Successful adventurers know they must carry gear more versatile than basic armor and weapons.
Encumbrance Weight in g.p.. See Encumbrance, below.
*. This item has negligible encumbrance weight.
†. This item generally requires a separate container or case (such as a “scroll case” for maps or scrolls).
( ). Numbers in parentheses indicate the encumbrance of the item while empty.
A small pouch or purse holds 25 g.p., or volume of ¼ cubic foot.
A large pouch holds 50 g.p., or volume of ½ cubic foot.
A small sack or tied shirt holds up to 100 g.p. or volume of 1 cubic foot.
A backpack holds 300 g.p. or volume of 3 cubic feet.
A large sack holds 400 g.p. or volume of 4 cubic feet.
In terms of chests and other containers, approximately 4,000 g.p. (or like coins) can fit in one cubic foot of space.
Acid. Thrown on a creature, this will burn for 2d4 damage (or 1 h.p. from a splash).
Holy (Unholy) Water. Ingesting or bathing with holy water will have the beneficial effect of slowing the onset of lycanthropy or of becoming undead. For each vial so used, the process is slowed by 1d4 turns. All forms of undead, as well as creatures from the lower planes are affected by holy water. Paladins, and extra-planar creatures of good alignment are affected by unholy water. The liquid causes the affected creature to suffer a burning as if struck by acid. Undead in non-material form cannot be harmed by holy water, i.e. until a ghost takes on material form, it is unaffected, and a vampire in gaseous form cannot be harmed by holy water. Damage is 1d6+1 (or 2 h.p. from a splash).
Oil. If a creature is directly hit by a flask of oil and the oil is subsequently lit, it will cause 2d6 fire damage and, next round, another 1d6 fire damage. A splash of oil will light for 1d3 damage.
Torch. A torch may be used as a weapon, doing 1 point of fire damage per hit unless the torch is specially made to be used as a club (1d4 plus 1 point of fire damage).
Each character begins with one set of clothing (quality dependent upon character background) and must use starting wealth to purchase additional possessions. (See Money, Starting Money above.)