Adventuring Gear

Adventuring Gear

Adventurer’s Sash [WtD]

Price 20 gp; Weight 3 lbs.; Size Tiny-sized object
This bandolier holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel contain loops and ties for securing additional equipment.

The sash buckles at the shoulder, and in an emergency can be freed with a sharp tug as a move action.

Aspergillum [CoP]

An aspergillum is a one-handed item that is used by priests to sprinkle consecrated oils and holy water. As a standard action, you may make a melee touch attack against one creature to splash a creature within reach, or as a full-round action, you may splash upto 5 creatures within reach. Creatures splashed are subjected to any splash effects or splash damage of the contained substance. After 5 creatures have been targeted with the aspergillum, the item needs to be refilled. Filling it is a standard action that provokes an attack of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, otherwise the liquid leaks out as the tool moves. Cost 5 sp. Weight 1 lb.

Climbing Pick

A climbing pick is a one-handed item that aids in climbing. A hand holding a climbing pick counts as being open for the purpose of making Climb checks, and grants its wielder a +1 circumstance bonus to Climb checks. This stacks with the bonus granted by a climber’s kit. Cost 20 gp. Weight 2 lbs.

Filter Scarf [SB:DE]

Price 5 gp; Weight —; Size Tiny-sized object
Made of heavy material, this scarf filters out dust, sand, smoke, and other airborne contaminants. When worn over your nose and mouth, this scarf grants you a +1 resistance bonus on saving throws against inhaled poisons and other airborne effects that require breathing.

Fishing Tackle

More than a mere fishhook, this set includes birch poles, silk line, sinkers, hooks, lures, and tackle box. It grants a +1 circumstance bonus on Survival checks when gathering food around bodies of water that contain fish. Cost 20 gp. Weight 5 lbs.

Follower Contracts

Follower contracts are a new type of item, allowing a character to hire creatures for a short-term basis to fill positions and provide services as if they were Leadership sphere followers. Buying a contract is as simple as finding a suitable place, such as a guild hall, academy, or tavern, depending on the followers to be hired, and paying the price.

The price of a contract is determined by the number of followers hired, their skills, and the length of the contract. The base price of a follower contract is 25 gp x Diplomacy ranks x complexity x length of contract in weeks. The Diplomacy ranks determines the number and effectiveness of the followers as per the (followers) package. The complexity starts at 1 and is increased by 1 for each (followers) talent you add to the contract, hiring individuals with specific skills.

Contracted followers are less loyal that those you gain based on your own merits; if dispersed while traveling they will not reform unless you increase the complexity of the contract by 1.

You may spend extra time bargaining and convincing people into signing your contract; this requires 8 hours per 1,000 gp of the contract (minimum 8 hours). At the end of this time, you make a Diplomacy check with a DC equal to 10 + the Diplomacy ranks + the complexity of the contract. If successful, the contract’s cost is reduced by half.

Great Kilt [High. HB]

Unlike the kilt which is normally used by common highlanders, the great kilt is a garb of position and power, usually reserved for clan leaders, lords, and officers. While originally, the great kilt was made of wool with a solid color, eventually many kilts were made from other fabrics and with tartan patterns to signify association with a particular clan or sept. The great kilt doubles as a variant cold-weather outfit, granting a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. While not worn, the great kilt may be used as cold-weather bedding for outdoor use. While the great kilt may be worn as an accessory to armor or other outfits, the great kilt is more often than not worn alongside the other articles of the highlander outfit, replacing the kilt with the great kilt. Price 40 gp; Weight 5 lbs.

Kit, Engineering [Inv. HB]

This kit contains the various components needed to assemble the temporary gadgets granted by the Tech sphere, and other mechanical and technological equipment. Cost 20 gp; Weight 10 lbs.

Kit, Eventide [WtD]

Price 95 gp; Weight Varies (see below); Size Medium-sized object
This kit includes the following: backpack (2 gp), eventide outfit (50 gp), filter scarf (5 gp), 50-foot hemp rope (1 gp), rations x10 (5 gp), small tent (10 gp), verminbite kit (20 gp), waterskin x2 (2 gp), winter blanket (5 sp). Eventide kits purchased for Small characters weigh 26.25 lbs., while eventide kits purchased for Large characters weigh 202.5 lbs.

Kit, Mapmaker’s [WtD]

Price 10 gp; Weight 2 lbs.; Size Tiny-sized object
This small kit contains a simple slate with a grid carved into its surface and a number of differently colored pieces of chalk. If you use this kit to draw a map as you travel, you receive a +2 circumstance bonus on Survival checks to avoid becoming lost.

Kit, Tanner’s [WtD]

Price 10 gp; Weight 5 lbs.; Size Small-sized object
This kit contains a fleshing knife, a bottle of tanning solution, a small tanning board, and a leather apron. If you use this kit to harvest and tan an animal’s hide, you receive a +5 circumstance bonus on Craft checks to create leather items such as belts, boots, cloaks, clothing, gloves, or hide or leather armor. A kit contains enough tanning solution to create a total of 150 pounds of leather items.

Kit, Verminbite [WtD]

Price 20 gp; Weight .5 lbs.; Size Tiny-sized object
This kit contains three pliable suction cups, a constrictor strap, a tiny razor, and several vials of vermin antivenom. When suffering a poison that was delivered by the bite or sting attack of a vermin (or other insectoid creature, such as a ettercap), as a full-round action, you can use this kit to gain a +4 circumstance bonus on the ongoing Fortitude saving throws against that poison. A verminbite kit is exhausted after 10 uses.

Map, Tradewind [WtD]

Price 30 gp; Weight 1 lbs.; Size Tiny-sized object
This map provides the locations of the Tradewind territory of the Eventide region, and grants a +5 circumstance bonus to exploration checks.

Outfit, Eventide [SB:DE]

Price 50 gp; Weight 10 lbs.; Size Medium-sized object

This outfit has flaps which can tear away or clasp toward the primary garb allowing for additional ventilation or warmth as necessary. When modified for cold-weather, the eventide outfit grants a +5 circumstance bonus on saves vs. cold weather and energy resistance 5 vs. nonlethal cold damage (including nonlethal damage dealt from cold weather). When modified for hot-weather, the eventide outfit grants a +5 circumstance bonus on saves vs. hot weather and energy resistance 5 vs. nonlethal fire damage (including nonlethal damage dealt from hot weather). Changing between cold and hot weather modifications is a full-round action. These bonuses do not stack with those granted by the Survival skill.

(Weight figures are for outfits sized to fit Medium characters. Outfits fitted for Small characters weigh half as much, and outfits fitted for Large characters weigh twice as much.)

Outfit, Highlander [High. HB]

This set of clothes consists of a wool kilt (plain or clan tartan), belt, sporran, knee socks, ghillies, tam o’ shanter, and a shirt (perhaps with a vest or jacket). Price 1 gp; Weight 5 lbs.

Portable Forge

This portable forge contains all the tools a blacksmith needs to practice his craft, compressed into an easy to carry rucksack. Cost 50 gp. Weight 20 lbs.

Ten Foot Pole

The ten foot pole is often used to poke walls, ceilings, and floors in an effort to uncover hidden hazards. Cost 1 gp. Weight 10 lbs.

Trap Bag

This bag contains the various components needed to assemble the temporary traps granted by the Trap sphere. Cost 15 GP. Weight 10 lbs.

Wand Bracer

This bracer consists of three cylinders as well as cords and springs for rapidly drawing and recovering them. One wand can be inserted into each tube as a full-round action. It can then be drawn as a swift action and returned to its slot as a move action. An arm wearing a wand bracer cannot be used to wield a shield of any kind. A wand bracer can be made with a DC 20 Craft (mechanical) check.
Price 200 gp; Weight 1 lb.

Wand Buckler

This wand bracer features a special mechanism for attaching a masterwork buckler (included in the price), but otherwise functions as a normal wand bracer. A wand buckler can be made with a DC 25 Craft (mechanical) check combined with a DC 20 Craft (armor) check. The buckler may be enchanted as usual.
Price 505 gp; Weight 6 lbs.

Food and Drink

Cider [High. HB]

Price 6 cp (mug), 3 sp (gallon); Weight 1 lb (mug), 8 lbs. (gallon)

An alcoholic drink made from fermented apples originating from the empire, but has grown in popularity among some highland residents.

Fruitcake, loaf of [High. HB]

Price 1 sp; Quality poor; Weight 1/2 lbs.

Highlanders eat a variety of different fruitcakes, each for a special occasion. For example, the black bun is usually served in celebration of the new year, the clootie dumpling is usually boiled and served in a more common capacity, while another fruitcake is served in celebration of the winter solstice.

Meat Pie [High. HB]

Price 4 sp; Quality common; Weight 1/2 lbs.
In the highlands, these pies are common in two varieties: The forfar birdie, a pastry that is filled with finely ground beef and onions; and the scotch pie, which is filled with minced beef, bread crumbs, and gravy. Individually, each pie is large enough to be a meal.

Pastry [High. HB]

Price 1 cp; Quality poor; Weight 1/2 lbs.

Unlike the empire, highlanders are generally not as skilled at making sweet biscuits and tarts. Traditional highland pastries include shortbread cookies and scones, which while more appetizing than a loaf of bread, is nowhere near as filling.

Rations, Trail [High. HB]

Price 5 sp; Quality good; Weight 1 lbs.

Trail rations come in a variety of forms in the highlands, but it usually consisted of some form of smoked meat complemented with cooked grain or tubers.

Sausage [High. HB]

Price 1 sp; Quality poor; Weight 1/2 lbs.

There are three common types of sausage found in the highlands: Black pudding, a blood sausage made from pork blood, pork fat, and a common grain such as oats; Haggis, a highland sausage made of the minced lungs, heart, and liver of a sheep, encased in the stomach along with beef or lamb, onions, and spices; and Lorne sausage, made with beef, breadcrumbs and spices and served with any meal.

Soup [High. HB]

Price 2 sp; Quality poor; Weight 1 lb

Soups in come in a large variety, but two stand out as highland dishes: Cullen skink, a fish soup made of smoked haddock; and Scotch broth, made from vegetables and lamb. A bowl of either soup is individually large enough to be a meal.

Whiskey [High. HB]

Price 1 sp (cup), 2 gp (bottle); Weight 1/2 lbs (cup), 8 lbs. (bottle)

Whiskey is a distilled alcoholic beverage made from fermented grain mash (typically barley, corn, malt, rye, or wheat) aged in a wooden cask. The longer the drink ages in the cask, the smoother the final product. Each bottle contains upto 17 servings of whiskey, usually referred to as a shot or jigger.

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