You are here: start » weird-wizard » other_gear

Gear

This is an old revision of the document!


Gear

Torches, lanterns, coils of rope, and more help you overcome challenges.

Gear Table

NameRarityPrice
BackpackCommon1 cp
BedrollCommon1 cp
BlowgunCommon1 sp
CaltropsCommon5 cp
Candle (10)Common1 cp
Canteen or waterskinCommon1 cp
Chain, 20 feetCommon1 sp
ChestCommon5 sp
CrowbarCommon5 cp
FlaskCommon1/2 cp
GrapnelCommon1 cp
Incense (bundle of 5 sticks)Common1 cp
KnifeCommon2 cp
LanternCommon5 cp
LimeCommon1 sp
ManaclesCommon1 cp
Mess kitCommon1 cp
NetCommon5 cp
Oil, pintCommon1 cp
Pitons (10)Common5 cp
Pole, 10-footCommon1 cp
PouchCommon1/2 cp
ProvisionsCommon1 cp
Rope, 20 yardsCommon5 cp
SackCommon1/s cp
Scroll caseCommon5 cp
Spike, iron (3)Common1 cp
TentCommon5 cp
TinderboxCommon1 cp
Torch (5)Common1 cp
AcidUncommon5 sp
AntitoxinUncommon1 gp
CompassUncommon5 sp
Devil sticks (box of 20)Uncommon1 cp
HourglassUncommon2 sp
Lock and keyUncommon1 sp
Mirror, smallUncommon1 sp
Paper (5 sheets)Uncommon5 cp
PoulticeUncommon1 sp
PoisonRare5 sp

Gear Descriptions

Acid: A small glass bottle contains one of many different kinds of acid. You can use an action to pour out the contents or throw the bottle. Any creature or object (other than the container) that comes into contact with the acid loses 1d6 Health plus an extra 1 Health at the end of each round (luck ends). A creature losing Health in this way can end the acid’s effect by washing it away with water or neutralizing it with lime.

Antitoxin: You can use an action to drink this substance, removing the poisoned affliction from yourself at the end of the round.

Backpack: A leather bag with shoulder straps, a backpack holds 8 items.

Bedroll: This can be anything from a sleeping bag to a bundle of blankets.

Blowgun: A blowgun is a long tube with a mouthpiece fitted at an end. You can use an action to load the blowgun with a dart or needle, take a breath, and blow through the mouthpiece to propel the projectile at one creature or object within 10 yards. Make an Agility roll against the target’s Defense. On a success, the projectile hits the target. A flesh and blood target takes 1 damage. Using a blowgun does not count as an attack.

Caltrops: You can use an action to scatter caltrops on the ground within 5 yards of you. The caltrops remain until cleared away. A creature moving onto a surface covered in caltrops makes an Agility roll with 1 bane. On a failure, the creature loses 1 Health and takes 1 damage for each yard it moves across the surface. On a critical failure, the creature also falls prone.

Candle: A lit candle burns for 8 hours. One lit candle sheds enough light to see something to which it is held close, while five lit candles shed faint light.

Canteen or Waterskin: A canteen or waterskin holds liquid. While you have a canteen or waterskin and have ready access to water, you are immune to deprivation from thirst.

Chain: A length of chain counts as 2 objects and has Health 20. A creature with Strength 15 or higher can take an action to make a Strength roll with 1 bane, snapping the chain on a success. You can use a chain as an improvised weapon.

Chest: This large wooden box has a hinged lid and a lock on the front. It comes with a pair of keys. A chest can hold 50 items, but it counts as 6 items for the purpose of carrying limits.

Compass: A compass’s iron needle points north.

Crowbar: A crowbar grants 1 boon on Strength rolls to open doors and containers when using it. You can also use a crowbar as an improvised weapon.

Devil Sticks: Sold in boxes often printed with colorful labels and designs, devil sticks are thin lengths of wood that catch fire when drawn across a rough surface. Each stick burns for 1 minute and gives off enough light to see something held close to it.

Flask: This is a small metal container with a screw cap. It can hold one pint of liquid.

Grapnel: You attach this heavy pronged device to a rope and throw it to catch onto a surface and thus enable climbing. To catch the grapnel on a suitable edge, you must get a success on a Strength roll.

Hourglass: A wooden frame holds a pair of glass bulbs connected in the middle by a narrow neck. Sand sits in one bulb and, when it is flipped, fully drains into the empty bulb after about 1 hour.

Incense: You can use an action to light a stick or block of incense, which then burns for 1 hour and fills the air within 5 yards of it with a perfumed smoke strong enough to cover obnoxious odors.

Knife: A small bladed tool designed for cutting, trimming, and the like, a knife can serve as an improvised weapon.

Lantern: A lantern has a square metal frame with glass panels that fits overtop an oil reservoir with a wick. The reservoir holds one pint of oil. Lighting the wick causes the lantern to cast dim light. It takes 8 hours to burn through a pint of oil.

Lime: Sold in bags, lime neutralizes acids on contact and can dissolve organic matter in time.

Lock and Key: A heavy metal lock that comes with a key. The lock has Health 20.

Manacles: A set of metal cuffs attached by a thick chain, manacles have a locking mechanism and a key. Manacles have Health 20. A creature with Strength 13 or higher can use an action and make a Strength roll to attempt to break free from manacles.

Mess Kit: A mess kit includes a plate, cup, knife, and fork that all fold up into a wallet.

Mirror, Small: A small mirror has a polished, reflective surface.

Net: A net is a mesh made from rope that’s used to ensnare targets. You can throw the net (see Chapter 2) at a creature by making a Strength roll against the target’s Agility. (If the target is held, you get an automatic success.) On a success, the target becomes entangled in the net. While entangled, the target is weakened and its Speed drops to 2 if it’s higher than 2. An entangled target can overcome the effect with a Strength or Agility roll or by cutting through the rope.

Oil, Pint: Sold in clay bottles with cork stoppers, oil protects gear, waterproofs leather, and serves as fuel for lanterns. Anything covered in oil that takes damage from fire automatically catches fire (luck ends).

Paper: Parchment, papyrus, or genuine paper.

Pitons: You can hammer pitons into rock and thread rope through their loops to aid in climbing. Rope secured with pitons prevents climbers using it from falling. You need to place pitons within 2 yards of each other to gain their benefits.

Poison: One dose of a toxic substance created in a laboratory or found in nature. See Poison in Chapter 2 for more details.

Pole, 10-Foot: Tapping a floor or prodding doors with this 1-inch diameter, 10-foot-long wooden pole might spring traps and reveal hazards from a distance.

Pouch: This small cloth bag can hold up to 1 item.

Poultice: A poultice includes all the ingredients needed to make a healing compress. It takes 1 minute to prepare a poultice and apply it to a creature. After wearing a poultice for 1 hour, the creature heals 1d6 damage.

Provisions: Foodstuffs can be rations of dried meats, nuts, hard bread, and dried fruit, or they might be fully cooked meals. While you have provisions, you are immune to deprivation from hunger. One purchase of provisions lasts one person until the end of a quest.

Rope: Hemp, jute, or silk rope sells in 20-yard lengths. Cutting the rope requires dealing 5 damage or more to it using an edged weapon or 10 damage using a pointed weapon. A creature with Strength 15 or higher can break the rope by making a successful Strength roll. You can spend 1 minute working with a rope of at least 10 yards in length to turn it into a lasso. You can use the lasso to grab a target within 5 yards of you. A target grabbed by the lasso can end the effect as normal, but can also end the effect by cutting the rope. If you have a target grabbed with your lasso and you attempt to drag it, you also knock the target prone on a critical success.

Sack: A typical burlap sack can hold 6 items.

Scroll Case: This wood-and-leather case protects up to ten sheets of paper or similar objects.

Spike: A 1-foot-long tapering length of iron. You can hammer the spike into stone to block doors or prevent them from closing. You can also wield a spike as an improvised weapon.

Tent: It takes 10 minutes to set up a tent and take it down. A tent provides shelter for up to two people.

Tinderbox: This wooden box contains a piece of flint, a small steel bar, and several curls of wood shavings. It takes 1 minute of work using the tinderbox to start a flame. You can replenish the wood shavings at no charge.

Torch: A typical torch is a bundle of twigs or length of wood wrapped with a naphtha-soaked rag. If you have a ready flame, you can use an action to light a torch. Otherwise, it takes 1 minute. A lit torch emits dim light for up to 2 hours. You can attack with a torch as an improvised weapon. A lit torch deals an extra 1 damage from the flames and can cause flammable creatures or objects it touches to catch fire (luck ends).