on a frame consisting of two vertical poles with a horizontal pole secured between them. The fabric is laid across the horizontal pole, then stretched with ropes attached to stakes. The wedge tent is somewhat sturdier than the bell tent, although like that tent, it provides only modest protection against severe weather.
Combining elements of both the bell and wedge tents, the pyramid tent frame is made of four vertical poles arranged in a square, with horizontal poles attached between them. A longer pole rises from the center of the square. The fabric extends from the center pole to form four slanting walls, secured with stakes. The sturdy pyramid tent resists light to moderate winds.
Particularly useful in cold climates, the bundle tent consists of from six to eight ribs about five feet long, connected to each other by the tent covering. The covering consists of two layers of skin from a furry animal, such as a bear or caribou. The layers are arranged fur-side out, creating a pocket of air for extra insulation. The tent opens like an umbrella to form a domed shape or folds into a bundle.
These inely-crafted metal traps can be set up in a matter of minutes. Two
general types are available; both come in
varieties. A character using either type of trap adds a +1 bonus to his set snares proficiency checks.
This type of trap resembles a box. It catches animals alive. Lured by edible bait or a shiny object, the animal enters the box and steps on a trigger which causes the front of the box to snap shut.
A killing traps has two metal jaws lined with sharp points. A small platform, which holds a lure, rests in between the jaws. The slightest pressure on the platform causes the jaws to snap shut, killing the animal.
This waterproof box contains flint and steel, along with a small supply of wood shavings for kindling. The box keeps the contents dry during a rainstorm or when submerged underwater. Once per round, a character can attempt to start a fire using these materials. A roll of 1 or 2 on a 1d8 is necessary to start a fire in normal, dry conditions. A 1 on a 1d8 is necessary if the area is damp; the DM may require more difficult rolls (for instance, a 1 on 1d12) in wet terrain, or may rule that a fire can't be started at all.
. When rangers or thieves apply this oily paste to their weapons or armor, it makes the metallic surfaces non-re lective and nearly invisible. Modify their base chance to hide in shadows by +5%. A coat of weaponblack lasts until the character engages in melee combat, at which time enough of the substance flakes away to negate any camouflaging advantage. The substance is flammable; if lighted, a sword coated with
the paste will become the equivalent of a
for 2-5 rounds, and will also in lict
1d4 points of heat damage upon the wielder unless he is magically protected. A vial of weaponblack contains 1 application. This substance is uncommon and only available through shady under-the-counter dealing.