one draught of liquid.LMM
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ContainersFrame packworn/torso 321This massive array holds eight slots of inventory, but note that it requires an additional worn/torso slot.LMM
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ContainersJugcarried 1 or pack 311A jug holds three draughts of water or wine.DHB
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ContainersPouch, beltbelt 1 or pack 111A pouch contains one slot for pack items. It can be worn on the belt or tossed in your pack.DHB
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ContainersPurseworn/torso 1 or belt 121
Hang your purse from your belt or hide it in your concealed pocket. A purse holds two slots of coins, gems and jewelry.
LMM
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ContainersQuiverworn/torso 1 or belt 221A quiver holds your bow along with your arrows. Quivers can also hold bolts, but not a crossbow.DHB
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ContainersSack, largecarried 2 or pack 110A 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
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ContainersSacks, smallcarried 1 or pack 1 for 210A small sack contains two inventory slots. Small sacks come in pairs and two sacks can be packed into one slot.DHB
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ContainersSatchelworn/torso 110A 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
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ContainersSea chestpack 841A sea chest holds six slots of inventory. It also acts as a seat for rowing on faerings, knarrs, skeids and other boats.LMM
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ContainersTunpack 1641
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
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ContainersWater- or wineskinbelt 1 or pack 110Your waterskin holds one draught of water or wine.DHB
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ContainersWooden canteenbelt 1 or pack 221This brilliant invention hails from a faraway land where water is more precious than gold. A wooden canteen carries two draughts of liquidLMM
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EquipmentBag of nailspack 121
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
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EquipmentBall of twinepack 110A 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
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EquipmentBandolierworn/torso 121
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
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EquipmentBellworn/neck or pocket21A small bell can be a useful tool for adventurers who need to set alarms or send signals.LMM
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EquipmentChalkpack 111
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
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EquipmentFlasks of oilpack 1 or carried 1 for two flasks21Lanterns 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
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EquipmentFlasks of refined oilpack 1 or carried 1 for two flasks32
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
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EquipmentGarliccarried 1, worn/neck or pack 110Garlic acts as supplies for cooking.DHB
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EquipmentGrappling hookcarried 1 or pack 232A grappling hook (when used with rope) grants +1D to Dungeoneer tests involving climbing.DHB
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EquipmentHammercarried 1 or pack 121A hammer is used to drive iron spikes into hard surfaces, among other uses.DHB
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EquipmentIce skatesworn/feet (over shoes) or pack 221Ice skates grant +1D to tests involving moving across ice.LMM
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EquipmentIron spikespack 1 for six spikes11Iron 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
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EquipmentLaddercarried 2 or pack 1020A ladder is used to safely ascend short, difficult climbs.LMM
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EquipmentLumberpack 1220Use lumber when constructing scaffolds, fences and similar structures. It is required for building out many of the amenities in base camp.LMM
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EquipmentMirrorcarried 1 or pack 142A 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
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EquipmentPole, 10’carried 210A 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
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EquipmentPry barpack 1 or carried 1; wielded 221
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
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EquipmentRopeworn/torso 1 or pack 220Rope 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
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EquipmentShovelpack 2 or carried 2; wielded 220
A shovel acts as gear when digging trenches, pits and graves. It can also be used as a weapon in a pinch.
LMM
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EquipmentSkisworn/feet (over shoes) or carried 221Skis grant +1D to Hunter and Pathfinder tests in snow and +1D to any other tests involving moving across snow at speed.LMM
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EquipmentSquare-back hatchetpack 1, carried 1 or belt 121A 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
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EquipmentTallow potpack 110Tallow is a sallow grease used as supplies for Alchemist and Survivalist tests requiring lubricant or an accelerant.LMM
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EquipmentThieves’ toolspack 142Thieves’ tools grant +1D to Criminal tests to pick locks and to Sapper tests to disarm traps.DHB
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EquipmentTinderboxpack 110A 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
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Food & DrinkRations, fresh (2)pack 110One portion alleviates the hungry and thirsty condition.DHB
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Food & DrinkRations, preserved (3)pack 120One portion alleviates the hungry and thirsty condition.DHB
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Food & DrinkWaterskin/bottle/jug 100One draught of water alleviates the hungry and thirsty condition.DHB
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Food & DrinkWineskin/bottle/jug 110One draught of wine eliminates the hungry and thirsty condition or grants +1D to recover from angry or afraid.DHB
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Light SourcesCandle lanterncarried 1 or pack 221This 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
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Light SourcesCandlecarried 1 or pack 1 for four10A candle provides light for one character for four turns. Cost and inventory is for four candles.DHB