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Shadowdark RPG: Expanded Equipment Guide

The document titled 'Expanded Equipment' is a third-party product for the Shadowdark RPG, detailing various gemstones, metals, weapons, and armor available in the game. It includes specific attributes such as cost, damage, and special properties for each item. The content is designed to enhance gameplay by providing additional equipment options for players and game masters.

Uploaded by

Léo Martini
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© All Rights Reserved
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100% found this document useful (7 votes)
2K views42 pages

Shadowdark RPG: Expanded Equipment Guide

The document titled 'Expanded Equipment' is a third-party product for the Shadowdark RPG, detailing various gemstones, metals, weapons, and armor available in the game. It includes specific attributes such as cost, damage, and special properties for each item. The content is designed to enhance gameplay by providing additional equipment options for players and game masters.

Uploaded by

Léo Martini
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Expanded Equipment

1
May the odds be ever in your favor

2
Expanded
Equipment
WRITING, DESIGN, LAYOUT
Greg Christopher

ART
Cover artwork © Black Hand Source, used with permission.
Cover artwork © William McAusland, used with permission.

LEGAL INFORMATION AND ATTRIBUTION STATEMENT


Published under the ShadowDark RPG Third-Party License,
version 1.0

Expanded Equipment is an independent product published


under the Shadowdark RPG Third-Party License and is not
affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023
The Arcane Library, LLC.

3
Gemstones and Metals
d100 Valuable Gear Slots Found GP (each)
01-04 Agate - 2d6 22
05-07 Alexandrite - 1d2 450
08-10 Amber - 1d6 90
11-13 Amethyst - 1d6 120
14-17 Aventurine - 1d6 70
18-21 Carnelian - 1d6 75
22-24 Copper trade bars 1 2d6 5
25-27 Diamond - 1d2 1,200
28-30 Electrum trade bars 1 1d2 900
31-33 Emerald - 1d3 275
34-36 Garnet - 1d6 100
37-39 Gold trade bars 1 1d2 500
40-42 Jade - 1d6 100
43-46 Jasper - 2d6 40
47-50 Lapis Lazuli - 2d6 25
51-54 Malachite - 2d6 10
55-57 Mercury Vials 1 2d6 50
58-61 Obsidian - 2d6 12
62-64 Onyx - 2d6 55
65-67 Opal - 1d2 750
68-70 Pearl - 1d3 300
71-74 Peridot - 1d6 60
75-76 Platinum trade bars 1 1d2 5,000
77-79 Ruby - 1d2 1,000
80-82 Sapphire - 1d3 800
83-86 Silver trade bars 1 1d6 50
87-90 Tiger’s Eye - 2d6 35
91-93 Topaz - 1d2 500
94-96 Tourmaline - 1d6 125
97-00 Turquoise - 2d6 20

4
Gemstones and Metals
Agate. Versatile colorful gemstone Gold Trade Bars. Five hundred
often used in jewelry making. gold coins, melted into an ingot for
Alexandrite. Gemstone that easy transportation.
changes colors under different Jade. Green, yellow, or white
sources of light. mineral used in jewelry, statues,
Amber. Fossilized tree resin and ornaments.
appreciated for color and beauty. Jasper. Polished variety of quartz
Amethyst. A beautiful violet variety that breaks with a smooth surface,
of quartz. used in ornamentation.

Aventurine. Form of translucent Lapis Lazuli. Deep-blue rock used


quartz with a shimmering or as a semi-precious stone for its
glistening effect. brilliance and intensity.

Carnelian. Dark red gemstone Malachite. Copper-based opaque,


commonly used in beads. green-banded mineral.

Copper Trade Bars. Five hundred Mercury Vials. Heavy, silvery metal
copper coins, melted into an ingot that is liquid at room temperature,
for easy transportation. also known as quicksilver.

Diamond. Extremely rare Obsidian. Naturally occurring


gemstone of exceptional clarity volcanic glass that breaks on
and hardness. a sharp edge, used for tools,
ornamentation, and jewelry.
Electrum Trade Bars. Five
hundred electrum coins, Onyx. Red and black mineral with
melted into an ingot for easy parallel white bands.
transportation. Opal. Hardened silica deposit
Emerald. Highly valued soft green featuring a vivid interplay of
colored gemstone. internal colors.

Garnet. Translucent gemstone Pearl. Hard, glistening object


found in every color, with reddish produced by the mantle of a
shades most common. mollusk or similar creature.

5
Peridot. Deep yellowish-green Silver Trade Bars. Five hundred
transparent variety of olivine. silver coins, melted into an ingot
Platinum Trade Bars. Five for easy transportation.
hundred platinum coins, Tiger’s Eye. Golden banded stone
melted into an ingot for easy with a silky luster.
transportation. Topaz. Colorless silicate that also
Ruby. Durable pink or red colored comes in pale blue, golden brown,
gemstone used in jewelry. and yellow orange varieties.
Sapphire. Typically blue gemstone Tourmaline. Brightly colored
used in jewelry and ornamentation, gemstone that repels hot ashes
also comes in other color varieties. due to its pyroelectric properties.
Turquoise. Opaque blue-to-green
mineral valued for its unique hue.

6
Weapons
d100 Weapon Cost Type Range Damage Gear Slots
01-04 Bastard sword 10 gp M C 1d8/1d10 2

05-08 Bearded axe 7 gp M/R C/N 1d6/1d8 1

09-12 Club 5 cp M C 1d4 1

13-16 Crossbow 8 gp R F 1d6 2

17-20 Dagger 1 gp M/R C/N 1d3/1d4 -

21-24 Flail 8 gp M C 1d6 1

25-28 Greataxe 10 gp M C 1d8/1d10 2

29-32 Greatsword 12 gp M C 1d12 2

33-36 Javelin 2 gp M/R C/F 1d4/1d6 1

37-40 Longbow 8 gp R F 1d8 1

41-44 Longsword 9 gp M C 1d8 1

45-48 Mace 5 gp M C 1d6 1

49-52 Morningstar 10 gp M C 1d8 1

53-56 Quarterstaff 5 sp M C 1d6 1

57-60 Polearm 21 gp M N 2d6 2

61-64 Rapier 10 gp M C 1d4 1

65-68 Sap 1 gp M C 1d4 -


69-72 Scimitar 12 gp M C 1d8 1

73-76 Shortbow 6 gp R F 1d4 1

77-80 Shortsword 7 gp M C 1d6 1

81-84 Sling 6 sp R F 1d4 -

85-88 Spear 5 sp M/R C/N 1d6/1d8 1

89-92 Trident 2 gp M C 1d6/1d8 1

93-96 Warhammer 10 gp M C 1d10 1

97-00 Whip 3 gp M N 1d4 1

7
Weapons
Bastard Sword. A longsword Flail. A wooden haft with an
with a longer hilt to grant more attached spiked ball and chain for
leverage. This weapon can be used striking. If you roll a critical hit, it
one or two-handed. Use the higher will become entangled with the
damage value if using both hands. enemy weapon (in addition to
Bearded axe. A common weapon the normal benefits of a critical
among barbarian tribes without hit). This renders both weapons
access to large quantities of high- useless until untangled, a process
grade iron or quality blacksmiths. that takes 3 rounds of focused
This weapon can be used in melee attention to complete. Of course,
or thrown. Use the first damage you can simply drop the flail and
value if thrown. draw another weapon while your
opponent struggles to free theirs.
Club. The most simple and basic
weapon available, essentially a Greataxe. A large axe designed
large stick. Breaks on a Natural 1. specifically for combat. This
weapon can be used one or two-
Crossbow. A hand-cranked handed. Use the higher damage
mechanical device used to hit value if using both hands.
targets at a distance with quarrels.
This weapon must be used two- Greatsword. A larger version of a
handed. Reloading consumes a longsword. It is a symbol of martial
movement action. prowess. This weapon must be
used two-handed.
Dagger. A standard basic weapon
as well as an all-purpose tool and Javelin. A short spear balanced for
utensil. This weapon can be used throwing. This weapon can be used
in melee or thrown. Use the first in melee or thrown. Use the first
damage value if thrown. If used damage value if thrown.
in melee, you can choose to use Longbow. A six-foot long bow
your STR or DEX with this weapon, with a heavy draw, used to hit
whichever is greater. targets at a distance with arrows.
This weapon must be used two-
handed.

8
Longsword. The classic heroic Rapier. A sword specifically
weapon and sometimes a symbol designed for parrying blows in
of noble status. combat. If used in conjunction
Mace. A metal version of the club. with a dagger in the off hand the
The extra weight and hard edges rapier, grants +2 AC against any
give it much better striking power. melee opponents. You can choose
to use your STR or DEX to use this
Morningstar. A mace with a spiked weapon, whichever is greater.
head, designed to penetrate armor
and deal more than just impact Sap. A weighted leather weapon
damage. If you roll a critical hit specifically designed to knock
against an opponent with a shield, someone unconscious. When used
it will become embedded in the against an unaware combatant
shield (in addition to the normal from behind, they must make a
benefits of a critical hit). This CON check against DC 12 or fall
renders the weapon and the shield unconscious for 1d6 rounds.
useless until removed, a process Scimitar. A curved sabre designed
that takes 3 rounds of focused to be used from horseback. If you
attention to complete. are mounted, attacks are made
Quarterstaff. A thick wooden staff with advantage.
used to block and strike in combat.
It +2 AC against an opponent
in melee due to its excellent
parrying abilities. You can choose
to use your STR or DEX to use this
weapon, whichever is greater.
This weapon must be used two-
handed.
Polearm. A long spear with a
sophisticated head resembling an
axe. The weapon is very long and
can be used to make attacks out to
near distance. This weapon must
be used two-handed.

9
Spear. A classic weapon with great
thrusting power that has a variety
of uses in combat. This weapon can
be used in melee or thrown. Use
the first damage value if thrown.
Trident. A small lightweight spear
with a three-pronged head. It lacks
the throwing balance of a javelin
or spear and cannot be thrown. It
is a disarming weapon. If you roll
a critical hit against an opponent
with a weapon in their hands, you
can forgo dealing damage to twist
Shortbow. A three-foot long bow the weapon out of their hands.
with a light draw. Attacks made It is randomly thrown up to near
at a near distance are made with distance away. However, you will
advantage. This weapon must be still keep your grip on the trident.
used two-handed. Warhammer. A strong impact
Shortsword. A basic weapon of weapon. It is imbalanced and
proven reliability. It is nimble with ineffective as a throwing weapon.
great thrusting ability. This weapon must be used two-
handed.
Sling. A cheap ranged weapon. It
uses the centrifugal effect to throw Whip. A livestock management
a small stone called a bullet. The weapon that can also be used
sling requires a clear close radius in combat. It can strike out to
around your body to use. Anyone near distance. If you roll a critical
standing within close distance hit against an opponent, they
when you use this will be hit by are wracked with pain and have
the swinging arc of the straps (for disadvantage on tasks for 2 rounds.
no damage) and render your shot You will also deal critical damage.
useless and stunning them for 1 You can choose to use your STR or
round. This weapon must be used DEX to use this weapon, whichever
two-handed. is greater.

10
Armor
d100 Armor Cost Gear Slots AC Properties
13 + DEX
01-05 Banded 80 gp 2 No swim
Mod
12 + DEX Disadv on
06-10 Brigandine 60 gp 1
Mod swim
13 + DEX Disadv on
11-15 Chainmail 60 gp 2
Mod swim/stealth
12 + DEX Disadv on
16-20 Hauberk 50 gp 1
Mod swim/stealth
Advantage
21-25 Helmet 3 gp 1 +0
to resist
11 + DEX
26-30 Hide 8 gp 1 -1 CHA mod
Mod
13 + DEX
31-35 Lamellar 115 gp 3 -
Mod
11 + DEX
36-40 Leather 10 gp 1 -
Mod
11 + DEX
41-50 Padded / Linen 4 gp 1 No swim
Mod

51-55 Plate, Field 100 gp 3 15 No swim

No swim, dis-
56-60 Plate, Full 130 gp 3 16
adv stealth
12 + DEX No swim, dis-
61-65 Ringmail 30 gp 2
Mod adv stealth
12 + DEX Disadv
66-70 Scale Mail 45 gp 2
Mod stealth
Occupies
71-80 Shield, Buckler 3 gp 1 +1
one hand
Occupies
81-85 Shield, Kite 15 gp 2 +3
one hand
Occupies
86-95 Shield, Round 10 gp 1 +2
one hand
12 + DEX
96-00 Studded Leather 25 gp 1 -
Mod

11
Armor
Banded. Armor composed of Hide. Armor composed of
overlapping horizontal strips of hardened wild animal skins.
laminated metal sewn over a Indicative of barbarian culture.
backing of chainmail and soft Lamellar. Armor composed of
leather backing. metal plates laced into overlapping
Brigandine. Armor composed of horizontal rows.
hardened animal skins or cloth Leather. Armor composed of
that is covered with a network of boiled and hardened cow leather.
riveted oblong steel plates. This is the standard armor for
Chainmail. Armor composed of adventurers everywhere.
tiny interlocking metal rings that Padded / Linen. Armor made of
together form a dense mesh. thick cloth layers that provides
Hauberk. The torso portion of minimal protection. It is common
chainmail armor. Leaves the limbs among the peasantry and light
bare but improves movement. infantry. If submerged in water or
Helmet. Armor for the head. Gives exposed to heavy rain, the cloth
the wearer an advantage on any layers will soak up a lot of water.
check to resist concussion, blasts, Plate, Field. An incomplete set of
sonic attacks, falling debris, or plate mail armor. The most difficult
similar dangers. plates to add and/or remove are
dropped from the set, especially
around the knees & elbows. It can
be put on or taken off in 2 rounds.
Plate, Full. Armor composed of
laced heavy steel plates. It can be
put on or taken off in 5 rounds (or 2
rounds with assistance).

12
Ringmail. Armor composed of Shield, Kite. A large, almond-
large interlocking metal rings that shaped shield rounded at the top
together form a dense mesh. It and curving down to a point or
is noisy and bulky compared to rounded point at the bottom. It
chainmail, limiting movement. was designed for use by cavalry
Scale Mail. Armor composed and grants an additional +1 AC
of hardened metal supporting when mounted.
a network of small overlapping Shield, Round. A round wooden
armor plates. shield with a metal boss in the
Shield, Buckler. A small two-foot center. It protects half of the body
diameter shield. It is held in the off in combat and attached to the
hand and moved into the path of wearer’s off hand.
attacks to block them. Studded Leather. Armor
composed of hardened animal
skins or cloth that is covered with a
network of riveted metal studs.

Alternative Materials
d100 Armor Cost Gear Slots AC Properties
Metal only,
01-10 Adamantine x8 +1 +2
no swim
Plate only, +1
11-55 Bronze 1/2 +0 -1
CHA mod
Metal only,
56-00 Mithril x4 -1 - No penalty
stealth/swim

Adamantine. Armor made using


dense magnetic lodestone. Highly
revered by Dwarves.
Bronze. Armor made from
light-weight copper and tin alloy.
It bears a strong luster that is
socially appealing.
Mithril. A mythic metal that
resembles mercury or silver,
while being lighter than steel.

13
Adventuring Gear
d100 Item Properties Gear Slots Cost
01 Acid Burns thru metal 1 1 gp

02 Air Bladder Breathe underwater - 5 sp

03 Alcohol Improves CHA 1 1 sp

04 Apron, Heavy Absorbs splashes - 5 cp

05 Arrows (20) Bow ammo 1 1 gp

06 Aspergillum Delivers holy water 1 8 gp

07 Astrolabe Navigation tool 1 400 gp

08 Backpack Stores items -1 2 gp

09 Bandages Stabilizes wounded 1 6 sp

10 Barding Armor for mounts 4 240 gp

11 Bedroll Improves resting 1 3 sp

12 Basket Stores items - 1 sp

13 Belt Pouch Stores 100 coins - 2 gp

14 Birdcage Stores creatures 1 4 gp

15 Blindfold Blocks light/gazes - 3 sp

16 Block and Tackle Lifts heavy objects 1 12 gp

17 Body Paint Camouflages user - 8 sp

18 Box, Large Stores items - 7 sp

19 Box, Small Stores items - 2 sp

20 Brand Burns a sigil 1 3 gp

21 Bullets (20) Sling ammo 1 5 sp

22 Caltrops Damages enemies 1 5 sp

23 Campfire Bundle Creates a campfire 1 5 sp

24 Candles (5) Creates small light 1 5 cp

25 Chain (60 ft) Better than rope 2 5 gp

14
Adventuring Gear
d100 Item Properties Gear Slots Cost
26 Chalk (10 pieces) Writing implement - 5 cp

27 Chalk (powder) White powder - 5 cp

28 Chest, Ironbound Heavy storage 4 20 gp

29 Chest, Potion Secure storage 3 18 gp

30 Chest, Standard Normal storage 3 10 gp

31 Chisel Carving tool - 1 gp

32 Circlet Sign of nobility - 40 gp

33 Clay Jug Liquid storage 1 5 sp

34 Cloak Camouflage - 7 sp

35 Crampons Climbing boots 1 4 gp

36 Crowbar Forces open doors 1 5 sp

37 Disguise Kit Change appearance 1 8 gp

38 Ear Plugs Protect ears - 5 cp

39 Fishing Rod & Hook Survival tool 1 8 sp

40 Fishing Net Survival tool 2 4 sp

41 Flask/Bottle/Vial Holds liquids 1 3 gp

42 Flint & Steel Kit Used to start fires 1 5 sp

43 Grappling Hook Secures ropes 1 1 gp

44 Hammer Secures spikes 1 2 sp

45 Handsaw Cuts through 1 4 sp

46 Holy Water Damages undead 1 5 gp

47 Horse Tack Used for riding 6 12 gp

48 Hourglass Tracks time 1 90 gp

49 Ladder Climbing tool 5 3 sp

50 Lantern, Beacon Creates beam 1 12 gp

15
Adventuring Gear
d100 Item Properties Gear Slots Cost
51 Lantern, Standard Provides light 1 5 gp

52 Lanyard Secures weapon - 3 sp

53 Leather Gloves Protects hands - 1 gp

54 Lock, Basic Secures objects - 2 gp

55 Lock, Exceptional Secures objects - 14 gp

56 Lockpicks Opens locks - 5 gp

57 Lodestone Magnetic Rock - 1 gp

58 Manacles Secures prisoners 1 3 gp

59 Mirror Reflects gazes - 10 gp

60 Mortar and Pestle Used in alchemy - 5 sp

61 Musical Instrument Entertains others 1 24 gp

62 Oil, Jellied Burns your enemies 1 2 gp

63 Oil, Lantern (2) Used in a lantern 1 5 sp

64 Paper / Parchment Writing material - 1 gp

65 Perfume Improves odor - 16 gp

66 Pickaxe Digs through rock 1 4 gp

67 Pipe Used to smoke - 8 sp

68 Playing Cards Used to gamble - 2 sp

69 Pole (10 ft) Reaches objects 1 5 sp

70 Pot, Iron Stores items 1 5 sp

71 Quarrels (20) Crossbow ammo 1 1 gp

72 Quill Pen Used to write - 7 sp

73 Rations (3) Used during rest 1 5 sp

74 Reed, Hollow Breathe underwater - 5 cp

75 Rockworms Eats thru rock 2 18 gp

16
Adventuring Gear
d100 Item Properties Gear Slots Cost
76 Rope (60 ft) Used for climbing 1 1 gp

77 Sachet Improves odor - 8 gp

78 Sack, Large Stores items 1 2 sp

79 Sack, Small Stores items - 5 cp

80 Scroll Case Stores papers 1 1 gp

81 Sewing Kit Repairs cloth items - 4 sp

82 Shovel Digs through dirt 1 7 sp

83 Signet Ring Makes wax seal - 4 gp

84 Sledge Smashes things 1 8 sp

85 Smelling Salts Wakes unconscious - 3 gp

86 Snowshoes Move through snow 1 3 sp

87 Songbird Makes noise - 3 sp

88 Spikes, Iron (10) Secures ropes 1 1 gp

89 Spyglass See at a distance 0 800 gp

90 Tent, Large Shelter for six 2 6 gp

91 Tent, Small Shelter for two 1 1 gp

92 Tongs Picks up items 1 8 sp

93 Torch Provides light 1 5 sp

94 Two-Man Saw Cuts down trees 3 1 gp

95 Waterskin Holds liquids - 5 cp

96 Wax (3 lbs.) Various uses - 5 cp

97 Whetstone Sharpens weapons - 1 gp

98 Whistle Makes noise - 5 sp

99 Wooden Stakes Kills vampires (?) 1 5 cp

100 Writing Ink Used to write - 2 gp

17
Adventuring Gear
Acid. Glass bottle of volatile acid Alcohol. Brewed drink that can be
with a cork stopper. It can be made from a variety of inputs: rice,
thrown in combat (DEX check vs corn, honey, barley, wheat, etc. It is
Enemy AC), dealing 1d4 damage sold in bottles that contain three
to anyone struck and 1 point of (3) doses. Once you begin drinking,
splash damage to anyone at close you must roll 1d4 to resist taking
distance. It can also be carefully an additional dose (and again for
poured onto a locked object the third dose). If you get a 2-4, you
(door, chest, etc.) to burn away the will keep drinking until the bottle is
structure and give advantage on completely empty.
rolls to smash down the door. The first dose improves your CHA
Air Bladder. Soft waterproof mod by 2 points for 1d6 hours. The
bladder that can be used to store second dose has an 80% chance
liquid (about 8 ounces) when of improving your CHA mod by
carried or a pocket of air for another point. It has a 20% chance
breathing underwater (enough for of making the user agitated and
5 minutes of air). It is often made removing the original bonus.
from an actual animal bladder, For users enjoying a +3 CHA mod, a
typically a pig or cow. It can also third dose will cause you to remain
be filled with poisoned powder friendly but lose control of your
and squeezed to attack in combat actions. You will wake up with a
(near distance). hangover (-2 INT mod, -2 WIS mod,
-2 CHA mod) in 1d4+6 hours.
For agitated users, a third dose will
cause you to remain agitated and
lose control of your actions. You will
wake up with a hangover as well
(same penalties) in 1d4+6 hours.
However, you will have likely done a
few regrettable things and perhaps
damaged some relationships. You
may want to inquire about this
with others who were present
during your drinking.
18
Apron, Heavy. Heavy cooking or Bandages. Thick cloth wrappings
blacksmithing apron that provides to bind a wound and prevent
some protection from heat and further blood loss. Using them in
spills. It will reduce any fire or acid an attempt to stabilize someone
damage dealt from the front by with zero hit points grants
1 point per combat round. If it advantage on the check and
reduces three (3) points of damage lowers the DC to 12.
in this way, it must be replaced. Barding. Set of chainmail armor
Arrows (20). Ammunition used by designed to be placed on a horse.
shortbows and longbows. Held in a It affords the horse the same
quiver. protection as chainmail armor in
Aspergillum. Mace-like object melee. Due to its high cost, barding
with a spherical silver head that is typically only fielded by the
has many holes in it. It can be filled wealthiest of knights. It is possible
with holy water and then used to adapt barding to a more
as a melee weapon to deliver the exotic mount: such as a griffon or
effect directly to a specific undead. pegasus. However, this will increase
It is also used as a part of church the cost dramatically.
prayers and last rites. A hit with Bedroll. Bundle of thick linens that
a filled aspergillum in combat can allow you to sleep comfortably,
deals no physical injuries but will even on a stone floor. Sleeping on
increase the damage from the holy a bedroll grants advantage on any
water by 2 extra points. interruption test.
Astrolabe. Complex astronomical Basket. Woven basket used to
instrument used by sea captains to carry a few small items around
determine their latitude. It cannot town or on a short journey. It is
be used by an untrained person. commonly used by children and
In the hands of an expert, it allows peasants. You can place up to 2 free
accurate naval navigation without gear slots worth of equipment in
remaining in sight of the shore. the basket, but you must dedicate
Backpack. Burlap backpack that one hand to carrying it. Consumes
grants an extra gear slot if worn. a gear slot if stored.
It can be dropped at any time to Belt Pouch. Leather pouch worn at
lighten your load. However, you the waist, often used to carry loose
must specify what is going into the coins. Using the belt pouch raises
backpack ahead of time. Note that the number of weightless coins
a carried backpack consumes a you can carry by 100.
gear slot.
19
Birdcage. Small silver cage Box, Large. Large wooden box or
designed to contain one small bird crate used to store or ship trade
(canary, finch, bunting, sparrow, goods. You can place up to 5 free
etc.). It can also be used to contain gear slots worth of equipment in
other small creatures, such as the box, but you must dedicate
vermin, faeries, and so on. both hands to carrying it.
Blindfold. Simple strip of cloth Consumes 2 gear slots if stored.
designed to be worn around the Box, Small. Small carved wooden
face to prevent the wearer from box used to store personal items.
seeing anything. This can be useful You can place up to 2 free gear
in preventing captives from seeing slots worth of equipment in the
what you don’t want them to see, box, but you must dedicate one
but it can also be useful in making hand to carrying it. Unlike a basket,
sure that you don’t accidentally the items are protected from the
lock eyes with a nearby medusa. elements (wind, snow, rain, etc.).
The wearer is considered to be in Consumes a gear slot if stored.
total darkness. Brand. Metal implement shaped
Block and Tackle. System of to burn a particular emblem into
pulleys that can be used to make the flesh of livestock. It is used
it much easier to lift a very heavy by herders to mark their animals
object. It allows an individual as their property and (hopefully)
to lift an object weighing up to discourage rustlers and thieves.
100 times their strength score in Bullets (20). Ammunition used by
pounds. Multiple characters can slings. Held in a pouch.
assist in the lifting process, each
adding their strength score to the Caltrops. Sharp iron spikes shaped
mix. Thus, two characters with 10 to land with a point facing up
and 15 strength scores could work when dropped upon the ground.
together to lift a 2,500 lb. statue. Each bag can be scattered to cover
a near area and deal 1 damage to
Body Paint. Vials of earth tone living creatures passing through
body paint that can be used to it. Anyone taking the damage can
decorate the skin of a humanoid. only move at half-speed for 10
Using them to camouflage rounds afterwards.
yourself with grant advantage to
stealth checks made in natural Campfire Bundle. Bundle of sticks
environments (caves, forests, etc.). bound with cord or twine. Can be
used to start a campfire without
using up 3 torches.

20
Candles (5). Sticks of tallow (animal Chest, Ironbound. Wooden chest
fat) burned to provide light within with iron bands to reinforce the
a close distance. Candles must be structure. You must purchase your
placed in a fixed location to burn. own lock and install it separately.
When lit they are unsuitable for Imposes disadvantage on anyone
use as a carried object. that tries to force their way into it.
Chain (60 ft). Thick iron chain Must be carried with both hands.
used to secure very heavy objects Chest, Potion. Wooden chest for
or provide an excellent climbing storing potions, vials, and other
surface. It grants advantage on sensitive glass objects. From the
climbing checks. Breaking the outside, it appears to be a standard
chain is a STR check vs DC 18 at chest. The contents are protected
disadvantage. from damage due to impact or
Chalk (10 pieces). Small sticks of falling. You must purchase your
chalk can be used to write letters or own lock and install it separately.
draw pictograms on stone surfaces. Must be carried with both hands.
Children can be given chalk to Chest, Standard. Wooden chest
distract them for a period of time. for storing dry goods and treasure.
Chalk (powder). Powdered chalk You must purchase your own lock
stored in a small pouch. It can and install it separately. Must be
be spread out on a surface to carried with both hands.
reveal hidden items or catch the Chisel. Small metal tool designed
footprints of passersby. It will reveal to carefully chip away at stone. It
invisible creatures at near distance is used to create statues and carve
when expelled from an air bladder. out fine stonework. Using this tool
Creative adventurers can think of takes a long time.
many other uses. Circlet. Silver headpiece designed
to be worn by a mage or minor
noble. It is a powerful item that
conveys status and wealth. It grants
a +1 CHA mod when worn during
interactions with civilized folk.
Clay Jug. Clay pottery that holds
up to seven bottles worth of liquid.
There is no lid, but you can seal the
top with wax or cork if you have
those materials on hand.

21
Cloak. Simple linen cloak that Fishing Rod & Hook. Standard
provides minor protection from the set of fishing equipment. It is very
elements. Effective at camouflage useful when living off the land.
in darkened areas where it can Additionally, you may find it useful
conceal glints of metal carried by in reaching out to grab or pull
the wearer. Using it to camouflage on distant objects in a dungeon
yourself grants advantage to environment. Clever players can
stealth checks made in the dark. find many uses for a small hook
Crampons. Metal fittings that that can be used to tug at items
attach to your boot for traction from a distance.
while ice climbing. Crampons can Fishing Net. Large net that is cast
make an inaccessible area open out over a shallow area to catch
for exploration. When worn, the fish. It is too heavy and unwieldy to
climber gains a +2 bonus and use in combat. A clever adventurer
advantage on all climbing tests. can think of many alternative ways
However, while wearing crampons to use this item to their advantage,
you can only move at half-speed. particularly as a trap component.
Crowbar. Basic metal tool that Flask/Bottle/Vial. Glass flask holds
provides additional leverage to about 4 ounces of liquid. It can be
force open a variety of objects: useful for holding magical potions.
doors, crates, etc. Using it grants A bottle is larger and can hold
advantage on checks to pry open about 8 ounces of liquid, suitable
containers and doors. for drinks like alcohol or water. The
Disguise Kit. Kit containing a vial is a little smaller than a flask,
variety of false facial features: nose holding about 2 ounces of liquid. It
extensions, eyebrows, mustaches, may be smaller but requires more
etc. With a successful CHA check delicate work.
vs DC 12, the user can change their Flint & Steel Kit. Small steel tong
appearance to the point that they and a piece of flint. By striking
become unrecognizable. them together, the kit can be used
Ear Plugs. Set of soft wax earplugs to start a fire, light a torch, or ignite
that can be used to protect your a lantern.
ears. Wearing ear plugs will halve
all sonic damage and completely
prevent any kind of siren calls or
similar vocal compulsions.

22
Hourglass. The best method of
tracking the passage of time at
this point in history. However, very
few people need to keep track of
time at this level of precision and
building an hourglass takes a lot of
Grappling Hook. Heavy metal time and craftsmanship. The listed
hook used to secure a tether in an price reflects these factors. If you
unstable location without an easy are carrying an hourglass, you can
tie down spot. It can be thrown up always check the game master’s
to three times your strength in feet, timer for light sources.
vertically or horizontally. Be sure to Ladder. Standard 10-foot wooden
also purchase rope to attach to it. ladder. It is much more easily
Hammer. Useful tool is designed climbed than a simple rope (no
to be used for assembling and/or check required) but carrying a
disassembling wooden furniture. ladder around underground can be
Clever players will think of many quite cumbersome. Each rung can
other potential uses. support 500 lbs. before breaking.

Handsaw. One-handed metal Lantern, Beacon. Lantern that


saw designed for cutting small provides a directional beam of light
pieces of wood. It can also be used that extends out to far distance but
to cut through other materials. is only about 5 feet wide. It requires
Gnomes are known to use the lantern oil to function. Each flask
reverberations on a saw’s blade provides a real hour of light.
to make spooky noises at night. Lantern, Standard. Lantern that
Consider yourself warned! provides light that extends to near
Holy Water. Flask of water blessed distance in all directions. It requires
by a powerful priest. It can be lantern oil to function. Each flask
thrown in combat (DEX check vs provides a real hour of light.
Enemy AC), dealing 1d8+1 damage Lanyard. Short rope made of hand-
to any undead struck and 1 point of braided thread that you can use to
splash damage to any undead at secure your weapon to your wrist.
close distance. While wearing the lanyard, you
Horse Tack. Standard set of tack cannot be disarmed. However, if
for a horse or mule. If you attempt you are wearing a lanyard then you
to ride an animal bareback for cannot switch weapons without
more than a few miles, you may removing the lanyard, which is a
accidentally injure the animal. full round action on its own.
23
Leather Gloves. Nice set of leather Mirror. Polished metal mirror that
gloves that prevents your hands can be used for both personal
from getting dirty, burned by hygiene and taking a peek around
ropes, and so on. If you are wearing corners. If you are not surprised,
gloves, you get a +1 CHA mod when you can use the mirror to reflect
interacting with nobility. a gaze attack back on a monster
Lock, Basic. Standard lock for a (DEX check vs DC 15).
door or chest. It can be picked Mortar and Pestle. Ceramic tools
normally (DEX check vs DC 12). The used to crush raw components
list price is for a brand- new lock. into a powder or paste. Those
Don’t be fooled into ripping the components can then be turned
locks out of dungeon doors so you into a usable toxin, drug, or
can take them back to town for a alchemical compound by a skilled
big score. practitioner.
Lock, Exceptional. Exceptional Musical Instrument. Range
lock for a door or chest. It can be of handheld wind and string
picked with great difficulty (DEX instruments: the lyre, the
check vs DC 18). mandolin, the flute, etc. It can be
Lockpicks. Small metal tools used used to entertain a tired party
to pick locks. Using them grants at the end of a rough day on the
advantage on checks to pick locks. trail. This cuts rest time in half but
If you fail the check by more than 5, raises your danger level. It could
they are broken in the attempt. also be used to distract a crowd
of party goers (CHA check vs DC
Lodestone. Magnetic rock, small 12). Success means that the crowd
enough to conceal within your fist. responds as you intended. Failure
It can be used to detect magnetic can range from displeasure to
activity, create a primitive compass, throwing rotten fruit.
and so on.
Oil, Jellied. Glass bottle containing
Manacles. Heavy wrought- flammable oil blended with a soft
iron bindings used to restrain a medium like sawdust. It can be
prisoner. They can be attached to thrown in combat (DEX check vs
a wall or floor anchor with a chain. Enemy AC), dealing 1d4 damage
Wriggling out of a set of manacles anyone at close distance, sticking
is very challenging (DEX check vs to the opponent, and continuing to
DC 18). burn for 3 more rounds.

24
Oil, Lantern (2). A flask of oil used Pipe. Carved wooden pipe. It is
to keep a lantern burning for an used to smoke razorweed to relax.
hour of real time. It does not burn Playing Cards. Standard deck of
strong enough to be a weapon in playing cards. They are used by
combat. It can also be used with gamblers everywhere for games of
a single torch to create a campfire chance (opposed INT check).
during a rest period.
Pole (10 ft). Simple 10-foot
Paper/Parchment. Single sheet wooden pole about one inch in
of paper or parchment used to circumference. It is useful for
create magical scrolls or writing pushing objects at a distance,
correspondence. triggering traps, and so on.
Perfume. Vial of potent perfume. It Pot, Iron. Standard cast-iron
is appropriate for interacting with cooking pot. It is useful for both
high society or covering up very preparing food and bashing the
bad smells on your body (+2 CHA heads of people who attack you
mod). Perfume can be detected by while you are preparing food (1d3
a human nose up to near distance as improvised melee weapon). You
away if there is no wind. The effect can place up to 4 free gear slots
fades after 3d6 hours. worth of equipment (or liquids)
Pickaxe. Axe with a narrow, in the pot, but you must dedicate
pointed head. It allows you to dig both hands to carrying it.
through rock barriers at double the Quarrels (20). Ammunition used
normal pace. It can also be used to by crossbows. Held in a quiver.
pry gems and metals out of statues
or cave walls. Quill Pen. Standard writing
implement. It must be used with
writing ink. The quill is required to
write anything: from composing
a letter to a friend to ascribing a
magical spell into your spellbook.
Rations (3). Single days’ worth of
light-weight dried food and water.
Reed, Hollow. Long hollow reed
used to breathe while hiding
underwater. Using a hollow reed
grants advantage to stealth tests
made while moving through water.

25
Rockworms. Set of 4 rockworms. Sack, Small. Small cloth sack
They are typically sold in a small made from burlap. It can be tied
wooden cage to prevent injury. to the waist raise the number of
Rockworms are about three inches weightless coins you can carry by
long and slightly thicker than 50. Only two small sacks can be
an earthworm. They consume used in this manner.
approximately their own weight in Scroll Case. Small tube used to
rock per day. This makes them very safely store up to 10 scrolls. It can
useful to eat through stone doors be sealed with wax at one end to
and similar obstacles, if you have protect the scrolls from a short
the time to wait for them to do submersion in water.
their work. Always exercise caution
when using rockworms, as they Sewing Kit. Small cloth pouch that
may cause a cave-in. contains three sewing needles,
four spools of white thread, and six
Rope (60 ft). Thin climbing rope buttons of carved bone. It grants
used to climb up vertical surfaces. advantage on checks to repair
It grants advantage on climbing clothing, linen, or similar material.
checks. Breaking the chain is a STR
check vs DC 15 at disadvantage. Shovel. Wooden shaft with a steel
It can also be cut through with a shovel head. It allows you to dig
sharp tool or weapon in 1 round. through dirt, debris, or rubble at
double the normal pace. It can
Sachet. Small lace pouch of also be used to crack heads (1d3 as
fragrant herbs that is strapped improvised melee weapon). It can
to the wrist. It is less potent than also be used to dig graves.
perfume (+1 CHA mod), but it
lasts roughly a week. A sachet is Signet Ring. Ring bearing a
appropriate to add to your apparel unique insignia that can be used
when meeting with high society. to seal written correspondence
with wax in a way that confirms
Sack, Large. Large cloth sack the identity of the sender. This is a
made from burlap. You can place guarantee to the recipient of the
up to 3 free gear slots worth letter that the contents are secure.
of equipment in the sack, but
you must dedicate one hand to Sledge. Heavy hammer used to
carrying it over your shoulder. smash a lock or plant an iron spike.
The items are protected from the It grants a +2 bonus and advantage
elements (wind, snow, rain, etc.). when knocking down a door.
Consumes a gear slot if stored.

26
Smelling Salts. Oil of hartshorn is Spikes, Iron (10). Heavy steel spike
a crude animal oil obtained from with a hole through the grip. These
the destruction of male red deer can be hammered into a stone
bones or horns. Smelling salts surface to attach a rope. They can
are obtained by dry distillation also be used on a door frame to
of oil of hartshorn. These salts prevent the door from opening
are exceptionally pungent due (imposes disadvantage on anyone
to their high ammonia content. trying to open it).
When placed under the nose of Spyglass. Long optical device to
someone who is unconscious, it see objects at a distance. It can be
will shock them awake most of the used to see up to 5 miles, provided
time (80% chance). They will still be there are no obstructions. It is an
incapacitated. However, they may excellent tool when engaged in
be able to communicate important scouting expeditions. A spyglass is
information even in that state. also a very useful item to give to a
Note: if someone is sleeping due to retainer who is out scouting ahead
magical effects, then smelling salts or standing on guard. Spellcasters
will have no effect. can use the spyglass to cast spells
Snowshoes. Large wooden-framed on opponents at great distances.
cloth-webbed shoes that help Tent, Large. Canvas tent that
traverse ground in heavy snow. provides basic protection from the
They give the user the ability to wind and rain for up to six people.
ignore all movement penalties It can hold up to a low or moderate
due to heavy snow. They grant no snowfall, but it will collapse under
protection against the cold or wind. heavy snow. Additionally, the tent’s
Songbird. Cheerful songbird that large size makes it more vulnerable
has been captured. You will need a to high wind.
birdcage to contain it. The songbird Tent, Small. Canvas tent that
can serve as a sort of clock. As provides basic protection from the
miners have discovered, it can also wind and rain for up to two people.
serve as an early warning system It is much lower to the ground than
against toxic gases. If the bird falls a large tent and can endure higher
silent, you should probably leave wind speeds. However, it is more
the area. vulnerable to snow due to the
weaker supports.

27
Tongs. Broad metal grips that can Whistle. Metal object that can be
be used to pick up molten metal used to signal others from up to a
in a blacksmith forge. You can also mile away. Of course, it does not
use them in a dungeon to handle just alert your friends. Each blow
hazardous materials or open doors on the whistle triggers a check for
from a distance. random encounter by the game
Torch. Wooden shaft that can be master. You may be calling down
lit to provide light out to a near an avalanche of pain and suffering
distance. It lasts for one hour of with a whistle. Think carefully
real time. before you raise it to your lips.

Two-man Saw. Large two-man Wooden Stakes. Sharpened shaft


saw used for cutting heavy timber. of wood. It is believed that stabbing
It can be used to safely cut down a a wooden stake into the heart of
mature tree in about 4 hours. a vampire will kill or paralyze it.
Maybe that is true. Then again, it
Waterskin. Cured leather sack may just make the vampire angry.
used to store up to 4 bottles worth
of liquids. Consumes no gear slots
when empty.
Wax (3 lbs.). Lump of tallow
(animal fat) used to seal
correspondence with a signet
ring. It can also be used for a wide
variety of improvised uses by a
clever player. You can use wax to
seal containers against water.
Whetstone. Small stone that helps
sharpen metal tools. If you begin
a rest period at full hit points, Writing Ink. This is a vial of carbon
you can use your time instead ink, made of charcoal or lamp-
to sharpen a bladed weapon (+1 black mixed with a gum. It is
bonus to the next 5 hits). It can necessary to write scrolls, spells, or
also be used to restore old, rusted normal written correspondence.
blades back into fighting shape in Each vial has enough ink for 20
about 4 hours. pages of text.

28
Plants and Poisons
d100 Item Properties Gear Slots GP

01-05 Arsenic INT Poison 1 32 gp

06-10 Belladonna CON Poison 1 40 gp

11-15 Birthwort Reduces poison 1 6 gp

16-20 Black Widow Venom DEX poison 1 36 gp

21-25 Blightshade Damage poison 1 28 gp

26-30 Blue Cap Mushroom Prevents surprise 1 16 gp

31-35 Castor Beans Doubles intervals 1 12 gp

36-40 Catnip Relaxing drug 1 24 gp

41-45 Cobra Venom Damage poison 1 30 gp

46-50 Feverfew WIS poison 1 22 gp

51-55 Gingko Seeds INT poison 1 15 gp

56-60 Goldenrod Magic resistance 1 12 gp

61-65 Horace Root Damage poison 1 25 gp

66-70 Marigold Attracts animals 1 10 gp

71-75 Muskhorn CHA poison 1 20 gp

76-80 Razorweed Relaxing drug 1 5 gp

81-85 Red Cap Mushrooms Hallucinagen 1 35 gp

86-90 Snarlroot Enrages user 1 50 gp

91-95 Tamarind Magnifies senses 1 15 gp

96-00 Wolfsbane Hurts Lycanthropes 1 80 gp

29
Arsenic. Metallic compound Belladonna. Flower that can
shaved from ore and liquified into be used as a poison. A pouch of
poison. A vial of arsenic is enough belladonna is enough to make a
to make a dose for a single person. dose for a single person. The leaves
It is tasteless and can be mixed into can be soaked in hot water to
any drink or blended into food. It create a bluish-black tea. It must
must be ingested to have an effect. be ingested to have an effect. It has
The poison deals 1d6 damage and a pleasantly bitter taste similar to
causes the loss of 1 permanent coffee or black tea.
point of intelligence. A CON check The poison deals 1d6 damage and
vs DC 15 will reduce the hit point causes the loss of 1 permanent
damage by half and prevent the point of constitution. A CON check
intelligence loss. vs DC 15 will reduce the hit point
Victims will also experience nausea, damage by half and prevent the
vomiting, painful abdomen, and constitution loss.
diarrhea for 1d6 days. They will Birthwort. Herb that can be
likely be completely incapacitated consumed to slow the onset of a
by this and restricted to bed rest. poison and reduce its damage.
These symptoms mirror those of The leaves must be chewed raw,
many diseases and thus arsenic and this provides 24 hours of
poison is very difficult to detect or protection. While active, birthwort
diagnose. Multiple doses delivered will cause poison damage to
over several days will kill the spread out to 1 point per turn
average humanoid. instead of occurring in a large
burst and it will eliminate the last
point of damage. For example,
after chewing birthwort that
morning, an adventurer is struck
by a poison dart that deals 7
damage. Instead of taking all seven
points immediately, the birthwort
spreads the damage out to 1 point
per round for 6 rounds (and then
eliminates the last point).

30
Black Widow Venom. Potent Blue Cap Mushroom. Broad
spider venom extracted for use as capped mushroom with a light
a poison. A vial of venom is enough blue hue. It grows exclusively
to make a dose for a single person. underground. Gnomes have
It must be applied to a bladed learned to chop up the caps and
weapon and then used in combat boil them in water to make a bitter
to affect a victim. tea. It is very useful for guards,
Anyone that takes a point of although they better not schedule
damage from a weapon carrying double shifts.
the poison will suffer an additional Bluecap tea drinkers experience
1d6 damage immediately. They a surge of energy and hyper-
will also lose 1 permanent point of awareness of their surroundings
dexterity. Finally, they will become for 3d6 hours (prevents surprise).
rigid and fall to the ground After waking the next day, the
paralyzed for 1d4 rounds. A CON user will experience 1d12 hours of
check vs DC 15 will reduce the hit incomplete thoughts, an inability
point damage by half and prevent to concentrate, and laziness.
the dexterity loss. Castor Beans. Beans of a plant that
Blightshade. Thick liquid that grows in tropical regions. Gnomes
looks like molasses or syrup. It is have discovered that the beans
the sap from the rare blightshade can be pressed to release a pure oil
tree. One vial contains 2 doses of that affects the body’s metabolic
poison. It is extremely bitter and functions. It can be taken after a
anyone who tastes it will take 1 hit victim has been affected by poison
point of damage and experience to slow the effects.
a coughing fit. When applied to a Consuming a single dose of castor
weapon, it becomes dangerous. oil will double all damage intervals.
Anyone that takes a point of This means if you were taking 1
damage from a blightshaded damage per round, you would now
weapon will be injected with the take 1 damage every 2 round. If you
poison and suffer 2d4 damage consume a second dose of castor
immediately. They will also be oil, it gives you a second check to
incapacitated for 1d4 rounds by resist the poison. If you succeed on
extremely painful muscle spasms. this test, the poison’s effects will
A CON check vs DC 15 will reduce be rolled back as if you succeeded
both the damage and spasm originally (removing damage dealt
duration by half. if necessary).

31
Catnip. Flowering plant that grows Feverfew. Bright yellow and
in temperate regions. Gnomes white flower that is known to
have learned that it can be ground reduce fevers and end migraine
into powder and used to make a headaches. However, if pressed
powerful herbal tea. and ground into a powder, it can
Catnip tea drinkers experience a be used as a poison. The powder
deep feeling of total relaxation and must be inhaled to have an effect.
calm. They see the world in a new The poison deals 1d4 damage,
way. While under the effect of the imposes disadvantage to
drug, they gain a +2 bonus to WIS stabilization (because of blood
checks. This effect will last for an thinning), and causes the loss of
hour (real time). For 4d6 rounds 1 permanent point of wisdom. A
after the effects wear off, the user CON check vs DC 15 will reduce
will be easily agitated and sensitive the hit point damage by half
to emotional slights. and prevent the wisdom loss.
Cobra Venom. Potent snake Anyone who fails their check
venom extracted to be used as a will also experience nausea,
poison. A vial of venom is enough lightheadedness and diarrhea
to make a dose for a single person. for 1d6 days. They will likely be
It must be applied to a bladed completely incapacitated by this
weapon and then used in combat and restricted to bed rest.
to affect a victim.
Anyone that takes a point of
damage from a weapon poisoned
in this way will suffer an additional
1d4 damage immediately. A
successful CON check vs DC 15
will leave the victim out of breath
for 1d4 hours. A failed check
results in them having a hard
time breathing, culminating in
a complete inability to breathe
within 1d6 rounds. This will kill the
victim unless it is quickly removed
by magic.

32
Horace Root. Flowering shrub with
thick roots that contain powerful
toxin. The roots can be cooked
over a fire to create a thick glaze-
like jelly which can be applied to
a weapon as a poison. A vial of
venom is enough to make a dose
Gingko Seeds. Seeds from a tall for a single person. It must be
tree that grows in temperate zones. applied to a bladed weapon and
The seed contains thick heart then delivered in combat.
meat that can safely be eaten in
Anyone that takes a point of
small quantities. It also contains a
damage from a weapon carrying
chemical that can build up in the
the poison will suffer an additional
blood. A single pouch of seeds can
2d6 damage immediately. A CON
be used to create a stew that gives
check vs DC 15 will reduce the hit
6 people a large enough dose to
point damage by half.
have the listed effects.
Marigold. Small golden flowering
Gingko seed stew triggers
weed that is common in most
debilitating convulsions for 2d6
climates. It can be ground into a
rounds. The victims will suffer 2
powder and used as an animal lure.
points of permanent intelligence
The powder by itself is inert and
damage as well. For 1d6 hours after
odorless. However, when boiled in a
the convulsions end, the victim will
small amount of water it releases a
feel extremely warm and have a
powerful musky smell that attracts
hard time articulating their speech.
large herbivores like elk, buffalo,
Goldenrod. Bright yellow flowering cattle, deer, moose, and so on. The
plant that is commonly found effect will vary based on the terrain,
in open areas such as meadows, wind speed, and ecology of the
prairies, and savannas. The leaves area around you.
can be brewed into a tea. A single
plant can be used to create a tea
that gives 6 people a large enough
dose to have the listed effects.
For 3d6 hours after consuming the
tea, drinkers will enjoy advantage
on checks to resist magical spells
and spell-like effects.

33
Muskhorn. Piece of antler taken Razorweed. Fragrant weed that
from the rare muskhorn moose. It grows in the southern plains.
can be ground into a fine powder About two centuries ago, a clan of
and used as an airborne poison. A gnomes discovered that it could
single horn yields enough powder be smoked to provide a truly
to fill the air at close distance. The memorable evening. Spellcasters
preferred method of delivery is have been known to abuse the
squeezing an air bladder filled with substance, addicted to the insights
the powder or dispersing it from an that it brings.
elevated position. Razorweed users gain +2 WIS mod
The poison deals 1d6 damage and and +2 INT mod for 8d6 rounds.
causes the loss of 1 permanent They will also experience a feeling
point of charisma. A CON check of sublime relaxation and focus.
vs DC 15 will reduce the hit point However, they also suffer -3 DEX
damage by half and prevent the mod for the same duration. For
charisma loss. Anyone who fails 1d12 hours after using this drug,
their check will fall into continuous the user will experience nausea,
coughing fits for 6 rounds (treat as headaches, and sensitivity to light
incapacitated) and their eyes will and sound.
gain a red tint for 2d6 weeks. Red Cap Mushroom. Powerful
hallucinogenic mushroom. It
is best consumed raw. Boiling
or burning will limit the effects.
Consuming them will cause wild
hallucinations that last for 3d4
hours. The user will be completely
unable to deal with reality during
this time. After the effect wears off,
they will be subjected to a period of
6d6 hours of moderate depression
and lethargy.

34
Snarlwood. Dark purple root from Tamarind. Edible fruit of a tropical
the Kysia flower. It is called the tree variety. The fruit has a fleshy,
snarlroot because of the dramatic juicy, acidic pulp. When selected
changes in combat prowess as a parts of the fruit are pressed into
result of consuming the root. It a juice and mixed with water, you
can be chewed raw, but the taste can create a potent mixture that
is horribly bitter. This can be made enhances your senses. One fruit
much more palatable when mixed can be used to create a single dose
with other vegetables in a stew. A of the mixture. For 5d6 rounds after
single root can be used to create drinking it, your sense of smell and
a stew that gives 4 people a large hearing are magnified. You can
enough dose to have an effect. smell or hear things up to 100 yards
Snarlroot stew grants its users +2 away as if they were right next
STR mod and +2 CON mod for 2d6 to you. The following day, users
rounds. However, they also suffer a will not be able to smell or hear
-3 WIS mod for the same duration. anything for 1d6 hours.
They will also experience strong Wolfsbane. Flower that can be
feelings of anger and aggression. either be wielded to intimidate
For 1d12 hours after using this drug, and/or wound lycanthropes or
the user will experience feelings ground into a toxic powder.
of jealousy and suspicion towards The contents of pouch of
their friends and companions. wolfsbane can be pulled out and
held in front of your body as if
brandishing a holy symbol. As long
as you do this, any lycanthropes
within near distance of you must
make a CHA check every round
or flee from you as if turned (as
undead). Lycanthropes also take
1d6 strength damage on contact.
A pouch of wolfsbane is also
able to be ground into powder
with a mortar and pestle and
blended into food or drink. If an
unsuspecting person ingests it
(Lycanthrope or not), it causes 1d3
strength damage, 1d8 hit point
damage, and 1 round of choking.
35
Traps
d100 Item Properties Gear Slots GP
01-15 Trap (flashing) Blinding trap 1 30 gp

16-30 Trap (noxious gas) Debilitating trap 1 24 gp

31-45 Trap (oil spray) Burning trap 1 28 gp

46-65 Trap (poison dart) Poison trap 1 34 gp

66-85 Trap (snare) Capturing trap 1 2 gp

86-00 Trap (sticky) Hindering trap 1 18 gp

Trap (Flashing). Trap that uses Trap (Oil Spray). Trap that sprays
magnesium to cause temporary a slippery oil to hinder your
blindness. It can be set up with adversaries. It can be set up with
an INT check vs DC 12 and it is an INT check vs DC 12 and it is
triggered by a tripwire. Anyone triggered by a pressure plate.
caught within near distance of The area within close distance of
the trap when it is triggered will the trap will be doused with slick
be blinded for 2d4 rounds. A oil when it is triggered. For 2d4
WIS check vs DC 15 reduces the rounds, anyone moving through
duration by half. the slicked area must make a DEX
Trap (Noxious Gas). Trap that uses check vs DC 18 to avoid slipping
a noxious gas to cause choking and and falling down. When placed
nausea. It can be set up with an INT in an unsafe area (ex. near a cliff
check vs DC 12 and it is triggered edge), users of this trap can cause
by a pressure plate. Anyone people to slide to their doom.
caught within close distance
of the trap when it is triggered
will be overcome by the gas for
2d8 rounds (treat as stunned).
A CON check vs DC 15 reduces
the duration by half. The gas will
disperse in 3 rounds (or 1 round if
there is a strong wind).

36
Trap (Poison Dart). Trap that Trap (Sticky). Trap that sprays a
uses a small poison dart to injure sticky substance to hinder your
your adversaries. It can be set up adversaries. It can be set up with
with an INT check vs DC 12 and an INT check vs DC 12 and it is
it is triggered by a trip wire. The triggered by a pressure plate.
person triggering the trap will be When triggered, the area within
struck by the dart for 1d6 damage. close distance of the trap will be
A DEX check vs DC 15 reduces the covered in a thick black tar-like
damage by half. binding substance.
Trap (Snare). Small twine trap used Anyone coated by the substance
to catch animals. Using a snare must make a DEX check vs DC
trap will grant advantage on a WIS 15 to take any action, including
check vs DC 12 to capture vermin simple movement. This effect
or similarly sized creatures (return endures for 3d8 rounds or until
after a day to resolve). It will also the subject is thoroughly cleaned.
result in an additional check for Anyone moving through the area
encounters by the game master as for 1d4 hours after the trap is
predators might be attracted. sprung must make a DEX check vs
DC 12 to avoid becoming trapped
themselves. However, these
secondary victims generally do not
become coated in the substance
and thus avoid the worst effects.

37
Spell Catalysts
d100 Catalyst Spell Affected Gear Slots Cost
01-04 Anise (10) Acid Arrow 1 15 gp
05-07 Balsam (10) Alarm 1 3 sp
08-10 Beebrush (10) Alter Self 1 8 gp
11-13 Betony (10) Augury 1 12 gp
14-17 Black Currant (10) Bless 1 10 gp
18-21 Borage (10) Blind/Deafen 1 7 gp
22-24 Chamomile (10) Burning Hands 1 14 gp
25-27 Chervil (10) Charm Person 1 10 gp
28-30 Chicory (10) Cleansing Weapon 1 8 gp
31-33 Comfrey (10) Cure Wounds 1 5 sp
34-36 Copper Nugget (10) Detect Magic 1 8 sp
37-39 Coriander (10) Detect Thoughts 1 20 gp
40-42 Dill (10) Feather Fall 1 4 sp
43-46 Fennel (10) Fixed Object 1 6 gp
47-50 Flax (10) Floating Disk 1 6 sp
51-54 Glass Ball (10) Hold Person 1 12 gp
55-57 Horseradish (10) Hold Portal 1 8 sp
58-61 Lavender (10) Holy Weapon 1 4 sp
62-64 Lemongrass (10) Invisibility 1 24 gp
65-67 Mace (10) Knock 1 16 gp
68-70 Mint (10) Levitate 1 18 gp
71-74 Monkshood (10) Light 1 1 sp
75-76 Mugwort (10) Mage Armor 1 6 sp
77-79 Olive (10) Magic Missile 1 5 sp
80-82 Pumpkin Seed (10) Mirror Image 1 15 gp
83-86 Red Currant (10) Misty Step 1 20 gp
87-90 Rosemary (10) Protection from Evil 1 5 sp
91-93 Sage (10) Shield of Faith 1 3 sp
94-96 Sandalwood (10) Silence 1 12 gp
87-90 Sicklepod (10) Sleep 1 2 sp
91-93 Thistle (10) Smite 1 20 gp
94-96 Thyme (10) Web 1 15 gp
97-00 Wormwood (10) Zone of Truth 1 18 gp
38
Anise (10). Bloom from a flowering Chervil (10). Bloom of herbs that
plant that can be used as a cooking provides a mild flavoring when
spice. If held while casting Acid cooking. If held while casting
Arrow, it consumes the item and Charm Person, it consumes the
grants a +2 damage bonus. item and adds an extra 2d6 days to
Balsam (10). Chunk of aromatic the duration.
resin exuded by flowering trees. Chicory (10). Root from a flowering
If held while casting Alarm, it plant that can be brewed as a tea.
consumes the item and raises the If held while casting Cleansing
duration to 1d3+2 days. Weapon, it consumes the item and
Beebrush (10). Branch from grants a +1 damage bonus (+4 vs
an aromatic flowering shrub. Undead).
If held while casting Alter Self, it Comfrey (10). Bloom from a
consumes the item and doubles flowering herb that is used in
the duration to 10 rounds. herbal medicine. If held while
Betony (10). Bloom from a casting Cure Wounds, it consumes
flowering plant that is used in the item and heals an additional
herbal medicine. If held while 1d4 hit points.
casting Augury, it consumes Copper Nugget (10). Small chunk
the item and allows a clarifying of metal that fits easily in your fist.
question to be asked. If held while casting Detect Magic,
Black Currant (10). Hardy winter it consumes the item and raises
berry from a shrub grown in the range to Far.
northern regions. If held while Coriander (10). Dried seed that
casting Bless, it consumes the item is crushed to give food a tart
and grants advantage when the flavor. If held while casting Detect
blessed luck token is used. Thoughts, it consumes the item
Borage (10). Seed from a flowering and imposes disadvantage on the
plant that can be pressed for oil. If target’s WIS check.
held while casting Blind/Deafen, it Dill (10). Seed from a flowering
consumes the item and raises the herb that is used as a cooking
range to Far. spice. If held while casting Feather
Chamomile (10). Dried petals from Fall, it consumes the item and
a flower believed to restore health. allows you to alter your downward
If held while casting Burning trajectory using your mind (subject
Hands, it consumes the item and to game master judgment).
grants a +2 damage bonus.
39
Fennel (10). Cluster of aromatic Mace (10). Protective coating
and flavorful herbs used as a that forms around the seed of a
cooking spice. If held while casting nutmeg plant. If held while casting
Fixed Object, it consumes the item Knock, it consumes the item,
and increases the duration to 10 strongly magnifies the sound, and
rounds. deals 1d4 sonic damage to anyone
Flax (10). Seed from a flowering within close distance of the target.
plant that can be pressed for oil. If Mint (10). Cluster of leaves from a
held while casting Floating Disc, it flowering plant used as a cooking
consumes the item and allows you spice. If held while casting Levitate,
to place up to 25 gear slots worth it consumes the item and grants
of equipment on the disc. the caster the ability to move
Glass Ball (10). Bit of glass that is a horizontally without pushing off a
waste byproduct of glass blowing. surface to do so.
If held while casting Hold Person, it Monkshood (10). Bloom from the
consumes the item and raises the poisonous plant also known as
range to Far. Wolfsbane. If held while casting
Horseradish (10). Strongly flavored Light, it consumes the item and
root vegetable used as a cooking projects the light produced out to a
spice. If held while casting Hold Far distance.
Portal, it consumes the item and Mugwort (10). Bloom from a
imposes disadvantage on the STR flowering herb used in herbal
check to break through it. medicine. If held while casting
Lavender (10). Bloom from an Mage Armor, it consumes the
aromatic flowering plant used to item, raises an additional +1 AC
make essential oil. If held while and advantage to any critical
casting Holy Weapon, it consumes spellcasting checks that occur.
the item and raises the attack and Olive (10). Small fruit from a
damage bonus to +2. hardy tree that can be crushed for
Lemongrass (10). Hairy spikelet cooking oil. If held while casting
from a tall grassy plant. If held Magic Missile, it consumes the
while casting Invisibility, it item, deals an extra point of
consumes the item and increases damage, and knocks a humanoid
the duration to 20 rounds. target off its feet if they fail a DEX
check vs DC 18.

40
Pumpkin Seed (10). Seed from Thistle (10). Flower that is grown
a large winter squash variety. If around beehives which improves
held while casting Mirror Image, it honey production. If held while
consumes the item and grants an casting Smite, it allows you to strike
additional duplicate. an additional target (for the same
Red Currant (10). Tart berry from rolled damage).
a short deciduous shrub common Thyme (10). Tough herb with
to temperate regions. If held while culinary and embalming uses.
casting Misty Step, it consumes the If held while casting Web, it
item and raises the range to Far. consumes the item and imposes
Rosemary (10). Cluster of leaves disadvantage on anyone trying to
from the fragrant evergreen plant. break free of the spells’ effect.
If held while casting Protection Wormwood (10). Hardy northern
from Evil, it consumes the item and herb that is used as an antiseptic. If
causes chaotic beings within near held while casting Zone of Truth, it
range to flee from you (as if turned) consumes the item and raises the
for 5 rounds. range to Far.
Sage (10). Bloom from an
evergreen flowering undershrub. If
held while casting Shield of Faith,
it consumes the item and increases
the duration to 12 rounds.
Sandalwood (10). Piece of
aromatic wood burned as a
fragrance or pressed for oil. If held
while casting Silence, it consumes
the item and causes unintelligent
creatures to become disoriented
(treat as stunned) for 1 round.
Sicklepod (10). Wild legume that is
boiled and used to create a laxative
tea. If held while casting Sleep, it
consumes the item and causes the
spell to affect 1 additional creature.

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