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Equipment

Table

DCC CORE · p.73

Open source p.73

No table.

Equipment

RollItemCost
1Backpack2 gp
2Candle1 cp
3Chain, 10’30 gp
4Chalk, 1 piece1 cp
5Chest, empty2 gp
6Crowbar2 gp
7Flask, empty3 cp
8Flint & steel15 cp
9Grappling hook1 gp
10Hammer, small5 sp
11Holy symbol25 gp
12Holy water, 1 vial**25 gp
13Iron spikes, each1 sp
14Lantern10 gp
15Mirror, hand-sized10 gp
16Oil, 1 flask***2 sp
17Pole, 10-foot15 cp
18Rations, per day5 cp
19Rope, 50’25 cp
20Sack, large12 cp
21Sack, small8 cp
22Thieves’ tools25 gp
23Torch, each1 cp
24Waterskin5 sp

* Roll to randomly determine equipment for 0-level characters. Characters who purchase their equipment at a later level ignore this column.

** A half-pint vial of holy water inflicts damage to any un-dead creature, as well as to some demons and devils.

*** When ignited and thrown, oil causes damage plus fire (DC 10 save vs. Reflex to put out or suffer additional damage each round). One flask of oil burns for 6 hours in a lantern.