Sunday, December 4, 2016

House Rules - Adventuring Equipment

Adventuring Equipment

Item
Cost
Weight
Aspergillum
5 shillings
3 lbs.
Aspergillum, Silver
50 shillings
3 lbs.
Bandoleer
5 pennies
½ lbs.
Bandoleer, Masterwork
50 shillings
½ lbs.
Firesand Lamp
25 shillings
6 lbs.
Horserat Bridle
4 shillings
2 lbs.
Horserat Saddle
60 shillings
40 lbs.
Javelin Thrower
2 shillings
2 lbs.
Potion Belt
1 shilling
1 lb.
Potion Belt, Masterwork
60 shillings
1 lb.
Raskit
100 shillings
3 lb.
Scroll Organizer
5 shillings
½ lb.
Shell Pouch
Variable
1 lb. to 4 lbs.
Slytheen Bog Wine, Clay Urn
60 shillings
15 lb.
Slytheen Bog Wine, Cup
1 shilling
¼ lb.
Tar Pot
200 shillings
20 lbs.
Weapon Harness
5 shillings
5 lbs.
This is a collection of equipment that is generally of interest to adventurers. There are no weapons or armor listed here, nor are there items that are specific to either arcane or divine spellcasters. Rather, these items are general-purpose gear that many characters will find useful to carry. This list does not include many items of interest to rogues, as those are found on the Black Market Items and Poisons page.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Item Descriptions

Aspergillum: (Forgotten Realms Campaign Setting) This lightweight device looks like a small club or a light mace. Each contains a reservoir that can hold up to 3 pints (three flasks) of holy water. By shaking the aspergillum as a standard action, you can sprinkle one flask of holy water on a target within melee reach. This action is a ranged touch attack which does not provoke an attack of opportunity. An aspergillum does not require any proficiency to use.

Aspergillum, Silver: (Forgotten Realms Campaign Setting) This is an aspergillum that is made from silver. It provides no mechanical benefit, but many priests prefer having one of silver just as they prefer holy symbols made from silver.

Bandoleer: (Forgotten Realms Campaign Setting) This leather belt has loops or pouches for carrying small items of up to dagger size. It is usually worn across the chest. It holds eight items.

Bandoleer, Masterwork: (Forgotten Realms Campaign Setting) This well-crafted bandoleer holds twelve items.

Firesand Lamp: (Vigil Watch: Warrens of the Ratmen) These lamps burn firesand to create light. The intricately designed lamps carefully regulate the amount of air feeding the sand to control the rate of burn. A pint of firesand fuels one of these lamps for an hour.

Horserat Bridle: (Vigil Watch: Warrens of the Ratmen) One of the horserat's primary means of attack is biting, so a horselike bridle - with a bit that fits inside the mouth - is out of the question. Instead, a horserat is fitted with a metal or leather plate that comes over the top of its head, very much like a helmet. carefully fitted straps hold it in place, and the reins are affixed to rings set on either side of the plate. While this arrangement does not give a rider quite as much control as an ordinary bit and bridle, it does preserve the animal's ability to fight effectively.

Horserat Saddle: (Vigil Watch: Warrens of the Ratmen) Horserat saddles are broad and soft, lacking both pommel and stirrups common to horse saddles. Instead, two sets of wooden pegs extend from the sides. Riders do not sit astride these animal with their legs dangling as they might on a horse. Instead, a horserat rider hooks his knees over the first set of pegs - those near the front of the saddle - and bends his legs backward to hook his ankles over the second set of pegs, set high and far back, close to the rider's bottom. The practical result is that it takes a full-round action to mount or dismount the beast, but it proves virtually impossible to unseat the rider, requiring a DC 27 check to do so. This position allows the rider to remain mounted even when the animal is climbing vertically up or down or making its astonishing leaps and pin attacks.

Javelin Thrower: (Nyambe) This ancient weapon provides greater leverage to thrown javelins, increasing their range and power. The javelin thrower is a grooved stick with a notch at one end used for propelling javelins, throwing spears, or barbed spears. To use the thrower, a javelin is loaded into the groove, and the user swings the stick with an overhand throwing motion, flinging the weapon forward with much more force than is possible with an unassisted throw.

Using a javelin thrower doubles the range increment of the javelin or spear used, increases its threat range to 19-20, and increases its critical multiplier by one step. Loading a javelin thrower is a move-equivalent action, and using one to throw a javelin is a standard action, which prevents skilled throwers from making multiple attacks.

Potion Belt: (Forgotten Realms Campaign Setting) This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties or flaps to keep the potions from falling out. The belt holds six potions. Retrieving a potion from a potion belt is a free action once per round. Craft: Leatherworking DC: 15.

Potion Belt, Masterwork: (Forgotten Realms Campaign Setting) This extremely well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round. Craft: Leatherworking DC: 20.

Raskit: (Vigil Watch: Warrens of the Ratmen) The raskit is a long-necked, nine-stringed musical instrument with a number of varying-sized bells set into its face. it is not played by plucking the strings, but instead by stroking them vertically. This sets up sympathetic reverberations, which cause a harmonic vibration in the tiny bells set in the face of the instrument. All but the most dexterous musicians find this surprisingly subtle and beautiful instrument difficult tom play properly, and it imposes a -4 penalty to all Perform checks made to play it.

Scroll Organizer: (Forgotten Realms Campaign Setting) This long strip of leather has an overlapping series of fifteen pockets sewn along one side, each large enough to hold a scroll of a single spell. When slipped into a pocket, only the top of the scroll shows, allowing you to scan the scroll's titles. Craft: Leatherworking DC: 15.

Shell Pouch: (Vigil Watch: Warrens of the Ratmen) Most races wear leather or cloth purses and pouches to carry their wealth and small items of value, but marsh-dwelling races find that these materials deteriorate too quickly in the swampy environment. Instead, they fashion secured receptacles from the shells of turtles. They line the shells with metal - copper being the most common choice - and close one end. The other end they cap with a hinged metal lid. The more ornate and expensive shell pouches are lined with silver or gold, secured with a complex lock set in the lid, and exquisitely carved and engraved. Marshlanders hang smaller shell pouches from the belt, while larger ones are slung over the shoulders on straps or fine chains. These items vary wildly in cost, but the most common ones are generally worth between 1 and 5 shillings. More ornate and decorated shell pouches can be worth hundreds or even thousands of shillings.

Slytheen Bog Wine: (Vigil Watch: Warrens of the Ratmen) The slytheen distill their powerful alcohol from the same black bracket fungus as the blackwind poison. They pulp the fungus and mix it with a number of other ingredients - some say horserat urine among them - and place it in large clay urns, which they bury in peat bogs. A year or more later they unearth the jars and enjoy the potent, black liquor. Each nest has its own recipes and wage fierce rivalries with one another over whose wine is best. For each glass imbibed the drinker must make a Fortitude save with a DC of 4 per cup consumed, cumulative. A failure indicates the drinker suffers a 1d2 point reduction to each ability score as she becomes increasingly inebriated. A drinker who rolls a natural 1 on a save passes out.

Tar Pot: This is often used by orcs and other creatures sensitive to daylight to put a pall of smoke between themselves and the sun's disorienting rays when fighting in the open. Tar pots are simple, successful solutions to the problem, and it is not uncommon for a surface force to carry scores of them.

A tar pot is a heavy iron device resembling a crude furnace. In battle, the pot is filled with tar and sawdust and lit. The thick iron shell lets in just enough air to keep the mixture smoldering and belching black smoke, shrouding the battlefield in a toxic, artificial dusk after only a few minutes.

One tar pot creatures an area of smoke identical to the cloud of an obscuring mist spell and also blocks the effects of sunlight on creatures with light sensitivity, including the effects of a daylight spell. Unless the fire is extinguished, a tar pot produces smoke for 10 rounds before it needs more fuel. The radius of the smoke cloud expands at a rate of 10 feet per round, to a maximum of 100 feet. The smoke then dissipates normally. Craft: Blacksmithing DC: 20. Weight: 20 lbs.

Weapon Harness: (Path of the Sword) This lightweight harness slips over the user's backpack and over the arms. It has two chest belts (one directly below the chest, the other across the chest) that must be secured lest the harness fall off. The harness has sheathes for two swords on the back, as well as two hooks that snap together and hold two Medium-size weapons on the waist. There is also a sheath on the front of the weapon harness, and six sheathes along the front straps hold daggers. Craft: Leatherworking DC: 15.

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