Equipment
Rain
Poncho. A one-piece garment resembling a large cloak with a head-sized hole
in the center, a poncho helps keep the wearer dry during rainstorms. Ponchos
are made of canvas or similar material, often treated with waterproofing oil. A
poncho can double as ground cover and can also be used as an emergency tent.
Crude ponchos are sometimes woven from grass or reeds.
Snowshoes.
Each about three feet long, these oval-shaped wooden frames are laced with
leather webbing to allow the wearer to walk across snow without sinking. A
character newly introduced to wearing snowshoes moves at half his normal rate
until he gets used to them. After a day or so of practice, he moves at his
normal rate. A character wearing snowshoes receives no bonuses for charging.
Waterproof
Boots. These thick boots are made of tough, water-resilient hide treated
with waterproofing oil. The wearer tucks his trousers inside the boots, then
ties them near the knees with a leather drawstring. The boots keep the feet
dry, even when wading in water.
Wilderness
Harness. This device resembles a thick leather belt with straps that cross
over the wearer's back. Both the belt and the straps contain a series of small
pouches, useful for storing supplies, ammunition for missile weapons, and other
materials. A secret compartment in the back section of the belt conceals a
6-inch-long flat knife (the knife comes with the harness; use dagger
statistics).
Breathing
Tube. This simple device helps a character function underwater. A breathing
tube made of a hollow reed, about a foot long, strengthened with wax and
treated with waterproofing oil. The user places the tube in his mouth, then
submerges himself with the end of the tube protruding from the water. The tube
enables the submerged user to breathe indefinitely.
Camouflage
Paint Kit. This compact leather case contains several cakes of greasepaint
(in various shades of brown, green, yellow, and black), applicator brushes, a
jar of paint removal cream, and a small mirror. Characters apply the paint to
areas of exposed flesh to help them blend in with their surroundings +1 to hide
checks. A kit contains 12 uses.
Chain
Leash. Made of chain links with a leather muzzle, this leash can be
adjusted to fit any animal ranging in size from a small dog to a wolf. The
length of the leash varies from 6-12 feet long. When using a properly fitted
chain leash on an animal, a character receives a +1 bonus to his handle animal
checks. Chain leashes are available in other sizes and lengths to fit larger
and smaller animals.
Falconry
Gauntlet. Also called a perch glove, this is a heavy arm-length glove of
thick leather upon which a falcon or hawk can perch.
Falcon
Training Equipment. This equipment makes falcon training more efficient. A
character using the handle animal and is trying to train a falcon without this
equipment suffers a -2 penalty to handle animal checks. One set is required for
each falcon.
Each set consists of jesses (leather bands with rings,
attached to the falcon's legs), talon
guards (metal coverings for the bird-s claws to prevent it from harming the
owner during training), a creance (a
slender leather leash attached to the jesses, held by the user or secured to
the perch glove), and a hood (a
leather covering fitting over the falcon-s head that restricts vision; the hood
forces the falcon to rely on its senses of hearing, touch, and taste).
Customized or richly appointed equipment, such as an embroidered hood or golden
jesses, is also available, usually at double or triple the normal price.
Fishing
Tackle. This meticulously crafted set of polished wooden lures, colorful
flies made of feathers and catgut cord, bone hooks, and cork bobbers can be
quite useful in the hands of a skilled fisherman. If used by a character with
the fishing skill, the skill checks are modified by +1.
Insect
Repellent. Applying this rare, minty cream over a character's face, arms,
and other areas of exposed flesh repels bees, ants, and all other types of
insects less than 1 Hit Die in size. One application wears off after 8 hours. A
jar of insect repellent contains 12 applications.
Sleeping
Bag. More comfortable, but bulkier than blankets, the sleeping bag is made
of two layers of canvas or wool, stuffed with down for warmth. The user slips
inside the sleeping bag and secures the open side by fastening several buckles
or tying a series of leather straps.
Scent
Lure. A scent lure is a pungent liquid used to attract animals in the wild.
Each scent lure attracts a specific type of animal, usually woodland game such
as deer, wolf, or fox; individual animals of the species find the odor
irresistible.
Each bottle of scent lure contains five
applications. One application near a tree, rock, or snare has a 15% chance of
attracting an animal of the given species within 24 hours, presuming the animal
passes within 100 yards of the application (the DM determines if an animal
comes close enough). Extra applications do not increase the chance of
attraction. The scent evaporates in 24 hours.
Sun
Goggles. Arctic or mountaineering sun goggles are made from solid wood. The
wearer peers through two narrow slits. These reduce or eliminate the effects of
dazzling lights, such as fatigue from traveling under very bright sun (for
example, across deserts, or flat plains on cloudless days). Sun goggles also
prevent snowblindness, where the eyes become swollen from exposure to bright
sun reflecting off ice and snow. (Attack penalties for snowblindness vary from
-1 to -4.) Sun goggles will not prevent blindness caused when a light spell is cast directly against the
wearer's eyes. Sun goggles also reduce the field of vision; the wearer can't
see above or below without moving his head. This may increase chances of being
surprised or attacked from a blind side, at the DM's option.
Sunburn
Ointment. Characters risk damage from sunburn in any terrain during seasons
of bright sunlight, not only in deserts, but also in the arctic, where the sun
reflects off the ice and snow. If characters don't protect exposed flesh with
scarves, mask, or other covering, they risk suffering 1 point of damage from
sunburn per day. An application of sunburn ointment gives protection against
sunburn for a full day. A jar of sunburn ointment contains 14 applications.
Sunburn ointment gives no protection from magical or non-magical fire; it is
ineffective against any source of damage other than the sun. Sunburn ointment
is rare, found only in the best-stocked shops in large cities.
Survival Kit. A character may strap this small leather pouch,
about four inches on each side and an inch thick, around his thigh, upper arm,
or anywhere else where it can remain concealed. The kit contains a number of
small items useful in emergencies: a scrap of parchment and piece of graphite
(for writing messages), a fish hook, a 25-foot length of fishing line on a
spool, one gold piece (good for bribing guards), a small razor (for severing
rope or inflicting 1 hit point of damage against captors), a wooden whistle
(for signaling), a cloth pad (for making an emergency bandage), and a few
pieces of sugar candy and dried fruit (for quick energy, or luring animals).
Similar items may be substituted to customize individual kits.
Tents.
These portable shelters, usually made of canvas or tanned animal skin, provide
shelter from the elements for weary travelers. They're easy to erect and light
to carry. Here a few of the most popular small tents, suitable for one or two
occupants:
·
Bell Tent. This is one of the simplest
tents, consisting of a single sheet of fabric arranged around a pole to form a
cone. Ropes attached to stakes surrounding the bottom of the tent are pulled to
stretch the fabric tight. Though quick to construct and easy to transport, bell
tents don't provide much protection against strong winds.
·
Wedge Tent. Also known as an A-frame
tent or a wall tent, the wedge tent is built on a frame consisting of two
vertical poles with a horizontal pole secured between them. The fabric is laid
across the horizontal pole, then stretched with ropes attached to stakes. The
wedge tent is somewhat sturdier than the bell tent, although like that tent, it
provides only modest protection against severe weather.
·
Pyramid Tent. Combining elements of both
the bell and wedge tents, the pyramid tent frame is made of four vertical poles
arranged in a square, with horizontal poles attached between them. A longer
pole rises from the center of the square. The fabric extends from the center
pole to form four slanting walls, secured with stakes. The sturdy pyramid tent
resists light to moderate winds.
·
Bundle Tent. Particularly useful in cold
climates, the bundle tent consists of from six to eight ribs about five feet
long, connected to each other by the tent covering. The covering consists of
two layers of skin from a furry animal, such as a bear or caribou. The layers
are arranged fur-side out, creating a pocket of air for extra insulation. The
tent opens like an umbrella to form a domed shape or folds into a bundle.
Traps.
These finely crafted metal traps can be set up in a matter of minutes. Two
general types are available; both come in small
(rabbit), medium (wolf), and large (bear) varieties. A character
using either type of trap adds a +1 bonus to his set snares proficiency checks.
·
Enclosing Trap: This type of trap resembles
a box. It catches animals alive. Lured by edible bait or a shiny object, the
animal enters the box and steps on a trigger which causes the front of the box
to snap shut.
·
Killing Trap: A killing traps has two
metal jaws lined with sharp points. A small platform, which holds a lure, rests
in between the jaws. The slightest pressure on the platform causes the jaws to
snap shut, killing the animal.
Tinderbox,
Waterproof. This waterproof box contains flint and steel, along with a
small supply of wood shavings for kindling. The box keeps the contents dry
during a rainstorm or when submerged underwater. Once per round, a character
can attempt to start a fire using these materials. A roll of 1 or 2 on a 1d8 is
necessary to start a fire in normal, dry conditions. A 1 on a 1d8 is necessary
if the area is damp; the DM may require more difficult rolls (for instance, a 1
on 1d12) in wet terrain, or may rule that a fire can't be started at all.
Weaponblack.
When rangers or thieves apply this oily paste to their weapons or armor, it
makes the metallic surfaces non-reflective and nearly invisible. It prevents
them from having a – 1 penalty to hide checks with weapons drawn. A coat of
weaponblack lasts until the character engages in melee combat, at which time
enough of the substance flakes away to negate any camouflaging advantage. The
substance is flammable; if lighted, a sword coated with the paste will become
the equivalent of a flaming weapon for 2-5 rounds, and will also inflict 1d4
points of heat damage upon the wielder unless he is magically protected. A vial
of weaponblack contains 1 application. This substance is uncommon and only
available through shady under-the-counter dealing.
Price of Items
Item Cost Weight (Lbs.)
Boots, Waterproofed 4
Gp 2
Breathing Tube 2
Sp *
Camouflage Paint Kit 50
Gp 1
Chain Leash 6
Gp 1
Falconry Gauntlet 5
Sp 1
Falconry Training Equipment 10 Gp 1
Fishing Tackle 2
Gp 1
Insect Repellent 5
Gp *
Kayak (& paddle) 35
Gp 50
Poncho, Rain 6
Gp 2
Scent Lure 3
Gp *
Sleeping Bag 3
Gp 8
Snowshoes 2
Gp 1
Sun Goggles 1
Gp *
Sunburn Ointment 2
Gp *
Survival Kit 10
Gp *
Tents
Bell 4
Gp 10
Bundle 20
Gp 12
Pyramid 15
Gp 15
Wedge 5
Gp 10
Waterproof Tinderbox 8 Sp *
Trap
Enclosing 3/7/12
Gp 3/8/15
Killing 2/5/10
Gp 5/10/20
Weaponblack 2
Gp *
Wilderness Harness 2 Gp 1