ENCUMBRANCE
Encumbrance is designated in encumbrance points. A character can carry as many encumbrance points as their strength score without any penalties. When carrying encumbrance points up to two times their strength score, characters are considered encumbered, which gives them a 50 % slower movement score, makes them automatically surprised and gives them an initiative penalty of -1.
Some items have an encumbrance score of less than one. Those items are not counted towards encumbrance unless a full set of n/n is carried, in which case their encumbrance value is one. Very small single items can be ignored for encumbrance purposes. 1,000 coins are considered to have an encumbrance score of one. Rations for a day are considered to have an encumbrance score of one, but iron rations have an encumbrance score of one per week of rations.
Weapons can be attached to belts and bandoliers. No weight for containers, except their contents. Characters weigh as many encumbrance points as their constitution score.
ADVENTURING EQUIPMENT
ITEM | PRIZE | WEIGHT | SPECIAL |
Air Bladder | 1gp | 1/3 | Holds oxygen for 10 rounds / 1 minute. |
Aqua Regiae | 25gp | 1/3 | Strong acid that does 1d8 damage for 2 rounds. Thrown (10′ / 20′). |
Backpack | 4gp | 0 | Holds 10 encumbrance. |
Bandages | 5gp | 1/3 | Consumable that is lost with a failed first aid attempt. Heals 1d3 HP directly after fight with a succesful Heal check. |
Barometer | 1000gp | 1/3 | Can forecast next day’s weather with a 50 % probability. |
Barrel | 2gp | 0 | Holds 30 encumbrance. |
Bedroll | 2gp | 1 | |
Belt pouch | 1gp | 0 | Holds 2 encumbrance. |
Block and Tackle | 2gp | 1 | |
Book | 10 – 1000gp | 1/3 – 2 | Folio 2 encumbrance, quarto 1 encumbrance, octavo 1/3 encumbrance |
Bottle of Spirits (full) | 2gp | 1/3 | Holds 1 encumbrance. |
Bottle, Empty | 1gp | 1/3 | Holds 1 encumbrance. |
Caltrop | 5sp | 1/3 | Four caltrops for each 10′ square. Reflex save to avoid 1d4 damage. |
Candle | 1sp | 1/3 | Bright light up to 5′, dim light up to 20′. Burns for 1 hour. |
Cards, Deck of | 5gp | 0 | |
Chain, per foot | 1gp | 1/3 | |
Chalk | 1sp | 0 | |
Chest (ironbound) | 22gp | 0 | Holds 20 encumbrance. |
Cloak | 2gp | 0 | |
Clock, Pocket Watch | 500gp | 1/3 | |
Clothing, Extravagant | >20gp | 0 | |
Clothing, Normal | 5gp | 0 | |
Clothing, Poor | 1gp | 0 | |
Compass | 500gp | 1/3 | Incurs a +1 bonus to navigation checks. |
Cooking Pot | 1gp | 1 | |
Crowbar | 2gp | 1 | +1 on open door attempts. |
Dice | 1gp | 0 | |
Drill | 5gp | 1 | |
Flask of Lamp Oil (Whale Oil) | 5sp | 1/3 | Burns for 4 hours. Thrown (10’/20′), damage 1d4 for 2 rounds. |
Garlic | 3sp | 1/3 | |
Gem | >5gp | 0 | |
Grappling Hook | 5gp | 1/3 | |
Holy Symbol, Silver | 25gp | 0 | |
Holy Water | 25gp | 1/3 | Thrown (10′ / 20′), 1d8 damage and 1d4 damage to adjacent undead creatures. |
Hourglass | 100gp | 1/3 | |
Ink | 1sp | 0 | |
Jewelry | >10gp | 0 | |
Ladder, 10′ | 10gp | 3 | |
Lantern, Hooded | 3gp | 1/3 | Allows the light to be hidden or revealed as the user pleases. Bright light up to 30′, dim light up to 60′. Burns one flask of oil / 4 hours. |
Lantern, Bullseye | 10gp | 1/3 | Allows the light to be hidden or revealed as the user pleases. Shines bright light for 30′ in a 10′ wide cone, and dim light for a further 30′. Burns one flask of oil / 4 hours. |
Lard | 1sp | 1/3 | |
Lockpick | 1gp | 1/3 | Consumable that is lost after each failed lockpicking attempt. |
Padlock (with 2 keyes) | 7gp | 1/3 | |
Mallet | 3sp | 1/3 | |
Magnifying glass | 100gp | 1/3 | |
Manacles (without padlock) | 10gp | 1 | |
Merchant’s scale | 5gp | 1/3 | |
Mirror, Glass | 10gp | 1/3 | |
Mirror, Steel | 1gp | 1/3 | |
Musical Instrument | 1 – 1000gp | 1/3 – 10 | |
Paper | 2sp | 0 | |
Perfume, Bottle | 5gp | 0 | |
Pick, Miner’s | 6gp | 1 | |
Pipe | 1gp | 0 | |
Pole, 10′ | 1gp | 2 | |
Powderhorn | 5gp | 1/3 | |
Quiver | 1gp | 1/3 | Holds 20 arrows/bolts. |
Rations (one day) | 1sp | 1 | |
Rations, Iron (one week) | 10gp | 1 | |
Riding Gear | 25gp | 2 | |
Rope, 50′ (hemp) | 3gp | 1 | |
Rope, 50′ (silk) | 30gp | 1/3 | |
Sack | 1gp | 0 | Holds 5 encumbrance. |
Saddle Bag | 2gp | 0 | Holds 10 encumbrance. |
Scroll Case | 1gp | 1/3 | Holds 1 encumbrance. |
Shot Pouch | 1gp | 1/3 | Holds 20 shots/bullets. |
Shovel | 3gp | 2 | |
Signet Ring | 10gp | 0 | |
Snuff Box (full) | 5gp | 0 | |
Soap | 1sp | 1/3 | |
Saw, Hand | 10gp | 1 | |
Sextant | 500gp | 1/3 | Navigaton check to determine which hex column party is on. |
Spike, Iron (12) | 3sp | 1/3 | |
Spyglass | 500gp | 1 | |
Stakes (4) and Mallet | 3gp | 1 | |
Surgigal kit | 50gp | 1/3 | Consumable that is lost with a failed surgical check. Heals 1d6 with a succesful surgical check, 1D3 damage on a fumble. |
Tent, Ten person | 25gp | 2 | |
Tent, Personal | 5gp | 1 | |
Tinderbox | 1gp | 0 | |
Torch | 1sp | 1/3 | Bright light up to 30′, dim light up to 60′. Burns for 1 hour, does 1d4 damage. |
Wallet | 1gp | 0 | Holds 1 encumbrance. |
Waterskin or wineskin (empty) | 1gp | 1/3 | Holds 1 encumbrance. |
Whetstone | 1gp | 1/3 | |
Whistle | 1gp | 0 | |
Wolvesbane | 1gp | 0 |
Thrown: Item can be thrown with dex bonus to-hit. The numbers in parenthesis are normal and long range.
ANIMALS
ANIMAL | PRIZE | SPECIAL |
Carrier Pigeon | 100gp | |
Dog, Mutt | 1gp | |
Dog, Trained | 20gp | |
Horse, Riding | 100gp | Carrying capacity 20 |
Horse, War | 500gp | Carrying capacity 30 |
Mule | 50gp | Carrying capacity 10 |
Falcon, Trained | 500gp |