Inventory
Tools
Trespassers cherish their belongings, for these objects may spell the difference between a life of riches and a cold grave. Below are rules for a few common tools of the adventuring trade.
Inventory
Trespassers cherish their belongings, for these objects may spell the difference between a life of riches and a cold grave. Below are rules for a few common tools of the adventuring trade.
Little coin circulates the land. The palaces of the past are now lonely, hollow, and crumbling. Their gold and silver was plundered long ago, and their opulence now fades into distant memory. Given the rarity of coinage, barter is a widely used means of commerce. Traders may not be willing to surrender their merchandise for anything short of the exact items they seek in return. Further, merchants who will accept coin will do or say anything to convince their customers to relinquish a bit more of it. All of this is to say, place little stock in the prices listed in the rulebook; they are merely presented to provide some sense of the relative worth of various conventional goods in the world
All goods are measured in silver (S). If you want to take a real-word item that isn't listed here and the judge approves, you can determine its cost in silver by finding its price in USD. USD to silver is a 1-to-1 conversion.
If you need to gauge the price of an armament or suit of armor, use the rulings below.
Armaments cost 150s per quality tier.
Suits of armor cost 300s per quality tier.
Torches, candles, and lanterns are some of the only tools available to stave off the darkness of the sites. While using a light source, you must make a supply check every thirty minutes. You also make one whenever your light source risks being snuffed out, like when you throw it to the ground. On a failure, a torch or candle burns out, or a lantern is emptied of fuel. While using a light source, you take a two cuts on all Stealth checks.
1s | A candle emits light in a burst 2. Unlike other light sources, throwing a candle always snuffs it out. Candles are tiny, meaning multiple candles can be carried in a single inventory slot.
5s | A lantern emits light in a burst 4. You can hold a lantern in one hand or hang it from your belt or pack while using it. Your lantern must be filled with fuel (3s) in order to work. When you fail a supply check, it becomes empty. You can take an action to erase a unit of fuel from your inventory to refill it. A lantern takes up one inventory slot, and so does each unit of fuel.
2s | A torch must be held in one hand and emits light in a burst 6. When you fail a depletion check for a torch, it burns out; erase it from your inventory. You can use the strike (†3) deed with a lantern, though it's fragile. Make a supply check for it after each attack.
All other tools are sorted in alphabetical order.
200s | This set of bottles, flasks and basic reagents allows you to practice the art of alchemy. If you have one on hand, you can take the camp alchemy camp activity and the haven alchemy haven action. An alchemy set can only be used by one character for one action at a time.
50s | A set that includes a tent and bedrolls, sufficient for two travelers. Without camping gear, a character that rests in harsh weather will lose 1 endurance each night.
10s | Caltrops are small, pronged iron spikes that always rest with a point facing up. A bag of caltrops can be scattered in a close blast 3, creating a field that deals 2 terrain damage.
5s | Tiny | Chalk can be used to write messages or mark dungeon rooms. Each time you use a piece of chalk, make a supply check.
50s | This humble set of pots, pans, and ladles allows you to cook more efficiently on the road. When you take the cook camp activity, you can spend up to three ingredients instead of just one. On a success, you create that many fine rations.
15s | A crowbar can be used to quietly break doors and locks. If the situation is appropriate, the party can use a prybar to
attempt the vandalize site action without producing noise and raising the alarm level. Make a supply check for a crowbar each time you use it.
25s | Tiny | Lockpicks are an essential tool for thieves and plunderers. Each time you use lockpicks, make a supply check for them.
5s | A grappling hook can share a slot with a length of rope and can be used in tandem to climb to high places.
25s | This leather bag contains one hammer and a handful of iron spikes that can be pounded into earth, wood, and soft stone. A set of pitons can be used to scale a sheer surface. You can also hammer a piton into the base of a door to block it.
A door blocked this way will block human-sized or smaller creatures for a time, though larger creatures can smash through it with ease.
10s per slot | Rope occupies one slot for every 10 meters of its length: for example, a 30 meter rope would occupy three slots. Whenever the strength of a rope is tested, you must make a supply check to see if it breaks.
400s | A character with a spyglass can survey surrounding lands when they take the survey camp activity.