Tools

Introduction

An adventurer's tools can be as essential as their weapons and armor. Few things are as useful as a length of rope. Falling in battle is an honorable end, but having your life claimed by a cold night or a perilous climb is a miserable death.

The table below is a general list of tools you might find. Tools come in four categories: apparel, consumables, kits, and utilities.

  • Apparel. This is a worn item that accessorizes an outfit.
  • Consumable. This is an item that is single use; it is lost once it is used.
  • Kit. This item is a collection of tools and materials used together for specific purposes.
  • Utility. This is a useful object which is singular and self-contained.

Reading the Tables

The Tools table has the following properties:

  • Size. “L” indicates a large item that must fit in a pack slot. “S” indicates a small item that can fit in a pouch or pack slot.
  • Value. The typical value of this item in Mossflower, measured in abstracted value of goods.
  • Effects. This describes what the item does for you, either in broad or specific terms. Some items have a specific activated effect on use, others may have a specific passive effect, and some have a general use. Many tools are only as useful as what you can imagine to accomplish with them.

Apparel

Name Size Value Effects
Cloak L 10g 50% chance of no SP/HP loss from wet or cold weather.
Haversack L 10g Carried meals store 1 day longer before spoiling.
Hood S 5g 50% chance of no SP/HP loss from windy weather.
Sun Hat S 5g 50% chance of no SP/HP loss from hot weather.

Consumables

Name Size Value Effects
Candle S 1g Illuminates a 10-foot area. Check equipment damage each hour / Exploration round.
Firewood L 1g A portable bundle of dry firewood, kindling, and tinder.
Hotroot Powder S 10g Action: An adjacent foe is stunned.
Lamp Oil S 1g Fuels a lantern for 1 hour / Exploration round.
Poison S 10g If ingested, the creature loses 1d12 HP in one minute.
Poultice S 5g Action: You or an adjacent ally restores 1 HP, or 2 HP if you have the Medicine skill.
Sleeping Powder S 10g Action: An adjacent foe is Dazed. If ingested, this causes unconsciousness for 1d12 hours.
Torch S 1g Illuminates a 20-foot area for 1 hour / Exploration round.
Venom S 10g Action: Apply to a weapon. Until the end of your next battle, the weapon's attacks cause 1 HP loss on damage.

Kits

Name Size Value Effects
Cartographer's Kit L 20g Requires Lore skill. Contributes 1 point toward party's group progress during a journey turn, double for previously explored lands. (Does not stack.)
Climber's Kit L 10g A kit of hooks, spikes, and fasteners to be used with rope.
Foraging Kit L 10g Requires Survival skill. A kit of tools and containers for collecting and saving wild produce. Add 1 extra ingredient when foraging fruit, nuts, roots, or vegetables..
Fishing Kit L 10g Requires Waterwise skill. A kit of hooks, line, and netting. Add 1 extra ingredient when catching fish.
Herbalist's Kit L 10g Requires Medicine skill. A kit of tools to sort, store, and dry herbs and tinctures. Add 1 extra ingredient when gathering herbs, milksap, or sweets.
Maintenance Kit L 10g Requires Crafting skill. While camping, a character can make a Brains check on a damaged weapon or armor to repair it.
Mess Kit L 10g Cookware and utensils. Allows you to craft meals while camping.
Scholar's Kit L 10g Requires Lore skill. Loose paper, writing implements, and ink. Add +1 to Brains checks involving puzzles or memory.
Tinderbox Kit S 5g A kit of flint, steel, and tinder for starting fires.

Utilities

Name Size Value Effects
Lantern L 5g Illuminates a 30-foot area but requires lamp oil.
Musical Instrument S 10g Requires Perform skill. A convenient instrument for travel, such a flute or a fiddle. After resting, restore 1 SP to an ally.
Protective Case L 10g A waterproof case for a single Large item or four Small items to be protected from damage while traveling.
Rope L 5g 20 feet of sturdy rope made from plant fiber.
Tent L 20g Provides shelter for 2 characters.
Water Gourd L 2g Can store a day's supply of water for one character.

Masterwork Tools

A masterwork tool is indicated by the word “Masterwork” ahead of the item name, such as “Masterwork Mess Kit”. Masterwork tools of all kinds—consumables, utilities, and kits—must be damaged three times before breaking. Mark only half a slash when a masterwork tool is first damaged, then complete the slash when damaged a second time. A masterwork tool costs double the usual price.

See Also