ShadowDark: Expanded Gear List

Sometimes when you’re crawling through a forgotten mausoleum, exploring a perilous cave, or looting an occult temple, you need a specific piece a gear to escape with the riches you have found. This expanded list of gear may be useful in your adventurers. One of these items can be the difference between a horrible death in the Shadowdark, or living to delve another day.

ItemCostQuantity Per Gear Slot
Acid Vial25 gp1-2
Antidote25 gp1-2
Ball Bearings5 gp1000 (first 1000 free to carry)
Chalk and Charcoal1 gp1 (first 1 free to carry)
Climbing Gloves5 gp1 (first 1 free to carry)
Cold Weather Clothes10 gp1
Holy Water Flask25 gp1
Hunting Trap5 gp1
Magnifying Glass50 gp1 (first 1 free to carry)
Mining Helmet25 gp1
Mining Pick10 gp1
Shovel10 gp1
Steel Mirror5 gp1 (first 1 free to carry)

Acid Vial. Contains enough acid to dissolve a small amount of metal such as a link in an iron chain or part of a lock. Can be splashed on a creature in close distance dealing 1 damage for 4 turns.

Antidote. Drinking a dose of this liquid gives you advantage on saving throws against poison for the next hour.

Ball Bearings. Tiny rounds balls. A creature that walks through an area where these are spread must walk at half speed or fall prone and end their movement until the next turn.

Chalk and Charcoal. These writing implements allow you to write on most wall types.

Climbing Gloves. These leather gloves are embedded with metal spikes for climbing trees and walls with uneven surfaces.

Cold Weather Clothes. Gives you advantage to resist the effects of cold weather.

Holy Water Flask. Blessed by a priest of a lawful deity, undead will avoid an area where it has been emptied for a day. Splashing the contents on an undead creature directly deals 1d4 damage to it.

Hunting Trap. An unaware creature stepping on this trap takes 1d4 damage and must pry it open with a DC 11 STR check to be able to move again.

Magnifying Glass. Allows you examine the fine details of an object you examine. You can also light a fire on a sunny day by focusing sunlight on some kindling.

Mining Helmet. Uses oil to make light in a near area. If you are hit with a powerful attack on the head, it may fall off and break.

Mining Pick. Grants advantage to extract valuable ores or gems from stone. Deals 1d3 damage if used as a weapon, but it will break on a natural 1.

Shovel. Grants advantage to move soil, sand, and loose rocks. Deals 1d3 damage if used as a weapon, but it will break on a natural 1.

Steel Mirror. Can be used to look around corners or signal with light.

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