Monday, February 13, 2023

Fountain of Rats - Spell - 3rd Level


3rd-Level
Fountain of Rats 
1 minute, Touch Components V, S, M (dead rats with tails tied together numbering no less than a brace and a hat-trick and no more than a score placed into a container or room.) Duration until triggered, Conjuration, Save/Attack -, Damage/Effect Summon

Throw your rats with woven tails into room or among different containers, coffins or sarcophagui. Then say the words "laratas vienen ye dignostros desende abajoparo llevarrey" while making the symbol of the horned rat in one hand and the other touching the center of the empty space.

You call forth all rats, rodents, mice and shrew. These vermin gather in an unoccupied area that you can touch.  The rats form a living cocoon around you as they fill the empty space. 

At this point you many tell the swarm to stay in a room or break up between two to six containers being no less than the size of a chest.  You summon four Swarms of Rats per level your are.  You can place any number of Swarms into a single room or container. A magical seal is placed to keep the Swarm of Rats in place and are released once seal in broken by opening chest or door to room.  You can make runes at a distance of 15 feet from room or chest the Swarms of rats are occuping.  Swarms of Rats burst violencely out of opening with a steady unnatural stream of rats for 1 to 2 minutes and can be placed within 30 ft of opened seal.  Creature(s) triggering Fountain of Rats must succeed on. Dex DC 18 or be Surprised.

Swarm Of Rats
Medium swarm of tiny beasts, unaligned (CR 1/4)
Armor Class 10
Hit Points 24 (7d8-7)
Speed 30 ft.

STR....9 (-1) 
DEX....11 (+0) 
CON...9 (-1)
INT.....2 (-4) 
WIS....10 (+0) 
CHA....3 (-4)

Damage Resistance: Bludgeoning, Piercing, Slashing
Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses: Darkvision 30 Ft., passive Perception 10

Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Attack.
Bites (swarm has more than half HP). Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: (2d6) piercing damage.

Bites (swarm has half HP or less). Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: (1d6) piercing damage.

Saturday, February 4, 2023

Jack Terrier - Crossian Mastiff - Creature


Mastiff
Mastiffs are impressive hounds prized by Humanoids for their loyalty and keen Senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small Humanoids ride them as Mounts.

Crossian War Mastiff, armored
Medium beast, unaligned (CR 1)
Armor Class 16 (Barding Armor)
Hit Points 30 (5d8)
Speed 40 ft.

STR....13 (+1)
DEX....14 (+2) 
CON...12 (+1)
INT.....3 (-4)
WIS....12 (+1)
CHA....7 (-2)

Skills: Perception +3
Senses: passive Perception 13, Keen Hearing and Smell: The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Attacks. Multi Attack, 2. Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

No

Possession:
Crossian Mastiff Cart
-4 powder kegs
-4 Two person Tents, 1 Bed roll
-8 Waterskins, 18 Rations; 3 Pot, Iron; Cooking --Utensil Kit
-5 Chair, Folding Stool
-4 nets; Rope, 50 ft hemp
-Block and Tackle; Ram, Portable
Chest, locked
(600 gp; 5 commoner clothes; 3 bottles, Shergrengrave port)

Jack Terrier - Human Mercenary of Cross Kingdom - Creature


Jack Terrier, Human Mercenary
Medium (5'6") Human, Lawful Evil (CR 6)
Armor Class 16 (Cuirass), 18 (Shield)
Hit Points  40 (6d8)
Speed 30 ft.

STR....16 (+3)
DEX....16 (+3)
CON...12 (+1)
INT.....12 (+1)
WIS....14 (+2)
CHA...12 (+1)

Skills: Medicine +6, Survival +6
Senses: Passive Perception 14
Languages: Common
Attacks: Melee +8, Ranged +10 Grapple +5. Multi attack, 2. Expert fire drill, bonus action; unloaded, load and fire boomstock.

Officer does not carry any boomstock equipment.

Officer. Volley Fire. All Jack Terrier within 30 ft radius can fire one shot at one selected target during Officer's turn.  Officer, occupies all other Jack Terrier turns in Initiative Order. This does not effect Loader.

Sergeant. Pikes On. All Jack Terrier within 30 ft get reaction melee attack against one target when one Jack Terrier is attacked in melee.  This does not effect Loader.

Loader. One Jack Terrier is nominated as loader after 4 vollies have been fired. Loader can load or give 1 breachcasing per creature turn.

Possession
Breastplate (Cuirass) AC 14 + Dex (max 2)
Shield, Boomstock +2 AC
Longsword 1d8 slashing
Boomstock* 1d20 piercing, loading
Pike, Boomstock* 1d10 reach
Sling, Boomstock
8 breachcasings (loaded, lead)
2 breachcasings (unloaded)
24 bullets, lead
8 bullets, silver
32 Powder loads
1 Sealing Wax
1 spellhammer
Bandolier, breachcasing (8 max)
Belt Pouch, breachcasing (2 max)
2 Belt Pouch, Powder loads (16 max)
Belt Pouch, Bullet (32 max)
Belt Pouch, Utility
Boomstock cleaning kit w/ Pouch
Healer's Kit
2 Healing Potion, Greater (4d4 + 4)
100 gp
Jack Terrier Challenge Coin
Orders
Letter to lover or family member

Cuirassary Pack
-6 torches, Flint and Steel, Whetstone 
-1 mess kit, 2 waterskin, 5 day rations, Bed roll
-4 oil flasks, 1 bullseye lantern
-10 pitons, hammer, shovel, 50 ft rope
-Book (Cuirassary Tactics) 200 gp
-Book (Notes), Pen and Ink Kit


Boomstock - Firearm Range Weapon - Lever Action Cast Iron Rifle


Boomstock
There are few firearms outside the Cross Kingdom and the Cross Kingdom holds dominion over these weapons, makers, spell casters and alchemy with great fury.

Boomstocks are made of cast iron and wood made of two major parts: barrelaction and breachcasing. The barrelaction is comprised of rifled barrel, iron sights, stock, breachlock action and spellhammer; imbued with 40 strikes.  The breach is separate from the barrelaction and called a breachcasing. The breachcasing is cast iron with an area bored out to load black powder, bullet, and wax seal to keep everything in place and protected.  Each breachcasing is imbued with eight spellprimers to ignite the powder; one used per firing. The breachcasing is ejected when the boomstock's lever is actioned down.  To load a breachcasing, pull the level up. If correctly loaded, you will hear the spellhammer lock away from the breachcasing and see both the spellprimer and spellhammer glow soft red.  Pulling the trigger, makes the spellhammer fall and striking the spellprimer that ignites the power propelling the bullet.  Both sections of the boomstock need to reimbued by a sanctioned artificer.  

Boomstocks are normally equiped with removable pike blades, making the boomstock even deadlier when loaded.

Most that carry boomstocks are experts in function and fighting with these specialized weapons.  Normally experts can fire two chasings is succession at range or in melee use the boomstock as a pike then fire once.  Also, experts carry an extra spellhammer and a bandolier of eight breachcasings ready to be fired.

Lastly, expect an armored mastiff to help carry powder kegs, various bullets, grease, and field supplies.

Boomstock...5000 gp...1d20...15 lb Special Ammunition* (range 150/300), loading, two-handed, Reach, Versatile (1d10)

Special Ammunition*
Breachcasting...100 gp...5 lb
Black Powder Keg...250 gp...20 lb
Bullet, Lead (10)...30 gp...10 lb
Bullet, Silver (10)...130 gp...10 lb
Sealing Wax...5 sp...1/4 lb
Spellprimer... must see sanctioned artificer
Spellhammer...must see sanctioned artificer

NPC Sister Astramarie Garaele, Avatar of Luck Goddess, Fortuna Tyke

Sister Astramarie Garaele
Female Elf Cleric Level 15 

Description
This onceti elf woman has the majority of her body covered in plate. She has a penchant for wearing a ring with an oversized on the Luck Goddess, Fortuna Tyke, on her right hand. She sports brown long hair. She has violet eyes and a white hood with rimmed lightning bolt-like spikes.

Personality
She likes to brag about her accomplishments and constantly tries to beat others to the punch. She lacks restraint and is impulsive. She jumps in and acts without thinking all too often.

History
She is the oldest daughter of a large religious family originating from Tarte on the continent of the Blood Coast.  She is no stranger to responsibility. She made a point of taking work in frontier villages and getting most of it. She became unsatisfied with her lot in life and during an adventure was given a vision of the Luck Shrine of Moondive.  She is now the wielder of Hammers of Fortuna Tyke; named Lucky Strike and Double Strike. Obligated to come to aid to anyone in possession of a cast iron acorns of blessed by Fortuna Tyke and her successors.

Motivation
She has passion for adventuring and risk; and she is reprimanded by Mother Llema for being too helpful.

Ideals: Passionate. 
Flaws: Impulsive, Helping. 
Bonds: Adventurer, Religious, Helping. Occupation: Cleric
Voice: Raspy
  
Sister Astramarie Garaele
Female Elf Cleric 15
Medium (5'4") Elf, Lawful Neutral (CR 15)
Armor Class 18 (Full Plate)
Hit Points 70 (15d8)
Speed 30 ft.

STR....17 (+3)
DEX....20 (+5)
CON...10 (+0)
INT.....11 (+0)
WIS....13 (+1)
CHA...16 (+3)

Skills: Medicine +6, Survival +6
Senses: Passive Perception 11
Languages: Common, Elven
Attacks Melee +8, Ranged +10 Grapple +5

Spell Save DC 14
Cantrips 6
1st level 5
2nd level 5
3rd level 5

Weapons
Lighting Strike
Magic Warhammer 3d10 Bludgeoning
While wielding this hammer the user gains the ability to summon lightning. As an action, the user holds the hammer to the sky, casting lightning bolt without material components or expending a spell slot, using Strength as their spellcasting modifier.

If you do not attack with Luck Strike and cross the two hammers using the as a sight to aim your attack. Cast lightning bolt, twice per day, causes double damage.

In addition, as a bonus action, you may summon a bolt of lightning to don or doff your armor instantly and change the appearance of the hammer. The hammer may look like a cane, an umbrella, or other item that one might carry with them.

Lucky Strike
Magic Warhammer 3d10 Bludgeoning Thrown (60/120)
When thrown, on a hit, it stuns all enemies around it in 50 feet. 

As a bonus action, the hammer can be returned to its thrower as long as they have an open hand. 

As an action, the user may also use the hammer to gain a fly speed of 30 feet, so long as they hold the hammer. While doing so, they cannot use the hand holding the hammer.

If you do not attack with Lightning Strike and cross the two hammers and looking up with eyes closed. Cast teleport (on target), once per day, to an blessed cast iron acorn (associated object, acorn disintegrates after teleport is complete) or teleport as normal to any location.

Armor
Full Plate

Possessions
Fortuna Tyke Ring (Arcane Focus)
Climber’s kit
Bullseye lantern
Holy water
Herbalist's tools

Hammer Spells
Teleport see link

Lighting Bolt 3rd Level
1 Action, Self 100 ft, Component V S M*, Duration Instantaneous, Evocation, Attack/Save DEX save, Damage/Effect Lightning

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

* - a bit of fur and a rod of amber, crystal, or glass

Cantrips
Sacred Fire
1 Action, 60 ft, Component V S, Duration Instantaneous, Evocation, Attack/Save DEX sabe, Damage/Effect Radiant

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Guidance
1 Action, Touch, Component V S, Duration 1 minute, Divination, Attack/Save -, Damage/Effect Buff

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Resistance
1 Action, Touch, Component V S M*, Duration 1 minute, Abjuration, Attack/Save -, Damage/Effect Buff

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

* - a miniature cloak

Spare the Dying
1 Action, Touch, Component V S , Duration 1 minute, Necromancy, Attack/Save -, Damage/Effect Healing 

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Mending
1 Minute, Touch, Component V S M*, Duration Instantaneous, Transmution, Attack/Save -, Damage/Effect Utility

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

* - two lodestones

Thaumaturgy
1 Action, 30 ft, Component V , Duration 1 minute, Transmution, Attack/Save -, Damage/Effect Control

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

1st Level
Guiding Bolt
1 Action, 120 ft, Component V S , Duration 1 Round, Evocation, Attack/Save Range, Damage/Effect Radiant

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Detect Evil and Good
1 Action, Self 30 ft, Component V S , Duration 10 minutes, Divination, Attack/Save -, Damage/Effect Detection

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

2nd Level
Lesser Restoration
1 Action, Touch, Component V S , Duration Instantaneous, Abjuration, Attack/Save -, Damage/Effect Healing

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Prayer of Healing
10 minutes, 30 ft, Component V , Duration Instantaneous, Evocation, Attack/Save -, Damage/Effect Healing

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

3rd Level
Dispel Magic
1 Action, 120 ft, Component V S , Duration Instantaneous, Abjuration, Attack/Save -, Damage/Effect Control

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Beacon of Hope
1 Action, 30 ft, Component V S , Duration 1 minute, Abjuration, Attack/Save -, Damage/Effect Buff

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.


Guidance, Resistance, Goddess, Luck, Fortuna Tyke, NPC, shine, Spare the Dying, mending, thaumaturgy, Guiding Bolt, Detect Evil and Good, magic warhammer, lightning bolt, teleport, acorn

Friday, February 3, 2023

Woodworkers - Village - Level 1 Community (Weapons, Adventuring Gear)

Strongbeam Woodworks
Frederick Strongbeam: Woodworker, Human

"Built'a Ballista fer Sandy Johndaughter after Lanar's mining company was reduced ta'jus him. Cost about 2000 gp and 5 gp a'bolt. Mounted it on 'er wagon fer another 25 gp. I would not mind build'n another."

"Jobgen and I got a good thing go'in, trade each other's work. He does the iron and I do the wood. We get confused when iron wood comes along, hehe."

"Spend most my time making sluice boxes, help'n with mine'n beam work, and water wheels."

Simple Melee Weapons
Club...............1 sp...1d4 bludgeoning.....2 lb. Light
Quarterstaff...2 sp 1d6 bludgeoning.......4 lb. Versatile (1d8)

Martial Melee Weapons
Greatclub.......2 sp...1d8 bludgeoning...10 lb. Two-handed
Javelin............5 sp...1d6 pierce...............2 lb. Thrown (range 30/120)

Simple Range Weapons
Crossbow, light...25 gp...1d8 piercing.....5 lb. Ammunition (range 80/320), loading, two-handed
Shortbow............25 gp....1d6 piercing.....2 lb. Ammunition (range 80/320), two-handed
Blowgun.............10 gp....1 piercing..........1 lb. Ammunition (range 25/100), loading

Martial Range Weapons
Crossbow, hand...75 gp...1d6 piercing........3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy...50 gp...1d10 piercing...18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow................50 gp...1d8 piercing.......2 lb. Ammunition (range 150/600), heavy, two-handed

Ammunition
Arrows (20) 1 gp 1 lb.
Crossbow bolts (20) 1 gp 1 1/2 lb.

Arcane Focus
Staff, wooden 5 gp 4 lb.
Totem 1gp 1/4 lb.

Adventuring Gear
Abacus 2 gp 2 lb.
Barrel 2 gp 70 lb.
Basket 4 sp 2 lb.
Block and tackle 1 gp 5 lb.
Book (Ballistic Designs) 500 gp
Book (Engineering) 650 gp
Book (Shipwright) 900 gp
Book (Woodworking) 50 gp
Bowl, large 3 sp 5 lb
Bowl, medium 2 sp 2 lb
Bowl, small 9 cp 1/4 lb
Bucket 5 cp 2 lb.
Chair, Folding Stool 7 sp
Chalk (1 piece) 1 cp -
Chest 5 gp 25 lb.
Grease, Axel 3 sp 2 lb.
Jug or pitcher 2 cp 4 lb.
Ladder (10 foot) 1 sp 25 lb.
Oil (flask) 1 sp 1 lb.
Parchment (one sheet) 1 sp -
Pole (10-foot) 5 cp 7 lb.
Plow 9 sp 
Ram, portable 4 gp 35 lb.
Ring, Wood 8sp -
Signal whistle 5 cp -
Table, Folding 2 gp.
Tinderbox 5 sp 1 lb.
Torch 1 cp 1 lb.
Whetstone 1 cp 1 lb.

Tool Kits
Carpenter Tools 10 gp 6 lbs
Cobbler's tools 5 gp 5 lb.
Cook's utensils 1 gp 8 lb.
Woodcarver's tools 1 gp 5 lb.

Game Sets
Dice set 1 sp -
Dragonchess set 1 gp 1/2 lb.

Musical Instruments
Flute 2 gp 1 lbs.
Pan Flute 12 gp 2 lbs.

Drawn Vehicles
Cart 15 gp 200 lbs
Wagon 35 gp 400 lbs

Special or Mining Equipement Request
Ask for Quote

Blacksmith - Village - Level 1 Community (Weapons, Armor, Adventuring Gear)

Oreworker's Tools & Blacksmith
Jobgen Oreworker: Blacksmith, Human
Catty Oreworker: Blacksmith's wife, Dwarf
Khan Oreworker: Teenage son of Jobgen, Apprentice Blacksmith, Half-Dwarf
Ahbal Oreworker: Teenage son of Jobgen, Apprentice Blacksmith, Half-Dwarf
Rockaell Oreworker: Child and daughter of Jobgen, Half-Dwarf

"I sell coal too. Gotta pal in Burnmark that passes on Triboar with a caravan. Drops a cart here on his way to the Nevers."

"I like making pointy or flat things. Nothing complicated."

"Khan and Ahbal made the iron candle holders for Strongbeam's chandelier for the Shine of Luck.  They like twist'n and bend'n things, tak'n Strongbeam's ideas, mess'n around in the nightlight. I guess it's the dwarf in'em."

Simple Melee Weapons
Brass Knuckles...1 gp...1d4 Bludgeoning...1 lb.
Light
Dagger..............2 gp...1d4 piercing..............1 lb. Finesse, light, thrown (range 20/60)
Handaxe...........5 gp...1d6 slashing..............2 lb. Light, thrown (range 20/60)
Light hammer...2 gp...1d4 bludgeoning.......2 lb. Light, thrown (range 20/60)
Mace..............5 gp...1d6 bludgeoning.........4 lb.
Spear..............1 gp...1d6 piercing................3 lb. Thrown (range 20/60), versatile (1d8)

Simple Ranged Weapons
Dart.................5 cp...1d4 piercing............1/4 lb. Finesse, thrown (range 20/60)
Shuriken..........1 sp...1d6 piercing............1/4 lb. Finesse, thrown (range 20/60), versatile (three 1d3, req. 3 Shuriken)

Martial Melee Weapons
Battleaxe........10 gp...1d8 slashing.............4 lb. Versatile (1d10)
Greataxe.........30 gp...1d12 slashing...........7 lb. Heavy, two-handed
Longsword.....15 gp...1d8 slashing.............3 lb. Versatile (1d10)
Maul...............10 gp...2d6 bludgeoning....10 lb. Heavy, two-handed
Pike..................5 gp...1d10 piercing..........18 lb. Heavy, reach, two-handed
Shortsword.....10 gp...1d6, piercing............2 lb. Finesse, light
Trident..............5 gp...1d6 piercing.............4 lb. Thrown (range 20/60), versatile (1d8)
Warhammer....15 gp...1d8 bludgeoning......2 lb. Versatile (1d10)

Weapon Special Enhancements
Silver plating....90 gp, 100 sp....per Weapon or 10 piece Ammunition
Gilding plating....200 gp....per Weapon, +1 CHA ability point

Weapon Ammunition 
Blowgun needles...(50)...1 gp...1 lb.
Sling bullets (20)....4 cp... 1 1/2 lb.

Armor
Chain Shirt.......60 gp...13 + Dex (Max 2) AC
Breastplate ...550 gp...15 + Dex (Max 2) AC
Ring Mail..........30 gp...14 (dis on Stealth) AC
Shield...............15 gp...+2 AC

Adventuring Gear
Ball bearings (bag of 1,000) 1 gp 2 lb.
Bell 1 gp 1 lb
Block and tackle 1 gp 5 lb
Caltrops (bag of 20) 1gp 2 lb
Chain (10 feet) 5 gp 10 lb.
Collar, Spiked medium 2 gp 6 lb
Collar, Spiked large 4 gp 12 lbs
Cooking Utensils 5 sp 3 lbs.
Crowbar 2 gp 5 lb.
File 1gp 1 lb.
Grappling hook 2 gp 4 lb.
Hammer 1 gp 3 lb.
Hammer, sledge 2 gp 10 lb.
Hunting Trap 5 gp 25 lb.
Knife, Butcher 3 gp 2 lb.
Knife, Cooking 1 gp 1 lb.
Knife, Hunting 2 gp 1 lb.
Lock 10 gp 1 lb.
Pick, miner's 2 gp 10 lb.
Piton 5 cp 1/4 lb.
Pot, iron 2 gp 10 lb.
Scissors 2 gp 1 lb.
Shovel 2 gp 5 lb.
Whetstone 1sp 1 lb.

Tool Kits
Carpenter Tools 10 gp 6 lb
Lockpicking Tools 25 gp 1 lb
Masonry Tools 15 gp 10 lb