Basic Adventuring Gear

Name

Cost

Weight

Hardness

HP

Antitoxin

4gp

1/10lbs

1 (rigid)

1

Backpack

2gp

2lbs

2 (flexible)

5

Bathtub, Portable

15gp

20lbs

3 (flexible)

5

Bathtub, Self-Heating Portable

150gp

20lbs

10 (flexible)

50

Bedroll

1sp

5lbs

3 (flexible)

2

Bedroll, Insulated

5sp

7lbs

4 (flexible)

5

Bedroll, Insulated Two-Person

10sp

12lbs

4 (flexible)

8

Bedroll, Two-Person

3sp

8lbs

3 (flexible)

4

Belt Pouch

5sp

½lb

2 (rigid)

2

Blanket

5sp

3lbs

2 (flexible)

4

Caltrops

1gp

1lb

2 (rigid)

2

Camping Bag

10gp

5lbs

4 (flexible)

8

Candle

2cp

½lbs

1 (rigid)

2

Cane, Dueling

6gp

2lbs

5 (rigid)

4

Cartographer’s Kit

100gp

15lbs

5 (rigid)

5

Chain, Iron / Steel Cable

20gp

10lbs

5 (rigid)

15

Chair, folding

2gp

10lbs

3 (flexible)

5

Chalk, single piece

1cp

1/10lbs

1 (rigid)

1

Chemical Light

1gp

1lb

5 (rigid)

5

Climbing Kit

75gp

10lb

2 (flexible)

5

Cloak, Dueling

12gp

3lbs

3 (flexible)

2

Clothing, Cold Weather

5gp

8lb

3 (flexible)

4

Clothing, Common

3sp

3lb

3 (flexible)

2

Clothing, Fine

1gp

3lb

2 (flexible)

2

Clothing, Luxury

50gp

3lb

2 (flexible)

1

Clothing, Never-sullied

+50gp

Clothing, Traveler’s

10gp

3lb

4 (flexible)

5

Clothing, Warmed

+70gp

Compass

10gp

½lb

3 (rigid)

4

Cot, folding

1gp

10lbs

3 (flexible)

8

Crowbar

5sp

5lbs

5 (rigid)

10

Disguise Kit

50gp

5lb

5 (rigid)

10

Eye patch

5cp

1/10lbs

1 (flexible)

2

Fishing Pole

5cp

2lb

2 (rigid)

4

Flint and Steel

3sp

½lbs

1 (rigid)

2

Folding Ladder

10gp

15lbs

5 (rigid)

10

Grappling Hook

2gp

5lbs

5 (rigid)

15

Hammock

1sp

3lbs

3 (flexible)

2

Hand Mirror

8gp

½lbs

2 (rigid)

3

Healer’s Kit

50gp

5lbs

3 (flexible)

5

Lantern

2gp

2lbs

2 (rigid)

5

Lantern, Focused

10gp

3lbs

3 (rigid)

5

Lantern, Shuttered

5gp

3lbs

3 (rigid)

5

Marbles

5sp

1lb

1 (rigid)

1

Net

10gp

3lbs

2 (flexible)

2

Pillow, camping

2sp

2lbs

3 (flexible)

2

Pitcher, Hot/Cold

15gp

1lb

2 (rigid)

2

Portable Lab

50gp

50lb

5 (rigid)

10

Portable Workshop

20gp

12lb

3 (flexible)

5

Rod and Reel

5gp

2lbs

3 (rigid)

2

Rope

1gp

10lbs

2 (flexible)

2

Rope, Glue-tipped

5gp

10lbs

2 (flexible)

2

Rope, Glue-tipped Spider-silk

15gp

5lbs

10 (flexible)

5

Rope, Spider-silk

10gp

5lbs

10 (flexible)

5

Sack

1sp

½lbs

2 (flexible)

2

Satchel

2gp

2lbs

2 (flexible)

4

Smuggler’s Pouch

25gp

½lb

2 (Flexible)

2

Soap

1cp

½lb

3 (rigid)

3

Soap, Scented

2sp

½lb

2 (flexible)

2

Sledgehammer

10gp

20lbs

3 (rigid)

5

String/Twine/Yarn, Ball of

2cp

1lb

1 (flexible)

2

Tacklebox

10gp

5lbs

5 (rigid)

3

Ten-Foot Pole

6cp

5lbs

4 (rigid)

10

Ten-Foot Pole, Collapsible

3gp

7lbs

4 (rigid)

7

Tent, grand

100gp

50lbs

3 (flexible)

35

Tent, large

30gp

40lbs

3 (flexible)

20

Tent, medium

15gp

30lbs

3 (flexible)

10

Tent, small

10gp

20lbs

3 (flexible)

5

Thief’s Tools

30gp

1lb

5 (flexible)

5

Torch

5cp

1lb

3 (rigid)

5

Waterskin

2sp

2lbs

3 (flexible)

2

         

Standard Adventuring Kit

8gp

34lbs

Advanced Adventuring Kit

35gp

45lbs

         

 

Rope

A standard unit of rope can extend up to 10 squares. Longer or shorter lengths can be purchased at a rate of 1sp per square of length. A DC 20 STR check allows a creature to burst a rope either with their bear hands or one that is binding them.

 

Rope has numerous uses including but not limited to:

 

Climbing: Securing a length of rope to a secure surface adjacent to you uses 1 square of length. Climbing a rope has a static climb DC of 10.

 

Knotted Rope: Knotting a rope to make it easier to climb uses 1 square of length. Climbing a knotted rope first requires it to be secured as above and has a static climb DC of 5.

 

Rope Line: A rope can be used to secure willing creatures to each other, objects or a surface. Each creature or object secured in this way.

 

Binding: Tying up another creature is a CMB roll against a helpless creature. The result becomes the DC for an opposed CMB or Acrobatics roll to escape or untie the binding. Creatures bound in this way are restrained until they escape, are released or are cut free.

 

Lasso: Turning a rope into a lasso is a Move Action that provokes an attack of opportunity. A lasso is treated as a ranged flexible grapple weapon with a maximum range of 8 and no range increments. It does 0 damage, but a successful attack roll with a lasso automatically grabs the target.

 

A lasso can also be used to secure a rope to a branch, outcropping or other protrusion within the maximum range of the lasso. Doing so requires hitting the target with an AC of 15.

 

Alternative Types

 

Spider-silk Rope

Spider-silk rope is significantly stronger, lighter and more flexible than normal rope. A standard unit of spider-silk rope can extend up to 10 squares. Longer or shorter lengths can be purchased at a rate of 1gp per square of length. It grants a +2 equipment bonus to any rolls that involve its use.

 

A DC 24 STR check allows a creature to burst a rope either with their bear hands or one that is binding them.

 

Glue-tipped Rope

A length of normal rope with a small, fragile pot of strong, fast-drying glue at the end. A standard unit of glue-tipped rope can extend up to 10 squares. Longer or shorter lengths can be purchased at a rate of 5sp per square of length.

 

A glue-tipped rope can be thrown to the point when the user wishes to secure it with an attack roll vs AC 10 and a range equal to the length of the rope. It secures automatically without reducing the length of the rope. Unsecuring the rope is a Move Action. The glue pot can be replaced with 1 minute of work at a cost of 1sp.

 

Glue-tipped Spider-silk Rope

A glue-tipped spider-silk rope is a stringer, lighter and more flexible version of the glue-tipped rope. A standard unit of glue-tipped spider-silk rope can extend up to 10 squares. Longer or shorter lengths can be purchased at a rate of 1gp 5sp per square of length. It grants a +2 equipment bonus to any rolls that involve its use.

 

A glue-tipped rope can be thrown to the point when the user wishes to secure it with an attack roll vs AC 10 and a range equal to the length of the rope. It secures automatically without reducing the length of the rope. Unsecuring the rope is a Move Action. The glue pot can be replaced with 1 minute of work at a cost of 1sp.

 

Chain, Iron / Steel Cable

A standard unit of iron chain can extend up to 10 squares. Longer or shorter lengths can be purchased at a rate of 2gp per square of length. A DC 30 STR check allows a creature to burst an iron chain either with their bear hands or one that is binding them.

 

Grappling Hook

Attaching a grappling hook to a rope is a standard action. When attached to a rope, a grappling hook allows a rope to be secured to any surface the hook can find purchase on within the length of the rope. Doing so requires the user to hit the target with an AC of 10.

 

A grappling hook attached to a rope can be used as an improvised flexible weapon with a maximum range of the length of the rope that deals 1d8 x2 bludgeoning.

 

Lantern

A lantern sheds normal light in a 4 square radius and dim light to an 8 square radius. It burns for up to 6 hours on a single pint of oil.

 

If a lit lantern with at least one hour’s worth of oil in it is destroyed, it sets everything in its square alight. Creatures in the lantern’s square may attempt a Reflex save DC 10 OR 10 + ½ the level of the creature that destroyed the lantern if the lantern was destroyed with the intent to cause a fire.

 

A creature holding a lantern can throw a lit lantern can throw it as a grenade weapon with a range increment of 1 targeting a square within 5 squares with an AC 10. On a hit, creatures in that square must succeed in a Reflex saving throw (DC 10 + ½ character level + INT modifier) or take fire damage equal to INT modifier and be set alight. A successful reflex save means the target takes half damage and is not set alight.

 

Alternative Types

Shuttered Lantern

As a normal lantern, but the shutters can be closed to cover the light source or opened to reveal as a minor action.

 

Focused Lantern

As a shuttered lantern, but the shutters are mirrored so that one may be left open to shine a focused light. When this is done, the lantern shines a cone 12 of normal light and a cone 24 of dim light in a single direction.

 

Candle

A candle sheds dim light in its square and in all adjacent squares. Five candles in the same square increase the lighting in that square to normal. A candle burns for four hours.

 

Wind faster than a light breeze will snuff out a candle.

 

Chemical Light

A tube of disposable chemicals, this light sheds a bright light in its square and all adjacent squares, normal light out to 4 squares and dim light out to eight squares. Once activated, it cannot be snuffed and sheds light for up to 6 hours.

 

If a lit chemical light with at least one hour’s worth of time left is destroyed, it emits a brilliant flash. Creatures in the light’s square may attempt a Fortitude save DC 10 OR 10 + ½ the level of the creature that destroyed the light if the light was destroyed with the intent to blind or be struck blind for 1 round.

 

Torch

A torch burns for one hour, shedding normal light in all adjacent squares and dim light out to 3 squares.

 

A torch can be used as an improvised club that does fire and bludgeoning damage instead of just bludgeoning damage.

 

Backpack

A standard backpack holds up to 20lbs of gear either inside its pouches or attached by external straps and clips. While worn, it reduces the effective weight of it and the stored gear by half. Retrieving an item from a backpack is a Move Action.

 

If a backpack is destroyed, its contents spill out into its square.

 

Alternative Types

Camping Bag

This sturdy bag includes metal racks and hooks for bedrolls, camp stoves and other camping gear. It holds up to 40lbs of gear. Otherwise, it functions as a normal backpack.

 

Satchel

A canvas bag with a shoulder sling. It holds up to 10lbs of gear inside. While worn, it reduces the effective weight of it and the stored gear by one quarter. Retrieving an item from a satchel is a minor action. Otherwise, it functions as a normal backpack.

 

Belt Pouch

A leather pouch designed to be hung from a belt. It holds up to 5lbs of gear inside. Retrieving an item from the Belt Pouch is a minor action.

 

Skill checks made to steal the belt pouch or its contents suffer a -2 equipment penalty.

 

Smuggler’s Pouch

A slim container made of supple cloth that can be secured under clothing. It can hold up to 1lb of gear inside, usually documents or small items like jewelry. Retrieving an item from a Smuggler’s Pouch is a full round action.

 

Concealing a Smuggler’s Pouch takes a full minute and requires a Stealth or Misdirection check with a +2 equipment bonus. Attempts to discover a concealed Smuggler’s Pouch with Perception or Insight are opposed to this stealth check.

 

Thief’s Tools

A roll of supple cloth or leather filled with pouches containing picks, files, probes and other devices useful for disabling and or dismantling security measures such as locks and traps.

 

A set of Thief’s Tools are required to use the Open Lock and Disable Trap usages of the Mechanics skill to their fullest. A character using improvised tools such as bobby pins or bent wire suffers a -4 equipment penalty to the relevant checks. A character trained in Mechanics gains a +2 equipment bonus to Mechanics rolls to Open Locks or Disable Traps.

 

Healer’s Kit

A soft leather case with pockets to contain medicinal herbs, bandages, vials of distilled water, and assorted balms and poultices. An character not trained in the Heal skill is considered trained while using a healer’s kit. Each healer’s kits has enough supplies for the following usages:

 

Dress Wounds (5): Grants a +2 equipment bonus to Heal checks to stop bleeding and restore hit points.

 

Treat Disease (3): Grants a +2 equipment bonus to Heal checks to treat diseases.

 

Treat Poison (2): Grants a +2 equipment bonus to Heal checks to treat or slow poisons.

 

Enough supplies to enable a single usage of one of these costs 5gp.

 

Disguise Kit

A compact wooden case with compartments for make-up, face putty, wigs and other items necessary to create realistic disguises. A Disguise kit is required to use the Impersonate usage of the Disguise skill. A character trained in the Disguise skill gains a +2 equipment bonus to Disguise checks.

 

Climbing Kit

A climbing kit is a pack containing climbing axes, pitons, rope and other items necessary for outdoor climbing. An character untrained in Athletics is considered trained for the purposes of climbing while using a Climbing Kit. While using a Climbing Kit, if a character fails by enough to fall, they only fall 2 squares before being caught by a pitoned rope.

 

Characters trained in Athletics using a Climbing Kit gains a +2 bonus to checks made to climb.

 

Caltrops

A small pouch filled with four-pointed metal contraptions designed to always land with a sharp spike facing upward. As a move action, a character may scatter an entire bag of caltrops, filling a single square. That square becomes hazardous terrain and a creature that enters that square must succeed on a Reflex save (DC 10 + level +INT modifier) or take damage equal to the user’s INT modifier and become slowed (save ends).

 

After one creature fails on the saving throw, not enough caltrops remain to pose a threat to others and the square ceases to be hazardous terrain (unless it was already hazardous terrain) or have any effects from the caltrops.

 

Creatures of Huge size or larger simply crush the caltrops underfoot, taking no damage or suffering ill effect.

 

Crowbar

A long iron bar with a tapered, slightly curved end shaped to maximize leverage. Using a crowbar to force open doors, containers, locks, chains or other such objects grants the user a +2 bonus on the Strength check to do so.

 

Bathtub, Portable

A foldable wooden frame made to hold a large oilcloth pouch in such a way that a Medium or Small creature can fill it with water and bathe in it.

 

Alternative Type

Bathtub, Self-Heating Portable

Spellworked with flaer arrays around the bottom, this tub automatically heats water poured into it to a comfortable temperature for bathing. Characters who bathe for at least one hour in a self-heating portable tub gain a +2 morale bonus to the next skill roll that make within the next 4 hours.

 

Bedroll

A padded length of cloth folded over and sewn so as to form both a sleeping surface and a blanket. Many have some form of enclosure to keep the open end closed.

 

While some characters are perfectly fine sleeping on the ground, on tree branches or other less than usually comfortable places, most will sleep better with a bedroll. There is no mechanical penalty for not using a bedroll, but the use or lack thereof can be seen as a roleplaying opportunity.

 

Alternative Types

Two-Person Bedroll

An extra-large bedroll designed for two people to share either for intimacy or as a means to share body heat.

 

Insulated Bedroll

Made of insulated materials, this bedroll retains the user’s body heat. The user gains a +2 equipment bonus to saves and checks to survive cold weather while sleeping in this bed roll.

 

Insulated Two-Person Bedroll

As the insulated bedroll, but sleeps two. If two creatures use the bedroll at the same time, the equipment bonus to saves and checks increases to +3.

 

Blanket

A thick, woven blanket. There is no mechanical penalty for not using a blanket, but the use or lack thereof can be seen as a roleplaying opportunity.

 

Chair, folding

A folding wooden frame with thick pieces of leather or cloth to serve as the seat and back of a chair.

 

Cot, folding

A folding wooden frame with a sturdy piece of cloth attached to serve as a sleeping surface.

 

Hammock

A large piece of cloth or woven ropes with ties to secure it between two vertical surface, creating a sleeping surface.

 

Pillow, camping

A pillow made of sturdy cloth and stuffed with breathable stuffing that can survive all types of weather.

 

Soap

A cake of lye soap for personal and general cleanliness. Soap is not strictly necessary for keeping up basic hygiene, but it does help the user’s efforts be more effective and thorough. Soap can be used up to 50 times before being used up.

 

Scented Soap

A milder soap infused with one of a variety of pleasing scents. After bathing with with scented soap, the user gains a +2 equipment bonus to their next CHA-based roll. Scented sap can be used up to 50 times before being used up.

 

Tent, small

An oilcloth structure supported by rope and either wood or metal supports. A tent keeps the wind and rain off its occupants and helps regular the temperature inside it. Sleeps up to two Medium or Small creatures.

 

Tent, medium

A larger version of the small tent. Sleeps up to four Medium or Small creatures.

 

Tent, large

An even larger version of the small tent, this version is larger enough to shelter furniture such as chairs, tables or camp stoves. Sleeps up to ten Medium or Small creatures.

 

Tent, grand

A pavilion tent sized to accommodate a larger group seats up to fifty or sleeps up to twenty-five Medium or Small creatures.

 

Sledgehammer

A heavy, sturdy hammer made for smashing apart rock and sturdy structures. A sledgehammer is not weighted for combat, though it can be improvised to act as a warhammer. When using a sledgehammer to attack objects with a rigid hardness, the sledgehammer deals 2d8 + STR modifier damage and scores a critical on an 18-20.

 

String/Twine/Yarn, Ball of

String, twine and yarn are sold in a variety of colors in tightly-wound balls consisting of 10 squares worth of length.

 

Cane, Dueling

This wooden and metal cane is conspicuously heavy due to being specially weighted and reinforced to be used as a weapon for a very specific martial art.

 

Cartographer’s Kit

A wooden case containing pens, ink, charcoal, parchment and surveyors tools for map making. A character who works at least 4 hours a day over three days in an area can create a rough map that gives them and any ally a +2 equipment bonus to knowledge local and survival checks as well as any checks to track or locate an area in the documented area.

 

Cloak, Dueling

Made of tough, heavy but flexible cloth and cut to that the trailing ends can wrap limbs and weapons, this cloak is designed to aid in certain fencing styles.

 

Clothing, Common

A set of homespun clothing including a top, trousers or skirt, serviceable boots or shoes and a straw or woolen hat. These clothes are the type average laypeople wear and adds a +2 equipment bonus to checks made to impersonate people from this class.

 

The weight of clothing that is worn does not count toward encumbrance.

 

Clothing, Fine

A set of clothing made of highly processed textiles including a shirt or blouse or dress, vest or overcoat, trousers or skirt, good boots or shoes, and a felt or canvas hat. These are the clothes of craftsfolk, artisans or other people who earn more than the wage of a layperson. It adds a +2 equipment bonus to checks made to impersonate people of that class.

 

The weight of clothing that is worn does not count toward encumbrance.

 

Clothing, Luxury

A set of clothing made from fine fabrics including an overcoat, mantle or cape, a dress or suit, expertly-made boots or shoes, and a silk or otherwise finely made hat. These clothes are the clothing of nobility and otherwise wealthy people. It adds a +2 equipment bonus to checks made to impersonate people of that class.

 

The weight of clothing that is worn does not count toward encumbrance.

 

Clothing, Traveler’s

A set of clothing made from sturdy materials designed to stand up to the wear and ear of life on the trail. It consists of a cloak that also acts as a blanket, a shirt, trousers or a skirt, comfortable boots, and a wide-brimmed hat.

 

Traveler’s clothing adds a +2 equipment bonus to checks made to avoid exhaustion from travel or harm from the elements.

 

The weight of clothing that is worn does not count toward encumbrance.

 

Clothing, Cold Weather

A set of clothing made to aid in cold-weather survival consisting of a fur or wool cloak or coat that can act as a blanket, heavy long-sleeved shirt and matching trousers, a tight-knit woolen hat, and insulated boots.

 

Cold Weather clothing adds a +2 equipment bonus to checks made to survive in cold weather.

 

The weight of clothing that is worn does not count toward encumbrance.

 

Clothing, Never Sullied

Mystical processes leave a treated set of clothing incapable of holding stains or dye. The affected clothing never gets dirty though it can become rumpled, torn or otherwise physically damaged.

 

The cost listed is in addition to the clothing itself.

 

Clothing, Warmed

A patented ritual leaves the treated set of clothing continually warm to the touch, making it function the same as cold weather clothing without the added weight and with greater variety of style.

 

The cost listed is in addition to the clothing itself.

 

Ten-foot Pole

A simple wooden pole useful for prodding at distant objects, springing traps, vaulting and various other uses.

 

There are no inherent gameplay bonuses to using a ten-foot pole, but the DM is encouraged to grant a +2 circumstance bonus to creative uses of the pole.

 

Ten-foot Pole, Collapsible

A hollow wooden or brass pole with an elastic cord running through its center. It can be broken down into a more easily storeable form measuring only two feet long as a full-round action and reassembled as a move action.

 

Folding Ladder

A wooden ladder segmented with hinges and locks. It can be broken down into a portable form that is two-feet long in six rounds and reassembled as a full-round action.

 

Fishing Pole

A limber wooden pole with a strong, thin line on the end with a hook attached. This item allows you to fish with efficiency, adding a +1 equipment bonus to Survival checks to forage in areas with fishable waters.

 

Rod and Reel

A flexible wooden pole with an attached crank and pulley system to allow for longer casts and mechanical reeling of the line. This allows even greater fishing efficiency, granting a +3 equipment bonus to Survival checks in areas with fishable waters.

 

Tacklebox

A tin box filled with lures, sinkers, line splicers and other fishing accessories. Having a tacklebox adds to the productivity of even the most simple fishing pole, increasing the equipment bonus granted by that item by +2.

 

Eye patch

An eye patch is a simple strap with a patch of cloth or leather designed to cover one of the wear’s eyes. While it is also used to cover missing, sensitive, or infected eyes, it is also widely used to aid those without the benefit of natural low-light vision.

 

After 1 hour of wearing an eye patch, the user can switch the patch to the other eye, granting them low-light vision 4.

 

Pitcher, Hot/Cold

When filled with a liquid, the user of this pitcher can draw a certain symbol on the side of it to cause the liquid to be chilled to any degree below freezing, or warmed to any degree below boiling. Liquids affected by the pitcher are never hot or cold to a degree where they can harm creatures with normal heat or cold tolerances.

 

Net

A net is a series of thin lengths of rope woven together into a flexible mesh designed to entangle an enemy or their weapons.

 

A net has numerous uses including, but not limited to:

  • As a standard action, the wielder may make a Disarm attempt against an enemy within reach with a +4 equipment bonus to CMB.

  • As a standard action, the wielder may make a ranged attack with a 1 square range increment against a target within 5 squares. On a hit, the target must succeed in a Reflex save (DC 10 + level + DEX modifier) or become restrained and immobilized (save or STR check DC 15 + level as a Move Action ends).

 

Marbles

A bag of glass, ceramic or clay marbles. As a move action, a character may scatter an entire bag of marbles, filling a single square. That square becomes hazardous terrain and a creature that enters that square must succeed on a Reflex save (DC 10 + level +INT modifier) or fall prone.

 

After one creature fails on the saving throw, the marbles scatter and not enough remain to pose a threat to others and the square ceases to be hazardous terrain (unless it was already hazardous terrain) or have any effects from the marbles.

 

Creatures of Huge size or larger simply crush the marbles underfoot, taking no damage or suffering ill effect.

 

Antitoxin

This vial of specially blended herbs helps bolster the body against poisons and venom.

 

As a move action that provokes an attack of opportunity, a character may drink a vial of antitoxin. If they do so, they may immediately make a Fortitude save vs any Poison effects they became afflicted with within the last minute with a +4 equipment bonus to the save. Failure on this save to not progress any effects that progress on a failed save.

 

Portable Lab/Workbench
This bulky case contains all of the supplies needed to engage in a single Expertise (Alchemy, Carpentry, Scrimshaw, etc)

 

A character using a portable lab for at least an hour gains a +2 equipment bonus to checks with the appropriate expertise.

 

Adventuring Kits

Standard Adventuring Kit

A ready-made kit sold at most outfitters containing all the equipment one needs to strike out into the wild. The kit includes: Backpack, Bedroll, Belt Pouch, Sack, Clothing (Common) x2, Flint and Steel, Lantern, Oil x5, Rope (50ft), Waterskin.

 

Advanced Adventuring Kit

A ready-made kit sold by most outfitters to more experienced (and wealthier) adventurers featuring higher quality items then those found in the standard kit. The kit includes: Camping Bag, Folding Cot, Blanket, Belt Pouch, Sack x2, Clothing (Fine), Matches, Focused Lantern, Oil x5, Rope (Spider-silk), Grappling Hook, Waterskin

 

 

 

 

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