Equipment is anything you can keep in your Inventory.
There are three kinds: Items, Weapons, and Armor.
Items
The humble item. A staple of any adventurer’s arsenal. From the mundane to the magnificent, these little trinkets can make all the difference in a pinch. And yet, they’re often overlooked in favor of more flashy abilities or grandiose spells.
Items can be used at any time, except during a Battle Roll round (before or after is fine!)
You can’t carry more items than will fit in your Inventory.
Quality: Mundane items can be packed at the start. Fancy and Special items can only be found during your journey (unless your Guild says otherwise).
| Roll | Item | Abilities | Quality |
|---|---|---|---|
| 1 | Nothin | Nada | Zilch |
| 2 | Rope | Allows you to climb or tie things. Can be equipped in place of a weapon, in which case it’s reusable. | Mundane |
| 3 | Whiskey | Become Drunk for 1d20/5 rooms, flammable. | Mundane |
| 4 | Worn Compass | Battle Roll. If you win, allows you to discover two rooms instead of one. Otherwise, it breaks. No need to roll the first time you use it. | Mundane |
| 5 | Oil | Flammable. Slippery. | Mundane |
| 6 | Toolkit | Just plain useful. | Mundane |
| 7 | Muslin Cloak | Lucky Roll on Sneaking and Escape Attempts. Lost if you fail. | Mundane |
| 8 | Waterskin | Refillable when resting. Can be poured out to stop Burning or cure Drunkenness. | Mundane |
| 9 | Sharpening Stone | Once per rest, you can use this to add +1 to a weapon. This can stack. | Mundane |
| 10 | Devoted Familiar | An animal companion of any kind. If you fall in battle, the familiar can make one additional attack roll on your behalf. If it succeeds, you heal for 25% of total health. Must rest before doing it again. | Fancy |
| 11 | Silver Dust | Can be applied to a weapon or thrown to dispel or counteract magic. | Fancy |
| 12 | Polished Shield | An ornate shield, polished to a mirror finish. Blocks 1 damage if you rolled above 10. | Fancy |
| 13 | Vial of Poison | Can be applied to a weapon, causing any successful attack to Poison the enemy. | Fancy |
| 14 | Haven’s Tea | Removes all Statuses. | Fancy |
| 15 | Sir Robin’s Last Resort | A scroll that Teleport back to any previously visited room instantly without triggering any responses. One time use. Technically flammable. | Special |
| 16 | Mermaid’s Breath | A gelatinous bauble that can allow one to breath under water for one room, but dissolves when used. | Special |
| 17 | Staff of Echoes | Fills your weapon slot instead of an item slot. Can repeat the last thing that happened (eg damage or any effect), redirecting it if desired. It crumbles into dust on use. | Special |
| 18 | Obsidian Flesh Potion | For 1d20/5 rooms, take only half of damage dealt to you, but your armor is immediately destroyed. | Special |
| 19 | Health Potion | Heals you for 1d20. Cures Poisoning. | Special |
| 20 | Potion of Luck | Drink to make all your rolls Lucky for one room. | Special |
Weapons
| Weapon | Effects |
|---|---|
| Sword | +1 to damage |
| Axe | -1 to Battle Roll, +2 to damage |
| War Hammer | -2 to Battle Rolls, +4 damage |
| Heavy Crossbow | If damage would be 4 or less, you miss, but 11 or higher deals double. |
| Wand of Momentum | Can only be used by members of Haven or Myst. Every consecutive Battle Roll win adds +2 to your next damage. Losing a battle resets this. |
| Gom Jabar | Can only be used while Sneaking. Causes Poisoning. |
Sharpening & Dulling
A weapon can be sharpened with a Sharpening Stone, adding +1 to damage. This can stack (sharpened twice = +2, etc).
Some encounters will dull your weapon, resetting all sharpening bonuses back to 0.
Armor
Armor protects you!
| Armor | Effects |
|---|---|
| Komodo Leather | Light and agile. Lucky Roll on Escape Attempts and Sneaking |
| Chain Mail | Balanced. Reduces incoming combat damage by 1. |
| Heavy Plate Armor | Great protection, but heavy. Disadvantage on anything involving Rope, Sneaking, or Swimming. Reduces incoming combat damage by 2. |
| Helm of Momentum | Keep count of the consecutive times you win a battle roll, not including the first. Heal that many points of HP every time you win again. It resets when you get hit. |