Adventuring Items #
This section lists nonequipment items, such as tools and medicines, that can help in many different stages of an adventure.
Adventuring Tools
A set of items made for adventurers that includes 10 meters of rope with a hook on the end, 10 wedges, a small hammer, a tinderbox, a rucksack, a water bag, portable rations, chalk, a small knife, and 6 torches. One set of adventuring tools is already written in the Possessions section of your Adventure Sheet.
Lockpicking Tools
A set of small tools for opening locks with Handiwork.
Makeup Box
A set of tools for putting on makeup. Can also be used for disguises.
Cooking Utensils
A set of items for Cooking that includes things like a small camping saucepan, a frying pan, eating utensils, and cups.
First-Aid Supplies
A set of tools for patching up injuries that includes things like bandages and fluid for washing wounds. Using First Aid consumes one set of first-aid supplies each time.
Trapping Tools
A set of materials and tools for placing traps. A character can set a trap with Handiwork, but it consumes one set of trapping tools each time.
Crafting Tools
A set of simple, portable tools for using with Artisan: XX. Characters must buy separate ones depending on their craft, such as smithing tools or leatherworking tools. For more involved, full-blown crafting, a character needs more than that—they need facilities as well, such as a kiln or furnace.
Words of True Power Spell Focus
An item or items used when casting words of true power spells. Sorcerers use whatever they personally like, such as a staff, cards, an accessory, or gemstones. However, a focus is not required to use words of true power.
A character who possesses a focus gains a bonus to spell use checks for words of true power.
A focus’s value differs depending on its bonus and is 50 silver coins for +1, 500 for +2, and 5,000 for +3.
Only one focus can be used for spell use checks, even if the character possesses more than one.
Holy Symbol
A talisman engraved with a holy seal of the gods that can be worn around the neck, tied to a belt, or simply stowed in a pocket. They aren’t needed to use miracles. A character who possesses a holy symbol gains +1 to spell use checks on miracles.
Dragon Priest’s Catalyst Pouch
A pouch containing catalysts that dragon priests need to use ancestral dragon arts. Possessing one is considered the bare minimum requirement for using ancestral dragon arts. A dragon priest’s catalyst pouch applies a −2 penalty to movement speed.
Shaman’s Bag
A bag filled with the catalysts that shamans need to use spirit arts. Possessing one is considered the bare minimum requirement for using spirit arts. A shaman’s bag applies a −2 penalty to movement speed.
High-Quality Catalysts
High-quality catalysts for casting spells. When a character purchases one, they must specify the name of the spell the catalyst is for, such as Enchant Weapon High-Quality Catalyst. Some spells may also require the character to specify the catalyst’s attribute. See the specific spell description for more information.
A character gains a +1 bonus to a spell use check when casting the specified spell by using this catalyst. Once used, whether or not the spell activates successfully, the catalyst is lost.
Stone Bullet
Rounded stones used for slings and sling staves. When a character uses a stone bullet for a ranged attack, they gain a +1 bonus to their hit check. If they have a stone bullet pouch, they can store up to 10 stone bullets inside and carry it with them.
Stone Bullet Pouch
Can store 10 hand-sized stones or stone bullets. If a character doesn’t have a stone bullet pouch, they’ll need to use a main action each time they want to take out a stone bullet to use for a ranged attack with their sling or sling staff. A stone bullet pouch applies a −2 penalty to movement speed.
Arrow
Arrows used for short bows, longbows, and heavy bows. With a quiver, a character can store up to 10 arrows and carry it with them.
Bolt
Short, thick bolts used for crossbows and arbalests. A character can walk around with up to 10 in one possessions slot.
Quiver
Can store either 10 arrows or 10 bolts. If a character doesn’t have a quiver, they’ll need to use a main action each time they want to take out an arrow or bolt to use for a ranged attack. A quiver applies a −2 penalty to movement speed.
Bullet
Lead bullets used with hand cannons. With a gunpowder bag, a character can store up to 10 bullets and carry it with them.
Black Powder
Explosive black powder used for firing bullets from hand cannons. With a gunpowder bag, a character can store up to 10 pinches of black powder and carry it with them.
Gunpowder Bag
A small, waterproof bag a character can use to store 10 bullets alongside 10 pinches of black powder. If a character doesn’t have a gunpowder bag, they’ll need to use a main action to take out a bullet and some black powder each time they want to make a ranged attack. A gunpowder bag applies a −4 penalty to movement speed.
Dart Belt
Can store 5 darts. If a character doesn’t have a dart bag, they’ll need to use a main action to take out a dart each time they want to throw one or make a ranged attack using a dart gun. A dart belt applies a −2 penalty to movement speed.
Torch
Illuminates a 15m radius. One torch will burn for two hours. It can also be used as a weapon with the data below.
Torch | Mace / Light | |
---|---|---|
Use: One-Handed | Attribute: Bludgeoning | Power: 1d3 |
Hit Mod: −1 | Range: Close |
Candle
Illuminates a 5m radius. A candle will burn for one hour. A faint breeze will blow it out, making it unsuited for use outdoors or when swift action is called for.
Lantern
Illuminates a 20m radius. Made of metal, a lantern is hard to break, and a character can control the light coming out by opening and closing its shutter. If water enters around the shutter, the light will go out, but they’re made to stay burning in medium rainfall.
Glass Lantern
Illuminates a 15m radius. This lantern is made from a thick glass window embedded within a metal frame, and a character can control the light coming out by opening and closing the shutter over the window. Water will never get through because of the glass, but if dropped, roll 1d6. If it’s 2 or less, the glass lantern breaks.
Lamp
Illuminates a 20m radius. Because it’s covered in glass, wind won’t generally blow it out. Lamps are also made to be very rain resistance. However, if dropped, roll 1d6. If it’s 4 or less, the lamp breaks.
Oil
Oil used for lighting lanterns and lamps. One bottle can maintain a flame for 12 hours.
Tinderbox
A set of tools for starting a fire, including a steel striker, flint, and slow matches. A character can use these to start a fire in 10 minutes.
Pouch Set
A set of three small bags that can be used for many purposes. In most cases, adventurers will use them to separate and carry the things they collect during their adventures.
Sack
A durable hempen sack. Can hold quite a bit. Some adventurers carry one as a spare bag to transport things they find on their adventures.
Belt Pouch
A pouch with a cord for stringing through a belt loop.
Water Bag
A bag that can store about five large mugs’ worth of water, alcohol, or other liquid. It’s made to be waterproof, so it’ll never absorb water from the outside or leak.
Rucksack
A large cotton bag with drawstrings that open and close the pockets, plus straps for wearing it over one’s back. Has significant volume. In most cases, an adventurer can fit everything they need for an adventure in a rucksack.
Blanket
A warm and durable blanket. A blanket applies a −2 penalty to movement speed.
Tent
A tent for four. Made to be lightweight and easy to carry. A tent applies a −2 penalty to movement speed.
Bedroll
A bedroll for one. A normal one costs 1 silver coin, while a winter one costs 10. A bedroll applies a −2 penalty to movement speed.
Shovel
A tool consisting of a metal spade and a wooden handle, made for digging into the ground. It can be used as a weapon with the following data.
Shovel | Mace / Light | |||
---|---|---|---|---|
Use: One or Two-Handed | Attribute: Bludgeoning | Power: 1d3+2 | ||
Hit Mod: −1 | Range: Close | |||
Effects: |
|
Rope
Durable rope made of hemp.
Hammer
A small wooden hammer used mainly for driving in wedges.
Wedge
Metal wedges. Can be used for many things, such as keeping doors from closing or as footholds when pounded into gaps in rock, but a character would need to use a hammer to drive one in.
Hand Mirror
A hand mirror made of polished metal. Portable and hard to break.
Writing Tools
A set of writing tools that includes a feather pen, ink, and chalk. Ink can be purchased separately for 3 silver coins a bottle.
Parchment
Sheepskin processed to be written or drawn on. Durable, but bulky and heavy.
Papyrus
Paper made from a plant. Light, not bulky, and easy to write on, but easily ripped or destroyed.
Gas Mask
A mask with a filter on the nose and mouth to prevent the wearer from inhaling any poison present in the air. Wearing one allows the character to ignore any present airborne poison with a total check score of 19 or less and breathe normally. While in use, a gas mask applies a −2 penalty to movement speed.
Musical Instrument
A tool used for playing music. There are many types, such as the violin (300 silver coins), the drum (60), the flute (30), the horn (50), and the lute (350). A musical instrument applies a −2 penalty to movement speed.
Tear Bomb
Treated as a throwing weapon with a hit modifier of −2 and a range of 10m. If it hits, the target will cry uncontrollably for 2 rounds and suffer the −4 penalty for poor vision (p. 164).
Smoke Bomb
Can be lit and thrown to scatter smoke around where it lands. This completely blocks vision in Area: Sphere of 10m Radius. This smoke lasts for 2 rounds with wind and 5 rounds without.
Hooked Rope
Rope with a hook attached to the end.
Odor Eraser
A bag containing strongly smelling plants or animal glue. Fools the senses of smell of those in an area, applying a −2 penalty to scent-based tracking or searching. This effect lingers for 3 days.
Normal Clothes
Includes hats, shirts, vests, underwear, nightwear, swimwear, rainwear, handkerchiefs, and shoes. Their prices may vary based on tailoring and materials, but an outfit for a regular person consisting of a hat, a shirt, a vest, underwear, and shoes is about 15 silver coins.
Gambeson
Durable, cotton-stuffed clothing that reduces impacts, worn underneath armor to just barely stop a blade from getting all the way through.
Arming Doublet
A gambeson with rivets and metal parts sewn onto it. If an arming doublet is worn underneath armor, it grants a +2 bonus to armor score but applies a −4 penalty to movement speed.
Cold Weather Gear
Wearing cold weather gear grants +2 bonus to strength resistance checks made against cold. However, when worn with armor, it applies a −2 penalty to movement speed.
Fine Clothing
Formal, inoffensive clothing worn by those with authority, such as nobles and merchant lords. A character wearing cheap clothing may be avoided by those in high standing, which would apply a −6 penalty to negotiation checks.
Mantle
A cloak to protect the wearer from wind, rain, cold, and harsh sunlight. Wearing one gives the character a +1 bonus to strength resistance checks against these thinks. However, when worn with armor, it applies a −2 penalty to movement speed.
10-Foot Stick
A ten-foot-long stick. Can be used to poke and prod at walls and floors to confirm the presence of traps.
Warhorse
A horse trained for military use. Trained to remain calm during loud noises and to not flee easily even when monsters approach. One character can ride a warhorse. While riding, their movement speed is 45.
Horse
A regular horse. Will be startled by loud noises and will flee when it encounters monsters. One character can ride a horse. While riding, their movement speed is 30.
Donkey
Mainly used for carrying luggage. One character can ride a donkey. While riding, their movement speed is 15.
Cart
A large horse-drawn cart. One character rides the horse. The vehicle’s movement speed is 15. A carriage with a covering is 200 silver coins.
Lodging
The cost for a room at an inn depends on the type of room and its level of comfort.
Everyone sleeping huddled together in a big room is 2 silver coins per person. A four-person room with bunks is 5 silver coins per person (or 20 total for the room). A one-person room is 8 silver coins. At a fancy inn, it could be up to 20 silver coins for one person. This person doesn’t include food or usage of cleaning facilities.
Normal inns don’t have baths; characters can only take hot or cold water and use it to wipe themselves off. Some inns may allow those who ask to bathe at a well. In either case, the fee for using such a service costs 1 to 2 silver coins. If the inn does have a bath, characters can bathe for 3 to 5 silver coins.
Meal
A basic meal consisting of vegetables, a meat stew, and bread. If a character eats a meal and gets enough rest, they can recover 3 points from their attrition track (p. 30).
Rations
Dried and hardened food made to keep for about three months. Generally eaten after soaking with water, since it’s a little hard as is. Rations allow characters to eat meals even on the road.
Ration (1 Day’s Set)
A set of three meals’ worth of rations.
Alcohol
Comes in may forms. Ale is 1 silver coin, beer is 2, wine is 2, and spirits are 3.
Set of Seasonings
A set of spices for cooking, including things like salt, fish sauce, and bean sauce.
Spices
One pouch of a spice, such as pepper, cayenne pepper, nutmeg, or prickly ash pepper. One pouch holds about 500g of the spice. The price of spices varies greatly depending on season, region, and how much exists in the warehouses.
Cheese
A quarter of a cheese wheel with a 15cm radius.
Dried Fruit
Fruit dried out so that it will keep for longer. One bag holds about 1kg.
Salted Meat
Meat covered in salt to keep for longer.
Antibiotic Ointment
A spreadable medicine for preventing wounds from getting infected. 1 bottle can be used 5 times. When used for a first aid check, it grants a +2 bonus.
Healing Potion
A magical potion that instantly heals the wounds of the one who drinks it. It subtracts 2d6 from the character’s wound count. After using this potion, the same character cannot receive the effects of a healing potion again for 3 hours.
Stamina Potion
A magical potion that instantly restores the energy of the one who drinks it and temporarily removes their sense of fatigue. Restores 1 point of stamina, and for the next 3 hours, the drinker’s fatigue rank is considered to be 1. After using this potion, a character cannot receive the effects of a stamina potion again for 9 hours.
Antidote
Removes poison from the one who drinks it. Removes 1 poison-attribute effect from the user’s body. If there are multiple poison-attribute effects, the user chooses one.
Ability Tincture
Slightly raises the user’s abilities for one hour. Each tincture raises a different ability. After using one, a character cannot receive the effects of an ability tincture again for 3 hours.
Tincture Type | Effect |
---|---|
Dexterity Tincture | Grants a +2 bonus to manipulation checks. |
Strength Tincture | Grants a +2 bonus to muscle strength checks. |
Mind Tincture | Grants a +2 bonus to psyche resistance checks. |
Running Tincture | Grants a +2 bonus to movement checks. |
Endurance Tincture | Grants a +2 bonus to strength resistance checks. |
Intelligence Tincture | Grants a +2 bonus to perception checks. |
Agility Tincture | Grants a +2 bonus to fitness checks. |
Pain Reliever
Nullifies various pains and prevents fatigue for 1 hour. However, all fatigue that would be gained during this time is kept track of separately, and when this item’s effect ends, it is all immediately added on. In addition, if the user suffers more than 6 points of fatigue after using the pain reliever, its effects immediately end, applying all the fatigue that would have otherwise been saved for later. After using this potion, a character cannot receive the effects of a pain reliever again for 3 hours.
Restorative
Any unconscious characters, such as sleeping ones, who smell this medicine are immediately roused from that state. If they were unconscious due to a spell or poison, they will still wake up as long as that spell or poison’s total check score was 19 or less, or their target score was 19 or less. However, it will have no effect against those with a total check score or a target score of 20 or more.
Wolfsbane
Painted onto weapons, arrows, and bolts. Until combat ends or the wolfsbane is washed away, any target that receives damage from a weapon, arrow, or bolt painted with wolfsbane must make a strength resistance check (p. 145) with a target value of 10. If the target fails, then at the end of each round for 30 minutes (60 rounds), they will take 1 point of poison damage that ignores their armor score. This effect’s attribute is treated as poison. If the target passes their strength resistance check, the poison has no effect.
Petroleum
A highly flammable, viscous oil. If it strikes a target while inside its container, or if it’s poured out and then ignited, it will burn fiercely, dealing 2d6 points of fire damage to the target at the end of each round. This flame lasts for 6 rounds (3 minutes).
Black Powder
Black powder that explodes when lit. Even a tiny flame will ignite it, and when it explodes, it deals 1d6 points of fire damage to all targets in a 3m radius. When used with a hand cannon, 1 pouch of black powder can be used to fire 10 times.
Candle of Finding
If the candle’s holder thinks hard about something they’re searching for, the flame will flicker and show the direction toward that item. Grants a +4 bonus to sixth sense checks (p. 155) for finding a specific object. This candle’s flame will not go out in the wind or otherwise flicker or sway. However, it will go out after an hour has passed.
Magic Scroll
A scroll inscribed with a spell made to be usable by anyone who breaks the seal. One scroll always has only one spell sealed in it.
When a character uses a spell sealed in a scroll, the scroll burns away and vanishes.
The standard price of scrolls is [(Total check score of spell × 50) + 500]. However, because of their rarity, most of them are more expensive—anywhere from 1.2 to 2 times that.
Physical Enchantment Ring +1
The wearer of this ring gains +1 to a specific primary ability score.
Ring Type | Corresponding Primary Ability Score |
---|---|
Strength Enchantment Ring | Strength |
Psyche Enchantment Ring | Psyche |
Technique Enchantment Ring | Technique |
Intelligence Enchantment Ring | Intelligence |
These rings also have +2 and +3 varieties. For these greater rings, the bonus granted to a primary ability score changes along with the +n in the item’s name. However, the price for these rises to 5,000 silver coins for +2 and 20,000 for +3. It’s said there are even more powerful rings, but they would probably not go for any less than 100,000 silver coins.
Even if a character possesses and wears multiple rings with the same name (including those with different bonus to the same stat), they will only gain the effect from one.
Water-Breathing Ring
The wearer of this ring immediately gains the effects of the spell Breathe at a total check score of 10. This effect lasts for 8 hours and can only be used once per day.
Spell Resistance Ring
The wearer of this ring gains heightened resistance against magic, gaining a +2 bonus to spell resistance checks.
Spell Shield Ring
The wearer of this ring instantaneously gains a large amount of spell resistance. If they would make a spell resistance check, they gain a +4 bonus. However, once this effect is used, the ring will break, never to be used again.
Weapon Proficiency Armband +1
The wearer of this band becomes proficient in the use of a certain weapon, gaining a +1 bonus to the hit check and power for all melee and ranged attacks using that weapon.
Armband Type | Corresponding Weapon |
---|---|
Sword Proficiency Armband | One-Handed Swords, Two-Handed Swords |
Ax Proficiency Armband | Axes |
Spear Proficiency Armband | Spears |
Mace Proficiency Armband | Maces |
Staff Proficiency Armband | Staves |
Martial Proficiency Armband | Close-Combat Weapons |
Throwing Proficiency Armband | Throwing Weapons |
Bow Proficiency Armband | Bows |
These armbands also have +2 and +3 varieties. For these greater armbands, the bonus granted to hit checks and power changes along with the +n in the item’s name. However, the price for these rises to 2,500 silver coins for +2 and 10,000 for +3. It’s said that there are even more powerful armbands, but they would probably not go for any less than 50,000 silver coins.
Even if a character possesses and wears multiple armbands with the same name (including those with different bonuses), they will only gain the effect from one.
Martial Arts Armband
The wearer of this armband gains nimbleness and dexterity, granting a +1 bonus to dodge checks and other fitness checks. Like weapon proficiency armbands, there are more powerful martial arts armbands. Even if a character possesses and wears multiple armbands, including those with different bonuses, they will only gain the effect from one.