An incomplete list of pretty things

Alchemy kit

Alchemy kits are used to mix reagents into alchemical substances (bombs, potions, oils). They are a required tool for the Alchemy talent (Cups talents). (2 slots)

Animal feed

Animal feed works like rations for animals. Each Camp Phase, you must feed each animal companion feed or they will become weak and stop following commands. Animal feed is specific to a particular animal (hound, falcon, horse, etc.).

Armor

Armor is all that’s between a sword and your soft, soft organs. Armor comes in a variety of styles, constructions, and materials. Its appearance is up to the adventurer who commissions and wears it.

Armor is separated into light armor, iron armor, and steel armor. You can Notch armor instead of taking a Wound. Each type of armor can take a certain number of Notches before it is Destroyed. Because armor is bulky and heavy, it takes up a number of belt slots while worn.

Light armor is designed for movement and comfort; it can typically be worn under normal clothes—or may have the appearance of fine garb. Common forms of light armor include leather jerkins, orcish furs, or bone armor. Light armor can absorb 1 Notch.

  • Light armor takes up 1 belt slot.

Iron armor consists of a coat of iron mail worn over a padded gambeson. Iron armor can absorb 2 Notches.

  • Iron armor is the bane of sorcerers—spells cannot target anyone wearing iron armor; however, you can still be hurt by the effects of spells (e.g., burned by a wall of fire).

  • You cannot cast spells if wearing iron armor.

  • Iron armor takes up 2 belt slots while worn.

  • Due to iron’s weight, it is impossible to swim or sneak while wearing iron armor.

Steel armor is a full set of steel plate. Steel does not provide the same protection against magic as iron, but provides an ideal defense against the blows of sword or mace. Steel armor can absorb 3 Notches.

  • Steel armor takes up 3 belt slots while worn.

  • Due to steel’s weight, it is impossible to swim or sneak while wearing steel armor.

  • Even though steel armor does not cancel targeted spells, you cannot cast while wearing it due to the latent iron content in the metal.

Bedroll

Bedrolls consist of blankets and bedding materials. Without either a bedroll or a tent, sleeping on the cold ground makes you Stressed. (2 slots)

Bezoar

Bezoars are stones composed of hair, vegetable material, and bile found in the stomachs of goats. If swallowed, a bezoar acts as a powerful anti-poison. It counts as 8 burned charges for the purposes of curing an affliction while Resting and Recovering (Rest and Recover).

Blank book

Blank books are useful for taking notes or even composing a memoir for later publication.

Booze

Booze is any alcohol that’s nice, strong, and expensive. This can be traded to Underworld denizens, given as a gift to a noble, or opened for a special occasion. Weak alcohol like small beer, cider, or watery wine is considered to be part of a ration.

Caltrops

Caltrops are nails designed to be scattered on the ground. They deny areas to your foes, especially cavalry. When scattered, any unshod creature walking in the zone takes a Wound.

Candle

Candles provide bright light for the person carrying them, but don’t provide any light for those nearby. As such, they are used when the guild—as a whole—prefers stealth. Candles can be snuffed out and relit (whereas torches cannot be). Candles go out when dropped. Candles can flicker 2 times before they’re used up (Flickers).

Chain

Chain comes in 10’ lengths per slot. Chain is useful for all sorts of bindings and haulings.

Chalk

Chalk can make marks almost anywhere—useful for plotting your way around a maze, warning fellow adventurers about traps, or making crude drawings of your rivals’ mothers.

Clothes

Clothes come in several varieties.

  • Rags preserve your basic dignity, but make you look like the worst sort of peasant.

  • Common clothes won’t make you popular at parties, but they’re serviceable and good for dirty work.

  • Finery sets you apart from the general rabble. Be careful, though; adventuring has a tendency to make you dirty and bloody.

The clothes that you’re wearing aren’t in your pack and don’t take up any slots. Spare sets of clothes take 1 slot in your pack.

Cooking gear

Cooking gear is needed to prepare hunted game into edible food during the Camp Phase.

Crowbar

Crowbars are used to pry open doors and chests by testing Swords. Less subtle than a lockpick, doing so breaks the door in question.

Falconry gear

Falconry gear includes gloves, tethers, hoods, and everything needed to enjoy the royal sport of hawking.

Fishing gear

Fishing gear is needed to fish and gather food on bodies of water—like in the deadly Boundless Moat.

Firewood

Firewood allows you to build campfires even when in the deepest dungeon.

Flint and tinder

Flint and tinder let you start fires.

Garlic

Garlic wards away certain types of undead and impure spirits. If brandished, test Wands. If successful, Displace one affected creature. In a Challenge, brandishing garlic is a Wands action.

Grappling hook

Grappling hooks, when combined with rope, let you climb sheer surfaces without testing fate. A grappling hook takes up its own slot, separate from the rope.

Hammer

Hammers are used to drive in spikes and pitons, break things that don’t want to be broken, and are generally useful tools. It should be noted that trying to smash things open with weapons generally results in a Notched or Destroyed weapon.

Hatchet

Hatchets are used to fell wood, cut ropes, and smash open doors. It should be noted that trying to smash things open with weapons generally results in a Notched or Destroyed weapon.

Helm

Helms can turn aside deadly blows. A helm can absorb 1 Notch before being Destroyed. (1 belt slot)

Hermetic bottle

Hermetic bottles keep alchemical reagents fresh and potent. They are used to hold alchemical substances like bombs, oils, and potions. An essential tool for the Alchemy talent (Cups talents).

Hourglass

Hourglasses are one of the best ways to track time in the strange Underworld. Even then, adventurers will notice that time flows curiously. An hour in the Underworld might be a day in the City.

Iron spike

Iron spikes can be used to wedge doors closed, serve as pitons for climbing, or be driven through the heart of the undead. (Stackable 6 per slot)

Lantern

Lanterns provide bright light to the person holding them and dim light for everybody else in the guild. Lanterns are lit by oil, which must be carried separately. Lanterns shatter when they are dropped. You can tie a lantern to your belt, but if you take a Wound the lantern shatters and you’re covered in oil. A lantern can flicker 4 times before their oil is used up (Flickers).

Lard

Lard is the fat of a pig. It burns well, can be used as a grease to lubricate tools and surfaces, and can even be used as soap. You can also eat it like a ration in a pinch to keep from starving.

Leeches

Leeches draw out bad blood and let good yellow phlegm and bile reign in your poisoned body. You can apply leeches to another adventurer with the Use an Item Camp Action. If you do so, draw a card. If you draw a Swords or Pentacles card, nothing happens. If you draw a Cups or Wands card, the leeched adventurer counts as having burned 2 charges to cure an affliction (Afflictions).

Lockpick

Lockpicks can be used to pick a lock with a successful test of Pentacles. If you fail, one of your lockpicks breaks. (Stackable 6 per slot)

Manacles

Manacles are used to restrain people, usually to haul them back to the City for a reward.

Mirror

Mirrors are kept by those still trying to keep up a semblance of hygiene, or just to reflect a monster’s dread gaze back onto itself.

Musical instrument

Musical instruments are often carried by adventurers, as song keeps campfires merry in a dark and oppressive environment. These could be lutes, harps, flutes, viols, drums, or anything else found in the Wide World.

Oil

Oil, usually carried in a flask, is used to fuel lanterns. It can also fuel other fires, or be used as lubrication. A flask of oil provides 4 flickers to a lantern.

Pick

Picks are tools used for digging. (Oversized)

Pipe and pipeweed

Pipe and pipeweed are a great way to relax, clear your mind, and make the camp smell nice. Smoking all of your pipeweed clears the Stressed condition.

Pole, 10’

10’ poles are helpful, too-long walking sticks that you can use to prod and poke for traps and hazards. (Oversized)

Poultice

Poultices are bandages infused with healthful herbs. They have a few different uses:

  • You can expend a poultice to try and save a character at Death’s Door. The injured character test Wands; this test has favor if the person applying it has a medical motif. If successful, the Death’s Door condition is cured and the character returns to consciousness. If it is a failure, the character dies. See Death’s Door for the full rules.

  • Poultices are also necessary for the use of the Chirurgeon talent (Cups talents).

Quill and ink

Quill and ink are necessary tools for the journey into literary fame.

Ration

Rations consist of hardtack, dried fruit, and dried meats. It might not be delicious, but it’s better than starving. Each ration contains a canteen with a day’s worth of water or swill alcohol.

Religious paraphernalia

Religious paraphernalia is a catchall term for the icons, amulets, or rosaries used to ward away certain types of undead or spirits. If brandished, test Wands. If successful, Displace one affected creature. During a Challenge, brandishing a religious icon is a Wands action.

Rope

Rope comes in lengths of 50’. Every adventurer worth their salt carries a bit of rope on them.

Salt

Expend a slot of salt to turn hunted game into rations. Salt also dries out oozes and jellies if thrown at them. This is treated as an Attack, and inflicts two Wounds to ooze monsters on a success. Every adventurer worth their rope carries a bit of salt on them.

Shield

Shields come in a variety of styles and methods of construction, but are considered either light or heavy. Shields take one of your hand slots.

  • Light shields are made from wood. They can absorb 1 Notch.

  • Heavy shields are made of metal or similarly sturdy materials and can absorb 2 Notches.

In a Challenge, ties go to the attacker unless the defender carries a shield.

If you have a shield, you may replace your Initiative with any card from your hand as a miscellaneous action. Your old Initiative is discarded.

Shovel

Shovels are tools used for digging. Like picks. But different. (Oversized)

Spyglass

Spyglasses magnify things up to five times.

Tent

Tents provide shelter and comfortable sleeping for up to two people. Without a bedroll or tent, sleeping on the cold ground makes you Stressed. (Oversized)

Tinker’s kit

Tinker’s kits are metal-working tools and scrap metal. You can repair damaged equipment with a tinker’s kit by performing the Use an Item Camp Action to remove 1 Notch. Destroyed equipment cannot be salvaged in this manner. (2 slots)

Torch

Torches provide bright light to the person holding them and dim light for everybody else in the guild. Torches have a 50% chance to go out when dropped. Torches that are extinguished are almost impossible to relight. Torches can flicker 3 times before they’re used up (Flickers).

Wand of archwood

Wands of archwood are ritual implements that allow sorcerers to focus their magical potential. If you have the Gramarye talent (Wands talents), you may use an archwood wand as a missile weapon to create blasts of magical energy up to a zone away.

Weaponry

Weaponry includes any basic arms and ammo listed in the Weapons section on the following page.

  • Silver weaponry is expensive, but silver is often useful against lycanthropes, spirits, and certain types of undead. Silver weaponry is soft and easily damaged, however. Silver weapons can only absorb 1 Notch before being Destroyed.

Wolfsbane

Wolfsbane repels wolves and lycanthropes. If brandished, test Wands. If successful, Displace one affected creature. During a Challenge, brandishing wolfsbane is a Wands action.

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