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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Gear & Supply / Adventuring Gear

Adventuring Gear

All items are level 0 unless a higher level is given. A number in parentheses after an item's name means its price is for that many, though its Bulk is for one. Items marked Consumable can be replenished with a Supply Check once every carried use is gone. Every item here is also in the Gear compendium, ready to drag onto a sheet.

Containers

ItemPriceBulkHandsDescription
Adventurer's pack Consumable7 sp2—Starter kit: backpack, bedroll, 2 belt pouches, 10 chalk, flint and steel, 50 ft rope, 2 weeks' rations, soap, 5 torches, waterskin. Bulk is for the whole pack.
Backpack1 sp——Holds up to 4 Bulk. Light Bulk when carried rather than worn.
Bandolier1 sp——Holds 8 light items within easy reach; a toolkit stored here can be drawn as part of using it. Light Bulk when not worn.
Belt pouch4 cp——Holds up to 4 light items.
Chest6 sp22Wooden chest holding up to 8 Bulk.
Sack (5)1 cpL1Holds up to 8 Bulk; with 2 Bulk or less it can hang from a belt.
Saddlebags2 spL2A pair holding 3 Bulk each. 1 Bulk when carried instead of mounted.
Satchel1 sp—2Holds up to 2 Bulk; light Bulk when not worn.
Scroll case1 sp—2Protects scrolls and maps.
Sheath1 cp——Carries a weapon at your side.
Vial5 cp—1Holds 1 ounce of liquid.

Tools & Kits

ItemPriceBulkHandsDescription
Alchemist's tools5 gp22A portable laboratory of glassware and reagents needed to craft alchemical items.
Expanded alchemist's tools (level 3)55 gp22As alchemist's tools; +1 item bonus to Crafting alchemical items.
Artisan's tools4 gp22Tools for one trade (smithing, woodworking…), needed to Craft from raw materials.
Sterling artisan's tools (level 3)50 gp22As artisan's tools; +1 item bonus to Crafting checks.
Climbing kit Consumable5 sp12Rope, pulleys, pitons, hammer, hook and crampons for one climber. Anchored climbing at half speed (minimum 5 ft); DC 5 flat check to avoid falling on a critical failure.
Extreme climbing kit (level 3) Consumable40 gp12As climbing kit; +1 item bonus to Athletics to Climb.
Compass1 gp—1Needed to navigate without a −2 penalty (where magnetic fields are uniform).
Lensatic compass (level 3)20 gp—1+1 item bonus to navigate.
Cookware1 gp22Pots and utensils for trail cooking.
Crowbar5 spL2Needed to pry things open without a −2 penalty to Force Open.
Levered crowbar (level 3)20 gpL2+1 item bonus to Force Open anything pryable.
Disguise kit Consumable2 gpL2Cosmetics, false hair and wigs used to set up disguises.
Elite disguise kit (level 3) Consumable40 gpL2+1 item bonus to disguise checks.
Fishing tackle Consumable8 sp12Collapsible pole, line, hooks, lures and net.
Professional fishing tackle (level 3) Consumable20 gp12+1 item bonus to fishing checks.
Flint and steel5 cp—2Starts a fire given time (at least 3 actions, usually longer).
Grappling hook1 spL1Throw it with a rope tied on to make a climb easier: anchor it with a secret attack roll against a DC set by the target (usually 20 or more). On a critical failure it seems secure but gives way partway up.
Hammer1 spL1For nails, pitons and breaking things.
Healer's tools5 gp12Needed for Medicine to give first aid or treat wounds, poison and disease.
Expanded healer's tools (level 3)50 gp12+1 item bonus to those Medicine checks.
Hourglass3 gpL1Measures time by falling sand.
Magnifying glass (level 3)40 gp—1+1 item bonus to Perception to notice minute details.
Material component pouch5 spL1Holds spell material components, restocked during rest.
Merchant's scale2 spL2Weighs coins and goods.
Musical instrument (handheld)8 sp12Fiddle, flute, lute, drum and similar.
Musical instrument (virtuoso handheld) (level 3)50 gp12+1 item bonus to Perform with it.
Musical instrument (heavy)2 gp162Large drums, keyboards and the like; played stationary.
Musical instrument (virtuoso heavy) (level 3)100 gp162+1 item bonus to Perform with it.
Repair kit Consumable2 gp12Portable anvil, tongs, whetstone and oils to Repair with Crafting.
Superb repair kit (level 3) Consumable25 gp12+1 item bonus to Repair.
Snare kit5 gp22Tools and materials to Craft snares.
Specialist snare kit (level 3)55 gp22+1 item bonus to Craft snares.
Spyglass20 gpL2See eight times farther than normal.
Fine spyglass (level 4)80 gpL2+1 item bonus to Perception for distant details.
Ten-foot pole1 cp12Seek a square up to 10 ft away. Too flimsy to be a weapon.
Thieves' tools3 gpL2Needed to Pick Locks and Disable some Devices.
Infiltrator thieves' tools (level 3)50 gpL2+1 item bonus to Pick Locks and Disable Devices.
Tool (long)1 gp12Hoe, shovel or sledge; improvised weapon (1d6).
Tool (short)4 spL1Hand drill, ice hook or trowel; used in one or two hands. Improvised weapon (1d4, damage type as the GM decides).
Writing set1 gpL2Paper, ink, quill, wax and seal for letters and scrolls.

Light Sources

ItemPriceBulkHandsDescription
Candle (10) Consumable1 cp—1Dim light in 10 ft for 8 hours.
Lantern (bull's-eye)1 gp11Bright light in a 60-ft cone (dim 60 ft beyond). Burns 1 pint of oil per 6 hours.
Lantern (hooded)7 spL1Bright light 30 ft (dim 30 ft beyond); shutters open or close with an Interact. 1 pint of oil per 6 hours.
Torch Consumable1 cpL1Burns for 1 hour. Bright light 20 ft (dim 20 ft beyond). Improvised weapon: 1d4 bludgeoning + 1 fire.

Clothing

ItemPriceBulkHandsDescription
Clothing (ordinary)1 sp——Simple functional garments.
Clothing (explorer's)1 spL—Sturdy traveling clothes that can be reinforced like light protection.
Clothing (fine)2 gpL—Expensive attire suitable for high society.
Clothing (high-fashion fine) (level 3)55 gpL—+1 item bonus to Make an Impression on nobles and the upper class.
Clothing (winter)4 spL—Negates severe cold and treats extreme cold as severe.

Food & Water

ItemPriceBulkHandsDescription
Rations (1 week) Consumable4 spL1Preserved food and water for a week.
Waterskin5 cpL1A day's water for a Small or Medium creature; 1 Bulk when full.

Consumables

ItemPriceBulkHandsDescription
Caltrops Consumable3 spL1Scatter in an adjacent square (Interact). The first creature entering makes a DC 14 Acrobatics check or takes 1d4 piercing + 1 persistent bleed and −5 ft Speed while bleeding. Spending an Interact action to pluck them free lowers the DC to stop the bleeding. Once they deal damage, enough are ruined that the square is safe and they can't be salvaged; if they never dealt damage, they can be picked up and reused.
Chalk (10) Consumable1 cp—1For marking surfaces and leaving signs.
Disguise kit (replacement cosmetics) Consumable1 sp——Refills a disguise kit.
Elite cosmetics (level 3) Consumable5 gp——Refills an elite disguise kit.
Oil (1 pint) Consumable1 cp—2Lantern fuel. Or prepare (Interact) and throw as a ranged attack: on a hit it splatters the creature or a single 5-foot square, and a DC 10 flat check ignites it for 1d6 fire damage.
Piton Consumable1 cp—1Hammered anchor; a roped piton stops a full fall on a critical failure while climbing.
Soap Consumable2 cp—1For washing.
Thieves' tools (replacement picks) Consumable3 sp——Fixes broken thieves' tools without a Repair action.
Infiltrator picks (level 3) Consumable3 gp——Replacement picks for infiltrator tools.
Writing set (extra ink & paper) Consumable1 sp——Refills a writing set.

Mounts & Tack

ItemPriceBulkHandsDescription
Tack4 gp1—Saddle, bridle and stirrups for a mount; 2 Bulk when carried.

General

ItemPriceBulkHandsDescription
Basic crafter's book1 spL2Formulas for crafting common items.
Bedroll1 cpL—A padded roll for sleeping outdoors.
Chain (10 feet)4 gp12Iron chain for binding, securing or climbing.
Formula book (blank)1 gp11Holds up to 100 formulas.
Holly and mistletoe0 cp—1A nature focus, held in one hand.
Ladder (10-foot)3 cp32A wooden ladder.
Lock (poor)2 sp—2Picking: 2 successes at DC 15 Thievery.
Lock (simple) (level 1)2 gp—2Picking: 3 successes at DC 20.
Lock (average) (level 3)15 gp—2Picking: 4 successes at DC 25.
Lock (good) (level 9)200 gp—2Picking: 5 successes at DC 30.
Lock (superior) (level 17)4500 gp—2Picking: 6 successes at DC 40.
Manacles (poor)3 sp—2Apply to a helpless or willing creature (10–30 s). Legs: −15 ft Speed; wrists: DC 5 flat check or MANIPULATE actions fail; bound to an object: immobilized. The DC may be higher if bound especially tightly; for creatures with more or fewer limbs, the GM decides what manacles do. Escape: 2 successes at DC 17 Thievery.
Manacles (simple) (level 1)3 gp—2As poor manacles; escape 3 successes at DC 22.
Manacles (average) (level 3)20 gp—2As poor manacles; escape 4 successes at DC 27.
Manacles (good) (level 9)250 gp—2As poor manacles; escape 5 successes at DC 32.
Manacles (superior) (level 17)5000 gp—2As poor manacles; escape 6 successes at DC 42.
Mirror1 gp—1A small reflective surface.
Mug1 cp—1A drinking vessel.
Religious symbol (wooden)1 spL1A divine focus, held in one hand.
Religious symbol (silver)2 gpL1A divine focus, held in one hand.
Religious text1 gpL1Scripture usable as a divine focus.
Rope (50 ft)5 spL2Standard adventuring rope.
Scholarly journal0 gpL1Uncommon. 1 minute of reference gives +1 item bonus to Recall Knowledge on its narrow topic; a compendium (5× price, 2 hands) covers a broad topic. Price and availability set by the GM.
Signal whistle8 cp—1Audible up to half a mile over open ground.
Spellbook (blank)1 gp11Holds up to 100 spells.
Survey map0 gpL1Uncommon. +1 item bonus to Survival and Recall Knowledge about the mapped location; an atlas costs 5× and needs 2 hands. Price and availability set by the GM.
Tent (pup)8 spL2Shelters one.
Tent (four-person)5 gp12Shelters four.
Tent (pavilion) (level 2)40 gp122A large tent for a dozen or more.