The following kits are designed for use by Heroes in the field. They contain a few basic tools bundled together in a small leather roll-up kit. Each kit takes up 1 standard gear slot in a Hero's Gear section
Alchemist's Kit - 50gp (3 Uses)
This kit contains 3 small stoppered glass bottles, some chemical reagents, tongs, powders, mortar and pestle. There is enough here to attempt the creation of 3 potions.
Blacksmith's Kit - 30gp
This kit contains a small hammer, tongs, some rivets, small metal plates and a whetstone. This only suitable for making ad-hock repairs to dented shields, bent or chipped swords and lightly damaged armour. Weapon or armour crafting from scratch will require a fully equiped forge.
Camping Kit - 2gp
This contains a small bedroll, blanket, cooking pot, cup and spoon. Enough to keep someone comfortable during cool nights in the outdoors.
Climbing Kit - 7gp
This contains some climbing chalk, rope, pitons, a small mallet, wooden pulley, and climbing spikes.
Disguise Kit - 15gp (5 Uses)
In this bundle there is a wig, some basic make-up, a large cloak and some stick-on facial hair.
Fletcher's Kit - 2gp (enough for 12 Arrows)
Contains a small sharp knife, feathers, twine, wax, a sall file and a dozen metal arrow-heads. A successful fletcher who can locate suitable material for the arrow shafts, could make up to a dozen arrows with this kit.
Fishing Kit - 1gp
A few hooks, some line, a float and small weights. Suitable to try an catch a meal from the nearest river - providing there are any fish there!
Forgery Kit - 25gp (Enough for 3 Uses)
A quil, small various coloured bottles of ink, parchment, ceramic stamps and a few coloured candles.
Healers Kit 50gp (Single or Multiple Use up to 15 HP Recovery)
This handy kit contains various herbs, ointments and salves, along with some bandages and cloths. There is enough contents to recover up to 15 HP on a successful moderate Healing Heric Roll. Or to attempt to treat one case of poisoning or disease. The Health Point Recovery occurs after the kit is successfully applied and at least one hours rest.
Leather-Crafters Kit 20gp
A sharp knife, varoius large needles, leather stips, small metal punches, small metal rings,rivets and twine are contained in this kit.
Lock-Smithing Kit - 30gp
A collection of lock-picks, files, and other small delicate tools suitable for opening locks on rusty dungeon doors and treasure layden chests.
Trap-Crafting Kit - 10gp (SIngle Use)
This kit contains a few vaious sized wire, sticks, twine, wooden wedges, small mallet and hooks. Suitable for creating devious traps for the un-suspecting monster. The Hero will describe the type of trap they want to construct and the GM with set the difficulty and trap's effects.
Trap-Springer's Kit - 20gp
This kit contains a few vaious sized wire, sticks, twine, wooden wedges, small mallet and hooks. Suitable for disarming the numerous, devious traps set for the sharp-eye adventurer.
Tailors Kit - 3gp
A few needles, some yard or thread, a small sharp kinfe and a few random pices of cloth. Enough to patch up some breaches or mend that hole in your cloak, or perhaps to knock up a bag out of that dead goblin's, blood-stained tunic?
Wood-Crafter's Kit - 10gp
Contains a small saw, chisel, file, whittling knife and twine. Suitable for carving your own club, staff or wooden figurine. Maybe the more patient and skilled could even attempt to craft their own bow?
Quiver of Arrows (1 Dozen) - 3GP - Used for all bows and cross bows
Quiver of Silver Arrows - 10GP - A dozen silver tipped arrows
Clove of Garlic - 5GP - Useful for repelling Vampires
Grappling Hook - 2GP - To reach those hard to get places
Rope (20 metres) - 1GP - to keep yourself secure
Small Hammer - 1GP - Off Mgt+1 A useful tool
Holy Water - 25GP - Off 4d6+6 verses Undead creatures
Glass Vial - 10 GP - To keep specimens or make potions
(5) Iron Spikes - 1GP - To hammer a point home
Steel Mirror - 10GP - To keep up appearances
Standard Ration - 1GP - To fill the belly
Iron Ration - 2GP - Preserved food
Lantern - 10GP - To shed some light on the subject
Flask of Oil - 10GP - To heat up a situation - Off d6+2 for 1st and second round
Flask of Acid - 20GP - Eat through Locks - Off d6+3 for 1st and second round
Tinder Box - 1GP - There`s no fire without the spark
Torch - 1GP - Off MGT+1 A bright idea
Water Skin (10 Gulps) - 1GP - To quench your thirst
Water Canteen (5 Gulps) - 1GP - To take a sip
Flagon of Ale - 2GP - To celebrate
Wolve`s Bane - 10GP - To hold off Lycanthropes
Quill, Ink & Parchment - 10GP - To make a map or write a note
Flute - 2GP - To play a tune
Lute - 12GP - To strum a song
Canvas Tent - 25GP - Fits four humans
Change of Clothes - 2GP - For those social occasions
Scroll Case - 1GP - Stores documents & scrolls
The following Healing items count as Light Items, 3 of them count as 1 Standard Item.
The Health Point Recovery occurs after the item is successfully applied and at least one hours rest.
Bandages - 5GP - Restores 2HP on an Easy Healing Test
Healing Herbs - 25GP - Restores 5HP on a Moderate Healing Test
Healing Balm - 50GP - Restores 10HP on a Moderate Healing Test
Healing Salve - 100GP - Restores 20HP on a Difficult Healing Test
Makeshift Bandages - Free - Restores 1HP on an Easy Healing Test
Potions
These potions can be crafted or found on defeated creatures or in treasure stashes.
Mana Potions that can be crafted.
Minor (3 Mana), Lessor (5 Mana), Greater (8 Mana), Enhanced (12 Mana) and Grand (20 Mana)
Health Potions
There are five types of Health Potions that can be crafted.
Minor (5 HP), Lessor (10 HP), Greater (20 HP), Enhanced (50 HP) and Grand (100 HP)