The equipment lists below provide the usual price range for each type of item, with variance for availability, quality, and decoration. **Silver pieces** (sp) are the default denomination. **100 coppers (cp) = 10 silver pieces (sp) = 1 gold piece (gp).** Gear is divided into four categories, reflecting how difficult it is to acquire certain items: **Common, Uncommon, Rare,** and **Very Rare.** The standard supply "SUP" scores are intended as a guide for the GM, and modifiers may apply depending on the particular city, supplier, legality, etc. Common equipment is generally available. For other items, the GM decides or makes a **Supply check**: roll **1d20**, and if the result is equal to or lower than the item’s Supply score, the PC finds some for sale. If the check **fails**, the PC may try again after the indicated **wait time**. Fantastic items, such as magic swords, are generally not for sale (GM’s call). Small outposts and villages tend to have less inventory, bumping Uncommon and rarer items up by one Supply category. The GM has the final say on what is available for sale in their campaign. ## Supply Table | Type | Cost | SUP | Quantity | Time | | ------------- | ---------- | --- | -------- | ---------- | | **Common** | 1d3 sp | NA | Avail | 1d3 hrs | | **Uncommon** | 3d10 sp | 14 | 2d4 | 1d6 days | | **Rare** | 5d10+50 sp | 8 | 1d4 | 1d6 weeks | | **Very Rare** | GM’s call | 3 | 1 | 1d6 months | --- ## Light Sources Torches burn for one hour and shed light in a Close area. A flask of oil in a lantern burns for six hours and illuminates a Close area. A bullseye lantern projects a narrow beam out to Far distance instead. ## Common Gear Common equipment **costs 1d3 sp** and is available in most villages. Most examples below take up **one item slot** (worn items do not take up slots, and two-handed items take two slots). Smaller quantities of different types of items might be bundled into a **misc bundle** slot (GM’s call). Rations include water. Arrows typically use Ammo rolls* (p.58). | 1d66 | Item | | ---- | ---------------------- | | 11 | Arrows (20*) | | 12 | Bedroll | | 13 | Bell, Steel (5) | | 14 | Block & Tackle | | 15 | Candles (5) | | 16 | Canvas, large | | 21 | Chain, 10 ft | | 22 | Chalk (5 sticks) | | 23 | Chest, small | | 24 | Clothes | | 25 | Crowbar | | 26 | Grappling Hook | | 31 | Hammer | | 32 | Ink, 1 oz | | 33 | Ladder, 10 ft | | 34 | Lamp | | 35 | Lantern, hooded | | 36 | Lantern, bullseye | | 41 | Mirror, small | | 42 | Oil Flask | | 43 | Parchment (5) | | 44 | Pickaxe | | 45 | Pole, 10 ft | | 46 | Pot, Bowl | | 51 | Rations (inc water, 5) | | 52 | Rope, 60 ft | | 53 | Sealing Wax | | 54 | Shovel | | 55 | Signal Whistle | | 56 | Spices | | 61 | Spikes, Iron (5) | | 62 | Tent, two-person | | 63 | Tobacco (5) | | 64 | Tool | | 65 | Torches (5) | | 66 | Wineskin (5) | --- ## Uncommon Gear Uncommon gear **costs 3d10 sp** and is more likely to be found in towns or cities. GM determines any benefits. | 1d13 | Item | | ---- | ---------------------------------------------------------------------- | | 1 | Boot blade (hidden) | | 2 | Caltrops (Melee area, Dex check or reduce speed until tending to feet) | | 3 | Clothes with secret pockets | | 4 | Disguise Kit (clothes, dye, etc) | | 5 | Holy Symbol (wood, silver) | | 6 | Holy Water (1) | | 7 | Hunting Trap | | 8 | Padlock (avg quality) | | 9 | Manacles | | 10 | Instrument | | 11 | Pommel Blade (spring) | | 12 | Secret Sheath | | 13 | Signet Ring | --- ## Rare Gear Rare items **cost 5d10+50 sp** and are generally found in cities or wealthy towns. | 1d20 | Item | | ----- | -------------------------------------------------- | | 1 | [[Acid]] | | 2-3 | [[Antitoxin]] | | 4-5 | [[Fire Pot]] | | 6-7 | [[Healer's Kit]] | | 8 | [[Hook Hand]] | | 9 | [[Magnifying Glass or Spyglass\|Magnifying Glass]] | | 10 | [[Magnifying Glass or Spyglass\|Spylgass]] | | 11 | [[Peg Leg]] | | 12 | [[Rules/Items/Equipment/Rare Gear/Poison\|Poison]] | | 13 | [[Poppy Milk]] | | 14 | [[Poisoner's Ring]] | | 15 | [[Thieves' Tools]] | | 16-17 | [[Smelling Salts]] | | 18 | [[Tripwires]] | | 19 | [[Trollblood Ointment]] | | 20 | [[Sannish]] | --- ## Animals | 1d8 | Type | Supply | Cost | Travel | | --- | ----------------------- | ------ | ----------- | ---------- | | 1 | Hunting Bird | Rare | 2d10+100 sp | NA | | 2 | Snake (poison #1 p.226) | Rare | 2d10+100 sp | NA | | 3 | War Dog | Unc | 2d10+10 sp | NA | | 4 | Monkey | Rare | 2d10+30 sp | NA | | 5 | Donkey | Com | 1d6+6 sp | +1 Watch | | 6 | Pony | Com | 1d10+20 sp | +1 Watch | | 7 | Riding Horse | Com | 2d10+50 sp | +2 Watches | | 8 | War Horse | Rare | 5d20+300 sp | +2 Watches | --- ## Vehicles & Ships | 1d8 | Type | Supply | Cost | Travel | | --- | -------- | ------ | ---------- | ------------------- | | 1 | Carriage | Unc | 5d20+50 sp | +1 Watch | | 2 | Cart | Com | 1d6+10 sp | +1 Watch | | 3 | Wagon | Com | 2d10+20 sp | +1 Watch | | 4 | Rowboat | Com | 3d20 sp | 12 Hexes per 24 hrs | | 5 | Longboat | Rare | 5,000 sp | 12 Hexes per 24 hrs | | 6 | Sloop | Rare | 10,000+ sp | 20 Hexes per 24 hrs | | 7 | Galley | V.Rare | 30,000+ sp | 20 Hexes per 24 hrs | | 8 | Warship | V.Rare | 25,000+ sp | 20 Hexes per 24 hrs | --- ## Food & Board - **Cheap meal:** 2 cp, drink 1 cp, room 5 cp/day. - **Expensive meal:** 2 sp, drink 1 sp, room 5 sp or more per day. ## Services - **Ship:** 20 sp/day, **River Boat:** 3 sp/day. - **Wagon/Coach:** 2 sp/day. - **Unskilled:** 3 sp/day, e.g., porter, labourer, funeral mourner, servant, ship crew, etc. - **Semi-Professional:** 5 sp/day, e.g., messenger, guide, carpenter, cook, nurse, etc. - **Professional:** 10 sp/day, e.g., architect, soldier, apothecary, mercenary, jeweller, etc. - **Rare Expert:** GM determines cost, e.g., sage, famous bard, gladiator champion, etc. ## Lifestyle Lifestyle expenses amalgamate periodic costs for food, shelter, clothing, utilities, etc. Rich & Filthy Rich lifestyles might include servants, livestock, land, special functions, informants, and so on. - **Street:** Homeless. Persistent injuries may not heal (GM’s call). At least it’s free. - **Poor:** 10 sp/week. A bunk and table in a small, dark, cold room. - **Middle:** 40 sp/week. Moderate-sized room with a fire. - **Rich:** 100 sp/week. Large rooms, warm and secure, fine furnishings. - **Filthy Rich:** 300+ sp/week. The finest rooms, servants and guards, rare delicacies, etc. ## Repairs & Crafting Repairing damaged gear generally takes several hours and costs half the original purchase price. PCs with a relevant class, background, or custom skill might be able perform their own repairs (assuming tools etc). Similarly, PCs might be able to craft their own gear for **two thirds of the usual price.** The GM decides which projects are feasible, whether any checks are required, and how long the process takes.