Included in this page is a detailed description of adventuring gear and armor that is likely to be relevant and available at most civilized settlements. It is by no means a comprehensive list of all available gear.
The equipment found in this page is taken from Carcass Crawler #3 Expanded Equipment and the Basic Fantasy Role-Playing Game Equipment Emporium. If you wish to purchase something that isn't in the following list you can reference these supplements and check with the Referee to see if its available in your character's region.
Bedroll: A heavy woolen blanket with a small pillow.
Bell: A 1” brass bell.
Belt pouch: A leather pouch that holds up to 50 coins.
Block and tackle: Used for hauling or lifting heavy objects. Reduces the effective weight by 75%. Requires 4 times as much rope.
Box, iron: A solid iron casket. A large box can hold up to 800 coins; a small box can hold up to 250 coins.
Bucket: Holds 5 gallons (40 pints).
Caltrops: Small metal spikes sufficient to cover a 5’ × 5’ area. Creatures moving through the area have a 2-in-6 chance of treading on a spike. Victims suffer a 50% reduction of movement rate for 24 hours (or until they receive magical healing).
Candle: Casts dim light in a 5’ radius and burns for 1 hour.
Chain: A 10’ length of heavy iron chain.
Chalk: Useful for making markings on stone.
Chest, wooden: A large chest can hold up to 1,000 coins; a small chest can hold up to 300 coins.
Chisel: Used with a hammer for chipping away stone.
Cooking pots: Pots and pans for campfire cooking.
Firewood: A bundle of dry wood. Burns for 8 hours.
Fishing rod and tackle: A rod, line, hook, and bait box.
Ink: A vial of black ink. Colored ink costs double. Sufficient for about 50 pages of writing.
Ladder: Simple wooden construction. Very encumbering.
Lantern, bullseye: Casts light in a narrow beam, 60’ long and 20’ wide at the end. Can be closed to hide the light. Burns one oil flask every four hours (24 turns).
Lock: A basic iron lock with a key.
Magnifying glass: Used for studying fine details.
Manacles: Iron manacles with a chain. Used for binding hands or feet.
Marbles: A bag of colorful glass beads.
Mining pick: For breaking rock.
Musical instrument: A stringed instrument (e.g., a lute or mandolin) or a wind instrument (e.g., a flute or pipe). The listed price is for an instrument of basic quality. Higher quality instruments can cost up to 10 times as much.
Paper or parchment: Approximately 1’-square sheets.
Quill: A large feather sharpened into a writing point.
Saw: A hand saw for cutting wood.
Scroll case: An oiled leather tube with a cap. Not completely watertight.
Sledgehammer: A big heavy hammer for breaking rock.
Spade or shovel: For excavating earth.
Tent: Large enough for 2 adult humans.
Twine: A wound ball of thin cord or string. Can support up to 300 coins of weight.
Vial: A glass vial that can hold up to half a pint of liquid.
Whistle: Useful for signaling or faking bird calls.
Wineskin/Waterskin: A container for drinking water or wine; though generally water is taken into a dungeon or wilderness environment. The standard waterskin holds one quart of liquid, which is the minimum amount required by a normal character in a single day. If adventuring in the desert or other hot, dry areas, a character may need as much as ten times this amount. Note that the given 2-pound weight is for a full skin; an empty skin has negligible weight.
Writing Ink: Stored in a small ceramic jar or tin and sufficient for 50 pages of normal writing.
Spyglass: A sleek and compact telescopic device, crafted with precision lenses and fine metal or wooden detailing. Objects viewed through a spyglass are magnified to twice their size. spyglass allows for long-distance viewing, making it indispensable for surveillance, navigation, and observing distant objects or events.
Coal Keeper: A small, lined ceramic pot designed to hold and keep a small coal or ember lit for several hours. While this will resist moisture and wind, immersion will extinguish the coal immediately.
Cord/Strap: A short length or thin rope, leather, or a short belt for tying something to an arm, leg, or other accessories. This can secure a scabbard to an arm or leg, or attach a pouch to a baldric, or the strap of a backpack.
Flasks: Metal containers that hold between 8 and 12 oz. of liquid. Includes stopper.
Iron Spikes: Useful for spiking doors closed (or spiking them open) and may be used as crude pitons in appropriate situations.
Jars: Includes stopper, with 8-16 oz. volume (double or halve price for larger/smaller volumes). Good for wet or dry materials, but prone to breakage.
Rope Ladder: A regularly knotted rope, or two lengths of rope, strung with rungs, with a single line at the top for a hook. 850 lb capacity.
Lantern: Provides light covering a 30' radius; dim light will extend about 20' further. A lantern will consume a flask of oil in 18+1d6 turns. A Hooded Lantern has a shutter mechanism to close off the light and prevent it from being seen.
Lantern (Bulls-eye): Similar to a hooded lantern, only closed on all but one lensed side. This projects light up to 30', and 30' at its widest; includes a shutter.
Lens and Magnifying Glass: Both allow for magnification of objects; lens is smaller, limited to 2-3x, magnifying glass is framed, higher quality, minimum 5x. Both can be used to attempt to start fires (requires strong sunlight).
Mirror: Useful in a dungeon environment for many reasons; for instance, it is the only way to look at a medusa without being turned to stone. Mirrors are also useful for looking around corners, and can be used outdoors to send signals using reflected sunlight.
String / Twine: Holds up to 30 lb.
Cooking Supplies: Cooking supplies odds and ends needed for cooking on the road, including some basic sundries, common seasonings, smoking wood, etc.
Journal: Leather-bound, paper, 6” x 9”, 50 pages. Good for making notes, sketches, or small maps. The paper is NOT spellbook quality.
Map or Scroll Case: A tubular oiled leather case used to carry maps, scrolls, or other paper items. The case will have a water-resistant (but not waterproof) cap which slides over the end and a loop to allow the case to be hung from a belt or bandolier. A standard scroll case can hold up to 10 sheets of paper, or a single scroll of up to seven spells.
Mess Kit: The essential utensils for eating while camping. Most often this is a trencher (something between a bowl and a plate), spoon, knife, fork if appropriate, and a small cup of wood, tin, or brass.
Hemp Rope: 1⁄2 inch in diameter and has a breaking strength of 1,600 pounds. Safe working load for a rope is normally one-quarter of the breaking strength. One or more knots in a rope cut the breaking strength in half. This does not affect the safe working load, because knots are figured into the listed one-quarter ratio.
Tinderbox: Generally purchased with a flint and steel; the flint, a piece of hard rock, is struck vigorously against a C-shaped piece of high-carbon steel. When done correctly, hot sparks will fly from the flint and steel into the tinder, hopefully starting a fire. The best tinder is a dried piece of prepared tinder fungus, carried in the tinderbox to keep it dry; char cloth, hemp rope, or even very dry grass can substitute if prepared tinder fungus is not available. The time required to start a fire should be determined by the GM according to the prevailing conditions; under ideal conditions, starting a fire with a flint, steel, and tinder takes about a turn.
Torch: Sheds light over a 30' radius, with dim light extending about 20' further, and burns for 1d4+4 turns. Of course, a torch is also useful for setting flammable materials (such as cobwebs or oil) alight.
Common Outfit: Basic clothing for a given region or setting. A typical example would be a top (a tunic, a shirt, and vest), leg wear (leggings, pants, a robe or skirt), a belt or braces, and footwear (low boots or shoes). Cloaks and specialty gear are not included. Your characters are assumed to have this and begin with this gear (unnecessary to include on sheet) and is unencumbering.
Clerical Vestments: These are the ceremonial robes and accessories associated with religious ceremony. These are not well-suited to adventuring. Does not include a holy symbol or any other expected religious paraphernalia. A High Priest's vestments may be more akin to a Noble's or Royal Outfit, depending on the practices of the faith. Grants a +1 bonus to reaction roles while interacting with members of the same faith.
Cold Weather Outfit: A cold-weather outfit includes a heavy coat (usually wool), linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit provides protection against exposure to cold weather, and may provide a saving throw bonus against cold effects (per Referee discretion).
Scholar's Robes: The standard dress for a scholar, but also popular among Magic-Users. This outfit includes a robe, belt, cap, soft shoes, and a cloak. Pockets and/or folds in the robe provide places to stash small tools and implements for magic. Pants are recommended. Grants a +1 bonus to reaction roles when recruiting Magic-User retainers.
Noble’s Outfit: This set of Quality clothes is designed specifically to be expensive and shown off. Precious metals and gems are worked into the clothing. To truly be complete, the would-be noble also needs a signet ring or emblem and jewelry (worth at least 100 gp). Wearing a Noble's Outfit might increase your standing or get you in places you shouldn't be.
Bandages (6): A set of six clean, rolled linens, each sufficient to prevent blood loss for one character's wounds from one combat encounter. These bandages are essential for treating minor injuries on the battlefield or during adventures. Bandaging injuries may provide an increased recovery time at Referee discretion.
Crutches: A pair of sturdy wooden crutches, designed to assist individuals with mobility impairments. These crutches provide support and stability for those with leg injuries, allowing them to move about without penalty but require the use of at least one hand to be used effectively.
Scented/Rubbing Oil: A small vial of fragrant oil, suitable for use as a perfume or for rubbing onto the skin for relaxation or medicinal purposes. The soothing scent of the oil can help alleviate stress and tension, making it ideal for aromatherapy or massage.
Perfume Vial: A delicate glass vial containing a refined fragrance, crafted from a blend of exotic botanicals and essences. This perfume is designed to enchant the senses and leave a lasting impression, making it a luxurious addition to any toiletry collection.
Soap Bar: A simple, unscented bar of soap, formulated to cleanse and refresh the skin. This basic hygiene product is essential for maintaining cleanliness and preventing the spread of germs, making it a staple in households and travel kits alike.
Soap Bar, Perfumed: A luxurious bar of soap infused with fragrant oils, imparting a delicate scent to the skin. This perfumed soap elevates the bathing experience, leaving the skin feeling soft, smooth, and subtly scented with floral or aromatic notes.