Upheaval

ADVENTURING GEAR

CLIMBING AND TYING GEAR

ItemCostWeightHardnessBreak DC
Chain (10 ft.)30 gp2 lb.1226
Grappling hook1 gp4 lb.12-
Piton1 sp1/2 lb.12-
Rope, hempen (50 ft.)1 gp10 lb.123
Rope, silk (50 ft.)10 gp5 lb.124

Rope, Silk: This rope provides a +2 bonus on Use Rope checks.

Grappling Hook: Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown).

CLOTHING

ItemCostWeight
Artisan's outfit1 gp4 lb.1
Cleric's vestments5 gp6 lb.1
Cold weather outfit8 gp7 lb.1
Courtier's outfit30 gp6 lb.1
Entertainer's outfit3 gp4 lb.1
Explorer's outfit10 gp8 lb.1
Monk's outfit5 gp2 lb.1
Noble's outfit75 gp10 lb.1
Peasant's outfit1 sp2 lb.1
Royal outfit200 gp15 lb.1
Scholar's outfit5 gp6 lb.1
Traveler's outfit1 gp5 lb.1

Artisan’s Outfit: This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.

Cleric’s Vestments: These ecclesiastical clothes are for performing priestly functions, not for adventuring.

Cold Weather Outfit: A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.

Courtier’s Outfit: This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.

Entertainer’s Outfit: This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).

Explorer’s Outfit: This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items you might need, such as a scarf or a wide-brimmed hat.

Monk’s Outfit: This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. The outfit is designed to give you maximum mobility, and it’s made of high-quality fabric. You can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.

Noble’s Outfit: This set of clothes is designed specifically to be expensive and to show it. Precious metals and gems are worked into the clothing. To fit into the noble crowd, every would-be noble also needs a signet ring (see Adventuring Gear, above) and jewelry (worth at least 100 gp).

Peasant’s Outfit: This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Royal Outfit: This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.

Scholar’s Outfit: Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.

Traveler’s Outfit: This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.

CONTAINERS

ItemCostWeightHardness
Backpack2 gp2 lb.3
Barrel2 gp30 lb.6
Basket4 sp1 lb.1
Bottle, wine, glass2 gp-1
Bucket5 sp2 lb.6
Case, map or scroll1 gp1/2 lb.3
Chest2 gp25 lb.8
Flask3 cp1-1/2 lb.1
Jug, clay3 cp9 lb.3
Mug/Tankard, clay2 cp1 lb.3
Pitcher, clay2 cp5 lb.3
Pot, iron5 sp10 lb.12
Pouch, belt1 gp1/2 lb.1
Sack1 sp1/2 lb.2
Vial1 gp-2
Waterskin1 gp4 lb.3

FOOD AND DRINK

ItemCostWeight
Ale, Gallon2 sp8 lb.
Ale, Mug4 cp1 lb.
Banquet (per person)10 gp-
Bread, per loaf2 cp1/2 lb.
Cheese, hunk of1 sp1/2 lb.
Meals (day), Common3 sp-
Meals (day), Good5 sp-
Meals (day), Poor1 sp-
Meat, chunk of3 sp1/2 lb.
Rations, trail (per day)5 sp1 lb.1
Wine, Common (pitcher)2 sp6 lb.
Wine, Fine (bottle)10 gp1-1/2 lb.

Meals: Poor meals might be composed of bread, baked turnips, onions, and water. Common meals might consist of bread, chicken stew, carrots, and watered-down ale or wine. Good meals might be composed of bread and pastries, beef, peas, and ale or wine.

LIGHT SOURCES

ItemCostWeightQuantityDurationLight Intensity
Candle1 cp-1 candle1 hour5
Everburning torch110 gp1 lb.1 torchInfinite20
Lamp, common1 sp1 lb.1 pint oil6 hours15
Lantern, bullseye12 gp3 lb.1 pint oil6 hours60 (cone)
Lantern, hooded7 gp2 lb.1 pint oil6 hours30
Sunrod2 gp1 lb.1 rod6 hours30
Torch1 cp1 lb.1 torch1 hour20

MISC GEAR

ItemCostWeightHardness
Bell1 gp-
Bottle, wine, glass2 gp-1
Bucket5 sp2 lb.6
Caltrops1 gp2 lb.
Canvas (sq. yd.)1 sp1 lb.
Chalk, 1 piece1 cp-
Jug, clay3 cp9 lb.3
Mirror, small steel10 gp1/2 lb.
Mug/Tankard, clay2 cp1 lb.3
Oil (1-pint flask)1 sp1 lb.
Pitcher, clay2 cp5 lb.3
Pot, iron5 sp10 lb.12
Ram, portable10 gp20 lb.
Sealing wax1 gp1 lb.
Signal whistle8 sp-
Signet ring5 gp-
Soap (per lb.)5 sp1 lb.

Caltrops: A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2- pound bag of caltrops covers an area 5 feet square. You may double or half the caltrops in a given square if you wish. Creatures moving through caltrops must halve their normal speed in that square. If they spend a full round action they may traverse the square without issue.

Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), the creature must make a Dex save (DC 15) to avoid getting hit. If you use half as many caltrops, the DC is 10. It’s DC 20 if you double the amount. If the creatures fails a save it has stepped on one. The caltrop deals 1 point of damage, and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. The GM may rule that caltrops are not be effective against some opponents.

Ink: This is black ink. You can buy ink in other colors, but it costs twice as much.

Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully. You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

Ram, Portable: This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and it allows a second person to help you without having to roll, increasing your bonus by 2.

Spyglass: Objects viewed through a spyglass are magnified to twice their size.

TRAVELING GEAR

ItemCostWeight
Bedroll1 sp5 lb.
Blanket, winter5 sp3 lb.
Firewood (per day)1 cp20 lb.
Tent10 gp20 lb.