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In the markets of Caemlyn, Illian, Tear, and other cities, merchants are ready to exchange their goods for gold. Here you can find practical, sturdy swords and perhaps a few blades of quality. Occasionally, renegade Illuminators sell rockets and other fireworks for those who want something flashier than a trusty blade.

            This file covers the mundane and exotic things that characters may want to purchase and how to go about doing so.

 

    - Weapons

    - Armor

    - Items

 

Equipping a Character

 

A beginning character generally has enough wealth to start out with the basics: some weapons, some armor suitable to her class (if any), and some miscellaneous gear. As the character undertakes adventures and amasses loot, she can afford bigger and better gear. At first, however, her options are limited by her budget.

            Your first step is to determine the amount of money you have, based on your class (see Table 3-1: Random Starting Money). With this money, you can buy what you think you’ll need from the equipment lists.

            Note that buying beginning equipment this way is an abstraction. Your character doesn’t walk into a store with handfuls of gold and buy every item one by one. Rather, these items may have come the character’s way as gifts from family, equipment from patrons, gear granted during military service, swag gained through duplicity, and so on.

            Assume your character owns at least one outfit of normal clothes. Pick any one of the following clothing outfits for free: artisan’s outfit, cadin’sor (if you are playing an Algai'd'siswai), explorer’s outfit, peasant’s outfit, scholar’s outfit, or traveler’s outfit.

 

Table 7-1: Random Starting Money

 

Class

Amount (mk)

Class

Amount (mk)

Algai’d’siswai

3d4 x 10

Wanderer

4d4 x 10

Armsman

5d4 x 10

Wilder

3d4 x 10

Initiate

3d4 x 10

Woodsman

4d4 x 10

Noble

5d6 x 10

 

Coins

 

The most common coin that adventurers use is the silver mark (mk). With a silver mark, you can buy a belt pouch, 50 feet of hempen rope, or a goat. A skilled (but not exceptional) artisan can earn 1 silver mark a day. The silver mark is the standard unit of measure for wealth.

            Among nobles, wealthy adventurers, and bankers, the standard is the gold crown (gc), occasionally known as the gold mark. A gold crown is worth 10 silver marks.

            The most prevalent coin among commoners is the silver penny (sp). A silver penny is worth a tenth of a silver mark. One silver penny buys a laborer’s work for a day, a common lamp, or a poor meal of bread, baked turnips, onions, and water.

            Each silver penny is worth 10 copper pennies (cp). With a copper penny, you can buy a candle, a torch, or a piece of chalk. Coppers are common among laborers and beggars.

            The standard coin weighs about a third of an ounce (fifty to the pound).

 

Table 3-2: Exchange Value for Coins

 

 

 

CP

SP

MK

GC

Copper penny (cp)

=

1

1/10

1/100

1/1,000

Silver penny (sp)

=

10

1

1/10

1/100

Silver mark (mk)

=

100

10

1

1/10

Gold crown (gc)

=

1,000

100

10

1

 

Weapons

 

Your weapons help determine how capable you are in a variety of combat situations. Se Table 3-3: Weapons for the list of weapons.

 

Weapon Categories: Weapons are grouped into several interlocking sets of categories. These categories pertain to what skill is needed to be proficient in their use (simple, martial, and exotic), usefulness in close combat (melee) or at a distance (ranged, which includes both thrown and projectile), and weapon size (Tiny, Small, Medium-size, and Large).

            Simple, Martial, and Exotic Weapons: Anybody is proficient with all simple weapons. Armsmen, nobles, and woodsmen are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. If you use a weapon with which you are not proficient, you suffer a -4 penalty on attack rolls.

            Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee. You apply your Strength bonus to damage dealt by thrown weapons but not to damage dealt by projectile weapons.

            Tiny, Small, Medium-Size, and Large Weapons: The size of a weapon compared to your size determines whether for you the weapon is light, one-handed, two-handed, or too large to use.

           

Weapon Qualities: The weapon you use says something about who you are. You probably want both a melee weapon and a ranged weapon. If you can’t afford both your melee weapon of choice and your ranged weapon of choice, decide which is more important to you.

            What size of weapon you choose determines how you can choose to wield it (with one hand or two) and how much damage you deal with it. A two-handed weapon deals more damage than a one-handed weapon, but it keeps you from using a shield, so that’s a trade-off. If you are Small, you need to choose smaller weapons.

            Depending on your class, you are proficient with more or fewer weapons. If you see a melee weapon that you want to use but with which you’re not proficient, you can become proficient with it by selecting the right feat. (See Exotic Weapon Proficiency, Martial Weapon Proficiency, and Simple Weapon Proficiency in file: Feat List.)

            A better weapon is usually more expensive than an inferior one, but more expensive doesn’t always mean better. For instance, a rapier is more expensive than a longsword. For a dexterous wanderer with the Weapon Finesse feat, a rapier is a terrific weapon. For a typical armsman, a longsword is better.

            To choose your weapons, keep in mind these factors (give as column headings on Table 3-3: Weapons):

            Cost: This is the weapon’s cost in silver marks (mk) or silver pennies (sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard for a sword or a quiver for arrows.

            Damage: The Damage column gives the damage you deal with a weapon when you score a hit. If the damage is designated “§”, then the weapon deals subdual damage rather than normal damage. If two damage ranges are given, such as “1d6/1d6” for the quarterstaff, then the weapon is a double weapon, and you can use full attack full-round action to make one extra attack when using this weapon, as per the two-weapon rules. Use the second damage figure given for the extra attack.

            Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When you score a critical hit, you roll the damage with all modifiers two, three, or four times, as indicated by its critical multiplier, and add all the results together.

            Exception: Bonus damage represented as extra dice, such as from a sneak attack is not multiplied when you score a critical hit.

            x2: The weapon deals double damage on a critical hit.

            x3: The weapon deals triple damage on a critical hit.

            x4: The weapon deals quadruple damage on a critical hit.

            19-20/x2: The weapon scores a threat (a possible critical hit) on a natural 19 or 20 (instead of just on a 20) and deals double damage on a critical hit. (The weapon has a threat range of 19-20)

            Range Increment: Any attack at less than this distance is not penalized for range, so an arrow from a shortbow (range increment 60 feet) can strike at enemies up to 59 feet away with no penalty. However, each full range increment causes a cumulative -2 penalty to the attack roll. A shortbow archer firing at a target 200 feet away suffers a -6 attack penalty (because 200 feet is at least three range increments but not four increments). Thrown weapons, such as throwing axes, have a maximum range of five range increments. Projectile weapons, such as bows, can shoot up to ten increments.

            Thrown Weapons: Daggers, clubs, Aiel spears, Seanchan spears, throwing axes, light hammers, tridents, and nets are thrown weapons.

            Projectile Weapons: Light crossbows, slings, heavy crossbows, shortbows, Aiel shortbows, longbows, Two-Rivers longbows, hand crossbows, whips, and repeating crossbows and projectile weapons.

            Improvised Thrown Weapon: Sometimes objects not crafted to be weapons get thrown: small rocks, small animals, vases, pitchers, and so forth. Because they are not designed for this use, all characters that use improvised thrown weapons are treated as not proficient with them and suffer a -4 penalty on their attack rolls. Improvised thrown weapons have a range increment of 10 feet. Their size and the damage they deal have to be adjudicated by the GM.

            Weight: This column give the weapon’s weight.

            Type: Weapons are classified according to types: bludgeoning, piercing, and slashing. Some monsters may be partially or wholly immune to attacks with some types of weapons.

            Special: Some weapons have special features, such as reach.

 

Table 3-3: Weapons

 

Simple Weapons – Melee

 

 

 

Range

 

 

Weapon

Cost

Damage

Critical

Increment

Weight

Type **

Unarmed Attacks

 

 

 

 

 

 

    Gauntlet *

2 mk

*

*

-

2 lb.

Bludgeoning

    Strike, unarmed

-

1d3§

x2

-

-

Bludgeoning

        (Medium-size being)

 

 

 

 

 

 

Tiny

 

 

 

 

 

 

    Dagger*

2mk

1d4

19-20/x2

10 ft.

1 lb.

Piercing

Small

 

 

 

 

 

 

    Mace, light

5 mk

1d6

x2

-

6 lb.

Bludgeoning

    Sickle

6 mk

1d6

x2

-

3 lb.

Slashing

Medium-size

 

 

 

 

 

 

    Club

-

1d6

x2

10 ft.

3 lb.

Bludgeoning

    Spear, Aiel ª

5 mk

1d6

x3

20 ft.

3 lb.

Piercing

    Mace, heavy

12 mk

1d8

x2

-

12 lb.

Bludgeoning

    Morningstar

8 mk

1d8

x2

-

8 lb.

Bludgeoning and piercing

Large

 

 

 

 

 

 

    Quarterstaff *‡

-

1d6/1d6

x2

-

4 lb.

Bludgeoning

    Spear, Seanchan ª∞

10 mk

1d8

x3

20 ft.

5 lb.

Piercing

 

 

 

 

 

 

 

Simple Weapons – Ranged

 

 

 

Range

 

 

Weapon

Cost

Damage

Critical

Increment

Weight

Type **

Small

 

 

 

 

 

 

    Crossbow, light *

35 mk

1d8

19-20/x2

80 ft.

6 lb.

Piercing

        Bolts, crossbow (10) *

1 mk

-

-

-

1 lb.

 

    Sling *

-

1d4

x2

50 ft.

0 lb.

Bludgeoning

        Bullets, sling (10) *

1 sp

-

-

-

5 lb.

-

Medium-size

 

 

 

 

 

 

    Crossbow, heavy *

50 mk

1d10

19-20/x2

120 ft.

9 lb.

Piercing

        Bolts, crossbow (10) *

1 mk

-

-

-

1 lb.

-

 

 

 

 

 

 

 

Martial Weapons – Melee

 

 

 

Range

 

 

Weapon

Cost

Damage

Critical

Increment

Weight

Type **

Small

 

 

 

 

 

 

    Handaxe

6 mk

1d6

x3

-

5 lb.

Slashing

    Lance, light *

6 mk

1d6

x3

-

5 lb.

Piercing

    Sap

1 mk

1d6§

x2

-

3 lb.

Bludgeoning

    Sword, short

10 mk

1d6

19-20/x2

-

3 lb.

Piercing

Medium-size

 

 

 

 

 

 

    Battleaxe

10 mk

1d8

x3

-

7 lb.

Slashing

    Lance, heavy *†

10 mk

1d8

x3

-

10 lb.

Piercing

    Longsword

15 mk

1d8

19-20/x2

-

4 lb.

Slashing

    Rapier *

20 mk

1d6

18-20/x2

-

3 lb.

Piercing

    Scimitar, Seanchan

15 mk

1d6

18-20/x2

-

4 lb.

Slashing

    Trident ª

15 mk

1d8

x2

10 ft.

5 lb.

Piercing

    Hammer, smith’s

12 mk

1d8

x3

-

8 lb.

Bludgeoning

Large

 

 

 

 

 

 

    Axe, hafted

20 mk

1d12

x3

-

20 lb.

Slashing

    Bill *†

9 mk

2d4

x3

-

15 lb.

Slashing

    Greatclub

5 mk

1d10

x2

-

10 lb.

Bludgeoning

    Pike *†ª

5 mk

1d8

x3

-

9 lb.

Piercing

    Poleaxe *ª

10 mk

1d10

x3

-

15 lb.

Piercing and slashing

    Scythe

18 mk

2d4

x4

-

12 lb.

Piercing and slashing

    Boarspear *†

10 mk

2d4

x3

-

15 lb.

Piercing

 

 

 

 

 

 

 

Martial Weapons – Ranged

 

 

 

Range

 

 

Weapon

Cost

Damage

Critical

Increment

Weight

Type **

Medium-size

 

 

 

 

 

 

    Shortbow *

30 mk

1d6

x3

60 ft.

2 lb.

Piercing

        Arrows (20) *

1 mk

-

-

-

3 lb.

-

    Shortbow, Aiel *

75 mk

1d6

x3

70 ft.

2 lb.

Piercing

        Arrows (20) *

1 mk

-

-

-

3 lb.

-

Large

 

 

 

 

 

 

    Longbow *

75 mk

1d8

x3

100 ft.

3 lb.

Piercing

        Arrows (20) *

1 mk

-

-

-

3 lb.

-

    Longbow, Two Rivers *

100 mk

1d8

x3

110 ft.

3 lb.

Piercing

        Arrows (20) *

1 mk

-

-

-

3 lb.

-

 

 

 

 

 

 

 

Exotic Weapons – Melee

 

 

 

Range

 

 

Weapon

Cost

Damage

Critical

Increment

Weight

Type **

Medium-size

 

 

 

 

 

 

    Ashandarei ‡∞

80 mk

1d6/1d8

19-20/x2

-

15 lb.

Bludgeoning and slashing

    Sword, Two-Handed * 50 mk 2d6 19-20/x2 - 15 lb. Slashing

    Sword, Warder’s *

35 mk

1d10

19-20/x2

-

10 lb.

Slashing

    Swordbreaker *

25 mk

1d6

19-20/x2

-

3 lb.

Piercing

Large

 

 

 

 

 

 

    Scythesword, Trolloc

75 mk

2d4

18-20/x2

-

16 lb.

Slashing

 

 

 

 

 

 

 

Exotic Weapons – Ranged

 

 

 

Range

 

 

Weapon

Cost

Damage

Critical

Increment

Weight

Type **

Small

 

 

 

 

 

 

    Whip *

1 mk

1d2§

x2

15 ft. *

2 lb.

Slashing

Medium-size

 

 

 

 

 

 

    Net *

20 mk

*

*

10 ft. *

10 lb.

*

               

 

* Ask a GM for special rules.

** When two types are given, the weapon is both types.

† Reach weapon.

‡ Double weapon.

ª If you use a ready action to set this weapon against a charge, you deal double damage if you score a hit against a charging character.

§ The weapon deals subdual damage rather than normal damage.

∞ Not for sale on the open market.

 

 

Armor

 

Your armor protects you in combat, but it can also slow you down. See Table 3-4: Armor for the list of armors. The information given on this table is for Medium-size creatures.

 

Armor Qualities: The armor you wear isn’t the only fashion of statement you can make, but it’s a big one. In addition, depending on your class, you may be proficient in the use of all, some, or no armors, including shields. To wear heavier armor effectively, you can select the Armor Proficiency feats (See file: Feat List), but most classes are proficient in the armors that work best for them. When choosing armor, keep in mind these factors (see Table 3-4: Armor):

            Cost: The cost of the armor.

            Armor Bonus: The protective value of the armor Bonuses from armor and a shield stack. This bonus is an armor bonus, so it does not stack with other effects that increase your armor bonus.

            Maximum Dex Bonus: This number is the maximum Dexterity bonus to Defense that this type of armor allows. Heavier armors limit your mobility, reducing your ability to dodge blows. For example, full mail permits a maximum Dexterity bonus of +2. A character with a Dexterity score of 18 normally gains a +4 bonus to his Defense, but if he’s wearing full mail, his bonus drops to +2. His final Defense would be 17 (10 + 5 + 2 = 17), assuming he has no other modifiers. (The +5 is the full mail and the +2 is his maximum Dexterity bonus.)

            Even if your Dexterity bonus drops to 0, you are not considered to have lost your Dexterity bonus. For example, a wanderer can’t sneak attack you just because you’re wearing half-plate.

            Shields: Shields do not affect your maximum Dexterity bonus.

            Armor Check Penalty: Anything heavier than leather hurts your ability to use the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. The armor check penalty number is the armor check penalty you apply when making checks using those skills. Swim checks face a similar penalty based on the weight of the gear you are carrying and wearing.

            Shields: If you are wearing armor and using a shield, both armor check penalties apply.

            Nonproficient with Armor Worn: If you wear armor with which you are not proficient, you suffer an armor check penalty on attack rolls and all skill rolls that involve moving, including Ride.

            Sleeping in Armor: If you sleep in a suit of armor with an armor check penalty of -5 or worse, you are automatically fatigued the next day. You suffer a -2 penalty on Strength and Dexterity, and you can’t charge or run.

            Speed: Medium and heavy armor slows you down. It’s better to be slow and alive than to be quick and dead, but don’t neglect to give speed some thought. The number on Table 3-4: Armor is your speed while wearing the armor. Humans have an unencumbered speed of 30 feet.

            Shields: Shields do not affect your speed.

            Weight: The weight of the armor. Armor fitted for Small characters weighs half as much.

 

Table 3-4: Armor

 

 

Armor

Armor Cost

Armor

Bonus

Maximum

Dex Bonus

 

Check Penalty

 

Speed

 

Weight‡

Light armor

 

 

 

 

 

 

    Padded

5 mk

+1

+8

0

30 ft.

10 lb.

    Leather

10 mk

+2

+6

0

30 ft.

15 lb.

    Studded leather

25 mk

+3

+5

-1

30 ft.

20 lb.

    Mail shirt

10 gc

+4

+4

-2

30 ft.

25 lb.

Medium armor

 

 

 

 

 

 

    Hide

15 mk

+3

+4

-3

20 ft.

25 lb.

    Brigandine shirt

5 gc

+4

+3

-4

20 ft.

30 lb.

    Full mail

15 gc

+5

+2

-5

20 ft.

40 lb.

    Breastplate

20 gc

+5

+3

-4

20 ft.

30 lb.

    Lacquered plate *

25 gc

+5

+3

-3

20 ft.

35 lb.

Heavy armor

 

 

 

 

 

 

    Full brigandine *

20 gc

+6

+0

-7

20 ft.

45 lb.

    Banded mail *

25 gc

+6

+1

-6

20 ft.

35 lb.

    Plate-and-mail *

60 gc

+7

+0

-7

20 ft.

50 lb.

    Full plate *

150 gc

+8

+1

-6

20 ft.

50 lb.

Shields

 

 

 

 

 

 

    Buckler, Aiel

25 mk

+1

-

0

-

2 lb.

    Shield, small, wooden

3 mk

+1

-

-1

-

5 lb.

    Shield, small, steel

9 mk

+1

-

-1

-

6 lb.

    Shield, large, wooden

7 mk

+2

-

-2

-

10 lb.

    Shield, large, steel

20 mk

+2

-

-2

-

15 lb.

 

‡ When running in heavy armor, you move only triple your speed, not quadruple.

* Adds +1 to Reputation when worn.

 

 

 

Goods and Services

 

Adventuring Gear: Adventurers face all sorts of challenges and difficulties, and the right gear can make the difference between a successful adventure and failure. Most of this gear is basic equipment that might come in handy regardless of your skills or class.

 

Table 3-5: Goods and Services

 

Adventuring Gear

 

 

 

Class Tools and Skill Kits

 

 

Item

Cost

Weight

 

Item

Cost

Weight

Animal call whistle

20 mk

*

 

Armor maintenance kit

15 mk

2 lb.

Backpack (empty)

2 mk

2 lb.

 

Artisan’s tools ‡

5 mk

5 lb.

Banner

30 mk

 

 

Artisan’s tools,

    masterwork ‡

 

55 mk

 

5 lb.

Barrel (empty)

2 mk

30 lb.

 

Climber’s kit ‡

80 mk

5 lb.

Basket (empty)

4 sp

1 lb.

 

Disguise kit ‡

50 mk

8 lb.

Bedroll

1 sp

5 lb.

 

Healer’s kit ‡

50 mk

1 lb.

Bell

1 mk

*

 

Hourglass

25 mk

1 lb.

Blanket, winter

5 sp

3 lb.

 

Magnifying glass ‡

10 gc

*

Block and tackle

5 mk

5 lb.

 

Mortar and pestal

5 mk

3 lb.

Book, false

30 mk

2 lb.

 

Musical instrument,

    common ‡

 

5 mk

 

3 lb.

Bottle, wine, glass

2 mk

*

 

Musical instrument,

    masterwork ‡

 

10 gc

 

3 lb.

Bucket (empty)

5 sp

2 lb.

 

Scale, merchant’s ‡

2 mk

1 lb.

Caltrops

1 mk

2 lb.

 

Thieve’s tools

30 mk

1 lb.

Candle

1 cp

*

 

Thieve’s tools,

    Masterwork

 

10 gc

 

2 lb.

Candle, insectbane, 10

2 mk

*

 

 

 

 

Canvas (sq. yd.)

1 sp

1 lb.

 

Clothing

 

 

Case, map or scroll

1 mk

1/2 lb.

 

Item

Cost

Weight

Chain (10 ft.)

30 mk

2 lb.

 

Artisan’s outfit

1 mk

4 lb.

Chalk, 1 piece

1 cp

*

 

Cold weather outfit

8 mk

7 lb.

Chest (empty)

2 mk

25 lb.

 

Courtier’s outfit

30 mk

6 lb.

Crowbar

2 mk

5 lb.

 

Gleeman’s outfit

3 mk

4 lb.

Dice

5 mk

*

 

Explorer’s outfit

10 mk

8 lb.

Firewood (per day)

1 cp

20 lbs.

 

Cadin’sor

8 mk

8 lb.

Fishhook

1 sp

*

 

Noble’s outfit

8 gc

10 lb.

Fishing net, 25 sq. ft.

4 mk

5 lb.

 

Peasant’s outfit

1 sp

2 lb.

Fishing tackle

1 mk

3 lb.

 

Royal outfit

20 gc

15 lb.

Flask

3 cp

*

 

Scholar’s outfit

5 mk

6 lb.

Flint and steel

1 mk

*

 

Traveler’s outfit

1 mk

5 lb.

Game board, portable

1 mk

1 lb.

 

 

 

 

Grappling hook

1 mk

4 lb.

 

Food, Drink, and Lodging

 

 

Hammer

5 sp

2 lb.

 

Item

Cost

Weight

Hammock

2 mk

4 lb.

 

Ale

 

 

Ink (1 oz. vial)

8 mk

*

 

   Gallon

2 sp

8 lb.

Ink pen

1 sp

*

 

   Mug

5 cp

1 lb.

Jug, clay

3 cp

9 lb.

 

Banquet (per person)

10 mk

-

Ladder, 10-foot

5 cp

20 lb.

 

Bread, per loaf

2 cp

1/2 lb.

Lamp, common

1 sp

1 lb.

 

Cheese, hunk of

1 sp

1/2 lb.

Lantern, hooded

7 mk

2 lb.

 

Inn stay (per day) ‡

 

 

Lock ‡

 

 

 

    Good

2 mk

-

    Very simple

2 gc

1 lb.

 

    Common

5 sp

-

    Average

4 gc

1 lb.

 

    Poor

2 sp

-

    Good

8 gc

1 lb.

 

Meals (per day) ‡

 

 

    Amazing

15 gc

1 lb.

 

    Good

5 sp

-

Looking glass

100 gc

1 lb.

 

    Common

3 sp

-

Manacles ‡

15 mk

2 lb.

 

    Poor

1 sp

-

Manacles, masterwork ‡

5 gc

2 lb.

 

Meat, chunk of

3 sp

1/2 lb.

Mess kit

5 sp

2 lb.

 

Oosquai, jug of

5 mk

4 lb.

Mirror, small steel

10 mk

1/2 lb.

 

Rations, trail (per day)

5 sp

1 lb.

Mug/tankard, clay

2 cp

1 lb.

 

Wine

 

 

Oil (1-pint flask)

3 mk

1 lb.

 

    Common (pitcher)

2 sp

6 lb.

Paper (sheet)

4 sp

*

 

    Fine (bottle)

10 mk

1 1/2 lb

Parchment (sheet)

2 sp

*

 

 

 

 

Pick, miner’s

3 mk

10 lb.

 

Mounts and Related Gear

 

 

Pitcher, clay

2 cp

5 lb.

 

Item

Cost

Weight

Piton

1 sp

1/2 lb.

 

Barding

 

 

Playing cards, deck

10 mk

1/4 lb.

 

    Medium-size creature

x2

x1

Pole, 10-foot

2 sp

8 lb.

 

    Large creature

x4

x2

Pot, iron

5 sp

10 lb.

 

Bit and bridle

2 mk

1 lb.

Pouch, belt

1 mk

1 lb.

 

Cart

15 mk

200 lb.

Quiver scabbard

2 mk

2 lb.

 

Donkey or mule

8 mk

-

Ram, portable ‡

10 mk

20 lb.

 

Feed (per day)

5 cp

10 lb.

Rations, trail (per day)

5 sp

1 lb.

 

Horse

 

 

Rope, hemp (50 ft.)

1 mk

10 lb.

 

    Horse, heavy

20 mk

-

Rope, silk (50 ft.)

10 mk

5 lb.

 

    Horse, light

10 mk

-

Sack (empty)

1 sp

1/2 lb.

 

    Pony

5 mk

-

Sealing wax

1 mk

1 lb.

 

    Warhorse, heavy

40 gc

-

Sewing needle

5 sp

*

 

Saddle

 

 

Signal whistle

8 sp

**

 

    Military

20 mk

30 lb.

Signet ring ‡

5 mk

*

 

    Pack

5 mk

15 lb.

Sledge

1 mk

10 lb.

 

    Riding

10 mk

25 lb.

Soap (per lb.)

5 sp

1 lb.

 

Saddle, Exotic

 

 

Spade or shovel

2 mk

8 lb.

 

    Military

60 mk

40 lb.

Tent

 

 

 

    Pack

15 mk

20 lb.

   Tent (one person)

10 mk

20 lb.

 

    Riding

30 mk

30 lb.

   Tent (two person)

20 mk

30 lb.

 

Saddlebags

4 mk

8 lb.

   Tent (four person)

40 mk

40 lb.

 

Sled

20 mk

300 lb.

   Pavillon (twenty person)

10 gc

300 lb.

 

Stabling (per day)

5 sp

-

Torch

1 cp

1 lb.

 

Wagon

35 mk

400 lb.

Vial, ink or potion

1 mk

*

 

 

 

 

Waterskin

1 mk

4 lb.

 

 

 

 

Whetstone

2 cp

1 lb.

 

 

 

 

 

Special Substance or Item

 

 

Item Cost Weight
Acid, flask 25 mk 1 lb.
Antitoxin, vial 5 mk 1/2 lb.
Healer's Balm 15 mk 1/4 lb.

 

* No weight worth noting.

** Ten of these items together weigh 1 pound.

‡ Ask a GM for more information.

 

Hauling Vehicles

 

 

 

Holds or Item

Cost

Weight ‡

Carries

Cart

15 mk

200 lb.

1/2 ton

Sled

20 mk

300 lb.

1 ton

Wagon

35 mk

400 lb.

2 tons

 

 

 

 

Dry Goods

 

 

 

Holds or Item

Cost

Weight ‡

Carries

Backpack

2 mk

2 lb.

1 cu. ft.

Barrel

2 mk

30 lb.

10 cu. ft.

Basket

4 sp

1 lb.

2 cu. ft.

Bucket

5 sp

2 lb.

1 cu. ft.

Chest

2 mk

25 lb.

2 cu. ft.

Pouch, belt

1 mk

1/2 lb. †

1/5 cu. ft.

Sack

1 sp

1/2 lb. †

1 cu. ft.

Saddlebags

4 mk

8 lb.

5 cu. ft.

 

 

 

 

Liquids

 

 

 

Holds or Item

Cost

Weight ‡

Carries

Bottle, wine, glass

2 mk

*

1 1/2 pint

Flask

3 cp

*

1 pint

Jug, clay

3 cp

1 lb.

1 gallon

Mug/tankard, clay

2 cp

*

1 pint

Pitcher, clay

2 cp

1 lb.

1/2 gallon

Pot, iron

5 sp

2 lb.

1 gallon

Vial, ink or potion

1 mk

*

1 ounce

Waterskin

1 mk

*

1/2 gallon

 

* No weight worth noting.

† These items weigh one-quarter this amount and carry one-quarter the normal amount when made for Small characters.

‡ Empty weight.