Common coins are Copper (c), Silver (s), and Gold (g), though silver is the most used currency between everyday citizens while gold is used more often by nobles and wealthy adventurers. 100c is 1s, and 100s is 1g. In various parts of the word different types of currency have formed but in general if you have a shiny gold coin, most people will take it. Often trades done involving hundreds or thousands of gold do not exchange the amount of currency but rather that of goods and services.
Characters can carry an amount equal to 100 lbs + 20 * Their Strength Modifier. If you try to carry more than that you become Encumbered. If you attempt to carry more than 2x that amount you are Heavily Encumbered.
A simple roll that is easily carried and makes for more comfortable sleep.
This can be used to help combat the elements as well as many other makeshift uses such as carrying large amounts of items by rolling them up inside it.
Block and Tackle
A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
A chain has DR 5 and is 10 feet long.
This white flask piece of chalk can be used for drawing purposes.
Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.
This includes a wooden rod, silken line, corkwood bobbers, 2 steel hooks, a lead sinker as well as velvet lures and narrow netting.
This 3 pronged curved piece of metal can be attached to a rope and thrown as a Thrown weapon targeting a square's Defense Value of 5. If the strike is successful and there is anything such as a rock, crack in stone, or a overhang it can latch onto, this can serve an anchor point for climbing with a rope. It can also be used as a weapon that has the Unwieldy quality and deals 1d6 points of damage.
This large steel trap has serrated teeth and a reset mechanism that allows it to be used multiple times. After being set if a creature steps in the trap it must make a Defense roll against and attack DC of 15. The trap can be hidden with a Stealth check, any creature in the area must pass a Notice with a DC equal to the hiders Stealth check. If they are unaware of the trap when making the defense rolls they roll with disadvantage. The trap deals 2d10 points of damage, and immobilizes the character unless it's tether to the ground is removed at which point the penalty is halved.
This over sized hammer sees little use in battle but is very effective against stonework. When used against a building it ignores 4 Damage resistance of the building and can apply 2 dents instead of 1 if used to weaken a structure instead of destroying it. If used in combat use the stats of a Warhammer with the unwieldy quality.
This compact set of tarp, wooden poles and pitons allows 2, 3, or 4 people to have protection from simple weather such as rain or snow.
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged strike against a creature or object, treating the acid as a Thrown Weapon. On a hit, the target takes 2d6 acid damage.
This mixture of chemicals ignites as it comes into contact with the air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged strike against a creature or object, treating the alchemist's fire as a Thrown Weapon. On a hit, the target takes 1d6 Fire damage per round until they remove the caustic substance with a successful dexterity check of DC 10.
This vial is full of carefully selected herbs and medicine to help ward off poisons. If a character who drinks it is suffering from a poison it grants a +4 bonus to their constitution saving throws against that poison. The effects of this last 1 hour and the character may roll with advantage to resist any poison saving throws made within that hour.
Flask of Oil
This small flask contains enough oil to cover the ground of a 5 ft square. Any creatures attempting to move through this square require a DC 15 athletics check or they fall prone. A character aware of the oil may choose to move through it at half speed. If ignited the oil deals 1d6 fire damage for 5 rounds.
This wonderful smelling vial can be applied to gain a +2 bonus to any social checks made with Nobility.
Potion of Restoration
This vial acts as the spell Restoration at a caster level of 1, healing 1d10 hit points when drank.
Arrows are bought 20 at a time for generic arrows, and 1 at a time for unique.
Crossbow Bolts are bought 20 a time for generic bolt, and 1 at a time for unique.
Horses are Size 2 (Long). They only occupy 2 squares on a battle map instead of 4.
War Trained Horse
Horses are Size 2 (Long). They only occupy 2 squares on a battle map instead of 4.
Pony are Size 1.
Riding Dogs are Size 1
A normal carriage can fit up to 4 size 1 creatures.
A simple wooden cart on two wheels. Mainly used for carrying lots of goods short distances.
A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. If you attempt to ride a mount without a saddle any checks made to remain mounted are made at disadvantage.
These water proof bags are draped over a saddle to a place to store equipment. This does not increase the amount a mount can carry.
This much larger 4 wheel vehicle is designed for mass transportation of goods far distances.
Common clothing will allows you to fit in among normal citizens where the clothing was purchased.
Flashy and colorful clothing draw the eye of any nearby patrons. When using perform to earn money in a city gain a +2 to your check.
Simple and concise the merchants outfit shows that you here to conduct business. Gain a +2 to persuasion when using the skill for bartering.
Made only of the finest fibers, ladies and lords form all around will be more pleasant towards you. This removes any penalties for attempting to talk to someone of important status.
Simple clothing designed for travel. It's sturdy but not much to look at.
Clothing worn by worshippers of various dieties. Their design and colors differ drastically for each diety.
As an action, you can spill these tiny metal balls from their pouch to cover a level, square 10 foot area. A creature moving across the covered area must succeed on a DC 10 Reflex saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.
As an action, you can spread a bag of caltrops to cover a square 5 foot area. Any creature that enters the area must succeed on a DC 15 reflex saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged strike against a target creature, treating the holy water as a Thrown weapon. If the target is a fiend or undead, it takes 2d6 Divine damage.
Generally made out of leather a backpack can hold 1 cubic foot/30 pounds of gear.
Slightly bigger and much finer construction this backpack increases your strength modifier by 1 for the purposes of carrying capacity. An expert backpack can hold 1 cubic foot/40 pounds of gear.
Generally made of wood a barrel can hold 40 gallons of a liquid or 4 cubit feet of solid materials.
This wicker basket can hold 2 cubit feet/40 pounds of gear.
Made of glass, this bottle can hold 1.5 pints of liquid.
This small tube is watertight and can hold up to 5 pieces of parchment or scrolls while keeping them safe from the elements.
This wooden chest with iron rivets can hold 12 cubic feet/300 pounds of gear
This burlap sack can hold 1 cubic foot/30 pounds of gear
A single waterskin can hold enough water for a size 1 creature for a day. While empty it weighs only 1 pound. While full it's 4 pounds.
Includes a backpack, a blanket, 10 candles, a tinderbox, 2 blocks of incense, Acolyte vestments, 2 days of common rations, and a waterskin.
A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 20 feet from the point where you anchored yourself, and you can’t climb more than 20 feet away from that point without undoing the anchor.
Includes a chest, 2 cases for maps and scrolls, a set of Noble clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume,and soap.
This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance.
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it
Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents.
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
This includes a Repair Hammer, a small sewing kit, strips of leather, lacquer, and metal plates used for repairing armor.
This contains thread, several needles, and a set of scissors.
Includes a backpack, an uncommon book, a bottle of ink, an ink pen, 10 sheets of parchment, and a small knife.
Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, 10 pitons, lantern, 2 flasks of oil, 5 days of common rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Poor lodging is a seedy inn where you may or may not be mugged or stolen from during your stay.
Common lodging is little more than a room with a bed and a small chest of drawers.
Good lodging generally has a well kept if modest room, and locks on every door and window. Your valuables and belongs are safe here.
Excellent lodging feature large beds that are comfortable. Generally they have some muscle on hand and are among the safest places in any city.
Luxurious lodging is only just short of living in a mansion. The rooms are large and usually multiple of them. Personal attendants for anything you might need, and only the best food is served.
Common Rations consist of salted fish or other plentiful meat of the area and tough bread crackers.
Dwarven Rations are mostly meat, with little other bread or fruits. They are good for feeding carnivorous pack animals as well.
Good Rations tend to have higher quality meat and have fresh fruits and are rather enjoyable to eat.
Excellent Rations consist of only high quality meats, breads, and spices. This is often of a much higher quality than most people eat daily.
Luxurious Rations have rare and exotic meats season perfectly and would even be consumed by the lords and ladies with pleasure.
When used to repair armor, you gain a +2 to Craft skill roles.
These are considered tools for nearly any crafting profession and allow you to make materials of higher quality. More about tool use can be found in Crafting.
This small metal bell is useful for training and locating animals.
Books grant a +2 bonus on skills they are written for. Common books can be found for nearly any Trained application for a skill. Uncommon can be used for Skilled cheks. Rare can be used for Expert, and Mystical for Master.
This glass container is filled with sand and tells time by letting it drop slowly from the top to the bottom. They can be made for any duration of time but usually are made for 1 hour.
Ink, and Ink Pen
Used for writing on paper.
This 10 foot wooden ladder can support the weight of up to 2 Size 1 creatures.
When filled with oil this lantern sheds light as a torn for up to 1 hour per flask of oil used.
Metal locks can come in many different varieties. A common lock needs a DC 15 Thievery check to unlock. Skilled is DC 20, Expert is DC 25, and Master is DC 30.
This small rounded glass with a handle provides advantage when using notice to examine an object that is size 1/8 or less.
These metal shackles cause anyone they are put on to suffer the penalties of immobilized. They can be unlocked with their key or a DC 15 Thievery skill check or DC 20 strength check.
Paper that you can write on.
These small steel spikes are used while climbing to secure a rope and prevent falling.
This 10 foot pole is used for testing the weight of structures without putting yourself into danger.
This cast iron pot is used for cooking.
Hemp rope can be used to bind a creature. the DC to escape hemp rope is 20 + the Dexterity and Strength Bonus of the creature that tied the bonds. It has an hp of 2 and can be burst with a DC 24 strength check. Silk rope has 4 hit points and can be broken with a DC 26 strength check.
A standard shovel to aid in digging.
This small whistle produces a shrill sound that can be heard from up to one mile away.
The symbol on this ring carry the symbol of a house and is used for public recognition.
This small glass telescope allows the user to quadruple their sight distance when used from a vantage point.
This box of matches and tinder allows for the easy creation of fire
When used on a metal weapon its first attack against an opponent ignores 1 point of DR.