Appendix 6 - Common Item Descriptions in The World of Cartyrion | World Anvil

Appendix 6 - Common Item Descriptions

Following is a lists of all nonmagical items that can be purchased and used by adventurers in the course of play. For each item, a Base Cost and Inventory Slot value is provided. Remember that the Base Cost is not necessarily the cost a character will pay at any given shop. Gamemasters are free to adjust these costs to reflect supply, demand, scarcity as they desire when a character actually goes looking to purchase something. Base Costs should always, however, be used to calculate experience points for collected loot, regardless of what selling price the characters actually negotiate.

The "Damaged By" entries indicate what sort of damage can potentially destroy an item that occupies an inventory slot. If a player needs to mark an occupied inventory slot as an injury, consider the damage type when determining whether the items in question are simply dropped to the floor or are damaged or destroyed. Remember also that 'inventory" isn't simply "backpack", it includes clothing worn, belt pouches, bandoliers, sacks, chests, and anything else in a character's inventory.

With regard to inventory size of items, there are some things to keep in mind:

  • A few items, notably various clothing and the adventurer's backpack, have inventory slot values of 0 only when they are being worn. Spare clothing in a pack, etc. occupies the designated number of inventory slots.
  • Many smaller items designate their inventory slot usage as L (for "little"). Up to five of these items can be placed together in one inventory slot on the character sheet. In the event that Inventory Slot becomes an Injury Slot, all of the items are dropped and potentially damaged. These items can be placed in the inventory slots designated for bandoliers, pouches, or sacks, otherwise they are assumed to be loose in the bottom of the backpack.
  • There are a number of Toolsets available; these are "discount packages". Some contain consumable items (e.g. paper in the Scribe's Tools) that can be purchased separately to replenish or replace a lost or broken component. If a character is carrying a Toolset, and purchases additional items as replacements, they do not occupy additional inventory space. (But you can't stuf 1000 sheets of paper into a portable desk!)
  • Items normally in a Toolset can be carried without bringing along the entire toolset. Lockpicks, for example, can be carried while the rest of the Tinker's Toolset is left behind. When this is done, use the individual item's inventory slot designation to determine where/how it is carried.
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    Item
    Base Cost: sp Inventory Slots: 0 Damaged by: ?

    description

     

    Abacus
    Base Cost: 1gp Inventory Slots: 1 Damaged by: bludgeoning, fire, acid

    This is a wooden device consisting of a frame and beads that slide along wires. It is used as a calculator by scholars and some merchants.


    Adze
    Base Cost: 1gp Inventory Slots: 1 Damaged by: (none)

    This is a tool used by carpenters and woodcrafters to roughly shape planks out of logs. It can be used as an axe-like weapon; when doing so, it is capable of doing d4 slashing damage.


    Alchemist's Tools
    Base Cost: 10gp Inventory Slots: 2 Damaged by: bludgeoning

    A character trained in Alchemy has the ability to mix together materials found in the world around them in ways that releases the magical essence within. To do so, the Alchemist must have basic tools to cut, prepare, measure, mix, and store their concoctions. Alchemist's Tools consist of a mortar and pestle, various bits of glassware, small metal spoons and knives, and small candles that can be used as a heat source - all the gear an alchemist needs to prepare and mix ingredients in the field.

    In order to create alchemical elixirs and other materials, a character must have both the Interpreting Magic Acquired Specialty, and access to either Alchemist's Tools or an Alchemy Laboratory, The formula for the elixir or material being crafted is needed as well, which requires Interpreting Magic to understand. Substances created using only Alchemist's Tools are imperfect. If the creation skill check is made, they function as intended, but they only remain viable for 24 hours. If not consumed or used by then, the magical energies dissipate and the items are rendered inert.


    Alchemy Laboratory
    Base Cost: 50gp Inventory Slots: 5 Damaged by: bludgeoning, slashing

    While an Alchemist can get by with a basic toolset, a complete laboratory allows them to achieve their full potential. An Alchemist's Laboratory incudes an Alchemists' Toolset (which can be separated out and carried on explorations), but also includes a variety of other exotic glassware, clamps, stands, balances, grinders, and other things. The fragile nature of much of this equipment means it is not really portable - it is intended to be set up in a relatively permanent location in a place the Alchemist spends downtime between adventures.

    In order to create alchemical elixirs and other materials, a character must have both the Interpreting Magic Acquired Specialty, and access to either Alchemist's Tools or an Alchemy Laboratory, The formula for the elixir or material being crafted is needed as well, which requires Interpreting Magic to understand. If an Alchemy Laboratory is used, a bonus of +3 to the skill check required to craft an alchemical elixir or item. Furthermore, the added precision afforded by the extra tools mean that alchemy products created in a laboratory do not lose their efficacy in 24 hours; they remain fully viable until consumed or otherwise used.


    Amulet
    Base Cost: 5gp Inventory Slots: L (0 if worn) Damaged by: acid

    This is a bronze pendant suspended from a simple neck chain or strap. It is usually worn to indicate association with a group or dedication to a particular god, though they can potentially have other purposes as well. Far more expensive versions made of precious metals and or gemstores are possible as well.


    Ancient Coin
    Base Cost: (varies) Inventory Slots: L Damaged by: (none)

    This is an antique coin from an age long ago that is no longer in general circulation. It could be made of any metal, or even stone or wood. They are kept as mementos, not as trade currency, though they may have great value to the right colllectors!


    Animal Trap
    Base Cost: 5sp Inventory Slots: 1 Damaged by: (none)

    This is a metal jaw trap used to capture Tiny or Small sized animals such as rabbits. Larger ones for creatures as big as bears are also available; these have higher prices and may take up more inventory slots depending on their size. Larger ones are also capable of doing bludgeoning (or piercing) Direct Damage to characters who step into them unknowingly.


    Appraiser's Reference Book
    Base Cost: 5gp Inventory Slots: 1 Damaged by: fire, acid

    This book is normally part of the Appraiser's Toolset, but it can be obtained separately to replace a lost or damaged one. They are difficult to find, though, as the information in them is carefully guarded by merchants guilds everywhere. Should a player character come across one of these; they can study it for a period of two weeks (downtime) to gain the Appraisal Acquired Specialty.


    Appraiser's Tools
    Base Cost: 10gp Inventory Slots: 2 Damaged by: bludgeoning, fire, acid

    These tools allow a character with the Appraisal Acquired Specialty to more accurately determine the value of an item. The toolset consists of a Jeweler's loupe, calipers, a hand balance, and a reference book.

    A character with the Appraisal specialty and access to a Jeweler's loupe only increases their chances of correctly assessing a value. On the roll of a d10, assessments are 10% low on a result of 1 or 2, and 10% high on a result of 9 or 10; otherwise they accurately determine base price. A character with the specialty and access to the full toolset correctly determines base value 100% of the time, with no dice roll required. It does not offer any benefit to one without the specialty (though creative other uses of the tools are always possible).


    Armor Polish
    Base Cost: 1sp Inventory Slots: 1 Damaged by: bludgeoning

    This is a small clay jar with a mildly abrasive paste compound in it. Vigorously rubbed onto metal armor with a cloth, it removes minor rust and brings the metal to a mirror-like shine. It does not affect the armor's performance in any way.


    Arrest Warrant (Bounty Sheet)
    Base Cost: 1cp Inventory Slots: L Damaged by: fire, acid

    This is a typical "Wanted" poster often found on bulletin boards in village squares, local constabularies, or even some inns.


    Artist's Brushes
    Base Cost: 5sp Inventory Slots: L Damaged by: fire, acid

    This is a collection of assorted small brushes used by fine art painters. Usually with wood shafts and animal hair bristles, they come in different shapes and sizes.


    Backpack
    Base Cost: 1sp Inventory Slots: 0 Damaged by: slashing, fire, acid

    A soft, yet sturdy leather container with shoulder straps, the backpack allows the Adventurer to carry necesssary gear comfortably. It is generally assumed that most of the character's inventory, apart from worn items and readied weapons, will reside in a backpack. Backpacks do not have explicit limits on number of inventory slots they can handle, but Gamemaster Discretion should be employed to determine whether large or oddly shaped items can fit in it.


    Bandages
    Base Cost: 1sp (per 10) Inventory Slots: 1 Damaged by: slashing, fire, acid

    These are pieces of cotton or linen cloth used to bind up wounds by a character with the Healing Acquired Proficiency. If purchased to replace the bandages that come with a Healer's Toolkit, they do not occupy an additional inventory slot; the Toolkit's inventory slot can include up to 10 bandages or portion thereof.

    Bandolier
    Base Cost: 2gp Inventory Slots: 1 Damaged by: slashing, acid

    This is an article of clothing worn over one shoulder (like a sash). Made of leather, it contains a number of pockets or slots to hold other items which need to be accessed quickly. A bandolier can hold up to 5 light ("L") items, and up to three daggers. The bandolier itself occupies one inventory slot of the character wearing it (but the 5 "L" items are included in this. Daggers still require their own slots. The advantage of a bandolier is that items within it are considered "ready to use" - a character can withdraw an item and use it in a single combat turn.


    Bedroll
    Base Cost: 1sp Inventory Slots: 1 Damaged by: slashing, fire, acid

    This is a thick woolen blanket, large enough for the adventurer to wrap around themselves to keep warm on a chilly night. It will provide some protection against extreme cold, but not very much, and not for long. It can also be used to smother a fire, though it may take damage from the flames when doing so.


    Bellows, portable
    Base Cost: 3gp Inventory Slots: 1 Damaged by: bludgeoning, slashing, fire, acid

    This is a device consisting of a pair of wooden paddles hinged together with a leather bladder between them. Leather flap valves in the bladder allow it to be used to generate wind to increase the intensity of a wood or coal fire, or perhaps to improve the chances of getting a camfire started with less than ideal fuel materials. If purchased as a replacement for the portable bellows that is included in the Metalworkers Toolset, it does not occupy an additional inventory slot.


    Belt pouch, cloth
    Base Cost: 4cp Inventory Slots: 1 Damaged by: slashing, piercing, fire, acid

    This is a simple, small pouch with leather drawstrings that can be secured on the Adventurer's belt. It is capable of holding up to 50 coins, or 20 pieces of ammunition for a sling. It must be removed from the belt, held in one hand, and opened with another in order to retrieve items from it.


    Belt pouch, leather
    Base Cost: 1sp Inventory Slots: 1 Damaged by: slashing, fire, acid

    This is a small pouch that closes with a flap, which can be tied shut. It also features loops which can be used to fasten it to the owner's belt. It is capable of holding up to 50 coins, or 20 pieces of ammunition for a sling. Unlike its cloth cousin, however, it does not need to be removed to access the contents inside; the flap can be opened while the pouch is still attached to the belt.


    Birdcage
    Base Cost: 5sp Inventory Slots: 1 Damaged by: bludgeon, fire, acid

    This is a small cage, usually made of wood, intended to hold 1 or 2 small songbirds. Larger cages for larger birds are possible, these will be higher priced and may occupy more inventory slots at the Gamemaster's discretion. More ornate ones made of metals - even precious metals - are also possible; these will be much higher priced and may have varying inventory slot sizes and damage susceptibilities.


    Block and Tackle
    Base Cost: 5sp Inventory Slots: 1 Damaged by: fire, acid

    This is a device consisting of pulley wheels that can be used with rope to hoist heavy weights.


    Bowl, wooden
    Base Cost: 1cp Inventory Slots: 1 Damaged by: (none)

    This small, simply carved bowl can hold a hearty serving of stew or porridge, or it could be put to much more creative use by an Adventurer if needed. (Hard rations do not require a bowl to be handled and eaten.)

    Candle, beeswax
    Base Cost: 5cp (5 pcs) Inventory Slots: L Damaged by: fire

    Beeswax candles produce light with practically no smoke or soot, and very little aroma. Each burning wick can illuminate an area 10' (3m) in radius, and cast dim light for another 5' (1.5m) beyond that; multiple candles burning in the same place add their effects to increase the lit range.

    Candle, tallow
    Base Cost: 1cp (5 pcs) Inventory Slots: L Damaged by: fire

    Much cheaper than their beeswax cousins, tallow candles are just as effective for creating light, though they burn with more soot production and a faint aroma of cooking meat (which may be detected by nearby creatures!) Each burning wick can illuminate an area 10' (3m) in radius, and cast dim light for another 5' (1.5m) beyond that; multiple candles burning in the same place add their effects to increase the lit range.

    Chalk
    Base Cost: 1cp (5 pcs) Inventory Slots: L Damaged by: (none)

    Chalk is a very soft, naturally occurring white stone. Pieces of it can be used to mark passages, leave messages on walls or floors, or any number of other innovative ways by a creative Player/Adventurer.

    Clothing, Adventurer's
    Base Cost: 5sp Inventory Slots: 1 (0 if worn) Damaged by: slashing, fire, acid

    Adventurers need sturdy clothing designed to stand up to the common rigors of travel in the wilderness. Generally, this will consist of some sort of shirt, tunic, or other upper body covering made of linen or othe common material, leggings of heavy-gauge fabric or soft leather, a pair of hard-soled boots, and a cloth hooded cloak to keep out inclement weather. The details are left to the local customs and comfort of the character, and the creativeness of the player as long as the result is functional and not particularly opulent.

    Adventurer's Clothing does not contribute any Armor Points to defense by itself, but it can be emblazoned with magical runes to provide additional Armor Points. Tailoring skills are required to do this.


    Clothing, commoner's
    Base Cost: 2sp Inventory Slots: 1 (0 if worn) Damaged by: slashing, fire, acid

    Commoner's clothing is quite similar to Adventurer's clothing, though not as well equipped for the rigors of exploration in the wilderness. The basic upper and lower body coverings are the same. The adventurer's hard boots are replaced with soft-soled shoes that are more comfortable, but not as durable, and there is no cloak. New adventurers begin with a set of Commoner's Clothing in the event their Adventurer's Clothing gets damaged beyond repair.


    Cook's Tools
    Base Cost: sp Inventory Slots: 2 Damaged by: (none)

    These are a collection of pots, pans, and skillets, along with several specialized knives for peeling and chopping, a small wooden mallet for tenderizing, and various spoons, ladles, and whisks for measuring and mixing. The items are all of metal, designed to be durable even when being carried around in a backpack.

    Anybody can use Cook's Tools to prepare a hot meal without specialized training, provided they have access to main ingredients and a heat source (campfire, kitchen stove, etc.) However, in the hands of a character with the Ration Management Acquired Specialty, these tools can be used to prepare a meals using nothing more than adventurer's rations for ingredients, and can produce enough food for 2 adventurers from a single ration when doing so.


    Gemcutter's Tools
    Base Cost: 10gp Inventory Slots: 2 Damaged by: (none)

    This toolkit consists of a support stand, assorted strikers, blades, abrasives, and polishing compound and cloths, and a jeweler's loupe.

    A character skilled in Gemcraft can use these tools to refine raw gemstones, thus potentially increasing their value tremendously. On a successful DC14 skill check against either INT or DEX (player choice), an uncut stone can be refined to have double its original value. If the check succeeds by 5 or more, the newly cut stone is three times the value of the uncut piece. A check result of 4 or lower results in the uncut stone fracturing into shards and powder, (The Gamemaster can determine if the resulting dust has any residual value.)

    A character can also recut finished stones; this usually results in lowering overall value, but may be important if the original stone was acquired illegally and is difficult to dispose of. When attempting this, a successful DC18 skill check against either INT or DEX will result in two stones whose total value is 150% of the original. If the check fails, the resulting two stones have a combined value of 50% of the original, and if the check result is 8 or lower, the stone fractures into shards and powder as above.

    Finally, a character skilled in Gemcraft can use Gemcutter's Tools to etch a magical rune into a gemstone, provided they have access to the rune's formula. (It is not possible to simply copy an existing rune.) Completing this requires a successful DC16 DEX skill check.


    Healer's Tools
    Base Cost: 5gp Inventory Slots: 1 Damaged by: slashing, fire, acid

    With Healer's Tools, a player character is capable of treating Injuries suffered while adventuring without the need to be in a Safe Environment. The kit contains enough bandages, salves, ointments, etc. to treat up to 10 injuries. Once consumed, a new kit must be purchased.

    Healing by an untrained character requires that the patient be treated for 1 hour, and then rest for at least another 8 hours. One injury per character per day (24 hours) can be treated. If the healer has the Healing Acquired Specialty, then two injuries can be treated per character per day, and the 8 hour rest period is not required - an injury is removed after the 1 hour of treatment.


    Jeweler's Tools
    Base Cost: 10gp Inventory Slots: 1 Damaged by: (none)

    This kit consists of tweezers, jeweler's (needlenose) pliers, a jeweler's hammer, a set of fine metal etching gouges, and a jeweler's loupe

    With this kit, a character with the Jewelrycraft Acquired Specialty can craft jewelry made of precious metals (i.e. gold, silver, copper, bronze, platinum, mithril, or adamantite). Existing pieces of damaged jewelry can be repaired without a skill check. Stones (prepared by a Gemcutter) can be inset into simple jewelry with no skill check required as well. The jeweler can create etched or raised-relief pieces with a successful DC14 DEX skill check. Finally magical runes can be etched into a piece of precious metal with a successful DC16 DEX skill check.


    Leathercrafter's Tools
    Base Cost: 10gp Inventory Slots: 1 Damaged by: (none)

    This toolkit consists of assorted scrapers, awls, sewing needles, and a skinning knife.

    Any character can use Leathercrafter's Tools to repair an item (including armor) made of leather without a skill check, provided the item is not completely destroyed. If the character has the Leathercraft Acquired Skill, the toolkit can be used to fashion leather armor. This process requires one week to complete, though up to 4 pieces can be worked on at once. Each piece requires a successful DC14 INT skill check. A trained Leathercrafter can also use the toolkit to craft or burn magical runes into leather goods, provided they have access to the rune's formula. Doing so requires a successful DC16 INT skill check.


    Metalcrafter's Tools
    Base Cost: 10gp Inventory Slots: 1 Damaged by: (none)

    This toolkit consists of tongs, an iron-headed mallet, a round-headed hammer, and a whetstone

    Any character can use Metalcrafter's Tools to repair an item (including armor or a weapon) made of metal without a skill check, provided the item is not completely destroyed. If the character has the Metalcraft Acquired Skill, and additionally has access to either a permanent forge facility or possesses a Portable Forge, the toolkit can be used to fashion metal weapons or armor. This process requires one week to complete, though up to 4 pieces can be worked on at once. Each piece requires a successful DC14 INT skill check. If special embellishments (i.e. a jeweled sword pommel) are desired, other skills - or other craftspersons - must be involved. A trained Metalcrafter can also use the toolkit and forge to etch magical runes into metal goods, provided they have access to the rune's formula. Doing so requires a successful DC16 INT skill check.

    Navigator's Tools
    Base Cost: 10gp Inventory Slots: 2 Damaged by: bludgeoning, acid

    The Navigator's Tools consist of a sextant and a compass. When used by characters trained in either Reading the Sky or Seamanship, they provide a +3 bonus to attempts to determine direction and/or curront location on a map or sea chart that they may possess.


    Portable Forge
    Base Cost: 10gp Inventory Slots: 3 Damaged by: acid

    This consists of a hand bellows and a small "portable" anvil.

    With this kit, a character with the Metalcraft Acquired Skill and access to Metalcrafter's Tools can fashion armor, weapons, or other metal items, and can etch magical runes into metallic items.


    Potter's Wheel
    Base Cost: 5gp Inventory Slots: 2 Damaged by: fire, acid

    This consists of a disc-shaped piece of wood set on a base with a free-moving axle allowing the disc to be spun freely. It is used by a character with the Claycraft Acquired Skill to shape a piece of pottery. The wheel must be spun by hand frequently to keep the wheel/table turning.

    bonuses


    Potter's Table
    Base Cost: 25gp Inventory Slots: 5 Damaged by: bludgeoning, fire, acid

    This is the much less portable, but much more reliable version of the Potter's Wheel used by characters with the Claycraft Acquired Specialty. The item consists of a table onto which is mounted a potter's wheel. A foot treadle, tie rod, and gear mechanism beneath the table allows the potter to work the foot treadle to maintain a continuous speed of turning on the potter's wheel, and allows both hands to be used in shaping the pottery.

    Claycrafters get a +3 bonus on skill checks to craft items when using a Potter's Table as opposed to a Potter's Wheel.


    Priest's Tools
    Base Cost: 10gp Inventory Slots: 2 Damaged by: Bludgeoning, fire

    This consists of a 1' (30cm) diameter bronze brazier, a censer made of hammered copper sheet, a jar of incense, and several small lumps of charcoal. Versions of the brazier and censer made of silver or even gold are avaible; the costs of these items are considerably higher.

    A devout character can use the brazier and/or censer when praying to their gods for any reason, but this is most often done in conjunction with the casting of certain Magical Spells, or when performing various religious rites and rituals.


    Rope, hemp
    Base Cost: 5sp Inventory Slots: 1 (per 25') Damaged by: slashing, fire, acid

    Woven of hemp fibers, the rope typically used by adventurers is capable of handling weights of up to 1000lb (450kg) before breaking, provided it is in good condition. It is sold in 25' lengths, but multiple lengths can be tied together when a longer rope is required.

    Rope, silk
    Base Cost: 15gp Inventory Slots: 1 (per 100') Damaged by: slashing, fire, acid

    Like hemp rope, ropes woven of silk fibers can handle loads of up to 1000lb (450kg), but as silk is much stronger than hemp, the rope itself is far narrower, more supple, and easier to work with. It is sold in 100' lengths.

    Sack, large canvas
    Base Cost: 1sp Inventory Slots: 2 Damaged by: slashing, fire, acid

    This is a large bag made of canvas, with a rope drawstring to close and carry it. A large sack can hold 8 Inventory slots worth of other equipment; when it is so filled, it is assumed to occupy only 2 of the character's inventory slots, but it is being carried (and thus occupying one hand of the character). It is not possible to fill a sack and stuff it in a backpack.

    If either inventory slot used to represent the large sack is converted to an Injury Slot, the sack is assumed to be dropped on the ground, and its contents suffer Bludgeoning damage in addition to whatever damage form caused the injury. (The other inventory slot is considered to be empty.)

    Sack, small canvas
    Base Cost: 5cp Inventory Slots: 1 Damaged by: slashing, fire, acid

    This is a small bag made of canvase, with a rope drawstring to close and carry it. A small sack can hold 3 Inventory slots worth of other equipment; when it is so filled, it is assumed to occupy only 1 of the character's inventory slots, but it is being carried (and thus occupying one hand of the character). It is not possible to fill a sack and stuff it in a backpack.

    If the inventory slot used to represent the small sack is converted to an Injury Slot, the sack is assumed to be dropped on the ground, and its contents suffer Bludgeoning damage in addition to whatever damage form caused the injury.

    Scribe's Tools
    Base Cost: 10gp Inventory Slots: 2 Damaged by: bludgeoning, fire, acid

    This consists of a portable wooden desk which holds up to three bottles of ink, various quills, a stick of sealing wax, and 20 pieces of paper.

    Any character can use the desk and its contents to prepare original documents; a character with the Forgery Acquired Skill gains a +3 bonus to attempts to duplicate official documents when using it. The desk itself is essentially a permanent item; the other supplies can be replenished separately.


    Spoon, wooden
    Base Cost: 1cp Inventory Slots: L Damaged by: (none)

    This crude, wooden eating utensil pairs well with the wooden bowl when a hearty stew or porridge is on the menu.

    Stonecrafter's Tools
    Base Cost: 10gp Inventory Slots: 1 Damaged by: (none)

    This kit consists of a number of stone chisels, a small iron mallet, and a small wooden mallet.

    A character with the Stonecraft Acquired Specialty can use these tools to work or sculpt a piece of stone into a desired shape. The time required to do so depends on the complexity of the project and is up to the discretion of the Gamemaster. A trained stonecrafter can also use these tools to etch a magical rune into a piece of stonework, provided access to the rune's formula is available, and a successful DC16 DEX check is made.


    Tailor's Tools
    Base Cost: 5gp Inventory Slots: 1 Damaged by: (none)

    This is basically a sewing kit, consisting of a variety of sewing needles, spools of various threads, small scissors, tweezers, and a collection of buttons and similar fasteners.

    With this toolkit, any character can repair fabric items including articles of clothing, blankets, etc. that have been cut or torn - provided the item has not been reduced to shreds. A character with the Clothcraft Acquired Specialty can use these tools to fashion new articles of clothing or other items, provided the appropriate fabric is provided. Completing an article of clothing takes between 1 day and 1 week, depending on the item, at the Gamemaster's discretion; no skill check is required. A skilled clothcrafter can alsu use this toolkit to embroider a magical rune onto most fabric items upon successfully completing a DC16 DEX skill check.(


    Tinderbox
    Base Cost: 1sp Inventory Slots: 1 Damaged by: bludgeoning, fire

    This is a small, but sturdy box in which small dried sticks, bits of lint, etc. can be stored to ensure dry materials for starting a fire in the wilderness. It also contains a piece of flint and a small steel bar which can be struck together to create the spark needed to get a fire going. (It is presumed that the Adventurer keeps the tinder resupplied when in the outdoor wilderness. Gamemasters may wish to track its use in conditions where restocking is not possible. When full, the tinderbox can hold enough material to start 3 fires.)

    Tinker's Tools
    Base Cost: 10gp Inventory Slots: 1 Damaged by: (none)

    This interesting collection of tools includes a small ballpeen hammer, small tongs, pliers, tweezers, lockpicks, and a small crowbar.

    Any character with access to Tinker's Tools gains a +3 bonus to any attempt repairs a mechanical device or disarm a trap; the specifics of a DC for a DEX or INT skill check are dependent on the nature of the device or trap, and will be provided by the Gamemaster. (Note that use of this toolkit does not grant a character any benefit in finding hidden traps in the first place!) Using the lockpicks, any character can successfully pick a simple lock with a DC14 DEX skill check; a complex lock requires a DC16 check, and an advanced lock requires a DC18 check. A character with the Mechanics Acquired Specialty gains a +3 bonus to all of these checks.


    Torch brand
    Base Cost: 1cp (per 5) Inventory Slots: L Damaged by: fire

    These are little more than sticks with a bit of cloth wrapped around one end after being dipped in oil. A torch brand will burn for 1 hour, shedding reasonably bright light in a 20' (6m) radius, and dim light for another 20' (6m) beyond that. To protect other things in a backpack from the torch's oil, these are usually wrapped in a piece of cloth or similar protective item. If exposed to fire damage, the torches are not technically damaged, but they are ignited. This may cause even more fire damage if it happens inside a backpack!

    Signal Whistle
    Base Cost: 1cp Inventory Slots: L (0 if worn) Damaged by: fire

    This is a simple piece of wood or reed carved into a device that emits a loud, shrill, high-pitched sound when blown into. It usually is attacked to a leather lace or canvas strap that can be worn around the neck. Many adventurers devise a set of standart signals consisting of combinations of long and short whistle blows in order to communicate when not within sight of one another.

    Waterskin
    Base Cost: 5cp Inventory Slots: 1 Damaged by: slashing

    This is a natural bladder, usually covered in soft leather to protect it. It also features a cork seal and a leather carrying strap. The waterskin can hold enough water to meet the average adventurer's hydration needs for 1 day. For long treks in arid conditions, carrying multiple waterskins is a recommended practice.

    Woodcrafter's Tools
    Base Cost: 10gp Inventory Slots: 1 Damaged by: (none)

    This kit consists of a set of planing tools, a small hammer, and a number of precision chisels and gouges.

    In the hands of a character with the Woodcraft Acquired Specialty, these tools can be used to craft intricate and ornate wooden pieces, ranging from sculpted carvings to furniture, to finish molding. If the character has access to the appropriate rune formuma, the toolset can also be used to carve runes into wood with a successful DC16 INT skill check.

    Credits

    The Laurels and Loot Rule System is published by Bob O'Brien
    It is available to all in accordance with the Creative Commons (Attribution) license
    (Creative Commons 4.0 International License)

    Laurels and Loot Rules are derived in part from the following sources:
    Knave 2.0 TTRPG System Rules published by Ben Milton
    in compliance with
    (Creative Commons 4.0 International License)


    The banners on these pages was composed with art attributed to:
    b0red from Pixabay (treasure chest image)
    Gordon Johnson from Pixabay (laurels image)

    The side panels are composed with art attributed to:
    Evelyn Chai from Pixabay (dungeon passage)


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