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- Equipment List -
    
ArmourACBulkMv
Full Plate1Fairly6
Field Plate2Fairly6
Plate3Bulky6
Bronze Plate4Bulky6
Banded4Bulky9
Splint4Bulky6
Chain5Fairly9
Chain, Elfin5Non12
Scale6Fairly6
Ring7Fairly9
Studded7Fairly12
Leather8Non12
Padded8Fairly9
Shield Only9Non12
None10Non12
All Armour: All Melee Weapons: All Ranged Weapons: Ammunition:
[Mounts] - [Pack Animals] - [Transportation] - [Misc Animals] - [Animal Gear]

[Currency] - [Provisions] - [Containers] - [Stationary]

[All Mundane Items] - [All Magic Items]

Currency conversions: 1cp (0.005gp), 1sp (0.05gp), 1ep (0.5gp), 1pp (5gp). i.e. 200cp = 20sp = 2ep = 1gp = 1/5pp
Swords and BowsDmg S-MDmg L
Bastard Sword2d42d8
Broad Sword2d4d6
Khopesh Sword2d4d6
Long Swordd8d12
Scimitard8d8
Short Swordd6d8
Two-Handed Swordd103d6
Comp. Long Bowd6d6
Comp. Short Bowd6d6
Hand Crossbowd3d2
Heavy Crossbowd4d6
Light Crossbowd4d4
Long Bowd6d6
Short Bowd6d6
[Weapon Properties Chart]
Name Weight Value(gp) Worn Magic Category Description
Backpack, Leather 2 2 Back n Container Contains up to 30lbs or 300 coins. A backpack is a wicker frame covered in leather, and carried on the back, typically with straps to secure it. Items, such as a bedroll or a coil of rope, bundle of torches can be secured to the outside of a backpack.
Bag (Large) 1 1 Slung n Container Contains up to 5lbs or 50 coins.
Bag (Small) 0.5 0.75 Slung n Container Contains up to 2.5lbs or 25 coins.
Basket, Large (Bushel) 8 0.25 Slung n Container Contains up to 15lbs or 150 coins. These woven containers are not waterproof, but hold most nonliquid substances. Each basket comes with a lid that can be latched tightly.
Basket, Small 4 0.1 Slung n Container Contains up to 10lbs or 100 coins. These woven containers are not waterproof, but hold most nonliquid substances. Each basket comes with a lid that can be latched tightly.
Bolt Case (holds 20 bolts) 3 0.75 Slung n Container Contains up to 4lbs or 40 coins or 20 bolts.
Bolt Case (holds 40 bolts) 3 1 Slung n Container Contains up to 8lbs or 80 coins or 40 bolts.
Box (Large, Iron) 500 28 Slung n Container Contains up to 400lbs or 4000 coins. Metal boxes are completely light proof and airtight when sealed. They are useful for storing items that a person does not wish subject to magical inspection. Boxes also serve as handy containers for gems or other objects that have been enchanted with permanent light spells. Boxes are about two feet wide, two feet long, and 1 1/2" deep.
Box (Small, Gold) 2 100 Slung n Container Contains up to 5lbs or 50 coins. Metal boxes are completely light proof and airtight when sealed. They are useful for storing items that a person does not wish subject to magical inspection. Boxes also serve as handy containers for gems or other objects that have been enchanted with permanent light spells. Boxes are about two feet wide, two feet long, and 1 1/2" deep.
Box (Small, Iron) 5 9 Slung n Container Contains up to 80lbs or 800 coins. Metal boxes are completely light proof and airtight when sealed. They are useful for storing items that a person does not wish subject to magical inspection. Boxes also serve as handy containers for gems or other objects that have been enchanted with permanent light spells. Boxes are about two feet wide, two feet long, and 1 1/2" deep.
Box (Small, Lead) 2 20 Slung n Container Contains up to 1lbs or 50 coins. Metal boxes are completely light proof and airtight when sealed. They are useful for storing items that a person does not wish subject to magical inspection. Boxes also serve as handy containers for gems or other objects that have been enchanted with permanent light spells. Boxes are about two feet wide, two feet long, and 1 1/2" deep.
Chest (Large, Wooden) 150 0.85 Slung n Container Contains up to 100lbs or 1000 coins.
Chest (Small, Wooden) 25 0.4 Slung n Container Contains up to 25lbs or 250 coins.
Flask for Oil 2 0.5 Slung n Container Can carry up to 4 pints (4lbs) of liquid.
Haversack 2 1 Slung n Container Contains up to 20lbs or 200 coins.
Pouch (Large Belt) 1 1 Slung n Container Contains up to 5lbs or 50 coins.
Pouch (Small Belt) 0.5 0.75 Slung n Container Contains up to 2.5lbs or 25 coins.
Quiver (holds 12 arrows) 3 0.4 Slung n Container Contains up to 2.4lbs or 24 coins or 12 arrows.
Quiver (holds 20 arrows) 3 0.6 Slung n Container Contains up to 4lbs or 40 coins or 20 arrows.
Sack (Large) 2 0.08 Slung n Container Contains up to 40lbs or 400 coins.
Sack (Small) 0.5 0.05 Slung n Container Contains up to 10lbs or 100 coins.
Saddle Bags, Large 15 4 NA n Container Carries up to 30lbs or 300 coins.
Saddle Bags, Small 15 3 NA n Container Carries up to 10lbs or 100 coins.
Scroll Case (Bone or Ivory) 5 5 Slung n Container Contains up to 6lbs, 60 coins, 12 sheets of parchment/paper/vellum/etc. or 3 scrolls.
Scroll Case (Leather) 2.5 0.75 Slung n Container Contains up to 4lbs, 40 coins, 8 sheets of parchment/paper/vellum/etc. or 2 scrolls.
Vial 0.025 1 Slung n Container A vial can hold upto 8oz (0.5lb) of liquid.
Waterskin (4 pints) 5 0.75 Slung n Container Can carry upto 4 pints (4lbs) of liquid.
Wineskin (4 pints) 5 0.75 Slung n Container Can carry up to 4 pints (4 lbs) of liquid.
Air Bladder 2 15 Slung n Exploration This is an airtight leather sack that can aid characters in many varied situations underground. The bag has two principal purposes: as a flotation device and as a very limited air supply container. When used for flotation, an air bladder is filled with air and held by a character in the water. Air bladders generally have several straps for just such a purpose. A character holding an air bladder does not have to exert himself to remain afloat, nor does he need to be able to swim. By kicking, the character can move at 1/3 of his normal swimming speed. Of course, the effects of hypothermia can still endanger characters using air bladders. The secondary function of an air bladder is to provide air to a character who might otherwise suffocate or drown. If the character is resting, an air bladder can provide him with enough air to last a full turn. The rate of air consumption increases at the proportions described under the Air Supply rules (page 36 of the Dungeoneer's Survival Guide) when the character exerts himself.
Beacon 20 40 Slung n Exploration A beacon is essentially a very bright lantern that is too large to be carried by hand. It must be mounted on some kind of structure, such as a building, wagon, or boat. A beacon can project light in a cone shape up to 240 feet from its source. The cone is only two feet wide at its source, but broadens into a 90-foot-wide fan at its extreme end. Because of its high output, a beacon burns a pint of oil in 10 turns of operation. A beacon can be tightly shuttered so as not to emit even a trace of light.
Birdcage 5 0.25 Slung n Exploration This is a wicker cage, capable of holding up to three songbirds. It is about 18 inches high and one foot in diameter.
Chalk, Powder 2 0.1 Slung n Exploration This is a white powder that can be used for a wide variety of purposes, limited only by a player's imagination. A single container holds enough chalk powder to thoroughly cover a 20-foot-square section of floor, or up to eight human-sized characters. If the powder is scattered on the floor, any creatures walking through it leave footprints. When hurled through the air or smashed against a wall, it creates a 10-foot-diameter cloud of dust that settles on all creatures within the area. Thus, invisible creatures can be discovered, and creatures or objects that are too dark to easily distinguish can be made lighter in color.
Chalk, Stick 0.5 0.1 Slung n Exploration Useful for marking surfaces and waypoints.
Crampons 5 40 Slung n Exploration These are iron spikes that can be attached to a character's boots. Their function is to provide better footing on ice or other slippery surfaces.
Drill, Iron 5 5 Slung n Exploration This iron tool can slowly bore a hole through wooden or stone barriers. The hole is about one inch wide, and up to nine inches deep. A character, by heavily exerting himself, can drill through one inch of wood in a turn, and one inch of stone in three turns. When in use, the drill makes a grinding noise that is audible up to 120 feet away.
Lard (pint) 2 20 Slung n Exploration This common substance is occasionally employed as a lubricant to help large objects, including characters, squeeze through small holes. A character who has been smeared with lard can squeeze through a passageway that is only 80% as wide as the minimum passage needed, as explained under the movement rules (page 21). Lard is also mildly flammable, but unlike oil, it burns too stubbornly to function as a weapon. When smeared with lard, a character who sustains any damage from a fire-based attack suffers 2 hp extra damage per round for 1d6 rounds. Lard can also serve as an insulating coating for swimmers who enter very cold water. See the hypothermia rules (DSG page 42) for exact effects.
Oil, Waterproofing 2 20 Slung n Exploration This type of oil is harvested from creatures who have developed very effective insulation systems. Seals and minks are common sources of waterproofing oil. One pint of oil is enough to thoroughly coat two square yards of leather or wool material. Cotton material cannot be effectively waterproofed. When a material has been treated with waterproofing oil, it completely repels water for 1 d6+6 turns if the water is pouring or showering onto the material (as in rain). If the material is immersed in water, it remains completely waterproof for only 1d6 turns. If the material starts to leak in either case, it grows slowly wetter for 1d6 turns, after which time it is completely saturated.
Pulley 6 25 Slung n Exploration This simple machine is typically purchased with a wooden block and a sturdy hook at the top and bottom. In addition to standard pulleys that accept only one loop of rope, there are pulleys that accept two or even three loops of rope. A single pulley allows a character to change the direction of force when lifting or moving something. For example, by pulling down on a rope, you can lift a heavy weight up. Two single-rope pulleys allow the direction of force to be changed, and double the amount of weight that can be lifted. Two double-rope pulleys quadruple the amount a character can lift. Two triple-rope pulleys increase a character's lifting ability by six times. Of course, very solid means of attaching the pulleys must be found before they can be used effectively.
Reed, Hollow 0.1 0.1 Slung n Exploration This is a slender straw that, if used carefully, enables a character to breathe while completely submerged under water. The reed is inserted into a character's mouth, and his nose is sealed with wax or by other means. By lying on his back with the straw sticking up like a small periscope, the character can remain underwater and breathe. Because of the character's upside-down position, it is very difficult for him to remain concealed while moving. The maximum a character can move is 1/3 of his normal swimming movement rate. In addition, if a character attempts to move while breathing through a reed, he stands a 10% chance per round of creating a tell-tale ripple on the surface of the water, If the character simply floats with the current, however, no such risks are entailed.
Twine, ball (50ft) 1 .01 Slung n Exploration Twine has various uses: as lashings, trip-lines, retracing steps along a path.
Unique 10 0 Slung n Exploration
Axe Head 5 2 Slung n Gear The head of an axe. Missing the haft.
Bedroll 5 2 Slung n Gear A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Bell, Silver 1 3 Slung n Gear Often used in spells.
Candle, Tallow 0.5 0.005 Slung n Gear na
Candle, Wax 0.5 0.05 Slung n Gear na
Crowbar 7.5 3 Slung n Gear na
Crystal Orb 15 100 Slung n Gear na
Grappling Hook 7.5 75 Slung n Gear A grappling hook or grapnel is a device that typically has multiple hooks (known as claws or flukes) attached to a rope; it is thrown, dropped, sunk, projected, or fastened directly by hand to where at least one hook may catch and hold onto objects.

**Use of Grappling Hooks:**

The other piece of equipment that can be used by any climber (thief or non-thief, mountaineer or non-mountaineer) is a grappling hook — a three- or four-pronged metal hook that is attached to the end of a rope and thrown toward a protrusion, in hopes that the hook will catch and hold so that climbers can pull themselves upward with the help of the anchored rope. Grappling hooks are normally only needed when ascending severe slopes and cliff faces, but they may also come in handy to expedite movement up a moderate slope, especially if it is slippery or slightly slippery.

A character can throw a grappling hook (attached to a rope, of course) upward a maximum distance of 1/3 of his strength score (rounded up) times 10 feet; a character with a strength of 8 can throw the hook toward a protrusion as far as 30 feet above his head. If the throw is horizontal (on an incline of 30 degrees or less), the character's maximum throwing distance is the same as for a vertical toss unless he is in a secure position and has a 10ft radius of space around himself to allow for whirling the hook in a circle before letting it go; in that case, he can make a horizontal throw twice as far as his maximum vertical throw.

It takes one round to make a throwing attempt with a grappling hook, regardless of the type of throw. If the hook misses, the character must spend the next 1d4 rounds coiling the rope, whether he intends to make another attempt or he plans to stow the equipment until a later time. It can be dangerous to throw a hook toward a target directly above oneself; if the throw misses and the dice roll was 01-05, the thrower is hit by the hook and takes 1d6 points of damage.

A climber can climb up a rope anchored by a grappling hook at a 30ft bonus to his normal climbing movement rate if he is lightly encumbered or not encumbered. In other cases, the rope affords no benefit to movement — except, perhaps, to make upward movement possible where it was not possible before.

The chance of a suitable protrusion being available within the character's throwing range, and the chance of the hook catching on the intended target, are both dependent on the type of terrain toward which the hook is being thrown.

Iron Spike, Large 1 0.005 Slung n Gear na
Lantern, Bullseye 6 12 Slung n Gear A bullseye lantern is generally much more reliable as a light source in the wilderness. The flame is protected, so it will not flicker or be extinguished by the wind, and the radius of illumination generally remains constant. In moonlight or darkness, the beam of light from a bullseye lantern can be seen from 200 yards away if the viewer is looking directly back toward the source of the light, or from 100 yards away if the viewer's gaze is directed across the path of the beam.
Lantern, Hooded 6 7 Slung n Gear A lantern is generally much more reliable as a light source in the wilderness. The flame is protected, so it will not flicker or be extinguished by the wind, and the radius of illumination generally remains constant. In moonlight or darkness, the light from a regular lantern can be seen from 100 yards away.
Lantern, Waterproof 5 50 Slung n Gear This is a tightly enclosed lantern that produces an amount of light equivalent to a normal lantern. The waterproof lantern contains a flame that is carefully shielded against water dousing and gusts of wind. If a waterproof lantern is taken underwater, the area of illumination is reduced to a 10-foot radius instead of the normal 30 feet. While water does not extinguish the flame, it is soon extinguished because of lack of air when underwater. If a waterproof lantern is submerged, the DM makes a secret d6 roll. The result is the number of rounds the lantern continues to burn.
Lenses (Crystal) 0.2 50 Slung n Gear Pair of convex, crystal lenses which fit over the user's eyes.
Mirror, Metal (Large) 0.5 10 Slung n Gear na
Mirror, Silver (Small) 0.5 20 Slung n Gear na
Oil 1 0.5 Slung n Gear 1 pint of oil. Must be carried in a liquid container.
Pickaxe 20 20 Slung n Gear This essential ingredient of every miner's kit is required if characters are to excavate at full efficiency (the excavation rate is only 1/2 of maximum without pickaxes). In desperate conditions, a pickaxe can be used as a weapon. In addition to normal nonproficiency penalties, a pickaxe used as a weapon suffers an inherent -2 on all attack rolls because of its unwieldiness. If the blow lands, however, it inflicts a hefty 1d10 points of damage to small or medium creatures and 1d20 points of damage against large creatures.
Pole (10ft) 10 0.015 Slung n Gear na
Rope (50ft) 7.5 0.2 Slung n Gear Often made of hemp, the rope is sturdy and can be broken down to make lengths of cordage.
Rushlight 0.05 .001 Slung n Gear (5' radius) A rushlight is a type of candle or miniature torch. The average rushlight gives of light in a 5 foot radius, is 12 inches long and burns for 2 turns (20 minutes). In moonlight or darkness, a lit rushlight can be seen from as far away as 50 yards. It is formed by soaking the dried pith of the rush plant in fat or grease. Mature rush stalks are gathered in summer or autumn. The green epidermis or rind of each stalk is carefully peeled off to reveal the inner pith, but a single lengthwise strip of rind is left in place to provide support for the fragile pith. After drying, the rush is then steeped in any available household fat or grease. Bacon grease was commonly used, but mutton fat was considered best by some, partly because it dried to a harder, less messy texture than other fats.
Shovel 18 10 Slung n Gear This is another item standard to every miner's supplies. If a group of characters lacks shovels, the amount of excavation they can accomplish in a day is reduced by 50%.
Thieves Tools .01 30 Slung n Gear This set of tools includes a small file and a set of lock picks.
Tinder Box 0.2 1 Slung n Gear Flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire.
Torch 2.5 0.005 Slung n Gear (Radius 40') The radius of illumination and the burning time of a torch can both be affected by wind velocity. If the wind is blowing at less than 10 mph, the figures given in the Players Handbook apply. If the wind is between 11 and 25 mph, the flame of the torch will struggle and flicker, providing reliable illumination only out to 30 feet instead of 40, and the torch will burn out in 4 turns instead of 6. If the wind is between 26 and 40 mph, radius of illumination is not further reduced but the flame will only last for 2 turns at most, and there is a 25% chance (checked every five rounds) that the torch will be extinguished by the wind and must be reignited. In a wind of more than 40 mph, it is impossible to keep a torch burning for more than 1 round. It takes 1 round to light a torch, plus 1 round for every 10 mph of wind velocity; this time is cut in half for a character with proficiency in fire building. In moonlight or darkness, a lighted torch can be seen from as far away as 200 yards.
Tuning Fork 2 5 Slung n Gear Tuning fork. Can be used in spell casting.
Whistle 0.1 0.05 Slung n Gear This is a simple device of hollowed wood, bone, or reed. When blown, it creates a piercing sound audible up to 1,000 feet away.
Ale (pint) 1 0.05 Slung n Provisions 1 pint of ale. Must be carried in a liquid container.
Beer (pint) 1 0.025 Slung n Provisions 1 pint of beer. Must be carried in a liquid container.
Good Wine (pint) 1 0.5 Slung n Provisions 1 pint of good wine. Must be carried in a liquid container.
Mead (pint) 1 0.25 Slung n Provisions 1 pint of mead. Must be carried in a liquid container.
Rations, Iron (day) 1 1 Slung n Provisions na
Rations, Standard (day) 3 0.5 Slung n Provisions na
Water 1 0 Slung n Provisions 1 pint of water. Must be carried in a liquid container.
Watered Wine (pint) 1 0.25 Slung n Provisions 1 pint of watered wine. Must be carried in a liquid container.
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