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9Equipment

valzi edited this page Dec 4, 2019 · 9 revisions

Equipment

  • Prices are in SP (silver pennies.)
  • Payments for properties like ships, real estate, and so on usually take the form of trade goods, favors, or oaths of fealty rather than coins.
  • Bundle-able items can fit 3 instances of the item in one Inventory Slot.

Tools & Gear

Item SP Note
Air Bladder 5
Bear Trap 20
Backpack 10
Bedroll 10
Bell, small 20
Bellows 10
Black Grease 1
Block and Tackle 30
Book (Blank) 300
Book (Reading) 600
Bottle/Vial (8 oz), bag of 3 1
Brush 5
Bucket 5
Caltrops (bag) 10
Case, Leather for Scroll/Map 50
Case, Leather, Waterproofed, for Scroll/Map 70
Playing cards 3
Chain (10 ft) 40
Chalk, bag of 10 1
Chisel 5
Compass 30
Cookpots 10
Cowbell 2
Crowbar 10
Drill 10
Face Paint/Makeup 10
Fishing Rod/Tackle 10
Glass Marbles (bag) 5
Glue (bottle) 1
Grappling Hook 10
Hammer 10
Horn 10
Hourglass 300
Incense (packet) 10
Ladder (10') 10 Bulky
Ladder, Folding (10') 50
Large Sponge 5
Lasso
Lens 100
Manacles 10
Metal File 5
Mirror (small, silver) 200
Musical Instrument 200
Nails, bag of 12 5
Net 10
Oilskin Bag 5
Oilskin Trousers 10
Padlock and Key 20
Perfume 50
Pick 10
Pole (10') - Bulky
Pole (10'), Collapsible 250
Quill and Ink 1
Rope, Hemp (50') 10 Bulky
Rope, Silk (50') 250
Sack 1
Saw 10
Shovel 10
Soap 1
Spike (iron) 5
Spiked boots 5
Spyglass 1000
Tar (Pot) 10
Tent (3 man) 100
Tent (personal) 50
Thief's tools 200
Tongs 10
Trowel 10
Twine (300') 5
Waterskin 5 First one uses 0 slots. Also, 0 Slots when empty
Whip, 3', 1 DMG 10
Whistle 5
Whistle, Bird 20

A spade can dig a six cubic foot hole in an hour.

Unusual Tools and Gear

Fake Jewels 50
Playing cards with an extra ace 5
Specialist's Tools 100
Set of Loaded Dice 5

Specialist Kits

Specialist Kits (alchemist’s kits, doctor’s bags, thief's tools and engineer’s kits) contain many small items, tracked by points (all kits start with 5 points.)

  • When searching for a specific item, it will be found if it is fairly commonplace and relevant to the specialty.

  • Each item use spends one point. Points may be replenished for 10SP each in a civilized area.

  • Rarer, valuable or less likely items (does an alchemist have quicksilver or is a doctor carrying poison?) require an INT check and GM approval.

A scholar’s kit will have writing materials, chalk, charcoal for rubbings and a magnifying glass. A doctor’s bag will contain scalpels, sedatives, sutures, scissors and bandages.

An Engineer’s oilcan would have enough oil to grease the hinges on an endless number of doors, but not enough oil to cover more than a 10’ x 10’ area with.

Light

Item Cost
Candle 1 3 per slot
Lantern 30 1 per slot
Lamp Oil 5 1 per slot
Tinderbox 10 1 per slot
Torch 1 3 per slot

A Light Source depletes according to Encounter Die rolls and illuminates an area.

Candle: 20' dim light. May be worn on a hat brim.

Lantern: 40' bright light. 1D3 fire damage if thrown. 1D6 damage on the second round. An oil flask refills a lantern and requires 1 slot.

Oil is stored in the lantern. It may be thrown to start a fire. If it's worn instead of held, critical defense failures will light the wearer on fire.

Some lanterns have shutters to quickly close them, filters or screens to dim them or a directional lens to focus them in one direction (a bulls-eye lantern.)

Tinderbox requires 1D3 rounds to ignite a light source.

Torch: 30’ bright light. 4 per one slot. 1D3 fire damage if used as a weapon.

Unless stated otherwise, characters set lanterns and torches down when starting a fight.

Fire bomb: 40’ bright light for two rounds. Improvised firebombs do 1D6 damage the first round and 1D6 damage the second, effecting up to two targets each.

Clothing

Poor 10
Standard 50
Noble 3000
Furs 5000
Winter 100

Food

Travel rations (1 day) 5
Animal Feed (1 day) 2
Bacon, side of 10
Bread, 1 loaf 1
Cheese, 1 lb 2
Cider, 4 gallons 1
Cod, whole 20
Eggs, 24 1
Flour, 5 lbs 1
Fruit, 1 lb 1
Garlic, bunch 1
Grain, 1 bushel (8 gal.) 4
Herbs, 1 bunch 1
Lard, 5 lbs 1
Onions, 1 bushel 8
Salt, 1 bushel 3
Spices, 1 lb 100
Sugar, 1 lb 12
Wine/ale, bottle 1

Animals

Chicken 1
Cow 100
Dog, hunting 50
Dog, small 20
Donkey/Pack Horse 300
Goat 10
Hawk 1000
Horse, riding 1000
Horse, war 10,000
Ox 300
Pig 30
Sheep 15

Lodging

Bed, per night 1
Private room, per night 2
Meal 2
Hot bath 2
Stabling and fodder 2

Ships

Ship, high quality 720/ton
Ship, good quality 480/ton
Ship, used quality 240/ton
Ship, poor quality 120/ton
Raft 50
Fishing boat 500
Sloop 5000
Caravel 25,000
Galleon 125,000

Transport

Carriage 320
Cart 50
Wagon 120

Hired Hands

Daily

Wages are per day, not including food, supplies, shelter, etc.

Laborer 1
Crier 1
Scribe 2
Mason 4
Armorer or Blacksmith 8
Builder 15
Barber-Surgeon 25

Other

Criminal, petty 100/job
Guard, stationary 30/month
Driver 3/mile

Mercenaries

Wages are per day, not including food, supplies, shelter, etc.

Mercenaries engage in warfare, not adventure expeditions.

Archer 3
Mercenary, on foot 6
Mercenary, mounted 12
Mercenary, commander (required: 1 per 30 men) 24

Buildings

Hovel 120
Row House 1200
Craftsman’s House 2400
Merchant’s House 7200
House with Courtyard 21,600
Guildhall 32,600
Stone Tower 48,000
Temple 75,000
Stronghold 100,000
Cathedral 500,000
Imperial Palace 2,500,000

Complicated Artifacts

Characters with relevant expertise may subtract their level from the roll.

Difficulty To Become Proficient
A Roll 5D6 under INT. No one can teach anyone else how to use this.
B Roll 4D6 under INT. Can teach proper use to anyone of INT 13 or over.
C Roll 3D6 under INT. Can teach proper use to anyone of INT 8 or over.
D Only characters with INT 18 or over may use these artifacts. They cannot be used without a manual.
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