General Equipment in The Arbour Coast | World Anvil

General Equipment

Explanation of Equipment

Cooking

    Cooking supplies odds and ends needed for cooking on the road, including some basic sundries, common seasonings, smoking wood, etc.  

Rations

  Standard Rations include cured meats, seasonal fruits and vegetables, and fresh breads or biscuits, often wrapped in cloth. These are tastier than dry rations, but will generally only keep for a few days in all but the coldest or driest climates (up to 1 week).   Dry Rations may consist of dry bread, hard cheese, dried fruit, nuts, beans, jerky, or any other food which will not “go bad” in less than about a month (if not longer). Dry rations are generally sold in quantities sufficient for one character for a week, and are packaged in waxed or oiled cloth to protect them.   Elven Waybread is famously described to fill a man’s stomach for a day with just one bite. While not quite this sustaining, this dry but not-bad-tasting tack biscuit is very nourishing. A single small cake will provide one day’s sustenance.  

Class

  Holy water damages undead creatures. A flask of holy water can be thrown as a grenade-like missile; the flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, it must be opened and poured out onto the target, generally requiring the attacker to be adjacent to the target. A direct hit by a flask of holy water deals 1d8 points of damage to an undead creature. In addition, each such creature within 5 feet of the point of impact receives 1d6 points of damage from the splash. Holy water is only effective for one round.   A Quiver is an open container used to hold arrows. A Bolt Case is a similar sort of container for crossbow bolts. In either case the standard capacity is 20 missiles. The length of a quiver or bolt case must match the length of the ammunition for it to be useful; therefore, there are longbow and shortbow quivers and light and heavy crossbow bolt cases. The price is the same regardless of the type.   A Whetstone is used to sharpen and maintain edged weapons such as swords, daggers, and axes.  

Dungeon Exploration

  A Candle will shed light over a 5' radius, with dim light extending 5' further. A normal candle will burn about 3 turns per inch of height.   Chalk is useful for “blazing a trail” through a dungeon or ruin, to ensure that the adventurers can find their way back out again.   Charcoal pieces of carbonized wood, which can be used like chalk (with black markings), or to add to tinder.   A Coal Keeper is a small, lined ceramic pot designed to hold and keep a small coal or ember lit for several hours. While this will resist moisture and wind, immersion will extinguish the coal immediately.   A Cord/Strap is a short length or thin rope, leather, or a short belt for tying something to an arm, leg, or other accessories. This can secure a scabbard to an arm or leg, or to attach a pouch to a baldric, or the strap of a backpack.   Flasks are metal containers that hold between 8 and 12 oz. of liquid. Includes stopper.   Iron Spikes are useful for spiking doors closed (or spiking them open) and may be used as crude pitons in appropriate situations.   Jars includes stopper, with 8-16 oz. volume (double or halve price for larger/smaller volumes). Good for wet or dry materials, but prone to breakage.   A Rope Ladder is a regularly knotted rope, or two lengths of rope, strung with rungs, with a single line at top for a hook. 850 lb capacity.   A Lantern will provide light covering a 30' radius; dim light will extend about 20' further. A lantern will consume a flask of oil in 18+1d6 turns. A Hooded Lantern has a shutter mechanism to close off the light and prevent it from being seen.   Lantern (Bulls-eye): Similar to a hooded lantern, only closed on all but one lensed side. This projects light up to 30', and 30' at its widest; includes a shutter.   Lens and Magnifying Glass both allow for magnification of objects; lens is smaller, limited to 2-3x, magnifying glass is framed, higher quality, minimum 5x. Both can be used to attempt to start fires (requires strong sunlight).   A Mirror is useful in a dungeon environment for many reasons; for instance, it is the only way to look at a medusa without being turned to stone. Mirrors are also useful for looking around corners, and can be used outdoors to send signals using reflected sunlight.   Paper of decent quality, refined papyrus, cotton, cloth, or wood pulp, or parchment – depending on the setting & availability. High quality paper and vellum is not necessarily more durable, but will take ink better, and is required for magic writing (both books and scrolls).   Silk Rope is about 3/8 inch in diameter and has a breaking strength of 1,600 pounds, although it weighs considerably less than hemp rope. The notes regarding rope strength given for hemp rope, below, apply here also.   String / Twine holds up to 30 lb.   Wax – Beeswax is a softer wax, useful for making impressions, hasty patches, stuffing in ears, etc. Sealing wax is pliable when melted, but dries solid. This is both for sealing containers (bottles), as well as stamping to seal messages.  

Health

  Bandages: Clean, rolled linens; enough to prevent blood loss for one character's wounds from one combat encounter.  

Outdoors

Air Bladder: A leather pouch with a tube fitting into the user’s mouth; it will hold an extra breath of air, allowing a swimmer to extend his or her range. The user must overcome the buoyancy the air bladder provides to be able to stay under water.   Along with helping breathe underwater, the air bladder may also be used to help a character float. This allows a moderately-encumbered character to float; a heavily-encumbered character will have to drop enough weight to be moderately-encumbered in order to float. An unencumbered character will need to make a swim check every other round instead of every round.   Caltrops are metal spikes that look like large jacks, shaped so that there is always one sharp point facing up. One bag can be scattered over a 5' area. If a creature moves through or spends a round fighting in an area scattered with caltrops, there is a 2 in 6 chance it will step on one. Heavy boots reduce the chances of stepping on a caltrop to 1 in 6. Stepping on a caltrop deals 1 point of damage and reduces the creature's walking speed by half for 24 hours or until it receives some form of healing. If the creature is attempting to move or charge through the caltrops and it steps on one, the pain forces it to stop, unless the creature is mindless or cannot feel pain.   Crampons: Spikes for your boots – better success at climbing and keeping balance on ice.   Hunter's Horn a signal horn, often made from brass or the actual horn of an animal.   Piton: A spike for climbing; designed to wedge into rock or ice cracks.   Trap: Leg-hold traps for fur-bearing animals. Traps are designed for different sized animals. The jaws of the large-sized traps have teeth to help hold the large animals they are designed for. A trap is staked to the ground with a rope or chain. These traps are typically hidden and will surprise on 1-2 of 1d6. The trap is set by pressing down on the spring and then setting the trigger. There is a chance the trap will trip while the trapper is setting it, for a non-Thief, while setting the trap the GM will roll a d20, a natural roll of 1 means the trap misfired and the trapper has pinched his or her finger, hand or arm depending on the size of the trap.   A Travois is a sort of litter designed to be pulled by a person or animal. Anything loaded on the travois (including people) only counts 1/3 of its weight against carrying capacity. Anyone hauling a travois moves as if heavily encumbered, regardless of how much weight is actually being pulled.  

Personal Equipment

  Journal leather bound, paper, 6” x 9”, 50 pages. Good for making notes, sketches, or small maps. The paper is NOT spellbook quality.   A Map or Scroll Case is a tubular oiled leather case used to carry maps, scrolls, or other paper items. The case will have a water-resistant (but not waterproof) cap which slides over the end and a loop to allow the case to be hung from a belt or bandolier. A standard scroll case can hold up to 10 sheets of paper, or a single scroll of up to seven spells.   Mess Kit: The essential utensils for eating while camping. Most often this is a trencher (something between a bowl and a plate), spoon, knife, fork if appropriate, and a small cup of wood, tin, or brass.   Hemp Rope is ½ inch in diameter and has a breaking strength of 1,600 pounds. Safe working load for a rope is normally one-quarter of the breaking strength. One or more knots in a rope cut the breaking strength in half. This does not affect the safe working load, because knots are figured into the listed one-quarter ratio.   Smoking Pipe & Pouch: Halfling essentials.   A Tinderbox is generally purchased with a flint and steel; the flint, a piece of hard rock, is struck vigorously against a C-shaped piece of high-carbon steel. When done correctly, hot sparks will fly from the flint and steel into the tinder, hopefully starting a fire. The best tinder is a dried piece of prepared tinder fungus, carried in the tinderbox to keep it dry; char cloth, hemp rope, or even very dry grass can substitute if prepared tinder fungus is not available. The time required to start a fire should be determined by the GM according to the prevailing conditions; under ideal conditions, starting a fire with a flint, steel, and tinder takes about a turn.   A Torch sheds light over a 30' radius, with dim light extending about 20' further, and burns for 1d4+4 turns. Of course, a torch is also useful for setting flammable materials (such as cobwebs or oil) alight.   Wineskin/Waterskin is a container for drinking water or wine; though generally water is taken into a dungeon or wilderness environment. The standard waterskin holds one quart of liquid, which is the minimum amount required by a normal character in a single day. If adventuring in the desert or other hot, dry areas, a character may need as much as ten times this amount. Note that the given 2 pound weight is for a full skin; an empty skin has negligible weight.   Writing ink: Stored in a small ceramic jar or tin and sufficient for 50 pages of normal writing.  

Tools

  Bellows: Wooden handles and leather 'bag', about a foot long. Good for helping fires or clearing dust.   Block and tackle: Can be used to reduce the load for lifting, but uses more rope to do so; up to ¼ weight, with 4 times the rope.   Crowbar: A bar of iron with a curve at one end the end is flattened and split to help pull nails out of a board. The other end is flattened without a split, this end used to pry one piece of wood from another.   Grease: A tin or jar of thick, slippery... stuff. The source and nature of this material can vary – not all forms are flammable... or useful for cooking.   Pick Axe: A smaller relative of the weapon designed for prospecting or ice climbing; deals 1d3 damage if used as a weapon.   Collapsing Pole: This handy invention consists of ten 1-foot wood sections, and two metal end caps. Each piece is threaded so that the pieces can be combined to make a pole of any needed length. Collapsing poles from the same maker may be combined for longer reach.  

Specialty Tools & Kits

  The following lists cover the tools necessary for jobs other than adventuring. Mostly this is focused on providing a complete tool set; some individual items are noted for additional detail (or replacement).   Fighters' Fittings   Armor patch kit consists of steel wire, pliers, leather cord, and other materials needed for making temporary repairs or to hold damaged armor together. In a pinch, they could be used to repair other equipment.   Arrowheads are spares for repairing or making new arrows. Bowstrings are needed for fixing or building bows.   Sword Oil is a polish and preservative for metal arms and armor. While not as flammable as lamp oil, it makes a decent lubricant.   Rustproofing Oil is prized by sailors and dungeon delvers alike. It is a special mineral oil that provides exceptional protection against corrosion. Metal equipment treated regularly is immune to “natural” corrosion, and may help resist damage from corrosion attacks. Note that this protection applies only to the equipment, not the person using it.   Back Quiver is a large quiver worn across the entire back, with a capacity for 50 arrows plus room for a bow. Several small pouches are attached for tools and supplies (extra strings, arrowheads, etc.). A back quiver cannot be worn with a backpack.   Secured or 'Corkfoot' Quiver is specifically designed to hold arrows or bolts in place, preventing accidental spillage. A piece of cork or tightly-packed straw at the base are common methods, but quivers with specially-cut or “grabbing” slots are not unheard of.   Clerics' Ceremonials   A Travel Altar includes all the basic ceremonial needs for your faith in a nice wooden altar case. A useful tool for itinerant priests.   Note: A given faith may not use all (or any) of the following; check with the GM as to what may be used.   Altar cases are large cases used to store the tools of worship. When opened it provides a simple altar for ceremony and worship.   Altar symbol: A larger, often ornate holy symbol to serve as a focal point of worship. This does not affect any clerical abilities focused on holy symbols (e.g. Turning Undead), but it is big enough to be seen from the back row.   Aspergillum: A device for sprinkling holy water – either from an internal reservoir, or drawn from a bucket. Holy water (and bucket) not included.   Censer: Vented pot that can be filled with burning charcoal and incense – often swung from a length of chain.   Prayer Books: Standard texts of a given religion – the specific intent here is for use in service, though this may also include full scriptures. This also applies to texts on scrolls as well.   Incense: smelly stuff; includes fragrant herbs or materials (for scenting or burning) used in rituals.   Thieves' Tools     Thieves' Picks and Tools are required for the use of Thief abilities such as opening locks and removing traps. These abilities may not be usable without appropriate tools, or may be used at a penalty at the option of the GM.   Climbing tools: Specialized climbing gear (high grip gloves, palm spikes, crampons, etc.) to assist in wall climbing. Note that it is difficult if not impossible to wield weapons or move silently with these equipped.   Climbing harness: A solid-fitting set of belts and straps, with additional straps to be hooked or staked into structures. When secured, this can hold the Thief (and up to 40 lbs total) in place, allowing the Thief to use his hands freely. Any Dexterity AC bonus is lost when secured.   Disguise kit: A simple kit for altering one's appearance. Includes makeup, hair dye, and a few wigs and/or fake beards. Clothing and prosthetics (fake noses and the like) are not included.   Glass cutter: A small, incredibly sharp blade used to cut holes in glass (a window pane, protective case, etc.)   Lampblack: A sooty, greasy concoction which can coat almost anything in a layer of dull black. Note that combat will quickly remove this coating from weapons. A single pot will be sufficient for the face, arms, and one small weapon.   Folding/extending rods: Comes in 4” segments, and extends up to 3' in length. These may either be hinged, or separate pieces akin to a collapsing pole. May support up to 10 lb.   Dead Hammer: A hammer or mallet with a head made of treated wood, plant resins, or other materials. The head of this hammer makes very little sound when striking things (such as a stake, nail, or head). This does not keep what is being hit from making noise – a glass window will still make noise when it shatters.   Wizards' Wares     The Spellbook is an essential feature of any Magic-User's kit. This is where his or her spells and formulae are stored and what’s used for reference in preparation. The Reference book is a larger hard-bound tome, typically 12.5” x 10” with 128 pages. One reference book can hold up to 256 levels of spells. A smaller, more portable option would be the leather-bound Traveling spellbook. This book is typically about 10” x 6.5”, with 64 pages, and can store up to 64 levels of spells. Either will fit into a backpack or satchel. The Magic-Users' starting book is assumed to be a Traveling book; a player may start with a Reference book if the GM allows. The initial spellbook a Magic-User is given is a gift from his or her instructors.   Note: If bound books are not the standard in your campaign, the cost, weight, and spell capacity can be used for other media, such as large scrolls.   Wyvern Ink (optional Rule: consult GM before purchasing): A special magic ink used for inscribing spells into spell books. This is offered as a less-expensive means to copy spells for memorization. Wyvern ink cannot be used to make casting scrolls.   Books & Tomes: Prices are for blank books; pre-scribed or printed books (NOT magical) will vary in price depending on content. Books can be leather or hard-bound (leather-wrapped wood pages may be as small as 5” x 7”, usually closer to 10” x 6”. A book will generally use half a sheet of paper per book page. Tomes are larger, heavier volumes, and always hard-bound – sometimes even metal-bound. Typically these will have 12” x 10” pages or larger. A tome will use a full sheet of paper per page of tome.  

Professional Tools

  Artisan & Craft tools are the various tools and implements needed to practice a profession. The distinction is a matter of scale: Artisan tools are those used for lighter or finer work (painters, barbers, carvers), while Craft tools are those involved in larger constructions (Blacksmiths, Coopers, Stonemasons). Basic sets provide everything needed for day-to-day work; this would be considered a travel kit. Complete sets have all of the tools a professional would be expected to have, including uncommonly-used specialty tools, and as a set is generally impractical to move. This does not cover costs for workshops.   The Scribe Kit and Scrivener Kit are examples of a basic and complete sets: Simple Scribe kit has 10 sheets of paper, ink, quill & tools, writing board. The Scrivener's Kit is setup for detail work, good for proclamations & official documents – it includes several sheets of higher-quality paper and parchment, various inks (colored or magical), sealing wax, and a folding desk. Of similar content is the Map-Maker's kit, with additional geometric tools for accurately depicting land and coast. Note that this is for detailed, permanent maps – far beyond the needs of a simple dungeon map.   Note: the equivalent of a Scrivener kit is the minimum needed for transcribing spells (excluding inks better work is done with Illumination tools (quills & pens/brushes, multiple ink colors, & associated tools; treat as complete artisan's tools).   An Alchemy lab provides the basic tools needed for creating potions and some magic item creation. Special ingredients are sold separately.  

Games and Entertainment

  Cards: carefully cut and hand-created, most are made from heavy stock, vellum, waxed fabric, or thin veneers of wood or ivory. The quality and condition of the cards will reflect on the status of its owner or user. Note that this includes both playing decks (for games) and Tarot or other divination decks.   Dice: often cut from ivory or wood, but other substances (metal, cut crystal, etc.) are not unknown. It will cost double to closely match a specific set of dice (to substitute a loaded set, for example). Swapping dice requires a successful pick pockets roll.   Chess set covers similarly-pieced board games, such as Backgammon, Go, Mancala, Shogi, Senet, Xianqi, etc. Quality sets made from exotic materials are much higher in cost.   Musical Instruments: Cover a wide range of music-making devices. Examples from each category:   Winds: Flute, whistle, recorder, oboe, clarinet.   Large Wind: Reed instruments (a la bassoon), bass clarinet, bagpipes.   Brass: From bugle to large horns (trombone or tuba).   Strings: Fiddles, shawms, lutes, guitars, harps (small), zither and dulcimer.   Percussion: "Portable" drums, chimes, clappers, and the like.   Standing: Anything too large to readily carry: large harps, drums, gongs, large keyboard instruments (harpsichord, organ).  

Belts and Accessories

Baldric or Belt Sash – A belt worn across the torso, with attachment for scabbard. Typically this rests the weapon at the hip, but a scabbard could easily be attached to the back of the baldric for an over-the-shoulder draw. Small pouches or weapon scabbards may be attached to a baldric strap. This includes Bandoliers.   A Money belt is a broad leather belt including one or two slim, hidden pouches for hiding coins or other small goods; maximum capacity is about 50 coins.   A Weapon belt is a large, heavy belt designed to distribute the weight of a weapon across the hips, while holding it in position for easy retrieval. Weapon belts will have one or two frogs.   A Scabbard covers the blade of a knife or sword, and may be readily attached to a belt or harness for safe carry of the weapon.   A Hook or Ring is a weapon attachment for a belt or strap, to hold an axe, hammer, or mace.  

Equipment Packs

The pre-calculated packs below can help get a new party ready quickly. The listings include general packs of equipment as well as specific packs for each class.   Bag Option 1 - (7 gp)
Backpack (normal or Halfling), Weapon Belt, Large Pouch
Capacity: 45 lb (35 lb for Halflings)
Weight: 2.2 lb   Bag Option 2 - (11 gp, 8 sp)
Oilskin Satchel, Baldric, Weapon Belt, Large Pouch, Belt Pouch(2)
Capacity: 24 lb
Weight: 3.4 lb   Adventurer Pack 1 – Adventuring Basics (20 gp)
Chalk, small bag of pieces; Grappling hook; Hemp Rope (2×50' Lantern, hooded; Oil (3 flasks Tent, Small (one man)
Weight: 29 lb   Adventurer Pack 2 – Ready for anything (10 gp)
Glass bottle; Iron Spikes, 12; Pole, 10' wooden; Map or scroll case; Mirror, small metal
Weight: 12 lb   Cleric pack – Protect and spread the faith (60 gp)
Bandages (10), Holy symbol, holy water (1), parchment (2), ink and quill, 1 week dry rations, tinderbox, waterskin
Weight: 18.3 lb   Fighter Pack – Camp and battle basics (21 gp)
Bandages (5), Oil, cooking pot, 1 week dry rations, 3 large sacks, tinderbox, torches (6), waterskin, whetstone
Weight 22.8 lb   Magic-User Pack – Scholar & Spellcaster (37gp)
writing ink and quill, parchment (5), scroll case(2), spellbook*, hand mirror, 1 week dry rations, Torches (6), Tinderbox, glass vial
Weight 18.7 lb * - The spell book is free for beginning Magic-Users; weight figure assumes a travel spellbook (½ lb)   Thief Pack (tools of the trade): (58 gp)
Candles (12), crowbar, grappling hook, mallet, iron spikes (12), 1 week dry rations, large sack, small lens, Thieves' tools, tinderbox, waterskin, whetstone
Weight 31.2 lb   Dungeon Mapper (17 gp)
10 sheets paper, ink, quill & quill knife, writing board, bag of chalk pieces
Weight 1.2 lb   Camp Cook (24 gp)
Iron pan, iron pot, Fire grate, mess kit, common spices, dried meat (2lb), standard rations (5 days), teapot
Weight 23 lb  

Bags and Pouches

Pouches are small bags or pockets attached to a belt, tucked in a pocket, or hung from a cord.   Backpacks are assumed to be of heavy canvas or leather. A Knapsack is a small cloth backpack, basically a sack with shoulder straps. The Wicker backpack is essentially a basket with shoulder straps; inexpensive, but not sturdy.   A Packvest is a leather vest set with multiple pouches and pockets on the front, sides, and inside, and a thin pouch set into the back. While it does not have the capacity of a full backpack, it is less cumbersome, fitting closer to the body and putting various tools and items within easy reach.   Satchel or Haversack: A cloth or canvas shoulder-slung bag, designed to rest on the hip or slung behind. Generally a satchel is easier to access than a backpack, but displaces most hip weapons (anything larger than a dagger or handaxe). It is not uncommon to attach a Haversack to a Baldric, giving it a sturdier and more useful strap. These bags are large enough to hold a fair-sized book (such as a spellbook), making them popular among Magic-Users. These bags may be built with internal compartments. The Oilskin Satchel is made from waterproofed leather, providing better protection to its contents.
                                                                                                     
                     
                 
                                                   
    Specialty Tools & Quality Tools
Several of the optional tools and items noted under Thief's Gear are specialty items with suggested uses that could help in certain endeavors (lampblack improving hiding, etc.). Depending on how these tools are used, they could provide specific bonuses to tasks under certain situations. Similar bonuses could be given to using some of the above equipment for certain tasks (e.g. using a censer may increase the duration or effectiveness of a Cleric's protection magics, or rustproofing oil might allow a one-time saving throw against a rust monster's power).
  The GM may choose to allow characters using "Complete" tool sets a similar bonus for performing those tasks. Similar bonuses could be ascribed to Quality equipment (a Quality magnifying lens has a stronger, clearer focus; a High Quality harp has a much nicer sound, improving the quality of a performance).
  If bonuses are given, they should only apply to specific uses of these items and should be no greater than +2/+10%.