Other Equipment

General Items

Item ENC Cost
Backpack 1 5 SP
Bedroll 1 1 SP
Block & Tackle 1 15 SP
Bottle, glass 2 SP
Candle, 1 hour 1 CP
Chain, 2 metres 2 40 SP
Climbing kit 1 25 SP
Codex 1 60 SP
Craft Tools 2 75 SP
Crowbar 1 25 SP
Healers Kit 25 SP
Fish Hook 2 LB
Fishing Kit 1 15 SP
Flint & Tinder 5 CP
Grappling Hook 5 SP
Hammer 1 SP
Healer’s Kit 1 150 SP
Ladder, 3m 4 2 SP
Lantern 1 10 SP
Lock Picks 75 SP
Mining Pick 1 35 SP
Musical Instrument 2 70 SP
Oil, Flask 1 1 SP
Papyrus, Sheet 5 CP
Pole, 3m 1 1 SP
Quiver 2 SP
Rope, 10m 2 10 SP
Sack, Large 1 5 CP
Sack, Small 2 CP
Scythe 2 30 SP
Slingbag 1 5 CP
Spade 1 25 SP
Torch / Flaming Brand 4 CP
Waterskin 1 5 CP
Writing kit 1 45 SP

Backpack: It can hold 20 ENC of equipment.

Block & Tackle: Adds +20% to Mechanisms tests to make or disarm large traps and makes Engineering tests possible in some circumstances. It requires at least 10m of rope to function.

Candle, 1 Hour:  A candle illuminates a one-metre radius. Any wind stronger than a slight breeze will extinguish a candle.

Climbing Kit:  A climbing kit provides a bonus of +20% to any Athletics skill tests made to climb.

Crowbar: Adds +20% to brute force Athletics tests. If used as a weapon, it is considered a club (wielded with a –20% penalty).

Fish Hook: This item allows a character to use their Lore (Natural World) skill to catch a fish without suffering a penalty on the test.

Fishing Kit: The fishing kit grants a character a +20% bonus to their Lore (Natural World) test to catch fish.

Flint & Tinder: A character with flint and tinder can build a fire in one minute under normal conditions without having to roll his Lore (Natural World) skill.

Grappling Hook: It will support the weight of 50 ENC or 50 SIZ, or any combination thereof.

Hammer: If used as a weapon, it is treated as a club (wielded with a –20% penalty). Hammers may be used on inanimate objects without being destroyed.

Healer’s Kit: A first aid kit is good for five uses (whether the skill test succeeds or fails).

Lantern: A lantern provides bright illumination out to a three-metre radius. It will burn for two hours on a flask of oil.

Mining Pick: If used as a weapon, it is considered a club (wielded with a –20% penalty). Mining picks may be used on inanimate objects without being destroyed.

Oil, Flask: A flask of oil is enough to fuel a lantern for two hours or, if broken on the ground and ignited, enough to sustain a small fire for one minute.

Quiver: Quivers can hold up to 30 arrows or crossbow bolts.

Rope, 10 Metres: A standard rope can support the weight of 50 ENC or 50 SIZ, or any combination thereof.

Sack, Large: Able to hold 10 ENC of equipment.

Sack, Small: A small sack can hold 5 ENC of equipment.

Scythe: If used as a weapon, it is considered a bill (wielded with a –20% penalty).

Slingbag: It can carry 15 ENC of equipment.

Spade: If used as a weapon, it is considered a club (wielded with a –20% penalty).

Torch, 1 Hour: It will burn for one hour. A torch illuminates within a three metre radius. If used as a weapon, it is considered a club (wielded with a –20% penalty), except that it does not inflict normal damage – instead, it inflicts 1D4 fire damage and a fumble, or critical hit will also extinguish the brand.

Waterskin: A waterskin can hold enough water to sustain an adventurer for two days.

Animals

Item Cost
Bison 200 SP
Bull 250 SP
Cart 75 SP
Cat 2 SP
Chariot 600 SP
Cow 150 SP
Dog, Domestic 2 SP
Dog, Hunting 25 SP
Fowl 1 SP
Goat 50 SP
Hawk 400 SP
Horse, Draft 400 SP
Horse, Riding 350 SP
Horse, Combat Trained 500 SP
Mule 125 SP
Ox 200 SP
Pig 50 SP
Rhino 3,000 SP
Saddle & Bridle 75 SP
Sheep 30 SP

Transportation

Animal Cost
Travel (by Coach) 1 SP per kilometre
Travel (by Post-Horse) 2 SP per kilometre
Travel (by Ship) 1 SP per kilometre
Travel (by Wagon) 5 SP per kilometre
Wagon 300 SP
Zebra 300 SP

Food and Lodging

Item Cost
Lodging, Poor 2 CP
Lodging, Average 1 SP
Lodging, Superior 5 SP
Food & Drink, Poor, 1 Day 1 CP
Food & Drink, Average, 1 Day 5 CP
Food & Drink, Superior, 1 day 2 SP
Trail Rations, 1 Day 5 CP