Carrying Items
During normal travel, traversal, and combat. A player with a Strength Modifier of 0 can easily carry 10 Kilograms. From there the carrying capactiy is 20 times your Strength Modifier in Kilograms. Anything over that and you may become Encumbered, or Heavily Encumbered – and the GM may start to apply disadvantage to various rolls, and possibly speed penalties.
When listing items on your Character Sheet, you do not need to list the kgs of items. The GM will let you know when things are looking a bit cumbersome or heavy.
Generally, it is assumed you have items strapped to your back, in your pockets, in a pouch, or clipped to a belt. However, if adventurers want to carry many bulky items, they are expected to have a Backpack, or Shoulder Bags. Which are assumed – for the sake of ease of play – to hold your maximum unencumbered weight.
Other vessels that can hold liquid, like Bottles, Flasks, Vials are stored inside these Backpacks, and Shoulder Bags.
Waterskins are carried on the body, and you can have up to 3. (They hold 2 liters each)
Items & Expenses
There are more items available to be found, and purchased in the world. The GM will advise if anything not on the list below is available in a store (usually through looking around, or talking to NPC).
Note:
The number shown after price is roughly the weight in Kilograms, however generally things with ‘1’ may be lighter.
Prices marked as ?? vary greatly, and often the quality or purpose will determine a cost.
Backpack 2 gp 2
Fishing Bait 1sp 1
Bedroll 1 gp 3
Blanket 5 sp 1
Block and tackle 1 gp 2
Book ?? gp 3
Boot Tips 1gp 1
Bottle 2 gp 1
Bowl 1sp 1
Bucket 1 sp 1.
Candle 1 sp 1
Case, crossbow bolt 1 gp 1
Case, map or scroll 1 gp 1
Chest 10-20 gp 10-30
Cutlery 5sp 1
Dice Set 1sp 1
Fishing tackle 1 gp 2
Flask or tankard 1 sp 2
Grappling hook 2 gp 2
Hammer 1 gp 1
Hammer, sledge 2 gp 4
Harness 1gp
Hunting trap (small) 3 gp 5
Hunting trap (large) 5 gp 10
Ink (1 ounce bottle) 10 gp 1
Ink pen 1 sp 1
Jug or pitcher 1 sp 1
Ladder (10 foot) 1 sp 10
Lamp 5 sp 1
Lantern, bullseye 10 gp 1
Lantern, hooded 5 gp 1
Lock 10 gp 1.
Lockpick 1sp 1
Mess kit 5 sp 1
Mirror, steel 5 gp 1
Oil (flask) 1 sp 1
Paper (one sheet) 2 sp 1
Pan 1gp 1
Parchment (one sheet) 1 sp 1
Perfume (vial) 5 gp 1
Pick, miner’s 2 gp 4
Piton 1 sp 1
Pole (10-foot) 1 sp 3
Pot, iron 2 gp 2
Pouch 5 sp 1
Quiver 1 gp 1
Rations (1 day) 5sp
Rope, hempen (50 feet) 1 gp 3
Rope, silk (50 feet) 10 gp 2
Sack 1 sp 1
Shovel 2 gp 2
Signal whistle 1 sp 1
Soap 1 sp 1
Spyglass 1,000 gp 1
Tent, one-person 1 gp 5
Tent, two-person 2 gp 8
Tent, three-person 3 gp 10
Tinderbox 5 sp 1.
Torch 1 sp 1
Vial 1 gp 1
Waterskin 2 sp 2 (full)
Armour (See Armour Page)
Weapons (See Weapons Page)
Bell 1 gp 1
Block and tackle 1 gp 2
Bucket 1 sp 1.
Caltrops (bag of 20) 1 gp 1
Chain (3 mteres) 5 gp 4
Crowbar 2 gp 2
Cutlery 5sp 1
Flask or tankard 1 sp 2.
File 1 gp 1
Grappling hook 2 gp 2
Hammer 1 gp 1
Hammer, sledge 2 gp 4
Hunting trap (small) 3 gp 5
Hunting trap (large) 5 gp 10
Lamp 5 sp 1
Lantern, bullseye 10 gp 1
Lantern, hooded 5 gp 1
Lock 10 gp 1.
Lockpick 1sp 1
Manacles 2 gp 2
Mirror, steel 5 gp 1
Nails 1sp 1
Pan 1gp 1
Pick, miner’s 2 gp 4
Piton 1 sp 1
Pot, iron 2 gp 2
Silvering 100gp per weapon (or 10 ammunition)
Whetstone 1 cp 1
Ranged Weapons (See Weapons Page)
Ammunition (See Weapons Page)
Case, crossbow bolt 1 gp 1
Quiver 1 gp 1
Alchemist’s fire (flask) 50 gp 1
Arrow 1 sp 1
Blowgun needles (10) 1 sp 1
Crossbow bolt 1 sp 2
Sling bullets (20) 1 sp 1
Light Armour (See Armour Page)
Sling (See Weapons Page)
Sling bullets (20) 1 sp 1
Backpack 2 gp 2
Clothes, traveler’s 2 gp 2
Gloves 2 gp 1
Pouch 5 sp 1
Waterskin 2 sp 2 (full)
Food
Rations (1 day) 5 sp 1
Ale 5sp
Banquet (per person) 5 gp
Bread, loaf 2 sp
Cheese, hunk 5 sp
Meat, chunk 1 gp
Wine 1gp
Lodging (per day)
Squalid 1 sp
Poor 2 sp
Modest 1 gp
Comfortable 2 gp
Wealthy 5 gp
Aristocratic 10 gp
Meals (per day)
Squalid 1 sp
Poor 2 cp
Modest 1 gp
Comfortable 2 sp
Wealthy 5 sp
Aristocratic 10 gp
Galley 30,000 gp
Keelboat 3,000 gp
Longship 10,000 gp
Rowboat 50 gp
Sailing ship 10,000 gp
Warship 25,000 gp
Camel 150 gp 250
Donkey or mule 32 gp 40 ft. 200.
Elephant 600 gp 600
Horse, draft 150 gp 300
Horse, riding 220 gp 250
Mastiff 100 gp 40 ft. 50
Pony 100 gp 100
Warhorse 1200 gp 200.
—
Barding ×4 ×2
Bit and bridle 2 gp 1 lb.
Carriage 100 gp 600 lb.
Cart 15 gp 200 lb.
Chariot 250 gp 100 lb.
Feed (per day) 5 cp 10 lb.
Saddle
Exotic 60 gp 40 lb.
Military 20 gp 30 lb.
Pack 5 gp 15 lb.
Riding 10 gp 25 lb.
Saddlebags 4 gp 8 lb.
Sled 20 gp 300 lb.
Stabling (per day) 5 sp —
Wagon 35 gp 400 lb.
Acid (vial) 25 gp 1
Antitoxin (vial) 50 gp 1
Book ?? gp 3
Bottle 2 gp 1
Candle 1 sp 1
Case, map or scroll 1 gp 1
Chalk (1 piece) 1 sp 1
Flask or tankard 1 sp 2
Holy water (flask) 25 gp 1
Hourglass 25 gp 1
Ink (1 ounce bottle) 10 gp 1
Ink pen 1 sp 1
Jug or pitcher 1 sp 1
Lamp 5 sp 1
Magic Appraisal Service (Identify) 100 gp
Magnifying glass 100 gp 1
Mirror, steel 5 gp 1
Oil (flask) 1 sp 1
Paper (one sheet) 2 sp 1
Parchment (one sheet) 1 sp 1
Perfume (vial) 5 gp 1
Poison, basic (vial) 100 gp 1
Potion of healing 50 gp 1
Potion Common 50 gp 1
Potion Uncommon 250 gp 1
Potion Rare 2500 gp 1
Pouch 5 sp 1
Quarterstaff (See Weapons Page)
Robes 1 gp 1
Scale 5 gp 1
Spell Scroll Common (Cantrip) 50 gp 1
Spell Scroll Common (Level 1) 100 gp 1
Spell Scroll Uncommon (Level 2) 250 gp 1
Spell Scroll Uncommon (Level 3) 500 gp 1
Spell Scroll Rare (Level 4) 2500 gp 1
Spell Scroll Rare (Level 5) 5000 gp 1
Sealing wax 5 sp 1
Signet ring 5 gp 1
Soap 1 sp 1
Vial 1 gp 1
Backpack 2 gp 2
Bedroll 1 gp 3
Blanket 5 sp 1
Clothes, common 1 gp 1
Clothes, fine 15 gp 3
Clothes, traveler’s 2 gp 2
Gloves 2 gp 1
Pouch 5 sp 1
Robes 1 gp 1
Sack 1 sp 1.
Tent, one-person 1 gp 5
Tent, two-person 2 gp 8
Tent, three-person 3 gp 10
Waterskin 2 sp 2 (full)
Amulet/Necklace, Earings, Ring, Exquisite 6 gp 1
Amulet/Necklace, Earings, Ring, 1 gp 1
Gemstones 1 gp 1
Jewelry evaluation +1 gp 1
Signet Ring 5 gp 1
Gemstone Appraisal 1 gp
Resizing Jewelry 1 gp
Set Gem 25 gp
Stonecutting Gem value 5gp
Note: Players should eat 500 grams of food, and 1 litre of water per day, or risk the GM requesting a Strength Save to avoid Exhaustion (which can lead to various disadvantage throws or temporary Strength Modifier penalties).