Last Days Campaign

Healing Potions
Healing potions are deep, shimmering red elixirs with a refreshing, effervescent taste. These potions are crucial for quick recovery, though their availability is limited. Small towns may have only a few, while cities offer more (but they are not in unlimited supply). The wealthy often use healing potions as a display of affluence, incorporating them into elaborate mixed drinks at social events to showcase their status. Potions require one action to drink or to administer to an adjacent willing creature.

Torches & Lanterns
Heroes cannot typically see in the dark. Fighting in the dark imposes the Blinded condition. Heroes can bring a lantern or torch to light their way in the dark as long as they have a hand free (or some other way) to hold it. A torch typically lasts for 1 dungeon (or 1 level of a very large one). A lamp with oil can typically last for 1 entire outing, until your next Safe Rest. Torches and lanterns cast light up to 6 spaces away; beyond this is darkness.

Equipment Availability
Costs for mundane items typically range from a few silver pieces to a few gold pieces. If you can find an artisan, you can commission them to create something for you—basically anything you can think of that their level of technology could support. The more ornate, the higher the price. Commissioning the creation of a special item will typically start around 50 gp and only go up from there. Smaller towns will have fewer items and artisans than larger cities.

Misc. Adventuring Equipment

ITEM PROPERTIES COST
Healing Potion (action) Heal 2d4+4 HP 50 gp
Greater Healing Potion (action) Heal 3d6+6 HP 150 gp
Supreme Healing Potion (action) Heal 4d8+8 HP 450 gp
Torch (stack of 2) For when it's dark. 1 use each. 5 sp
Lantern & Oil Like a torch, but not as cool (refill: 1 gp) 10 gp
Vial of Pitch Sticky, and VERY flammable 2 gp
Rope (50 ft.) You always need rope 10 gp
Chain (10 ft.) Like rope, but stronger (and heavy) 50 gp
Bucket Also works as a hat in a pinch! 1 gp
Padlock & Key Lock it or lose it 3 gp
Mirror For medusas AND spinach teeth 4 gp
Telescope Arrr 10 gp
Magnifying Glass Make the small, big 5 gp
Chalk Not JUST for kids 1 sp
Shovel Sometimes you need a hole dug 3 gp
Pulley Pull down, go up 3 gp
Grappling Hook For climbing or catching BIG fish 4 gp
Quiver & Ammo Don't leave home without it 10 gp
Saw For cutting lumber 4 gp
Soap Useless 1 sp
Strange Plant Who knows? 5 sp
Shiny Object Worthless, but VERY pretty 1 sp
Lock Pick It's not mine, honest! 5 gp
Bell For service 2 gp
Dice LOTS of fun 5 sp
Blanket Warm & fuzzy 1 gp
Hunting Trap Snap snap, don't lose a finger! 10 gp
Camping Supplies Bedroll, rations, simple tent 5 gp
Crowbar It's LIKE a key 2 gp
Pitons Metal spikes, for sealing doors 5 gp
Manacles For when someone has been bad 3 gp
Large Sack Like a BIG pocket 5 sp
Instrument Drums, Horn, Lyre, Flute, etc. 5-50 gp