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=A – FANGS Equipment= | =A – FANGS Equipment= | ||
Revision as of 22:14, 2 May 2005
A – FANGS Equipment
This appendix details equipment and pricing from the fantasy world of "Alvatia", and is suited for a fantasy/medieval oriented FANGS campaign.
Coinage
Most prices are in quoted in silver sovereigns (ss). The silver sovereign is about the size of an American nickel. The largest coin is the gold crown (gc) which is the same size as a silver sovereign, and is worth 25 silver sovereigns. The smallest coin is the copper bits (cb) -- about the size of an American penny -- 100 copper bits is worth 1 sovereign.
Note that a silver sovereign represents the average daily wage of most workmen, or will bring one a night at a good inn, including a couple of simple meals and perhaps a pint or two of hard cider. Living frugally, 7 to 10 silver sovereigns will keep one for a month! Thus, 100 silver sovereigns represents a small fortune, the equivalent of 1/4 to 1/3 of a year's income for most people in the medieval world.
Starting Funds
Unless modified by an Advantage or Disadvantage, characters start with 100 silver sovereigns (ss). This is equal to 10,000 copper bits (cb) or 4 gold crowns (gc). These can be used to purchase the possessions the character starts with.
Only the following items can be purchased before play begins, and note that these items may not be available or may be more expensive in the game.
Armor (complete suits)
Item | Description | SP | Cost |
Leathers | Soft leather armor | 1 | 18 ss |
Jack | Reinforced leather armor | 2 | 30 ss |
Leather Armor | Heavy leather hauberk | 3 | 45 ss |
Ring Armor | Rings sewn into leather hauberk | 4 | 175 ss |
Scale Armor | Scales sewn on a leather hauberk | 5 | 350 ss |
Mail Armor | All metal chain hauberk | 6 | 550 ss |
Light Chain | The fine chain armor of nobility | 7 | 750 ss |
Plate Mail | Combination of chain and plate | 8 | 1000 ss |
Each point of Stun Protection (SP) in armor causes a one point penalty against your character's Dodge Roll and the AG related skills of Climb, Jump, Hide, Run and Sneak.
Leathers -- Leathers are the simplest form of armor, as they are basically clothes made from soft leather rather than cloth. They normally consists of a leather shirt tied in the front, a leather cap, and leather trousers tied with a drawstring. Once broken in leathers can be quite comfortable. They are the only armor that can reasonably be slept in.
Jack -- The jack is probably the most popular form of armor, as it is legal to wear it in most towns. It consists of a reinforced leather jacket with hood worn over a cloth tunic, and leather trews worn over trousers. They are reasonably comfortable to wear, but are uncomfortable to sleep in.
Hauberk (Leather, Ring, Scale, or Mail) -- This is a pullover tunic worn over specially made padded clothing. It covers the shoulders, chest, stomach, upper arms and legs down to the knees. It can be made of leather, ring, scale, or mail, and includes a coif (hood that covers head and throat) and leather trews to cover the legs. This type of armor is normally available only to the constabulary and the military. It is against the law in most towns and cities to wear a hauberk unless one is on duty. A hauberk is also quite uncomfortable and encumbering.
Light Chain -- The armor of knights and higher nobility. It consists of a chain mail byrnie (tunic), a separate mail coif, a plate helm, and mail trews. It is worn over leather tunic over a padded cotton undertunic, and over leather trews. Typically the links of light chain are much finer and tighter than is common with other chain armors. In addition, it must be custom 'fitted' to the owner. It provides just a little more protection than a mail hauberk, but is much more comfortable. Although made for war, light chain is also required during many of the ceremonies of the nobility, thus is often decorated and even fanciful. A surcoat is usually worn over light chain, but is not included with the chain price.
Plate Mail -- The same as Light Chain, but with additional steel plates protecting torso, joints, shoulders, and neck. It is never worn except during war, and is quite uncomfortable and encumbering.
Variable Armor
In real life, armor was frequently not uniform all over the wearer’s body. Mercenaries and troops gathered to be cannon fodder were often lucky to have a cuirass on their torso and a helmet. Armor is also fatiguing and hot, particularly in close quarters with no air circulation. Roman soldiers of the later periods could often be tracked by the discarded pieces of armor they left behind.
Rather than track what piece of armor is on what part of the body, players can adjust for this method of armor wearing by using a randomizing element. Determine the minimum protection a character is wearing, such as 2 points for tough leather, and add a die roll to see what thickness of armor is covering the leather at any point a character is hit.
Example: Gru is uncomfortable with armor on his arms and legs, and decides that he has no armor there at all. Elsewhere he may be wearing anything from simple clothes (1 point) to some ring armor (4 points). The character’s armor roll is 1d6-1. If a blow lands there might be as much as 5 points of protection (6-1) because some clothing is under the ringmail. Or there might be no protection at all (1-1).
Saul, who has a greater regard for the integrity of his skin, has a leather hauberk covering almost all of him, and some heavy chain (or equivalent) protecting the particularly vital spots. His roll is 1d4+2, giving a range from 3 (the heavy leather) to 6 (the chain hauberk).
The cost of variable armor like this is half that given in the price list for a complete set of armor. If combining sets like Saul in the above sample, both the leather hauberk and the chain mail are half price (a leather hauberk is actually part of the chain mail, so there is no add to damage protection for having one over the other – it would be there regardless.).
Melee Weapons (Weaponcrafter)
Weapons made by a guild weaponcrafter are of very high quality hardwood and steel, thus their high prices. Common weapons are usually made of more ordinary wood and iron.
Item | Type | Skill | Damage | SP | Cost | Notes |
Axe, Battle | Melee | Axe | 1d8+2 | 8 | 150 ss | |
Axe, Broad | Melee | Axe | 1d6+2 | 6 | 75 ss | |
Axe, Great | Melee | Axe | 2d6+2 | 10 | 250 ss | 7 |
Dagger, Hand | Melee | Knife | 1d4+2 | 6 | 15 ss | 5 |
Flail, War | Melee | Flail | 1d6+2 | 6 | 135 ss | 1,2,6 |
Hammer, Great | Melee | Mace | 2d6+2 | 10 | 150 ss | 1,7 |
Hammer, War | Melee | Mace | 1d6+2 | 8 | 125 ss | 1 |
Lance | Melee | Spear | 1d10+1 | 8 | 50 ss | 4 |
Mace, Heavy | Melee | Mace | 1d10 | 10 | 100 ss | 1 |
Mace, Light | Melee | Mace | 1d8 | 6 | 60 ss | 1 |
Morningstar | Melee | Mace | 1d6+2 | 6 | 100 ss | 1 |
Rapier | Melee | Sword | 1d6+1 | 8 | 150 ss | 5 |
Shield, Bucker | Shield | Shield | 1d4 | 8 | 25 ss | 3 |
Shield, Round | Shield | Shield | 1d6 | 12 | 35 ss | 3 |
Shield, Knight | Shield | Shield | 1d6 | 16 | 45 ss | 3 |
Shield, Target | Shield | Shield | 1d3 | 6 | 15 ss | 3 |
Shield, Tower | Shield | Shield | 1d6 | 18 | 65 ss | 3 |
Sword, Bastard | Melee | Sword | 1d10+2 | 12 | 200 ss | |
Sword, Broad | Melee | Sword | 1d8+2 | 10 | 150 ss | |
Sword, Great | Melee | Sword | 2d6+3 | 12 | 225 ss | 7 |
Sword, Falchion | Melee | Sword | 1d6+3 | 10 | 100 ss | |
Sword, Short | Melee | Sword | 1d6+1 | 10 | 75 ss | 5 |
Spear, Long | Melee | Spear | 1d8+1 | 8 | 50 ss | 4,7 |
Spear, Pike | Melee | Spear | 1d6+1 | 6 | 40 ss | 7 |
Staff, Shod | Melee | Staff | 1d6+1 | 6 | 25 ss | 1,7 |
Trident | Melee | Spear | 2d6+2 | 8 | 35 ss | 7 |
Notes: | 1 -- Cannot impale, thus does mainly SP damage. |
2 -- Can disarm the opponent. | |
3 -- Only damages weapons | |
4 -- Useful from second rank | |
5 -- May not be used two-handed | |
6 -- Flail Skill can only be learned in the campaign, not during character creation | |
7 -- Combat bonuses for two-handed use do not apply to these weapons (it is built into the initial skill.) |
A character must have both ST and AG greater or equal to the maximum damage a weapon has in order to use a one-handed weapon effectively. For instance, the maximum damage a Battle Axe (1d8+2) can do is 10, thus requires a ST and AG of at least 10 each -- with a Bastard Sword (1D10+2) the max. damage is 12, thus requires a ST and AG of at least 12 each.
Two Handed Weapon Use
There is a minimum ST and AG for two-handed weapon use, but it is less because a weapon is easier to carry and use two-handed. The ST and AG necessary for using a two-handed weapon, including archery weapons – see below, is maximum damage -3. Thus, a Great Sword, with maximum damage of 15, calls for a ST and AG of 12 each.
Using Weapons with Less Than Required Characteristics
If your character does not have the necessary ST or AG, it is still possible to use the weapon -- however, there are penalties. For each point he does not have to meet the requirement, that number of points is subtracted from attack and parry skill rolls and damage done. There is no trade-off. A character with a ST of 15 and an AG of 10 is still -2 in using a Bastard Sword.
For instance, if the character has a ST of 10 and an AG of 10, and tries to use a Bastard Sword (1d10 + 2 = max. damage of 12) one-handed, subtract 4 from his skill (-2 for low ST, -2 for low AG) to use the weapon, and 4 from the maximum damage he succeeds in doing. This is done by reducing the dice size. The Bastard Sword in this character’s hands would do 1d6+2. If he tried to use a Great Sword (2d6+3 = max. damage of 15), subtract 10 from his skill, and 10 points from the maximum damage, meaning that the Greatsword would be doing a d4+1 in damage.
Using a large one-handed weapon (including transition weapons like Bastard Swords and Battleaxes, but NOT weapons normally used two-handed) with both hands, forsaking shield, adds 1/3 the character's ST to the attack skill, but not to the parry. This is particularly useful to help offset the penalty for not having sufficient ST and AG for a weapon. The most effect this has on damage is to increase the weapon’s dice by one increment. A bastard sword used by someone with a 12 ST and 12 AG two handed would increase to a d12+2. Being used by someone with an 18 ST and 18 AG would have the same effect, though the character’s Damage Modifier would certainly be greater, as well.
Your character must also have ST & AG both greater or equal to the SP value of a shield to be able to use a shield effectively. For each point he does not have to meet the requirement, that number of points is subtracted from his ALL his attack skill rolls, as well as ALL parry skill rolls. The same number of points is also subtracted from the maximum damage the shield might do if it damages an attacking weapon.
Missile Weapons (Weaponcrafter)
Item | Type | Skill | Damage | MR | SP | Cost | Notes |
Axe, Throwing | Missile | Throw Axe | 1d6 | 2 | 6 | 65 ss | 2,3 |
Bow, Cross | Missile | Bow | 1d8+2 | 3 | 5 | 125 ss | |
Bow, Long | Missile | Bow | 2d6 | 4 | 4 | 100 ss | |
Bow, Short | Missile | Bow | 1d6+1 | 2 | 3 | 50 ss | |
Dagger, Throw | Missile | Throw Knife | 1d4 | 1 | 4 | 20 ss | 2,4 |
Hammer, Throwing | Missile | Throw Hammer | 1d6-1 | 2 | 6 | 50 ss | 1,2,5 |
Javelin | Missile | Throw Spear | 1d8 | 3 | 6 | 35 ss | 2,6 |
Notes: | 1 -- Cannot impale, thus does mainly SP damage. |
2 -- Specially balanced or throwing | |
3 -- Can be used as common wood axe in melee | |
4 -- Can be used as common knife in melee | |
5 -- Can be used as common smith's hammer in melee | |
6 -- Can be used as common hunting spear in melee |
MR– The minimum range is 1/3 times max damage in paces, and the maximum range is 20 times its max damage in paces. The optimum range of a missile weapon is 10 times its max damage in paces. Thus the minimum range for a short bow is 2 paces, optimum 70 paces, and max is 140 paces. A throwing dagger minimum is 1 pace, optimum 40, max 80.
For each 1 times max damage a weapon is beyond optimum range there is a penalty of -2 to your skill. Thus there is no penalty to shoot a long bow (max damage 12) up to 120 paces, but a penalty of -2 point for 121-132 paces, penalty of -4 for 133-144 paces, up to a -20 point penalty at the max range of 240 paces.
Weapons (Common)
Item | Type | Skill | Damage | SP | Cost | Notes |
Axe, Wood | Melee | Axe | 1d6 | 6 | 30 ss | |
Club, Wood | Melee | Mace | 1d4 | 5 | 1 ss | 1 |
Flail, Grain | Melee | Flail | 1d6 | 6 | 10 ss | 1,2,5 |
Hammer, Carpenter | Melee | Mace | 1d4 | 3 | 2 ss | 1,4 |
Hammer, Smith | Melee | Mace | 1d6 | 6 | 15 ss | 1 |
Hatchet | Melee | Axe | 1d4 | 4 | 2 ss | 4 |
Hoe | Melee | Mace | 1d4 | 4 | 3 ss | 1 |
Knife, Hand | Melee | Knife | 1d4 | 3 | 10 ss | 4 |
Knuckles | Melee | Fist | 1d4 | 3 | 10 ss | 1,4 |
Pickaxe | Melee | Axe | 1d8 | 8 | 50 ss | |
Pitchfork | Melee | Spear | 1d6 | 6 | 25 ss | 6 |
Sickle | Melee | Sword | 1d6-1 | 6 | 15 ss | |
Singlestick | Melee | Mace | 1d4 | 4 | 1 ss | 1,4 |
Shovel | Melee | Mace | 1d4 | 4 | 15 ss | 1 |
Spade | Melee | Mace | 1d4 | 4 | 3 ss | 1, 6 |
Spear, Hunting | Melee | Spear | 1d8 | 6 | 30 ss | 3, 6 |
Spear, Short | Melee | Spear | 1d6 | 4 | 20 ss | 3 |
Staff, Quarter | Melee | Staff | 1d6 | 4 | 5 ss | 1,6 |
Whip, Driving | Melee | Flail | 1d2 | 3 | 20 ss | 1,2,4 |
Notes: | 1 -- Cannot impale, thus does mainly SP damage. |
2 -- Can disarm the opponent. | |
3 -- Useful from second rank | |
4 -- May not be used two-handed | |
5 -- Flail Skill can only be learned in the campaign, not during character creation | |
6 -- Combat bonuses for two-handed use do not apply to this weapon (it is built into the initial skill. |
Weapons (Natural)
Item | Type | Skill | Damage | SP | Cost | Notes |
Fist | Melee | Fist | 1d3 | n/a | n/a | 1 |
Kick | Melee | Kick | 1d4 | n/a | n/a | 1 |
Wrestle | Melee | Wrestle | 1d2 | n/a | n/a | 1 |
Notes: | 1 -- Cannot impale, thus does mainly SP damage. |
Weapon Related Items (Weaponcrafter)
Item | Description | Cost |
Arrowheads | 20 Steel | 2 ss |
Arrows | 20 Steel-tipped, for bow | 5 ss |
Arrow, Silver | Silver-tipped | 2 ss |
Belt, Sword | Leather, average quality | 5 ss |
Quarrel | Steel-tipped, for cross bow | 10 ss |
Quarrel, Silver | Silver-tipped, cost each | 3 ss |
Quiver, Hip | Leather, holds 20 arrows | 1 ss |
Quiver, Back | Leather, holds 30 arrows | 2 ss |
Sheath, Sword | Leather, average quality | 10 ss |
Sheath, Dagger | Leather, average quality | 3 ss |
Animals, Common Domestic
Item | Description | Cost | Quality Roll |
Cat | Common | 2 ss | + 4 ss |
Dog | Common | 2 ss | + 4 ss |
Dog | Hunting, War | 25 ss | + 15 ss |
Donkey | Daily fodder -- 1 bushel | 25 ss | + 75 ss |
Horse, Draft | Daily fodder -- 2 bushels | 50 ss | + 50 ss |
Horse, Saddle | Daily fodder -- 2 bushels | 100 ss | +100 ss |
Mule | Daily fodder -- 2 bushels | 50 ss | + 25 ss |
Pony | Daily fodder -- 1 bushel | 50 ss | + 25 ss |
For each Quality Roll you pay for, the GM will roll d20. If the roll is 19 or 20, your character has an animal of higher quality. Only saddle horses have a quality greater than 2. A quality of 1 is an above average animal, reliable and healthy. Quality 2 shows that the animal has promise, and is quite intelligent and extraordinarily healthy. A horse of quality 3 can be trained as a warhorse. The Quality 4 horse is agile and superior in combat. Even higher numbers are possible if you want to pay for it.
Animal Gear &Provisions
Item | Description | Cost |
Bit/Bridle | Leather, average quality | 15 ss |
Blanket, Saddle | Wool, average quality | 15 ss |
Cart, Pony | Wood, 500 lbs. | 100 ss |
Cart, Horse | Wood, 1000 lbs. | 150 ss |
Fodder, Hay/Rye | 1 bushel | 60 ss |
Fodder, Oats/Barley | 1 bushel | 1 ss |
Fodder, Wheat | 1 bushel | 140 cb |
Roll, Saddle | Linen, undyed, average quality | 1 ss |
Saddle, Pack | Leather, average quality, 300 lbs. | 100 ss |
Saddle, Riding | Leather, average quality | 150 ss |
Saddlebag, Small | Leather, average quality, 10 lbs. | 2 ss |
Saddlebag, Large | Leather, average quality, 20 lbs. | 5 ss |
Spurs | Plain, average quality | 10 ss |
Stable, Pony/Donkey | One day, no fodder | 40 cb |
Stable, Mule/Horse | One day, no fodder | 60 cb |
Clothing (Basic)
Item | Description | Cost |
Belt | Leather, average quality | 2 ss |
Boots, Dress | Leather, average quality | 30 ss |
Boots, Infantry | Leather, average quality | 20 ss |
Boots, Tall | Leather, average quality | 35 ss |
Boots, Work | Leather, average quality | 15 ss |
Cloak/Mantle | Linen, brown dye, average quality | 9 ss |
Cloak, Hooded | Linen, brown dye, average quality | 10 ss |
Dress/Gown | Linen, brown dye, average quality | 3 ss |
Gloves | Linen, brown dye, average quality | 2 ss |
Hat/Hood/Wimple | Linen, brown dye, average quality | 2 ss |
Hose | Linen, brown dye, average quality | 2 ss |
Robe | Linen, brown dye, average quality | 5 ss |
Sandals, Light | Leather, average quality | 1 ss |
Sandals, Heavy | Leather, average quality | 2 ss |
Shirt/Blouse | Linen, brown dye, average quality | 2 ss |
Shoes | Leather, average quality | 10 ss |
Skirt/Kilt | Linen, brown dye, average quality | 2 ss |
Slippers | Linen, brown dye, average quality | 9 ss |
Surcoat | Linen, brown dye, average quality | 20 ss |
Trousers | Linen, brown dye, average quality | 3 ss |
Tunic/Bliaut | Linen, brown dye, average quality | 5 ss |
Clothing (Special)
Item | Description | Cost |
Embroidery | 1 inch square, undyed | 1 ss |
Quality: | ||
Poor | Inferior weaving, poor tailoring | x0.5 base |
Average | Standard weaving, average tailoring | x1.0 base |
Good | Quality weaving, good tailoring | x1.5 base |
Well Off | Quality weaving, good tailoring | x3.0 base |
Noble | Finest weaving, great tailoring | x5.0 base |
Titled | Finest weaving, finest tailoring | x7.0 base |
Age: | ||
Old | Over five years of wear and tear | x0.25 base |
Worn | More than one year old | x0.5 base |
New | Less than one year old | x1.0 base |
Cloth: | ||
Russet | Brownish, coarse, homespun cloth | x0.5 base |
Linen | Strong cloth made from flax | x1.0 base |
Canvas | Coarse but tough cotton cloth | x1.5 base |
Cotton | Cloth finer and cooler than linen | x2.0 base |
Wool | Water resistant and cooler than linen | x3.0 base |
Leather | Soft, tanned animal hide | x4.0 base |
Worsted | Finest quality wool | x8.0 base |
Silk | Finest quality cloth | x15.0 base |
Dye: | ||
Undyed | Natural color of cloth | x0.80 base |
Brown | An economy dye | x1.00 base |
Green | Another economy dye | x1.15 base |
Black | An inexpensive dye | x1.25 base |
Bleached | Lighter version of natural color | x1.25 base |
Yellow/Gold | A moderately priced dye | x1.50 base |
Red/Orange | An expensive dye | x1.75 base |
Blue | An expensive dye | x2.00 base |
Purple/Violet | A royal dye, very rare | x10.00 base |
Camp Equipment
Item | Description | Cost |
Bed, Cloth Camp | Canvas, single cloth | 10 ss |
Blanket, Heavy | Wool, average quality | 50 ss |
Blanket, Light | Wool, average quality | 25 ss |
Fishhook & Line | Iron hook, bob, and line | 1 ss |
Hammock, Cloth | Canvas, 8' x 4' | 35 ss |
Paliasse | Sackcloth for straw, (no straw) | 1 ss |
Sheets, Linen | Linen, brown dye, average quality | 5 ss |
Straw, Sleeping | Good for one week in paliasse | 20 cb |
Tarp | Waxed Cloth, 10' x 10' | 1 ss |
Tent, Small | Canvas, for 2 men | 30 ss |
Containers
Item | Description | Cost |
Backpack, Small | Leather, holds 20 lbs. | 2 ss |
Backpack, Medium | Leather, holds 40 lbs. | 5 ss |
Backpack, Large | Leather, holds 60 lbs. | 10 ss |
Backpack, Canvas | Similar to Small Backpack, holds 20 lbs. | 1 ss |
Barrel, Cask | Wooden, 12.5 gallons | 12 ss |
Canteen, Small | Leather, 1 pint | 2 ss |
Canteen, Medium | Leather, 2 pints | 3 ss |
Pouch/Purse | Linen, brown dye, average quality | 2 ss |
Sack, Small | Sackcloth, holds 10 lbs. | 40 cb |
Sack, Medium | Sackcloth, holds 20 lbs. | 80 cb |
Sack, Large | Sackcloth, holds 60 lbs, or 1 bushel | 1 ss |
Sack, Canvas | As per sackcloth sizes | x3 base |
Sack, Leather | As per sackcloth sizes | x6 base |
Skin, Water | Leather, 1 gallon | 5 ss |
Skin, Large Water | Leather, 5 gallon | 10 ss |
Vial, Small | Pottery, 1 dose, 1/10 pint | 1 ss |
Vial, Medium | Pottery, 5 doses, 1/2 pint | 4 ss |
Vial, Glass | Blown Glass | x25 base |
Vial, Silver | Average quality, no engravings | x50 base |
Vial, Tin | Average quality, no engravings | x10 base |
Combustibles
Item | Description | Cost |
Candle, Tallow | Per inch,1 inch diam.,1 hours light | 16 cb |
Candle, Watch | 2" x 4" -- burns 4 hours (1 watch) | 24 cb |
Candle, Wax | Per inch,1 inch diam.,1 hours light | 32 cb |
Charcoal | Clean burning, 1 hour | 1 ss |
Coal | Clean burning, 1 hour | 2 ss |
Flint & Steel | For starting fires | 1 ss |
Lamp, Oil | Small, tin, 'Aladdin' type | 5 ss |
Lantern, Oil | Tin, with handle | 20 ss |
Lens, Colored | For Oil Lantern | 50 ss |
Oil, lamp | For lamp or lantern, 24 hours | 1 ss |
Peat | Dirty burning, 1 hour | 20 cb |
Rushlight | One hour light | 2 cb |
Tinderbox | Includes flint & steel | 5 ss |
Torch | Wood, soaked in pitch | 40 cb |
Cooking/Eating Equipment
Item | Description | Cost |
Bowl, Pewter | Average quality | 10 ss |
Bowl, Pottery | Average quality | 1 ss |
Bowl, Wood | Average quality | 48 cb |
Knife, Pewter | Average quality | 3 ss |
Fork, Pewter | Average quality | 4 ss |
Horn, Drinking | Average quality | 10 ss |
Mug, Pewter | Average quality | 15 ss |
Mug, Pottery | Average quality | 1 ss |
Mug, Wood | Average quality | 48 cb |
Pan, Small | Iron, cooking | 6 ss |
Spoon, Pewter | Average quality | 3 ss |
Spoon, Wood | Average quality | 40 cb |
Miscellaneous (see also [[#Common_Weapons][Common Weapons])
Item | Description | Cost |
Book, Blank | 50 pages | 40 ss |
Chalk | Stick, 2 inches | 8 cb |
Charcoal, Drawing | Stick, 2 inches | 4 cb |
Chisel | Steel | 15 ss |
Crowbar | Iron | 10 ss |
Glue | Wood, 1 pint | 2 ss |
Grapnel | Iron, 3 prong | 10 ss |
Ink & Pot | Pottery, cork lid | 20 ss |
Ladder, Rope | Per 10 paces | 15 ss |
Ladder, Wood | 10 foot | 25 ss |
Mirror, Small | Polished Copper | 20 ss |
Mirror, Silver | Polished, hand sized | 120 ss |
Paper | Sheet | 40 cb |
Pen, Quill | Average quality | 20 cb |
Rope | Hemp, 50 foot, average quality | 10 ss |
Rope, Silk | Per foot | 5 ss |
Spikes | Iron | 2 ss |
Stakes | Wood | 4 cb |
String | 100 foot | 1 ss |
Tablet, Writing | Slate, 6 inch square | 2 ss |
Wedges | Iron | 6 ss |
Accommodations & Provisions
Item | Description | Cost |
Beer | Average, 1/2 pint | 20 cb |
Brandy, Fermented | Average, 1/2 pint | 2 ss |
Brandy, Winter | Average, 1/2 pint | 1 ss |
Cider, Fermented | Average, 1/2 pint | 12 cb |
Cider, Fresh | Average, 1/2 pint | 8 cb |
Meal, Cold | Average quality, 1 lbs. | 20 cb |
Meal, Hot | Average quality, 2 lbs. | 32 cb |
Rations, Common | 1 Week (stores for 2 weeks) | 5 ss |
Rations, Iron | 1 Week (stores for 2 months) | 15 ss |
Room, Common | Average, 1 night | 20 cb |
Room, Shared | Average,1 Night | 40 cb |
Room, Private | Average, 1 Night | 1 ss |
Wine | Average, 1/2 pint | 24 cb |