Item Cost Weight Notes
Backpack (empty) 2 gp 2 lbs. Notes: Halves the effective weight of contents.
Backpack, weapon rack 25 gp 5 lbs.
Bedroll 1 sp 5 lbs.
Blanket 5 sp 3 lbs.
Block and Tackle 5 gp 5 lbs.
Bomb launcher 10 gp 1/2 lb. Notes: These odd, egg-shaped contraptions have cleverly placed fins that improve bombs’ accuracy. Goblin alchemists use these special containers to make their bombs more accurate. Using a bomb launcher when throwing a bomb increases the bomb’s Short Range by 2". Bomb launchers are destroyed when used.
Bottle, glass (empty) 2 gp 1 lb.
Caltrops 1 gp 2 lbs. Notes: One batch covers a Small Blast Template, two a Medium, and three a Large. Counts as Difficult Ground; anyone moving through the area must make an Athletics roll or be Shaken. A Critical Failure causes a Wound to the feet (–2 Pace until healed).
Camouflaged canvas (one yard) 1 gp 1/2 lb.
Candle (one hour, 2” radius) 1cp —
Canvas (square yard) 1 sp 1 lb.
Case, map or scroll 1 gp 1/2 lb.
Chain 30 gp 2 lbs.
Chalk 1 cp —
Chalkboard 1 gp 2 lbs.
Chest (small, empty) 25 gp 2 lbs.
Companion, cold-weather outfit 15 gp 6 lbs.
Crowbar 2 gp 5 lbs.
Earplugs 3 cp — Notes: Free reroll to resist effects that require hearing. –2 penalty on hearing-based rolls.
Field survival guide 20 gp 1 lb.
Filter scarf 5 gp —
Firewood (per day) 1 cp 20 lbs.
Fishhook 1 sp —
Fishing net (24 square feet) 4 gp 5 lbs.
Flame-retardant outfit 50 gp 10 lbs. Notes: Grants Environmental Resistance (fire) for 10 rounds.
Flask or jug, ceramic (empty) 3 cp 1 lb.
Flint and steel 1 gp —
Grappling hook 2 gp 4 lbs.
Hourglass 25 gp 1 lb.
Inkpen (quill) 1 sp —
Inside pocket 4 gp —
Lamp, small (3” radius) 1 sp 1 lb.
Lantern, bullseye (10” cone) 12 gp 3 lbs.
Lantern, hooded (6” radius) 7 gp 2 lbs.
Manacles 15 gp 2 lbs.
Marbles 1 sp 2 lbs. Notes: A bag of marbles creates Difficult Ground in a Small Blast Template.
Mirror, small steel 10 gp 1/2 lb.
Mug/Tankard, ceramic 2 cp 1 lb.
Oil (for lantern, one pint) 1 sp 1 lb.
Paper 4 sp —
Parchment 2 sp —
Pole, 12 foot 5 cp 8 lbs.
Pot, iron 8 sp 4 lbs.
Pouch, belt 1 gp —
Rope, hemp (10”/20 yards) 1 gp 10 lbs.
Rope, silk (10”/20 yards) 10 gp 5 lbs.
Sack (empty) 1 sp —
Scroll case 1 gp 1/2 lb. Notes: holds two scrolls.
Sealing wax, stick 1 gp 1 lb.
Sewing needle 5 sp —
Shovel 2 gp 8 lbs.
Signal horn 1 gp 2 lbs.
Silent piton 5 sp 1/2 lb. Notes: This piton has been alchemically treated to reduce the noise it generates.
Smoked goggles 10 gp — Notes: Free reroll to resist effects that require sight. –2 penalty on sight-based rolls and enemies count as having Light Cover.
Soap 5 sp 1 lb.
Spike (piton) 1 sp 1/2 lb.
Swarmsuit 20 gp 10 lbs. Notes: Pace -2. +4 Armor vs. swarms.
Tent, canvas (two person) 10 gp 20 lbs.
Torch (one hour, 4″ radius) 1 cp 1 lb.
Vial, small 1 gp —
Waterskin (weight is filled) 1 gp 4 lbs.
Weak magnet 5 sp 1/2 lb.
Weapon cord 1 sp — Notes: Can retrieve a dropped weapon attached to the cord as a limited free action.
Whetstone 2 cp 1 lb.
Whistle, ceramic 1 gp —
Item Cost Weight Notes
Animal cage, small 15 gp 60 lbs.
Animal cage, medium 30 gp 240 lbs.
Animal cage, large 60 gp 960 lbs.
Backpack, animal carrier 25 gp 5 lbs.
Bit and bridle 2 gp 1 lb.
Dog, guard 25 gp —
Dog sled 20 gp 300 lbs.
Donkey or mule 8 gp —
Horse, light 75 gp —
Horse, heavy 300 gp —
Hunter's treestand 25 gp 15 lbs.
Pony, light 30 gp —
Pony, heavy 45 gp —
Saddle, riding 10 gp 25 lbs.
Saddle, war 20 gp 30 lbs. Notes: free reroll on Riding to stay in saddle
Saddlebags (empty) 4 gp 8 lbs.
Item Cost Weight
Artisan’s outfit 1 gp 4 lbs.
Cold weather outfit 8 gp 7 lbs.
Merchant’s outfit 1 gp 4 lbs.
Noble’s outfit 75 gp 10 lbs.
Royal outfit 100 gp 15 lbs.
Traveler’s outfit 1 gp 5 lbs.
Item Cost Weight Notes
Loaded dice 25 gp — Notes: Notice roll at –2 to notice.
Marked cards 1 gp 1 lb. Notes: Notice roll at –2 to spot the markings.
Windup music box 25 gp 1/2 lb.
Item Cost Weight
Ale, gallon 2 sp 8 lbs.
Ale, mug 4 cp 1 lb.
Banquet (per person) 10 gp —
Bread, loaf 2 cp 1/2 lb.
Cheese, hunk 1 sp 1/2 lb.
Dried fruit, bag 5 sp 1/2 lb.
Feed, animal (per day) 5 cp 2–10 lbs.
Meal, poor (per day) 1 sp —
Meal, common (per day) 3 sp —
Meal, good (per day) 5 sp —
Trail rations (per day) 5 sp 1 lb.
Wine, gallon 2 sp 8 lbs.
Wine, mug 4 cp 1 lb.
Item Cost
Inn, poor (per day) 2 sp
Inn, common (per day) 5 sp
Inn, good (per day) 2 gp
Stabling (per day) 5 sp
Item Cost Weight Notes
Abacus 2 gp 2 lbs.
Adventurer’s kit 50 gp 10 lbs. Notes: Backpack, bedroll, candle, chalk, extra clothing, flint and steel, grappling hook, bullseye lantern, small mirror, hemp rope, oil, shovel, soap, 3x torches, waterskin, whetstone, one week's meals.
Alchemist's kit 25 gp 5 lbs. Notes: Required for making alchemical items.
Artisan’s tools 5 gp 5 lbs.
Bear trap 2 gp 10 lbs. Notes: Causes 2d6 damage. Captured prey must make a Strength check to escape. Bear traps are often chained to stationary structures.
Climber’s kit 80 gp 10 lbs. Notes: Rope, pitons, crampons, hammer, and other gear used for climbing. This kit allows the user to ignore up to 2 points of penalties when climbing.
Compass 10 gp 1/2 lb.
Disguise kit 50 gp 8 lbs. Notes: Makeup, prosthetics, and false hair. Grants a free reroll on Performance rolls while using a disguise.
Drill (1" head) 5 gp 1 lb.
Fortune-teller's deck, common 1 gp 1/2 lb.
Fortune-teller's deck, quality 25 gp 1 lb.
Gunsmith's kit 15 gp 2 lbs. Notes: This kit is required for crafting black powder and ammunition for firearms.
Hammer 5 sp 2 lbs.
Healer’s kit 50 gp 1 lb. Notes: Rudimentary medical equipment including salves and dressings. -1 Healing without it.
Holy symbol, wood 1 sp —
Holy symbol, silver 25 gp 1 lb.
Magnifying glass 100 gp —
Musical instrument 5 gp 3 lbs.
Noble's excursion kit 371 gp 242 lbs. Notes: This ridiculous, and mostly ineffective kit is touted by nobles seeking to venture into the wilderness. It consists of a complex banner, four bedrolls, four blankets, two cots, two winter blankets, 10 cups of coffee, a royal outfit, two large tents, and a pavilion tent.
Pick, miner’s 3 gp 10 lbs.
Scale, merchant’s 2 gp 1 lb.
Sledge 1 gp 10 lbs.
Snakebite kit 20 gp 1/2 lb. Notes: When using Healing to treat poison, this kit negates up to 1 point of penalties.
Spell component pouch 5 gp 2 lbs.
Spellbook, wizard (blank) 15 gp 3 lbs.
Spyglass 1,000 gp 1 lb. Notes: Notice +2 at range
Tanner's kit 10 gp 5 lbs.
Thieves’ tools 30 gp 1 lb. Notes: Picks and spikes, oil flasks, grease, silk rope, gloves. -2 to Thievery without them.
Voyager's pack 60 gp 6 lbs. Notes: The hydration pack, trekking pole, and cushioned inserts grant a +1 bonus on rolls to avoid Fatigue when traveling long distances.