SUPPLIESThere are many useful tools for problem-solving and survival which can mean the difference between the success or failure of an adventure. Players do not need to pre-purchase items before setting out on their adventures. Instead, every character has a stat called Supply, which indicates how prepared that character is for what awaits them in their travels.
Any time a character needs any item from the following list, they can tick an appropriate amount of their available Supply boxes to have the item in their pack, ready to go (good thing they remembered to pack it!). As you browse this section, be aware of the following terms: |
Supply Cost: If you want to say your character has this item in their pack, ready for use, you'll need to tick this many Supply boxes. Once you've run out of Supply boxes to tick, you've hit the limit of what your character is carrying on them and can't obtain any more items until you resupply. You can resupply by purchasing supplies from a provisioner (spending money in their shop to untick your Supply boxes). You can also untick Supply boxes by finding items during your adventure (looting enemies, opening treasure chests, hunting and foraging, etc.).
Supply Cost is a reflection of both how expensive an item is and how large, heavy, & cumbersome it is to carry around in your pack. It's assumed that you can get any of the supplies on this list from a well-stocked provisioner (or other specialty stores in town), though the GM may restrict you from attaining supplies that are deemed rare, exotic, or otherwise hard to attain given the setting you are in.
Supply Cost is a reflection of both how expensive an item is and how large, heavy, & cumbersome it is to carry around in your pack. It's assumed that you can get any of the supplies on this list from a well-stocked provisioner (or other specialty stores in town), though the GM may restrict you from attaining supplies that are deemed rare, exotic, or otherwise hard to attain given the setting you are in.
It is recommended that every 5 Crowns spent resupplying in town unticks one Supply box. However, the GM may raise or lower this number depending on the supply & demand for adventuring gear within the local economy.
Use: Some items (like a bedroom or cook set) remain in the character's inventory after acquisition, available for use later on. Others (like rations) are consumed upon use or can only be used a number of times (like an oil lamp) before they are no longer useful. Items are defined as:
- Single Use: The item is used up, destroyed, or otherwise unable to be used more than once
- Limited Use (X): The item can be used a number of times before it is no longer useable (the number in parenthesis tells how many uses)
- Unlimited Use: The item can be used an unlimited number of times, but can still be lost, stolen, or broken by normal means
Note that Supply is used to reflect what is already in your character's pack (we just don't know it yet). You are not summoning items to your person or creating them from thin air. Supply simply reflects what you've brought on your journey without the need for a great deal of accounting and inventory management. You need to have access to your stuff in order to tick Supply boxes and take possession of items (you can't summon a lock pick while locked in a cell or suddenly have a knife on you when you awaken tied up in a cave forty miles from your campsite, for instance).
Supply List
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Abacus
Requires 3 Supplies, Unlimited Use This rack contains several rows of beads set to slide back and forth along a bar. An Abacus is used for simple accounting, a favorite tool of those who deal in trade, commerce, and banking. Acid Vial
Requires 2 Supplies, Single Use A small vial of clear liquid that eats through matter in seconds. Pour the vial of acid out to dissolve 1 Stones worth of material every minute for 10 minutes. A creature splashed with a vial of Acid (as a Half Action) takes ongoing 1d6 Acid damage (Save ends) and will likely be scarred for life. Alchemy Kit
Requires 8 Supplies, Unlimited Use A collection of bottles, beakers, burners, glassware, mortar, pestle, and an assortment of tools necssary for brewing potions in the field, outside the comforts of an alchemical lab. Ammunition
Requires 1 Supply, Limited Use (10 reloads) Enough ammunition to reload your weapon ten times. Antitoxin
Requires 2 Supplies, Single Use Drinking this clear liquid as a Half Action immediately ends the effects of any naturally occuring poison on a creature (though any harm sustained before drinking it will remain). Art Supplies
Requires 4 Supplies, Limited Use (5 artworks) Enough paint, brushes, canvas, and other supplies to create up to five works of visual art. Artisan's Tools
Requires 3 Supplies, Unlimited Use A set of tools for a trade like woodworking, stonecutting, jewelcraft, glasswork, runeweaving, tinkering, etc. Decide what trade this set of tools is for. Axe (Camp Axe)
Requires 4 Supplies, Unlimited Use A small one-handed axe used for chopping trees, splitting wood, and cutting tinder. Though it can function like a Hatchet, it is designed to be used as a tool (and is likely to break in the heat of battle, GM discretion). Ball Bearings
Requires 1 Supply, Single Use A bag of small, smooth iron or glass balls. As a Half Action, the bag can be dumped into an adjacent 3 x 3 meter area; a creature that enters any space in this area must Save or fall prone. The balls can also be poured out to trigger any ground-based traps in an adjacent 3 x 3 meter area. Bedroll
Requires 2 Supplies, Unlimited Use Padded and insulated bedding which can be rolled and unrolled to put some space and padding between you and the hard ground, offering a small measure of comfort when you sleep in the wild. Taking a Full Rest in the wilderness without proper bedding is quite uncomfortable and can result in not gaining all the benefits of a Full Rest (GM discretion). Bell
Requires 1 Supply, Unlimited Use Rings out clear and true, with a tone that can be heard a short distance away. Can be tied to doors, trip-wires, chests, etc. to act as an alarm. Blanket
Requires 1 Supply, Unlimited Use A wide length of cloth or fur wraps you in warmth and a sense of security. Taking a Full Rest in the wilderness without proper bedding is quite uncomfortable and can result in not gaining all the benefits of a Full Rest (GM discretion). Blasting Caps
Requires 2 Supplies, Single Use A bundle of gunpowder caps and fuses which can be lit as a Half Action. At the start of your next turn (or around 10 seconds outside of combat), the caps explode in a 5 x 5 meter sphere. Any mundane object in the blast that is not more durable than stone is destroyed instantly. Creatures caught in the blast must Save or take 5d10 Fire damage (Save reduces damage by half). Block & Tackle
Requires 5 Supplies, Unlimited Use A length of rope (around 10 meters) linked through a pulley system with a hook on one end for attaching to objects. By pulling on the other end, you can lift up to four times what you normally could (if multiple creatures join the pull, add all your Brawn scores together and multiply the sum by four). Bolt Cutters
Requires 3 Supplies, Unlimited Use This pair of specialized, heavy-duty clippers is ideal for cutting through wire, chain, padlocks, and thin strips of metal. Book
Requires 1 Supply, Unlimited Use A few hundred pages bound in leather, this book can be any genre or type of book you please. Whatever keeps you interested and turning the pages. Bug Net
Requires 2 Supplies, Unlimited Use Drape this over your tent or sleeping area to keep insects out of a 3 x 3 meter area. More than just a comfort item when camping in areas where mosquitoes and other invasive insects carry deadly diseases. Caltrops
Requires 1 Supply, Single Use A small pouch of metal spikes which can be dumped on the ground as a Half Action. The caltrops fill an adjacent 3 x 3 meter area and any creature that steps on the ground within this area must Save or stop moving and take 1d6 Physical damage (this occurs each time the creature enters a new space in the affected area). Candle
Requires 1 Supply, Limited Use (5 hours) For as long as it burns, this wax stick provides dim light in a 5 x 5 meter sphere centered on the candle. Chain
Requires 3 Supplies, Unlimited Use Five meters of linked metal chain which is much more durable than rope (but also less flexible). Chain has 10 HP and can handle up to 500 Stones worth of weight and pressure at once. Chalk
Requires 1 Supply, Limited Use (100 meters) Using this stick of white (or colored) chalk, you can make impermanent markings on almost any surface. Change of Clothes
Requires 2 Supplies, Unlimited Use This is another set of clothes you happen to have available. Useful for when you get messy or need to change appearance. Increase Supply Cost by 1 if the clothes are particularly nice, elaborate, or specialized in some way. Climbing Kit
Requires 4 Supplies, Unlimited Use Crampons, a climbing hook, pitons, boot tips, gloves, and an assortment of other tools needed to climb or repel in relative safety. Those using a climbing kit have Advantage on all Feats related to climbing. Compass
Requires 1 Supply, Unlimited Use No matter which way you turn, the needle on this circular device always points north, giving you both a sense of direction and Advantage on Feats made to navigate at sea or in the wilderness. Container
Variable Supply Cost, Unlimited Use Decide what kind of bag, bottle, chest, box, barrel, or other sort of container this item is, depending on what needs carrying or containing. A small container costs 1 Supply. A medium-sized container costs 2 Supplies. A large container costs 3 Supplies. An extra large container costs 4 Supplies. Cookset
Requires 4 Supplies, Unlimited Use A small assortment of collapsible pots, pans, and cooking utensils designed for cooking outside the comforts and conveniences of a normal kitchen. Costume
Requires 3 Supplies, Unlimited Use A specialized costume (maybe it even includes a wig); decide exactly what it looks like. Crowbar
Requires 3 Supplies, Unlimited Use Sometimes a door or container just doesn't want to open. That's where the leverage of a crowbar, a length of flat metal bar, comes in handy to pry open the stubborn ingress and gain entry. A crowbar gives you Advantage on Feats where its leverage can be applied. Diving Gear
Requires 8 Supplies, Unlimited Use A collection of specialized gear like fins, weights, and a breathing apparatus for diving and exploring underwater. While wearing this gear, you move at half Speed on land but full Speed in water, can hold your breath twice as long as you normally could, and either gain Advantage on one swimming-related Feat or negate one instance of swimming-related Disadvantage each round. Fireworks
Requires 2 Supplies, Single Use Brilliant, loud, and unexpected. Fireworks are a delight at parties but can also be used as a distraction. Any creature that can see and hear the Fireworks and wasn't expecting them suffers Disadvantage on Awareness rolls for 1 minute while the Fireworks go off and their attention is immediately diverted. Fish Hook
Requires 1 Supply, Unlimited Use A small metal hook, ideal for baiting and catching fish with. The clever adventurer can think of a hundred other uses for such a precise and versatile tool. |
Fishing Tackle
Requires 5 Supplies, Unlimited Use
A fishing rod, reel, lures, hooks, and all the assorted gear you need to catch fish. Make a Skill Feat for every hour you spend fishing; you catch one fish for every Bump you roll.
Requires 5 Supplies, Unlimited Use
A fishing rod, reel, lures, hooks, and all the assorted gear you need to catch fish. Make a Skill Feat for every hour you spend fishing; you catch one fish for every Bump you roll.
Flares
Requires 1 Supply, Single Use
This small sealed jar contains a powder that burns with great brilliance when exposed to air, giving off a signal of light and smoke that can be seen for miles. A Flare will burn for up to 1 hour after being used.
Requires 1 Supply, Single Use
This small sealed jar contains a powder that burns with great brilliance when exposed to air, giving off a signal of light and smoke that can be seen for miles. A Flare will burn for up to 1 hour after being used.
Flask of Hooch
Requires 2 Supplies, Limited Use (10 drinks)
This thin metal flask is easily hidden in a pocket, tucked away out of sight and filled with a beverage (likely alcoholic) of your choice. A creature comfort to be sure, though perhaps more of a necessity on particularly cold, lonely nights.
Requires 2 Supplies, Limited Use (10 drinks)
This thin metal flask is easily hidden in a pocket, tucked away out of sight and filled with a beverage (likely alcoholic) of your choice. A creature comfort to be sure, though perhaps more of a necessity on particularly cold, lonely nights.
Flint & Tinderbox
Requires 3 Supplies, Limited Use (5 fires)
A flint & sparksteel along with a small box of twigs, hay, and other kindling. You can get the beginnings of a fire going after about 10 minutes (you'll need fuel like firewood to keep the fire going or burn it hotter).
Requires 3 Supplies, Limited Use (5 fires)
A flint & sparksteel along with a small box of twigs, hay, and other kindling. You can get the beginnings of a fire going after about 10 minutes (you'll need fuel like firewood to keep the fire going or burn it hotter).
Gamebox
Requires 2 Supplies, Unlimited Use
A small box filled with diversions like cards, dice, and other items used to play various games of chance, strategy, and skill.
Requires 2 Supplies, Unlimited Use
A small box filled with diversions like cards, dice, and other items used to play various games of chance, strategy, and skill.
Glowrod
Requires 3 Supplies, Single Use
Crack this small stick in the middle to break the seal and mix a reagent into the ubiquitous liquid within. The stick begins glowing with an intense light that provides bright light in a 3 meter sphere centered on the Glowrod, normal light out to 10 meters, and dim light out to 20 meters. The Glowrod gives its light for the next hour before flickering and fading away.
Requires 3 Supplies, Single Use
Crack this small stick in the middle to break the seal and mix a reagent into the ubiquitous liquid within. The stick begins glowing with an intense light that provides bright light in a 3 meter sphere centered on the Glowrod, normal light out to 10 meters, and dim light out to 20 meters. The Glowrod gives its light for the next hour before flickering and fading away.
Glue
Requires 2 Supplies, Limited Use (5 applications)
This sticky substance can be applied to nearly any surface to create a lasting bond between the surface and anything stuck to it. Glue dries in 10 minutes and can withstand up to 10 Stones of pressure before tearing off. Glue is water soluble and dissolves within 1 minute of exposure/submersion.
Requires 2 Supplies, Limited Use (5 applications)
This sticky substance can be applied to nearly any surface to create a lasting bond between the surface and anything stuck to it. Glue dries in 10 minutes and can withstand up to 10 Stones of pressure before tearing off. Glue is water soluble and dissolves within 1 minute of exposure/submersion.
Goggles
Requires 4 Supplies, Unlimited Use
Worn to protect the eyes from debris and bright lights. While wearing goggles, you are immune to non-magical effects that cause the Blind condition.
Requires 4 Supplies, Unlimited Use
Worn to protect the eyes from debris and bright lights. While wearing goggles, you are immune to non-magical effects that cause the Blind condition.
Grappling Hook
Requires 4 Supplies, Unlimited Use
Attached to 25 meters of rope is a hook designed to quickly catch onto outcroppings, ledges, and any available foothold. Make a Brawn or Skill Feat to throw it up to 5 meters per Bump.
Requires 4 Supplies, Unlimited Use
Attached to 25 meters of rope is a hook designed to quickly catch onto outcroppings, ledges, and any available foothold. Make a Brawn or Skill Feat to throw it up to 5 meters per Bump.
Hunting Trap
Requires 5 Supplies, Unlimited Use
Iron jaws that snap shut when pressure is placed on the center plate. This trap can be placed into an adjacent space. A creature that enters this space takes 1d6 physical damage and is Immobilized as the trap snaps shut. The target remains Immobilized until the trap is removed/reset or destroyed.
When using this trap with bait, roll 1d6 for every hour you wait; once you've collected 3 Bumps, you catch a random local creature that would be drawn to the bait (GM discretion as to which creature).
Requires 5 Supplies, Unlimited Use
Iron jaws that snap shut when pressure is placed on the center plate. This trap can be placed into an adjacent space. A creature that enters this space takes 1d6 physical damage and is Immobilized as the trap snaps shut. The target remains Immobilized until the trap is removed/reset or destroyed.
When using this trap with bait, roll 1d6 for every hour you wait; once you've collected 3 Bumps, you catch a random local creature that would be drawn to the bait (GM discretion as to which creature).
Icebox
Requires 6 Supplies, Unlimited Use
A small to medium-sized insulated box, packed with ice to keep its contents a freezing or near freezing temperatures for up to three days.
Requires 6 Supplies, Unlimited Use
A small to medium-sized insulated box, packed with ice to keep its contents a freezing or near freezing temperatures for up to three days.
Incense
Requires 1 Supply, Single Use
Burns slowly when lit, filling the area around it with a spicy, soothing, exotic scent (and subsequently masking any other odors within the affected area). Burns for about one hour before going out and its scent dispersing over around 10 minutes (outdoors) or one hout (indoors).
Requires 1 Supply, Single Use
Burns slowly when lit, filling the area around it with a spicy, soothing, exotic scent (and subsequently masking any other odors within the affected area). Burns for about one hour before going out and its scent dispersing over around 10 minutes (outdoors) or one hout (indoors).
Inkwell & Quill
Requires 1 Supply, Limited Use (100 pages)
Tools for writing on parchment, the point of the quill is dipped in the inkwell (a small flat bottle filled with black or colored ink).
Requires 1 Supply, Limited Use (100 pages)
Tools for writing on parchment, the point of the quill is dipped in the inkwell (a small flat bottle filled with black or colored ink).
Kettle
Requires 3 Supplies, Unlimited Use
This cooking container features a heavy duty handle and spout for heating up beverages or soups and pouring them out.
Requires 3 Supplies, Unlimited Use
This cooking container features a heavy duty handle and spout for heating up beverages or soups and pouring them out.
Knife
Requires 1 Supply, Unlimited Use
A small blade, easy to carry and conceal. Useful for cutting, digging, plying, and a thousand other uses. Can function as a Dagger, but it's designed less for combat and more for utility (and is likely to break in the heat of battle, GM discretion).
Requires 1 Supply, Unlimited Use
A small blade, easy to carry and conceal. Useful for cutting, digging, plying, and a thousand other uses. Can function as a Dagger, but it's designed less for combat and more for utility (and is likely to break in the heat of battle, GM discretion).
Lantern
Requires 4 Supplies, Unlimited Use
Filled with oil and lit with a small flame, the lantern will provide bright light in a 3 meter sphere centered on the lantern, which dims to normal light outwards to 10 meters, and dim light beyond that out to 20 meters. For one more Supply, you have a hood for the lantern which directs the light into a cone shape instead of a sphere (3 meters bright, to 10 meters normal, to 20 meters dim). A Lantern has unlimited use, but requires oil for fuel, and a full tank typically burns for about 6 hours.
Requires 4 Supplies, Unlimited Use
Filled with oil and lit with a small flame, the lantern will provide bright light in a 3 meter sphere centered on the lantern, which dims to normal light outwards to 10 meters, and dim light beyond that out to 20 meters. For one more Supply, you have a hood for the lantern which directs the light into a cone shape instead of a sphere (3 meters bright, to 10 meters normal, to 20 meters dim). A Lantern has unlimited use, but requires oil for fuel, and a full tank typically burns for about 6 hours.
Lockpick & Torque Wrench
Requires 3 Supplies, Unlimited Use
Use the lockpick to push down on the internal mechanisms which cause a lock to function, and turn the torque wrench to open the lock as its internal components fall into place. A Skill Feat (and at least one relevant Feature) is usually required to use this tool to pick a lock.
Requires 3 Supplies, Unlimited Use
Use the lockpick to push down on the internal mechanisms which cause a lock to function, and turn the torque wrench to open the lock as its internal components fall into place. A Skill Feat (and at least one relevant Feature) is usually required to use this tool to pick a lock.
Machete
Requires 4 Supplies, Unlimited Use
This short blade is incredibly helpful when clearing brush or hacking through thick growth in the wild. It's also useful for dealing with snakes and other vermin who enter camp uninvited and can function as a Sword in a pinch (though it isn't designed for battle and is likely to break in the middle of a fight, GM discretion).
Requires 4 Supplies, Unlimited Use
This short blade is incredibly helpful when clearing brush or hacking through thick growth in the wild. It's also useful for dealing with snakes and other vermin who enter camp uninvited and can function as a Sword in a pinch (though it isn't designed for battle and is likely to break in the middle of a fight, GM discretion).
Makeup Kit
Requires 2 Supplies, Limited Use (10 applications)
This compact kit has blush, eyeshadow, rouge, lipstick, nail polish, and a wide assortment of other makeup items to highlight your features, accentuate your beauty, and even transform your appearance completely.
Requires 2 Supplies, Limited Use (10 applications)
This compact kit has blush, eyeshadow, rouge, lipstick, nail polish, and a wide assortment of other makeup items to highlight your features, accentuate your beauty, and even transform your appearance completely.
Magnet
Requires 3 Supplies, Unlimited Use
A magnetized length of metal, either in the shape of a rod or horseshoe. Magnets can be used to attract and manipulate ferromagnetic materials like iron and steel. The magnet must be at least 1 meter from the target object in order to affect it.
Requires 3 Supplies, Unlimited Use
A magnetized length of metal, either in the shape of a rod or horseshoe. Magnets can be used to attract and manipulate ferromagnetic materials like iron and steel. The magnet must be at least 1 meter from the target object in order to affect it.
Magnifying Glass
Requires 4 Supplies, Unlimited Use
A convex lens that allows one the viewer to see things in fine, magnified detail. Using a magnifying glass while examining or investigating something tangible gives you Advantage on the Awareness Feat.
Requires 4 Supplies, Unlimited Use
A convex lens that allows one the viewer to see things in fine, magnified detail. Using a magnifying glass while examining or investigating something tangible gives you Advantage on the Awareness Feat.
Manacles
Requires 3 Supplies, Unlimited Use
A pair of iron shackles used to bind the hands or feet of a slave or prisoner. Manacles can be picked as an Extended Action (Difficulty 10) or broken with a heavy object and a Brawn Feat (Difficulty 2). Manacles can only be applied to a creature who is restrained, willing, or unconscious and it takes a standard Action to do so. While shackled a creature is Staggered and cannot perform any actions that require the shackled body part.
Requires 3 Supplies, Unlimited Use
A pair of iron shackles used to bind the hands or feet of a slave or prisoner. Manacles can be picked as an Extended Action (Difficulty 10) or broken with a heavy object and a Brawn Feat (Difficulty 2). Manacles can only be applied to a creature who is restrained, willing, or unconscious and it takes a standard Action to do so. While shackled a creature is Staggered and cannot perform any actions that require the shackled body part.
Map (Local)
Requires 3 Supplies, Unlimited Use
A map of the local area, drawn by an informed cartographer. Maps might not always be available (especially in frontier areas and unexplored locales).
Requires 3 Supplies, Unlimited Use
A map of the local area, drawn by an informed cartographer. Maps might not always be available (especially in frontier areas and unexplored locales).
Matchbox
Requires 2 Supplies, Limited Use (20 matches)
A box of about 20 matches, which can be struck against any surface to cause friction and ignite. The match will burn with a small flame (about the same as a candle) for around 10 seconds before burning out. Ideal for lighting tinder and starting campfires. Doesn't function so well when wet.
Requires 2 Supplies, Limited Use (20 matches)
A box of about 20 matches, which can be struck against any surface to cause friction and ignite. The match will burn with a small flame (about the same as a candle) for around 10 seconds before burning out. Ideal for lighting tinder and starting campfires. Doesn't function so well when wet.
Medical Kit
Requires 4 Supplies, Limited Use (5 applications)
An assortment of bandages, salves, antiseptics, and other tools necessary for treating physical trauma in the field. If you have a Medical Kit and the proper training (any Feature directly and logically connected to the practice of medicine), you can perform the following Actions:
Requires 4 Supplies, Limited Use (5 applications)
An assortment of bandages, salves, antiseptics, and other tools necessary for treating physical trauma in the field. If you have a Medical Kit and the proper training (any Feature directly and logically connected to the practice of medicine), you can perform the following Actions:
- Stabilize a dying creature
- Treat a creature's injuries by rolling an Intellect Feat; your patient rolls a Resolve dice once for every Bump you rolled and recovers HP equal to the sum total of their Resolve rolls
- Treat Trauma during a Full Rest, allowing a patient one attempt to Save (with Advantage) against a Trauma of their choice
Mirror
Requires 3 Supplies, Unlimited Use
A small, smooth, shiny surface ideal for reflecting light, examining oneself, looking around corners, or reflecting Medusa's stoney gaze.
Requires 3 Supplies, Unlimited Use
A small, smooth, shiny surface ideal for reflecting light, examining oneself, looking around corners, or reflecting Medusa's stoney gaze.
Multitool
Requires 4 Supplies, Unlimited Use
Incredibly compact device which contains clippers, bottle opener, knife, corkscrew, sawblade, screwdriver, and a seemingly unlimited supply of other small tools.
Requires 4 Supplies, Unlimited Use
Incredibly compact device which contains clippers, bottle opener, knife, corkscrew, sawblade, screwdriver, and a seemingly unlimited supply of other small tools.
Musical Instrument
Requires 6 Supplies, Unlimited Use
A tool used in the hands of a skilled musician to create beautiful music. If you're proficient with an instrument (meaning you have at least one Feature related to music and the arts), playing an instrument during a short rest allows everyone who hears it to immediately recover any Resolve dice that rolls its maximum number.
Requires 6 Supplies, Unlimited Use
A tool used in the hands of a skilled musician to create beautiful music. If you're proficient with an instrument (meaning you have at least one Feature related to music and the arts), playing an instrument during a short rest allows everyone who hears it to immediately recover any Resolve dice that rolls its maximum number.
Needle & Thread
Requires 2 Supplies, Limited Use (5 applications)
Typically used for stitching tears in fabric (an incredibly useful application for torn cloaks, worn boots, and heavy saddlebags), a clever adventurer can come up with other uses for the nearly invisible thread.
Requires 2 Supplies, Limited Use (5 applications)
Typically used for stitching tears in fabric (an incredibly useful application for torn cloaks, worn boots, and heavy saddlebags), a clever adventurer can come up with other uses for the nearly invisible thread.
Net
Requires 5 Supplies, Unlimited Use
Use an Action to throw this net out over a 3 x 3 meter area within 5 meters of your position. Any creature within this area must Save or be captured by the net and Immobilized until the net is removed or they otherwise escape. Pulling the net forcibly pulls its occupant along with it.
Requires 5 Supplies, Unlimited Use
Use an Action to throw this net out over a 3 x 3 meter area within 5 meters of your position. Any creature within this area must Save or be captured by the net and Immobilized until the net is removed or they otherwise escape. Pulling the net forcibly pulls its occupant along with it.
Oil
Requires 2 Supplies, Single Use
This flammable substance is used as fuel in lanterns, as lubricant for modern machinery, and has a hundred other uses in society. Oil can be spilled over a 3 x 3 meter area as a Half Action; any creature in the area must save or be covered in oil. When a flame is applied to a space or creature covered in oil, they take 1d10 ongoing Fire damage for the next 1d6 rounds and Oil fires usually spread quite quickly to the surrounding area.
Requires 2 Supplies, Single Use
This flammable substance is used as fuel in lanterns, as lubricant for modern machinery, and has a hundred other uses in society. Oil can be spilled over a 3 x 3 meter area as a Half Action; any creature in the area must save or be covered in oil. When a flame is applied to a space or creature covered in oil, they take 1d10 ongoing Fire damage for the next 1d6 rounds and Oil fires usually spread quite quickly to the surrounding area.
Padlock & Key
Requires 2 Supplies, Unlimited Use
A heavy-duty padlock with the key that unlocks it. The lock is unlikely to come loose under normal pressure, but may break with enough force and a (Difficulty 2) Brawn Feat.
Requires 2 Supplies, Unlimited Use
A heavy-duty padlock with the key that unlocks it. The lock is unlikely to come loose under normal pressure, but may break with enough force and a (Difficulty 2) Brawn Feat.
Parchment
Requires 1 Supply, Limited Use (10 pages)
A sheet of dried parchment paper, ideal for taking notes, writing messages, sketching, and anything else one might devise to do with a blank sheet of paper.
Requires 1 Supply, Limited Use (10 pages)
A sheet of dried parchment paper, ideal for taking notes, writing messages, sketching, and anything else one might devise to do with a blank sheet of paper.
Pencilbox
Requires 2 Supplies, Unlimited Use
A box of pencils, an eraser, and a sharpener. For when you need to write or draw but need the freedom to erase and rewrite.
Requires 2 Supplies, Unlimited Use
A box of pencils, an eraser, and a sharpener. For when you need to write or draw but need the freedom to erase and rewrite.
Perfume
Requires 4 Supplies, Limited Use (10 applications)
This odorous spray makes you smell great and gives you Advantage to Charisma related social Feats (at least those involving creatures who enjoy a pleasant-smelling individual) for the next three hours (or until the scent is washed away). Can also be used to cover up less pleasant smells.
Requires 4 Supplies, Limited Use (10 applications)
This odorous spray makes you smell great and gives you Advantage to Charisma related social Feats (at least those involving creatures who enjoy a pleasant-smelling individual) for the next three hours (or until the scent is washed away). Can also be used to cover up less pleasant smells.
Pickaxe
Requires 4 Supplies, Unlimited Use
This bit of curved metal at the end of a wooden shaft features a pointed spike on one end and a flat trowel on the other end. A great tool for digging through earth and stone.
Requires 4 Supplies, Unlimited Use
This bit of curved metal at the end of a wooden shaft features a pointed spike on one end and a flat trowel on the other end. A great tool for digging through earth and stone.
Portable Ram
Requires 6 Supplies, Unlimited Use
This blunt, heavy weight is used to bash down doors, smash through weak walls, and destroy obstacles that are no more durable than wood. You have Advantage on such Feats when using the Portable Ram to assist your endeavors.
Requires 6 Supplies, Unlimited Use
This blunt, heavy weight is used to bash down doors, smash through weak walls, and destroy obstacles that are no more durable than wood. You have Advantage on such Feats when using the Portable Ram to assist your endeavors.
Rations
Requires 1 Supply, Single Use
An assortment of nuts, dried fruit, jerky, hard tac and other foods that keep well and provide energy on the road. Though it's not the tastiest food around, consuming a Ration during a Short Rest allows you to spend as many Resolve dice as you like to recover HP. You must consume at least one Ration each day of travel or you begin to feel the effects of hunger on your body.
Requires 1 Supply, Single Use
An assortment of nuts, dried fruit, jerky, hard tac and other foods that keep well and provide energy on the road. Though it's not the tastiest food around, consuming a Ration during a Short Rest allows you to spend as many Resolve dice as you like to recover HP. You must consume at least one Ration each day of travel or you begin to feel the effects of hunger on your body.
Riding Tack
Requires 5 Supplies, Unlimited Use
Equipment necessary for a rider to saddle and mount a horse (or other beast of suitable size and temperament) for riding. All Feats made to ride or control a mount without the proper equipment are made at Disadvantage.
Requires 5 Supplies, Unlimited Use
Equipment necessary for a rider to saddle and mount a horse (or other beast of suitable size and temperament) for riding. All Feats made to ride or control a mount without the proper equipment are made at Disadvantage.
Rope (per 10 meters)
Requires 2 Supplies, Unlimited Use
Sold in lengths of 10 meters, Rope is one of the adventurer's most vital and versatile tools. Many are the would-be heroes who lamented entering a dungeon without a length of sturdy rope. Rope has 2 HP and can sustain up to 100 Stones of weight or pressure at a time.
Requires 2 Supplies, Unlimited Use
Sold in lengths of 10 meters, Rope is one of the adventurer's most vital and versatile tools. Many are the would-be heroes who lamented entering a dungeon without a length of sturdy rope. Rope has 2 HP and can sustain up to 100 Stones of weight or pressure at a time.
Rope Ladder
Requires 3 Supplies, Unlimited Use
A 5-meter ladder made from rope and wooden rods. This ladder can be used to climb down from a height or lowered to help others climb up. It can also be rolled up and stored with ease.
Requires 3 Supplies, Unlimited Use
A 5-meter ladder made from rope and wooden rods. This ladder can be used to climb down from a height or lowered to help others climb up. It can also be rolled up and stored with ease.
Scales, Weights, & Measures
Requires 3 Supplies, Unlimited Use
A set of scales, some weights, and various lengths of cord along with other instruments for accurately measuring the size and/or volume of something. Particularly helpful when selling goods or dealing with shifty merchants.
Requires 3 Supplies, Unlimited Use
A set of scales, some weights, and various lengths of cord along with other instruments for accurately measuring the size and/or volume of something. Particularly helpful when selling goods or dealing with shifty merchants.
Sealing Wax & Signet Ring
Requires 3 Supplies, Limited Use (10 letters)/Unlimited Use (Signet Ring)
A stick of wax for sealing the flap of an envelope and your personalized signet ring to let the receiver know exactly who the letter is from. If you just need sealing wax, pay only 1 Supply.
Requires 3 Supplies, Limited Use (10 letters)/Unlimited Use (Signet Ring)
A stick of wax for sealing the flap of an envelope and your personalized signet ring to let the receiver know exactly who the letter is from. If you just need sealing wax, pay only 1 Supply.
Sextant
Requires 3 Supplies, Unlimited Use
This sighting mechanism measue angular distance between the horizon and a star or other landmark at sea, aiding with navigation. When using a Sextant at sea, you gain Advantage on all Feats related to navigation, map-reading, and map-making.
Requires 3 Supplies, Unlimited Use
This sighting mechanism measue angular distance between the horizon and a star or other landmark at sea, aiding with navigation. When using a Sextant at sea, you gain Advantage on all Feats related to navigation, map-reading, and map-making.
Sledgehammer
Requires 5 Supplies, Unlimited Use
This long, heavy hammer is used for knocking down obstacles, smashing stone and other objects weaker than stone, and generally pulverizing anything in your way. It can function as a Mace, but isn't designed for combat and stands a good chance of breaking in battle (GM discretion).
Requires 5 Supplies, Unlimited Use
This long, heavy hammer is used for knocking down obstacles, smashing stone and other objects weaker than stone, and generally pulverizing anything in your way. It can function as a Mace, but isn't designed for combat and stands a good chance of breaking in battle (GM discretion).
Smokebox
Requires 2 Supplies, Limited Use (5 smokes)
Whether it's a pipe and dried tobacco, a few cigars, or a packet of cigarettes, this compact box holds all the things one needs to enjoy a quick smoke break.
Requires 2 Supplies, Limited Use (5 smokes)
Whether it's a pipe and dried tobacco, a few cigars, or a packet of cigarettes, this compact box holds all the things one needs to enjoy a quick smoke break.
Snowboots
Requires 3 Supplies, Unlimited Use
While wearing snowboots you can treat Rough Terrain that is snowy, icey, or related to other wintery terrain as normal Terrain. Otherwise, you are Slowed while wearing Snowboots on normal (non-winter) terrain.
Requires 3 Supplies, Unlimited Use
While wearing snowboots you can treat Rough Terrain that is snowy, icey, or related to other wintery terrain as normal Terrain. Otherwise, you are Slowed while wearing Snowboots on normal (non-winter) terrain.
Shovel
Requires 3 Supplies, Unlimited Use
The best tool for digging (and undigging) holes in the earth. Decide whether this tool is small enough for one hand (a trowel), medium-sized (a spade), or large enough to require both hands (a shovel).
Requires 3 Supplies, Unlimited Use
The best tool for digging (and undigging) holes in the earth. Decide whether this tool is small enough for one hand (a trowel), medium-sized (a spade), or large enough to require both hands (a shovel).
Spyglass
Requires 4 Supplies, Unlimited Use
This collapsible tube and magnifying glass allows the one who looks through it to see distant objects as though they were much closer, enhancing vision by a magnitutde of three times normal vision.
Requires 4 Supplies, Unlimited Use
This collapsible tube and magnifying glass allows the one who looks through it to see distant objects as though they were much closer, enhancing vision by a magnitutde of three times normal vision.
Tarp
Requires 4 Supplies, Unlimited Use
This large sheet of weather-treated leather can be used to cover things you wish kept dry or spread over the ground of your campsite. A good, durable tarp has many uses when venturing through the wilderness.
Requires 4 Supplies, Unlimited Use
This large sheet of weather-treated leather can be used to cover things you wish kept dry or spread over the ground of your campsite. A good, durable tarp has many uses when venturing through the wilderness.
Tent
Requires 3 Supplies, Unlimited Use
A portable shelter that can be set up or torn down as the centerpiece of your campsite. This tent is large enough for one person (two if you squeeze), but if you need a larger tent, you can increase its Supply cost by 1 for every new occupant that needs to share the space.
Requires 3 Supplies, Unlimited Use
A portable shelter that can be set up or torn down as the centerpiece of your campsite. This tent is large enough for one person (two if you squeeze), but if you need a larger tent, you can increase its Supply cost by 1 for every new occupant that needs to share the space.
Timepiece
Requires 4 Supplies, Unlimited Use
Attached to a short length of chain, this device informs one of the exact time of day and can be used to count hours, minutes, and even precise seconds.
Requires 4 Supplies, Unlimited Use
Attached to a short length of chain, this device informs one of the exact time of day and can be used to count hours, minutes, and even precise seconds.
Toiletries
Requires 2 Supplies, Limited Use (5 uses)
A variety of soaps, oils, and tools used to groom oneself and wash away the stink of work and adventure. If you spend at least one hour using these items at the start of your day, you gain a +1 bonus to Charisma-based Feats until your next Full Rest (or you become dirty/disheveled).
Requires 2 Supplies, Limited Use (5 uses)
A variety of soaps, oils, and tools used to groom oneself and wash away the stink of work and adventure. If you spend at least one hour using these items at the start of your day, you gain a +1 bonus to Charisma-based Feats until your next Full Rest (or you become dirty/disheveled).
Torch
Requires 1 Supply, Single Use
A length of wood whose top is wrapped with rags soaked in pitch, a torch will burn for one hour to provide normal light in a 5 meter sphere centered on the torch, and offers dim light out to 10 meters.
Requires 1 Supply, Single Use
A length of wood whose top is wrapped with rags soaked in pitch, a torch will burn for one hour to provide normal light in a 5 meter sphere centered on the torch, and offers dim light out to 10 meters.
Torturer's Tools
Requires 3 Supplies, Unlimited Use
This collection of small blades, pliers, hooks and other tools are made to inflict as much pain on a victim as possible without killing them. Use of these tools in interrogation gives Advantage on all the necessary rolls.
Requires 3 Supplies, Unlimited Use
This collection of small blades, pliers, hooks and other tools are made to inflict as much pain on a victim as possible without killing them. Use of these tools in interrogation gives Advantage on all the necessary rolls.
Towel
Requires 2 Supplies, Unlimited Use
A thick and fluffy length of cloth used to dry wet creatures and places. Use an Action and a Towel to remove the Wet status from a creature or 1 meter area.
Requires 2 Supplies, Unlimited Use
A thick and fluffy length of cloth used to dry wet creatures and places. Use an Action and a Towel to remove the Wet status from a creature or 1 meter area.
Waterskin
Requires 2 Supplies, Unlimited Use
This sealed leather bag is used to carry water (or any other liquid) and is arguably one of the most important supplies one can bring along on an adventure.
Requires 2 Supplies, Unlimited Use
This sealed leather bag is used to carry water (or any other liquid) and is arguably one of the most important supplies one can bring along on an adventure.
Whetstone
Requires 1 Supply, Single Use
This special stone is used to sharpen blades, polish armor, and generally maintain equipment. Instead of spending Resolve and recovering HP, you can spend your time during a Short Rest using a Whetstone on one weapon to give it a +1 bonus to damage rolls for the duration of your next battle.
Requires 1 Supply, Single Use
This special stone is used to sharpen blades, polish armor, and generally maintain equipment. Instead of spending Resolve and recovering HP, you can spend your time during a Short Rest using a Whetstone on one weapon to give it a +1 bonus to damage rolls for the duration of your next battle.
Whistle
Requires 2 Supplies, Unlimited Use
Blowing through this small device sends a shrill, high-pitched sound through the air which can be heard for miles, giving a clear signal to anyone who is listening for it. Whistles that reproduce a variety of bird and animal calls for hunting or producing a more discrete signal are also available; simply increase Supply Cost by 1 for one of these more specialized whistles.
Requires 2 Supplies, Unlimited Use
Blowing through this small device sends a shrill, high-pitched sound through the air which can be heard for miles, giving a clear signal to anyone who is listening for it. Whistles that reproduce a variety of bird and animal calls for hunting or producing a more discrete signal are also available; simply increase Supply Cost by 1 for one of these more specialized whistles.
Winter Cloak
Requires 4 Supplies, Unlimited Use
A thick, heavy cloak made from fur and treated to be water and weather resistant. Surely this is one's best defense against the bitter bite of wintery weather when traveling through colder climes.
Requires 4 Supplies, Unlimited Use
A thick, heavy cloak made from fur and treated to be water and weather resistant. Surely this is one's best defense against the bitter bite of wintery weather when traveling through colder climes.