Last Odyssey

Travel Items

Some items that players can purchase do not have utility in battle but instead during exploration. In Last Odyssey, these are referred to as travel items.

Supplies

The most basic variety of travel items is Supplies, which represent the mundane objects a Hero might need while on the road, such as torches, a lanterns, rope, or sets of climbing gear. A character may expend 1-3 units of Supplies at any time to create a new object in their inventory. This piece of gear will stay in their inventory and take up an amount of Carrying Capacity equal to the number of Supplies expended to create it, and will last for about as long as it would in real life. For example, a torch will burn out after a night of use, a lantern after several nights, and climbing gear will stay in a Hero’s inventory until they take a bad fall or remove it. Supplies cost 1 ¤ per unit when bought from a merchant, and each unit of Supplies or item equivalent to a unit of Supplies has a Weight of 1. The amount of Supplies that an item requires will depend on its size and rarity:

Travel Item Effects

Name Weight Cost Description
Poultice 1 5 ¤ Using a single Poultice will ensure that the Mend action automatically succeeds. Using a Poultice while resting in proper accommodations will heal 1 extra injury per day.
Cloak 1 Novice 5, Standard 25, Expert 75 ¤ Special pieces of equipment that protect from the elements. Wearing a Cloak counts as wearing a single accessory. The number of different varieties of weather a Cloak is proofed for and how much it costs depends on its Grade; a Novice Cloak has one type of proofing, a Standard one has two, and an Expert one has three. There are four possible proofing types: Sunproof, Heatproof, Waterproof, and Coldproof.
Bag 0 when worn, Weight of items inside when not Novice 10, Standard 25, Expert 50 ¤ Encompasses backpacks, rucksacks, and any other equipment that allows characters to store items. Wearing a Bag counts as wearing a single accessory. A Novice Bag provides 10 extra Carrying Capacity, a Standard Bag provides 25, and an Expert Bag provides 50.
Map 1 Novice 50, Standard 250, Expert 500 ¤ A map of an area reduces the navigation difficulty of traveling the paths that it depicts by an amount that depends on its Grade. Novice maps reduce the navigation difficulty by 1, Standard by 3, and Expert by 7.

Scrolls are single-use items that allow Heroes to use extra actions during the Camping Phase that cause effects during the next day. Each Scroll has a Weight of 1. Scrolls may also be used during discovery, in which case they will take 6 in-game hours to fully activate.

Name Cost Description
Stormbreaker 250 ¤ This Scroll can only be used during a Storm. When determining the following day’s weather, the GM must recast the die until the result is something other than a Storm.
Divine Weather 100 ¤ Activating this Scroll allows the user to automatically succeed at the Divine action.
Scrying 500 ¤ Activating this Scroll allows the user to automatically succeed at the Scout action. It can also let them sense danger in the nearby vicinity when not traveling.
Clear Weather 100 ¤ If the weather is not a Storm, the next day’s weather will be Sunny. This Scroll cannot be used during a Storm.
Shadow 1000 ¤ If used during travel, the following day’s danger rating is reduced by 4. If used during discovery, this will obscure the Heroes for 1d4 hours or until they do something that would reveal their presence to someone currently near them.
Forest Walk 1200 ¤ This will let Heroes bypass a natural hazard without making use of Supplies or a trial. It can also be used during the Camping Phase to reduce the navigation difficulty for the following day by 6. During discovery, it can also temporarily clear paths of any naturally occurring difficult terrain, such as thick underbrush or muddy ground.
Bell 100 ¤ Using this during travel will guarantee that a warrior encounter will happen the following day. Using this during discovery will alert nearby hostiles to the players’ presence, drawing them into a fight.
Reveal the Path 500 ¤ The players will always succeed when pathfinding during the following day.
Mark 5000 ¤ Creates a magical circle on the ground that players can use Recall scrolls to teleport back to. The presence of a Mark circle is detectable by anyone with magical talent who knows what they are looking for.
Recall 1000 ¤ Recalls the entire party to the presence of a Mark circle. If it would be physically impossible to teleport there, the Recall Scroll fails and is consumed.