General Goods Building / Landmark in Dawn of Others | World Anvil

General Goods

Purpose / Function

This store supplies general goods to the camp. Their focus is providing the day to day items that a person generally needs while living in camp.

Architecture

The space is surprisingly beautiful and well decorated.
Founding Date
94
Parent Location
Characters in Location
ItemCredits: High/Low (value)WeightNotes
Battery Cell B 3/1 (2) 0.5# These cells are for smaller items.
Battery Cell M 15/5 (10) 0.5# These cells power many weapons, smaller vehicles, and larger equipment.
Battery Cell H 150/50 (100) 0.5# These cells are large, powerful, and usually reserved for huge weapons and massive energy equipment.
Chemical Light Sticks (5) 1.5/0.5 (1) - When activated, the chemicals mix with a fluorescent dye. They usually glow red, green, or blue. One stick illuminates a 20-foot radius for one hour.
Compass 1.5/0.5 (1) - standard compass that points north
Duct Tape 1.5/0.5 (1) - useful for a wide variety of things
Electric Torch 15/5 (10) 0.5# By either shaking the light or winding a crank, the capacitor charges, allowing the unit to power its LED transmitter. The light illuminates a 60-foot cone from the user. It lasts 10 minutes before fading out and requiring a recharge (one minute).
Lighter 1.5/0.5 (1) - You gain the capacity to make fire. Fire is (almost) always good. In a pinch, the lighter can illuminate a 5-foot area (your immediate vicinity) and has enough fuel for about 20 minutes of total use.
Pillow 1.5/0.5 (1) - A small fabric pillow stuffed with foam or feathers. It is not useful in hand-to-hand combat.
Shovel 1.5/0.5 (1) 1# A portable shovel used for digging.
Sleeping Bag 15/5 (10) 1# Sleeping bags enclose one (or two snugly) occupant in a synthetic bag capable of protecting the occupant (s) from temperatures as cold as -50 degrees C. It resists wind and combustion (though is still susceptible to magical fire). It is externally waterproof.
Soap 1.5/0.5 (1) - When stranded in a combat arena, everyone will thank the one traveler who brought soap.
Survival Rations (1 week) 3/1 (2) 5# This is enough food for one person for 1 week to live off.
Towel 1.5/0.5 (1) - Any good adventurer always knows where their towel is.
Two-Way Radio 15/5 (10) 1# It has a clear range of 20 miles.
Watch, Automatic 15/5 (10) - Modern watches employ a balance wheel that winds via the motion of the wearer’s arm. This allows the watch to keep perfect time without requiring manual winding or any power source. The compact and complicated device is water-resistant, shock-resistant, and cannot be over-wound with abuse. They are also completely silent.
Standard Adventurers Kit 22.5/7.5 (15) 20# This kit includes the following: two battery flares, five chemical light sticks, one compass, one sleeping bag, one lighter, one canteen (waterskin), and one week of survival rations.
Sunglasses 75/25 (50) - Depending on lighting conditions, they may negate/impose disadvantage on Wisdom (Perception) checks or grant/impose disadvantage on Charisma checks. They also impose disadvantage on Wisdom (Insight) checks against you.
Tent (2-6 person) 15/5 (10) 10# Tents come in two, four, and sixperson capacities. Most tents utilize flexible poles and are available in dome, tunnel, single-hoop, and geodesic styles. It takes 5 minutes to set up and take down properly.
Battery Flare 3/1 (2) 0.5# A battery-powered bright candle, the charge only lasts for four hours but illuminates to a 50-foot radius.
Backpack 3/1 (2) 5# A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Barrel 3/1 (2) 70# A barrel can hold 40 gallons of liquid, or 4 cubic feet of solid material.
Basket 0.75/0.25 (0.5) 2# A basket can hold 2 cubic feet/40 pounds of gear.
Blanket 0.75/0.25 (0.5) 3# A thick, quilted, blanket made to keep you warm in cold weather.
Glass Bottle 3/1 (2) 2# A bottle can hold 1 1/2 pints of liquid.
Candle 0.38/0.13 (0.25) - For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Chain (10 feet) 7.5/2.5 (5) 10# A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
Chalk (5 pieces) 0.75/0.25 (0.5) - A piece of chalk used for writing and marking on various surfaces.
Chest 7.5/2.5 (5) 25# A chest can hold 12 cubic feet/ 300 pounds of gear.
Cook's Utensils 1.5/0.5 (1) 8# These special tools include the items needed to pursue a craft or trade in cooking.
Crowbar 3/1 (2) 5# Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Dice Set 1.5/0.5 (1) - A set of dice to play games with.
Grappling Hook 3/1 (2) 4# When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion.
Hammer 1.5/0.5 (1) 3# This one-handed hammer with an iron head is useful for pounding pitons into a wall.
Hammer, Sledge
3/1 (2)
10# This two-handed, iron-headed hammer is good for smashing open treasure chests
Jug or Pitcher 0.38/0.13 (0.25) 4# A jug or pitcher can hold 1 gallon of liquid.
Ladder (10 foot) 1.5/0.5 (1) 25# This item is a straight, simple wooden ladder.
Lamp 0.75/0.25 (0.5) 1# A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lock 15/5 (10) 1# A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check.
Mess Kit 0.38/0.13 (0.25) 1# This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Steel Mirror 7.5/2.5 (5) 0.5# A steel mirror is handy when you want to look around corners, signal friends with reflected sunlight, keep an eye on a medusa, make sure that you look good enough to present yourself to the queen, or examine wounds that you’ve received on hard-to-see parts of your body.
Flask of Oil 0.15/0.05 (0.1) 1# Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Perfume (vial) 7.5/2.5 (5) - When used, you gain a +1 bonus to Charisma (Persuasion) checks for 1 hour. However, for the duration, you also suffer disadvantage to Dexterity (Stealth) checks. Each vial contains enough for four uses.
Miner's Pick 3/1 (2) 10# A miner's pick is designed to concentrate the force of its blow on a small area.
Playing Card Set 0.75/0.25 (0.5) - A standard deck of cards.
Pole (10-foot) 0.75/0.25 (0.5) 7# When you suspect a trap, you can put the end of your 10-foot pole through that hole in the wall instead of reaching in with your hand.
Iron Pot 3/1 (2) 10# An iron pot can hold 1 gallon of liquid.
Pouch 0.75/0.25 (0.5) 10# A cloth or leather pouch can hold 1/5 cubic foot/ 6 pounds of gear - or up to 20 sling bullets or 50 blowgun needles, among other things.
Rain Catcher 1.5/0.5 (1) 5# A rain catcher is a simple contraption consisting of a 5-foot-square leather tarp and a wooden frame with legs. When the tarp is stretched across the wooden frame, it forms a basin that can catch 2 gallons of drinking water per inch of rainfall and hold up to 8 gallons.
Rope, Hempen (50 feet) 1.5/0.5 (1) 10# Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Rope, Silk (50 feet) 15/5 (10) 5# Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Sack 0.15/0.05 (0.1) 0.5# A sack can hold 1 cubic foot/ 30 pounds of gear.
Small Knife 0.15/0.05 (0.1) - A small utility knife. Not helpful in combat.
Snowshoes 3/1 (2) 4# Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.
Waterskin 0.38/0.13 (0.25) 5# A waterskin can hold 4 pints of liquid.

Comments

Author's Notes

8#Map from Tom Cartos, the free to use version can be found here. Header image created using Hero Forge and Adobe Express.


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