Equipment

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).

RollItemAbilitiesQuality
1NothinNadaZilch
2RopeAllows you to climb or tie things. Can be equipped in place of a weapon, in which case it’s reusable.Mundane
3WhiskeyBecome Drunk for 1d20/5 rooms, flammable.Mundane
4Worn CompassBattle 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
5OilFlammable. Slippery.Mundane
6ToolkitJust plain useful.Mundane
7Muslin CloakLucky Roll on Sneaking and Escape Attempts. Lost if you fail.Mundane
8WaterskinRefillable when resting. Can be poured out to stop Burning or cure Drunkenness.Mundane
9Sharpening StoneOnce per rest, you can use this to add +1 to a weapon. This can stack.Mundane
10Devoted FamiliarAn 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
11Silver DustCan be applied to a weapon or thrown to dispel or counteract magic.Fancy
12Polished ShieldAn ornate shield, polished to a mirror finish. Blocks 1 damage if you rolled above 10.Fancy
13Vial of PoisonCan be applied to a weapon, causing any successful attack to Poison the enemy.Fancy
14Haven’s TeaRemoves all Statuses.Fancy
15Sir Robin’s Last ResortA scroll that Teleport back to any previously visited room instantly without triggering any responses. One time use. Technically flammable.Special
16Mermaid’s BreathA gelatinous bauble that can allow one to breath under water for one room, but dissolves when used.Special
17Staff of EchoesFills 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
18Obsidian Flesh PotionFor 1d20/5 rooms, take only half of damage dealt to you, but your armor is immediately destroyed.Special
19Health PotionHeals you for 1d20. Cures Poisoning.Special
20Potion of LuckDrink to make all your rolls Lucky for one room.Special

Weapons

WeaponEffects
Sword+1 to damage
Axe-1 to Battle Roll, +2 to damage
War Hammer-2 to Battle Rolls, +4 damage
Heavy CrossbowIf damage would be 4 or less, you miss, but 11 or higher deals double.
Wand of MomentumCan 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 JabarCan 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!

ArmorEffects
Komodo LeatherLight and agile. Lucky Roll on Escape Attempts and Sneaking
Chain MailBalanced. Reduces incoming combat damage by 1.
Heavy Plate ArmorGreat protection, but heavy. Disadvantage on anything involving Rope, Sneaking, or Swimming. Reduces incoming combat damage by 2.
Helm of MomentumKeep 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.