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 |
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.
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.
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.