Generic Adventuring Gear
ITEM | ENCUM | PRICE | RARITY | NOTES |
---|---|---|---|---|
Alchemist's Kit | 3 | 300 | 5 | |
Alchemist's Lab | 8 | 600 | 6 | +blue to Alchemy checks |
Apothecary's Kit | 2 | 150 | 4 | Medicine kit |
Backpack | +4 | 50 | 3 | |
Bedroll | 1 | 15 | 1 | |
Climbing Gear | 1 | 20 | 2 | Remove 1 black to climbing |
Extra Quiver | 2 | 25 | 2 | Maneuver to replenish "out of ammo" |
Fine Cloak | 1 | 90 | 5 | Remove 1 black to charm/deception/leadership. 0 encum while worn |
Flask (Empty) | 0 | 1 | 1 | 10 oz |
Flint and Steel | 0 | 10 | 2 | |
Herbs of Healing | 0 | 50 | 6 | Add 1 success and advantage to medicine check |
Lantern | 1 | 50 | 1 | 8 hours. Short range remove 1 black from darkness |
Lantern Oil | 0 | 2 | 1 | 8 hours. |
Pole (10 feet) | 2 | 10 | 1 | |
Rope | 1 | 5 | 1 | Hemp or silk. Medium range |
Thieves' Tools | 1 | 75 | 5 | Add 1 advantage to skulduggery when applicable |
Torches (3) | 1 | 1 | 0 | 1 hour. Short range remove 1 black from darkness |
Waterskin (Empty) | 1 | 5 | 1 | |
Waterskin (Full) | 2 | 5 | 1 | 2 days of water |
Winter Clothing | 4 | 100 | 3 |