Medieval Equipment

Equipment weighs you down (see Encumbrance, but depending on your strength it may not affect you as much.

Equipment Quality Skill Modifier Common Price Modifier
None -10/-5
Improvised/Cheap -5/-2 /4
Basic (default) 0
Good-Quality +1 x5
Fine-Quality +2 x200
Best Possible +TL/2 (round down)

Camping & Survival Gear

TL Name Description Cost Weight
1 Backpack, Frame Holds 100 lbs. Quick-Release costs 3x price. 100 10
1 Backpack, Small Holds 40 lbs. Quick-Release costs 3x price. 60 3
1 Blanket Warm sleeping blanket 20 4
1 Bottle, Ceramic Holds 2 lbs. of water 3 1
1 Candle Smoky! Lasts 12 hours. 5 1
3 Chain, Steel Supports up to 2,000 lbs. Cost and Weight are per foot. 5 2
2 Climbing Gear Hammer, Spikes, etc. 20 4
0 Cord, Thin Supports 90 lbs. per 10 yards 1 0.5
0 Fishhooks & Line Basic gear for Fishing, missing pole 50 -
0 Group Cooking/Survival Gear Cook pot, rope, hatchet, etc. for 3-8 people 50 20
2 Iron Spike For climbing, spiking doors, etc. 1 0.5
2 Lantern Burns 24 hours for 1 lb. of oil, 2yd radius. 20 2
? Necromantic Preservative 1 bottle will preserve up to 20 lbs. of dead body parts for a week. 110 1
2 Oil For lantern, etc. 2 1
0 Personal Cooking/Survival Gear -2 to Survival without. Utensils, tinderbox, flint & steel, towel, etc. 5 1
0 Pole, 6' For fishing, pitching tents or poking. 5 3
0 Pole, 10' For things you wouldn’t touch with a 6' pole. 8 5
1 Pouch, Small Holds 3 lbs. 10 -
0 Rope, Thin Supports 300 lbs. per 10 yards. Elven Rope supports double at 3x cost. 5 1.5
1 Rope, Average Supports 1,100 lbs. per 10 yards. Elven Rope supports double at 3x cost. 25 5
0 Sleeping Fur Warm unless wet, a Winter bedroll. 50 8
0 Tent, 1-Man Includes ropes, no poles needed 50 5
0 Tent, 2-Man Includes ropes, requires one 6-foot pole 80 12
0 Tent, 4-Man Includes ropes, requires 2 poles 150 30
1 Tent, 20-Man Includes ropes, requires 16 poles 300 100
? Tent, Insulated Select a tent, multiply by modifiers. +1 to Survival in cold conditions. x2 x2
0 Torch Burns for 1 hour, 2yd radius 3 1
0 Rations One meal of dried meat, cheese, etc. 2 0.5
0 Wineskin Holds 8 lbs. 10 0.25
Dwarven Rations One meal of nasty, hard bread. A steady diet (a month+) gives Resistant to Poison (+3) while continued. 5 1
Elven Rations Tasty wafers of Essential Food. Cost and Weight is for three meals: 15 0.5

Communications, Information Gear, and Musical Instruments

TL Name Description Cost Weight
0 Drum Audible for several miles 40 2
? Bagpipe Other bards within 10 yards have trouble hearing themselves and are at -2 to their own Bard-Song rolls. 270 3
? Harp 250 3
? Horn 100 2
? One-Handed Concertina Gives -1 to Bard-Song rolls, but it can be played with one hand. 200 0.5
? Stringed Instrument 150 5
? Woodwind 40 1
3 Scribe's Kit Quills, ink bottles, penknife, paper 50 2
? Scroll Case Waterproof and fireproof bone-and-metal case protects 20 rolled paper, cloth, or leather maps or scrolls from the elements. Takes a Ready to open or close, 1d seconds to find a specific scroll. With shoulder strap: 75 1
1 Wax Tablet For writing, erasable, waterproof. 10 2

Medical Gear

TL Name Description Cost Weight
Var. Bandages For First Aid Skill 10 2
Var. Crash Kit For serious injuries, +2 to First Aid Skill, Improvised for Surgery 200 10
Var. First Aid Kit Complete kit for treating wounds, +1 to First Aid Skill 50 2
Var. Surgery Instruments Scalpels, forceps, etc. For Surgery Skill 300 15

Tools

TL Name Description Cost Weight
1 Balance & Weights For weighed goods 35 3
2 Crowbar, 3' (Small Mace at -1 to Skill) 20 3
2 Pickaxe Improves digging speed 15 8
Var. Portable Tool Kit For one of the following Skills:
Carpentry Saws, level, planes, and hammers. 300 20
Armoury/Blacksmith Hammers, bellows, tongs, and chisels. 600 20
Alchemy 1,000 10
Artificer 600 20
0 Lumberjack Saw Not for carpentry 150 3
? Metal Spike For spiking doors, anchoring traps, etc. 1 0.5
1 Shovel Speeds up digging 12 6
1 Whetstone For sharpening tools and weapons 5 1
? Whetstone, Dwarven Gives cutting or impaling weapons +1 damage for sharpness with first blow that connects after sharpening 500 1

Miscellaneous Gear

TL Name Description Cost Weight
3 Lockpicks For Lockpicking Skill. Better kits are heavier because they include more tools. Good quality: +1 to skill; $250, 0.5 lb. Fine quality: +2 to skill; $1,000, 2 lbs. 50 0.1
5 Disguise Kit +1 to Disguise Skill 200 1
5 Grapple Hook Throw STRx2, Supports 300 lbs. 80 2
? Padlock, Cheap Cheap ones have DR 3, HP 4, and give +5 to Lockpicking; 20 1
? Padlock, Good Good ones have DR 6, HP 5, and give no Lockpicking modifier; 400 2
? Padlock, Fine Fine ones have DR 12, HP 5, and give -5 to Lockpicking; 8,000 2
? Shackles DR 4, HP 10. 200 2
4 Telescope Gives TL-3 levels of Telescopic Vision 500 6
Shoulder Quiver Holds 12 arrows or bolts 10 0.5
Vial Holds 1/2 pint. DR1, HP1 5 0.25
Potion Belt 4 slots, each holds 1 "grenade" bottle or two other bottles. Adds +2 DR to bottles vs deliberate attacks. 60 1
Bandoleer Carries 6 lbs. of throwing weapons (24 daggers, 12 packs of caltrops, etc.). Can reach them with Ready or Fast-Draw. 60 1
Crossbow Sight +1 Acc for aimed shots. Iron, not fragile glass. 100 1
Caltrops Take a Ready maneuver to deploy. Victims who miss a Vision-2 roll step on a number of spikes equal to margin of failure. Each inflicts thr-3 imp – based on his ST – to the foot. Caltrops that penetrate DR continue to do damage each turn until removed (two Ready maneuvers). Enough for one hex: 5 0.5
Flash Explosive When hurled, everyone within 10 yards of where it lands must roll vs. HT or suffer Blindness (a Vision-Based affliction). Roll vs. HT to recover every turn. 40 0.2
Smoke Explosive When hurled, fills a two-yard radius with smoke (-10 to Vision) for 5 seconds. 40 0.2
TRAPS Spring-loaded leg-hold traps. Roll vs. Traps to set. If chained or staked down, victim must break free from trap’s ST to move away.
Mini-Trap 1d-1 cr, ST 8; 80 2.5
Man Trap 1d+1 cr, ST 12; 180 6
Monster Trap 1d+3 cr, ST 16; 320 11

Riding Gear

TL Name Description Cost Weight
1 Bit & Bridle +2 to control mount, or +3 if using both hands 35 3
3 Horseshoes Mount gets +2 to HT rolls for stamina on long rides 50 4
2 Saddle & Tack Basic equipment to use Riding Skill 150 15
1 Saddlebags Hold 40 lbs. 100 3
2 Spurs +1 to control mount 25 -
3 Stirrups +1 to control mount. Required to use Lance Skill 125 20
3 War Saddle & Stirrups +1 to Riding Skill to stay seated, 50% even when unconscious. 250 35
? Barding, Flying Animal DR 2, no wing coverage. 500 30
? Barding, Giant Carnivore DR 2, Giant Cat, wolf, etc. 400 30
? Barding, Horse DR 2, for a horse, or horse-like creature. 345 30
? Bit and Bridle See B289 35 3
? Saddle and Tack See B289 150 15
? Saddle with Stirrups See B289 125 20
? Saddle, Flying Takes 2 min. to secure. Cannot fall, or be pulled out. 300 20
? Saddle, War See B289 250 35
? Saddlebags See B289 100 3
See Riding Mounts & Draft Animals

Concoctions

Grenade: A bottle meant to be hurled at enemies. Slung for combat, it’s targeted at -5 and breaks on 1-4 on 1d on a fall. Hurling it is an Attack with the Throwing skill: Acc 0, Range STx2, and Bulk -2. It shatters on striking DR 3+, such as armor (affects wearer), a shield (affects shield), or the ground (area effects, if any, only).

Chemicals

Name Description Cost Weight (lbs.)
Acid (Grenade) 1d-3 corrosion damage, can burn through a lock in 3d min. 10 1
Alchemist's Fire (Grenade) 1d burning damage/second for 30 seconds. Armor DR protects at 1/5 normal. Tossed at the ground, it creates a two-yard-radius fire (1d-1 burn/second). 100 1
Glow Vial (Utility) Once the included pill is dropped in, it glows brightly and eliminates darkness penalties in a 2-yard radius for 12 hours. Liquid can be poured out. 30 0.5

Natural Preparations

Name Description Cost Weight (lbs.)
Anti-Toxin (Drinkable) For one specific non-alchemical poison or venom. Completely halts effects of that toxin after 1d minutes. 20 0.5

Garments

Name Cost Weight (lbs.)
Belt 15 0.25
Cap 6 0.1
Cape 20 2
Cloak 50 5
Gloves 15 0.5
Gown, Light 40 0.6
Gown, Regular 75 1.2
Gown, Winter 112 3
Hat, Small 12 0.2
Hat, Small, Winter 24 0.4
Hat, Tall 18 0.3
Hat, Tall, Winter 36 0.6
Hat, Wide 18 0.3
Hat, Wide, Winter 36 0.6
Hat, Wide and Tall 28 0.35
Hat, Wide and Tall, Winter 56 0.7
Hooded Cape 22 2.2
Hooded Cloak 55 5.5
Hooded Shirt, Light 26.40 0.44
Hooded Shirt, Regular 52.80 0.88
Hooded Shirt, Winter 79.20 2.2
Hooded Tunic, Light 20 0.33
Hooded Tunic, Regular 39.60 0.66
Hooded Tunic, Winter 59.40 1.65
Hose, Light 18 0.3
Hose, Regular 36 0.6
Hose, Winter 54 1.5
Keffiyeh/Yashmak (Desert head, neck & face wrap) 16 0.5
Long Coat 50 5
Poncho 25 3
Robe, Light 36 0.6
Robe, Regular 72 1.2
Robe, Winter 108 3
Ruff (Wide, detachable collar) 8 0.1
Sandals 24 0.5
Sash 12 0.2
Scarf 6 0.1
Shawl 24 0.4
Shirt, Light 24 0.4
Shirt, Regular 48 0.8
Shirt, Winter 72 2
Shoes 40 2
Short Boots 80 3
Skirt, Light 15 0.3
Skirt, Regular 30 0.6
Skirt, Winter 50 1.5
Sleeves, Light 6 0.1
Sleeves, Regular 12 0.2
Sleeves, Winter 18 0.5
Slippers (+1 vs Stealth Penalties) 35 1
Surcoat (like a narrow poncho) 35 0.5
Trousers, Light 36 0.6
Trousers, Regular 72 1.2
Trousers, Winter 108 3
Tunic, Light (no sleeves) 18 0.3
Tunic, Regular (no sleeves) 36 0.6
Tunic, Winter (no sleeves) 56 1.5
Turban 24 0.4
Wrap, Light (like a Toga, Sari, etc.) 48 0.8
Wrap, Regular (like a Toga, Sari, etc.) 96 1.6
Wrap, Winter (like a Toga, Sari, etc.) 144 4