Basic Items in Esterwynne | World Anvil
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Basic Items

Below are tables listing the average price of items. Some cities will have these items cheaper and others will have them a little more expensive.

Basic Items

 
Item Name Cost Weight
Acid Flask 30 gp *
Alchemist's Fire Flask 20 gp *
Antitoxin Vial 10 gp *
Backpack 2 gp 2 lb
Bedroll 1 sp 5 lb
Bell 1 gp *
Block & Tackle 5 gp 5 lb
Caltrops 1 gp 2 lb
Candle 1 cp *
Chain (10 ft) 30 gp 2 lb
Chalk (1 Piece) 1 cp *
Crowbar 2 gp 5 lb
Flint & Steel 1 gp *
Fishhook 1 sp *
Fishing Line 2 sp *
Tent 10 gp 20 lb
Torch 1 cp 1 lb
Winter Blanket 5 sp 3 lb

Descriptions


Acid Flask

Throw a flask of acid as a grenadelike weapon.

1d4 acid damage


Alchemist's Fire Flask

Alchemist's fire is a sticky, adhesive substance that ignites when exposed to air. Throw a flask of alchemist's fire as a grenadelike weapon.

On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping into a lake or magically extinguishing the flames automatically smothers the flames.


Antitoxin Vial

After drinking antitoxin, a character gets a +5 alchemical bonus on all Fortitude saving throws against poison for 1 hour.


Backpack

A backpack can hold many things that you may find in various dungeons while out adventuring. It can also his things that will help you return from your adventures and make your travel easier.


Bedroll


Bell


Block & Tackle


Caltrops

Caltrops resemble large metal jacks with sharpened points rather than balls on the ends of their arms. They are essentially iron spikes designed so that one point is always facing up. Scatter them on the ground in the hope that enemies step on them or are at least forced to slow down to avoid them. One bag of caltrops (the 2-pound unit listed on Table: Goods and Services) covers an area 5 feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), the creature may step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonus do not count. (Deflection averts blows as they approach, but it does not prevent a character from touching something dangerous.) If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed at the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature's speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 1 day, until the creature is successfully treated with the Heal skill (DC 15), or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

The DM judges the effectiveness of caltrops against unusual opponents.


Candle

A candle clearly illuminates a 5-foot radius and burns for 1 hour.


Chain (10 ft)

Chain has a hardness of 10 and 5 hit points. It can be burst with a Strength check (DC 26).


Chalk (1 Piece)


Crowbar


Flint & Steel

Striking the steel and flint together creates sparks. By knocking sparks into tinder, a character can create a small flame. Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.


Firewood (1 day)


Fish hook


Fishing Net (25 sq ft)


Tent

This simple tent sleeps two.


Torch

A wooden rod capped with twisted flax soaked in tallow or a similar item. A torch clearly illuminates a 20-foot radius and burns for 1 hour.


Winter Blanket




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