A crowbar, pry bar,[1] or prying bar,[2] was a tool used by dungeoneers and criminals[8] to pry objects apart and for general demolition.[9][10]
Description[]
These tools were essentially iron bars designed in a way to pry open chests or doors.[11] They could be forged by blacksmiths[12] via the use of molds[13] or potentially found on a robe of useful items.[14] Crowbars could also be used as improvised bludgeoning weapons.[11]
Crowbars were a part of standard adventuring gear, and when their leverage was applied, they could break open locks.[9] They were often contained in standard adventurers' packs, such as burglar's packs[15] and dungeoneer's packs.[10][15]
Availability[]
These implements were smithed and sold in various places across Faerûn.
- The Conyberry Arms sold particularly poor equipment, such as locks that could only be opened with crowbars, and naturally, crowbars themselves.[16]
- The Iron Bull Smithy in Ravens Bluff sold crowbars for 6 gold pieces.[17]
History[]
In the 14th century DR, Auril's followers in Mirabar begun to act very strangely. They started to attack their temple's walls with prybars and pickaxes, potentially searching for a sacred treasure.[1]
Notable Owners[]
Appendix[]
Appearances[]
- Video Games
- Planescape: Torment
Gallery[]
References[]
- ↑ 1.0 1.1 1.2 Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 159. ISBN 1-5607-6678-6.
- ↑ 2.0 2.1 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 61. ISBN 0-5607-6327-2.
- ↑ Alana Joli Abbott (March 2012). “Talking the Talk”. In Steve Winter ed. Dragon #409 (Wizards of the Coast), p. 4.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 128. ISBN 0-7869-2886-7.
- ↑ Jeremy Crawford, Stephen Schubert, et al. (September 2011). Mordenkainen's Magnificent Emporium. Edited by Cal Moore, Tanis O'Connor. (Wizards of the Coast), p. 124. ISBN 978-0-7869-5744-6.
- ↑ Logan Bonner, et al. (May 2012). Into the Unknown: The Dungeon Survival Handbook. Edited by Jennifer Clarke Wilkes. (Wizards of the Coast), p. 114. ISBN 978-0786960323.
- ↑ Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 150. ISBN 978-0-7869-6560-1.
- ↑ David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 96. ISBN 0-7869-0329-5.
- ↑ 9.0 9.1 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 129, 151. ISBN 978-0-7869-6560-1.
- ↑ 10.0 10.1 Jim Zub, Stacy King, Andrew Wheeler (July 2019). Warriors & Weapons. (Ten Speed Press), pp. 98–99. ISBN 978-1-9848-5642-5.
- ↑ 11.0 11.1 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 126. ISBN 0-7869-2886-7.
- ↑ David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 79. ISBN 0-7869-0329-5.
- ↑ Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 60. ISBN 0-5607-6327-2.
- ↑ Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 227. ISBN 0-9356-9602-4.
- ↑ 15.0 15.1 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 151. ISBN 978-0-7869-6560-1.
- ↑ slade, et al. (April 1996). “Cities & Civilization”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 11. ISBN 0-7869-0391-0.
- ↑ Terence Kemper (January 1995). “The Living City: The Horse Businesses”. In Jean Rabe ed. Polyhedron #103 (TSR, Inc.), p. 16.
- ↑ Ed Greenwood (September 1993). The Code of the Harpers. Edited by Mike Breault. (TSR, Inc.), p. 68. ISBN 1-56076-644-1.