Out of the Abyss

recruiting

The general store — standard adventuring gear and prices for this campaign.

Item Price Weight Slots Notes
Apparel
Cloak, traveler's 1 gp 2 lb 20 cn 1
Robes, common 1 gp 4 lb 40 cn 1
Boots, leather 1 gp 2 lb 20 cn
Camp & Survival
Bedroll 2 sp 5 lb 50 cn 1
Blanket, winter 5 sp 3 lb 30 cn 1
Tent, one-person 5 gp 10 lb 100 cn 2
Tent, pavilion 25 gp 30 lb 300 cn 6

Sleeps up to ten.

Cooking pot, iron 8 sp 4 lb 40 cn 1
Mess kit 2 sp 1 lb 10 cn

Cup, plate, and utensils.

Fishing tackle 1 gp 1 lb 10 cn

Line, hooks, bobbers, and lures.

Hunting trap 5 gp 25 lb 250 cn 2

Steel jaws; 1d4 damage and holds the victim fast.

Containers
Backpack 5 gp 2 lb 20 cn 1

Holds roughly 30 lbs of gear.

Sack, small 1 sp 0.5 lb 5 cn
Sack, large 2 sp 1 lb 10 cn 1
Belt pouch 5 sp 0.5 lb 5 cn

Holds coins, gems, or small sundries.

Waterskin 1 gp 1 lb 10 cn 1

Holds a day's water when full (~4 lbs full).

Flask, empty 3 cp 0.5 lb 5 cn
Vial 1 gp

Stoppered glass; holds about 4 ounces.

Chest, wooden 2 gp 25 lb 250 cn 4
Quiver 8 sp 1 lb 10 cn 1

Holds 20 arrows.

Saddlebags 4 gp 8 lb 80 cn 2
Faith & Warding
Holy symbol, wooden 1 gp
Holy symbol, silver 25 gp 1 lb 10 cn
Holy water (flask) 25 gp 1 lb 10 cn

Thrown vial; 2d6 radiant damage to undead or fiends on a direct hit.

Wolfsbane (sprig) 1 gp

Wards against lycanthropes.

Garlic 5 cp

Folk ward against certain undead.

Wooden stake & mallet 3 sp 1 lb 10 cn
Light & Fire
Torch 1 sp 1 lb 10 cn 1

Bright light in a 30 ft radius; burns about 1 hour.

Candle 1 cp

Dim light in a 5 ft radius for about 1 hour.

Lantern, hooded 7 gp 2 lb 20 cn 1

30 ft bright light; the hood can dim it. Burns 1 flask of oil in ~4 hours.

Lantern, bullseye 12 gp 3 lb 30 cn 1

Casts a 60 ft cone of bright light. Burns 1 flask of oil in ~4 hours.

Oil, flask 1 sp 1 lb 10 cn

Fuels a lantern ~4 hrs, or thrown as a 1d8 fire weapon (then burns 1d6/round).

Tinderbox 5 sp 1 lb 10 cn

Flint, steel, and tinder to light a fire, torch, or candle.

Mounts & Transport
Mule 8 gp

Sure-footed pack animal; carries ~250 lbs.

Pony 30 gp

Small mount; carries a lightly-equipped rider.

Riding horse 75 gp

A day's travel is ~24 miles at a steady pace.

Cart 15 gp

Two wheels, mule-drawn; hauls ~400 lbs.

Wagon 35 gp

Four wheels, horse-drawn; hauls ~2,000 lbs.

Provisions
Rations, dry (1 day) 5 sp 2 lb 20 cn 1

Keeps for weeks without spoiling.

Iron rations (1 week) 15 gp 7 lb 70 cn 1

Preserved trail food for extended expeditions.

Food, common (1 day) 1 sp 2 lb 20 cn

Fresh food; spoils within a day or two.

Ale (pint) 4 cp
Wine, common (pint) 1 sp
Ropes & Climbing
Rope, hemp (50 ft) 1 gp 10 lb 100 cn 1

Supports about 300 lbs.

Rope, silk (50 ft) 10 gp 5 lb 50 cn 1

Lighter and stronger than hemp.

Grappling hook 1 gp 4 lb 40 cn 1
Chain (10 ft) 30 gp 10 lb 100 cn 1

Has 10 hit points; can be burst with a hard Strength check.

Iron spikes (12) 1 gp 6 lb 60 cn 1

Wedge doors, anchor rope, or jam mechanisms.

Pole, 10 ft 5 cp 7 lb 70 cn 1

Prod the floor ahead for traps and pits.

Tools & Kits
Crowbar 2 gp 5 lb 50 cn 1

Grants advantage (or a bonus) to pry or force objects.

Hammer, small 5 sp 2 lb 20 cn 1
Shovel 2 gp 5 lb 50 cn 1
Lock 20 gp 1 lb 10 cn

Comes with one key; picking it requires thieves' tools.

Manacles 6 gp 2 lb 20 cn

Restrain a Medium creature; a key opens them.

Thieves' tools 25 gp 1 lb 10 cn 1

Picks and probes for locks and traps.

Healer's kit 5 gp 1 lb 10 cn 1

Ten uses; stabilize the dying or tend wounds.

Mirror, steel 5 gp 0.5 lb 5 cn

Peer around corners or reflect a gaze attack.

Spyglass 1000 gp 1 lb 10 cn

Objects appear twice their size.

Bell 1 gp
Whistle, signal 5 sp
Writing & Sundry
Ink (1 oz vial) 8 gp
Quill 1 cp
Parchment (sheet) 1 sp
Sealing wax 5 sp
Chalk (1 piece) 1 cp
Soap 2 cp