Misc. Equipment

 
Item
Cost
Weight (lbs.)
Backpack
2 gp
2
Barrel, small (5 gallon)
2 gp
30
Basket, large
3 sp
1
Basket, small
5 cp
*
Bell
1 gp
--
Belt pouch, large
1 gp
1
Belt pouch, small
7 sp
1/2
Block & tackle
5 gp
5
Bolt case
1 gp
1
2 sp
**
Bucket
5 sp
3
50 gp
1
Canvas (per sq. yard)
4 sp
1
Chain, heavy (per foot)
4 gp
3
Chain, light (per foot)
3 gp
1
6 gp
1
Chalk
1 cp
*
Chest, large
2 gp
25
Chest, small
1 gp
10
Cloth, common (per 10 sq. yards)
7 gp
10
Cloth, fine (per 10 sq. yards)
50 sp
10
Cloth, rich (per 10 sq. yards)
100 gp
10
Coat of Arms
7 sp
Cosmetics kit
8 sp
Crampons
4 gp
2
Dinnerware, Formal†
15 gp
1
Elven Harp (Elves only)
500 - 2500 gp
10 - 100 lbs.
Falconry Gauntlet (Perch Glove)
5 sp
1
10 gp
1
Fishhook
1 sp
**
Fishing Net, 10 sq. foot
4 gp
5
2 gp
1
Flint and steel (tinderbox)
5 sp
*
Glass bottle
10 gp
*
Grappling hook
8 sp
4
25 gp
1
Honey Leather (Elves only)
50 gp/Square Yard
10 Sq. Yards = 1 lb.
Hourglass
25 gp
1
5 gp
**
Iron pot
25 gp
1
Ladder, 10 foot
5 cp
20
Lance cup
1 sp
*
Lantern, Beacon
150 gp
50
Lantern, Bullseye
12 gp
3
Lantern, Hooded
7 gp
2
Lock, good
100 gp
1
Lock, poor
20 gp
1
Magnifying Glass
100 gp
*
2 sp
**
Map or scroll case
8 sp
1/2
Merchant's scale
2 gp
1
Mirror, small metal
10 gp
*
Musical instrument
5-100 gp
1/2-3
Oil, Greek fire (per flask)
10 gp
2
Oil, lamp (per flask)
6 cp
1
Paper (per sheet)
2 sp
**
Papyrus (per sheet)
8 sp
**
Parchment (per sheet)
1 gp
**
Perfume (per vial)
5 gp
*
Piton
3 cp
1/2
Pole, 10'
3 cp
3
Quiver (12 arrows)
8 sp
1
Quiver (score arrows)
12 sp
1
Quiver (1 score bolts)
15 sp
1
Quiver (2 score bolts)
2 gp
1
Rope, hemp (per 50 feet)
1 gp
20
Rope, silk (per 50 feet)
10 gp
8
Sack, large
2 sp
1/2
Sack, small
5 cp
*
Sashling (Elves only)
10 gp
1
Sachet
1-3 gp
**
3 gp
**
Sealing/candle wax (per pound)
1 gp
1
Sewing needle
5 sp
**
Signal whistle
8 sp
*
Signet ring or personal seal
5 gp
*
3 gp
8
Soap (per pound)
5 sp
1
Spike, iron, large
1 cp
1/2
Spyglass
1,000 gp
1
1 gp
**
2 gp
**
10 gp
**
4 gp
10
20 gp
12
Tent, large
25 gp
20
Tent, pavilion
100 gp
50
15 gp
15
Tent, small
5 gp
10
5 gp
10
Thieves' picks
30 gp
1
Thistledown (Elves only)
100 gp/sq. yard
10 sq. yards = 1 lb.
8 sp
Torch
1 cp
1
3/7/12 gp***
3/8/15
2/5/10 gp***
15/10/20
Water clock
1,000 gp
200
2 gp
Whetstone
2 cp
1
Wineskin
8 sp
1
Winter blanket
5 sp
3
Writing ink (per vial)
8 gp
*
*Ten of these items weigh one pound
**These items have no appreciable weight and should not be considered for encumhrance unles hundreds are carried.
*** Prices and weights are for small, medium, and large sizes, respectively.
**** Rare. Only available under-the-counter.
† Includes silver-plated utensils, a crystal goblet, and a porcelain plate with gold trim.
Holy Item: Holy items are small representations of all those things revered by religions—stars, crosses, hammers, rosaries, anointed oils, blessed wine, sacred teachings, and more, Just what constitutes a holy item depends on the campaign your character is in. All good holy items have similar effects on undead and other evil creatures, provided they are wielded by a follower of a belief associated with these items. Thus, rules that refer to holy symbols and holy water apply to all similar items, provided these items are specially prepared by the cleric's order.   Because of their special nature, holy items cannot normally be purchased. Different sects tend to protect the symbols of their faith to prevent their misuse or corruption. Therefore such items must be obtained through the auspices of a local congregation. This is not difficult for sincere followers of that faith, although requests for rare or unusual items must always be justified. Nonbelievers are given holy items only if there is a clear and present danger to the faith.   Lanterns: A hooded lantern (30-foot radius of light) is a standard lantern with shuttered or hinged sides. It is not directional, as its light is cast equally in all directions. A bullseye lantern (60-foot radius of light) has only a single shutter, the other sides being highly polished to reflect the light in a single direction. Both hooded and bullseye lanterns can be carried in one hand. A single flask of oil (one pint) burns for six hours in either.   The beacon lantern (240-foot radius of light) is a much larger affair and must be mounted on the prow of a ship, the bed of a wagon, or other large structure. It operates like the bullseye lantern but illuminates to a greater distance. The beacon goes through oil quickly burning a flask every two hours.   Locks: Locks are still fairly primitive affairs (except for those complicated by the use of magic). All are worked with a large bulky key. Combination locks are virtually unknown at this time. As with most things, there are good, very complex locks as well as bad. easily opened locks.   Magnifying Glass: This simple lens is more an oddity than a useful tool. It does not greatly enhance viewing, especially since many are unevenly ground, creating distortion. It is useful as a substitute for tinder and steel when starting fires.   Merchant's Scale: This is a small balance and pans along with a suitable assortment of weights. Its main use is to weigh coins— a common method of settling a transaction. Merchants are well aware that coins can be undersized, shaved, or plated. The only sound protection is to check the coins against a set of established weights. It is also needed when using foreign coins to make a purchase or exchange. Of course, merchants are no more noble than anyone else and may use sets of false weights—one set heavier than normal for selling an item (causing the customer to pay more) and another set lighter than usual for buying items (letting the merchant pay less). In well-regulated areas, officials verify the accuracy of weights and measures, but this in itself is no protection. Players may wish to have a scale and weights for their own protection.   Oil: Greek fire is a general name given to all highly flammable oils used in combat. (Historically. Greek fire was a special combination of oil and chemicals that was sticky and difficult to extinguish.) These oils are highly flammable and a little dangerous to carry. Lamp oil is used for lamps and lanterns. It is not particularly explosive although it can be used to feed an existing blaze.   Spyglass: Like the magnifying glass, the spyglass is more of an oddity than a useful item. Objects viewed through it are a little closer, although not much. For better results, magical items are preferred. The spyglass gives from two to three times magnification.   Thieves' Picks: This is a small collection of tools useful to burglars. The kit includes one or more skeleton keys, long metal picks, a long-nosed clamp, a small hand saw, and a small wedge and hammer. These combined with some common tools (such as a crowbar) make up most of the special equipment a thief needs to perform his trade.   Water Clock: This bulky item is good for giving the time accurate to a half-hour. Activated by a regulated flow of drops. the water clock is not something you carry in your pocket. For it to work at all, it must have a source of water and be left undisturbed. A very uncommon item. it is primarily an amusement for the wealthy and a tool for the student of arcane lore. The vast majority of society is not concerned with exact time.

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