Fantasy RPG Resource - System Agnostic AMP Equipment and Trade Goods

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Fantasy RPG Resource - System Agnostic AMP

Equipment and Trade Goods https://knightsinthenorth.blog

This is a list of miscellaneous small items: tools, equipment, gear, consumables and so on. No
weapons or valuables are listed here, even though some of the items may definitely be used as
weaponry (albeit with suitable penalties) and can be quite valuable (to the right buyer).
However, all items on the list are designed to be useful, in one way or another, even though they
may require a little improvisation.

• The list is system agnostic, assuming an early Renaissance level of technology. There are
only a few non-mundane items in the list, which may or may not work as intended,
depending on your world. And you can always disregard unsuitable results.

VALUE REFERENCES:

• All prices listed are based on an OSR economy, referencing the Dungeon Crawl Classics
coin exchange rates (DCC rulebook pg. 70).

◦ Copper pieces -> Silver Pieces -> Gold Pieces -> Electrum Pieces -> Platinum Pieces

◦ Exchange rate of 10 going up a category.

◦ 100 coins weighs roughly 0.5 kg (or 1 lb., for you imperial peasants).

◦ Economy assumes 5 cp to be the cost of food per day for both animals and people.

ROLLING ON THE TABLES:

• Tables 1-7 are mostly mundane items, and can be used with a d% to randomize found
objects. All items should be fit to be carried on a person.

• Tables 8-12 are miscellaneous, mysterious or large items. If a truly random result is
desired, roll 1d12 to determine table, and then roll again on the table.

Table 1 - Tools
D% D20 Item Value Notes
01 1 Chisel 5 sp
02 2 Crowbar 2 gp Weapon use as club.

03 3 Digging Bar 3 gp Weapon use as spear.

04 4 File 5 sp
05 5 Hammer, Small 5 sp

1
Table 1 - Tools
D% D20 Item Value Notes
06 6 Hand Drill 1 gp
07 7 Hatchet 3 gp Weapon use as handaxe.

08 8 Hoe 1 gp
09 9 Iron Spikes 1 sp each 15 cm long, 5d4 pcs.

10 10 Iron Wedges 3 sp each 20 cm long, 5 cm thick, 2d3 pcs.

11 11 Knife 2 sp Weapon use as dagger.

12 12 Machete 1 gp Weapon use as shortsword.

13 13 Nail Hooks 2 sp each 15 cm long, 5 cm hook, 2d4 pcs.

14 14 Pickaxe 2 gp Weapon use as battleaxe.

15 15 Saw 5 sp
16 16 Shovel 1 gp Weapon use as staff.

17 17 Shovel, Folding 5 gp
18 18 Sledgehammer 1 gp Weapon use as warhammer.

19 19 Small Pick 1 gp Weapon use as handaxe.

20 20 Tongs 5 sp
Table 1: Tools

Table 2 – Climbing Gear


D% D10 Item Value Notes
21 1 Chain 30 gp 5 m, (~15').

22 2 Climbing Harness 3 gp
23 3 Grappling Hook 1 gp
24 4 Pulley Hook 1 gp
25 5 Rope, Elven 10 gp 20 m (~65'), mildly magical.

26 6 Rope, Hemp 25 sp 20 m (~65').

27 7 Rope, Silk 5 gp 20 m (~65').

28 8 Rope Hooks 3 sp each 15 cm, 10 cm hook, 2d4 pcs.

29 9 Rope Ladder 75 sp 10 m (~30').

30 10 String 1 sp 20 m (~65') or 5 m (~15') of climbable rope.


Table 2: Climbing Gear

2
Table 3 – Light and Fuel
D% D12 Item Value Notes

31 1 Bottled Light 20 gp Glows softly when shook, for 8 hours, alchemical


item.

32 2 Candle 1 cp Burns for 24 hours, moderate light.

33 3 Flint and Steel 15 cp


34 4 Lantern, Candle 3 gp Comes with one candle.

35 5 Lantern, Hooded 10 gp Easily shut and shielded, comes with 6 hours of oil.

36 6 Lantern 5 gp Comes with 6 hours of oil.

37 7 Matches 1 sp each 1d20 pcs, alchemical item.

38 8 Oil Flask 2 sp ½ l clay flask, burns for 6 hours in a lantern.

39 9 Oil Lamp 1 sp Comes with 6 hours of oil.

40 10 Oil Skin 1 gp 2,5 l large leather bladder, 30 hours of light.

41 11 Tinder 1 cp Can be used to light fires fast and easy, weighs ~250
g.

42 12 Torch 1 cp Burns for 1-2 hours.


Table 3: Light and Fuel

Table 4 – Camping Gear


D% D6 Item Value Notes
43 1 Bedroll 15 sp
44 2 Blanket 5 sp 2 m x 2 m.

45 3 Oilcloth Tarp 1 gp 3 m x 3 m.

46 4 Tent, Large 5 gp Shelters up to 4 people.

47 5 Tent, Pavilion 20 gp Shelters up to 6 people.

48 6 Tent, Small 2 gp Shelters up to 2 people.


Table 4: Camping Gear

Table 5 – Carrying and Containers


D% D12 Item Value Notes
49 1 Backpack 2 gp Capacity 40 l.

50 2 Bandolier 5 gp Allows easy access to small items such as potions.

51 3 Belt of Pouches 1 gp Allows easy access to very small items.

52 4 Chest 5 gp Includes lock and key, capacity ~5 l.

53 5 Sack, Large 12 cp Capacity 25 l.

3
Table 5 – Carrying and Containers
D% D12 Item Value Notes
54 6 Sack, Small 8 cp Capacity 10 l.

55 7 Sack, Waterproof 5 sp Capacity 10 l, entirely waterproof if closed properly.

56 8 Satchel 1 gp Capacity 5 l, rainproof.

57 9 Scroll Case 5 gp Waterproof.

58 10 Small Wooden Box 1 gp Includes small lock and key, capacity ~½ l.

59 11 Steel Flask 2 gp Capacity 1 l.

60 12 Waterskin 5 sp Capacity 2,5 l.


Table 5: Carrying and Containers

Table 6 – Miscellaneous Equipment


D% D20 Item Value Notes
61 1 Cauldron 1 gp Cast iron, capacity 15 l.

62 2 Cowbell 1 gp
63 3 Dog Whistle 1 gp
Ear Plugs 1 sp 2d6 pcs.
64 4
each
65 5 Frying Pan 5 sp Cast iron.

66 6 Kettle 5 sp Cast iron, capacity 5 l.

67 7 Lock with Key 15 gp


68 8 Magnifying Glass 10 gp
69 9 Musical Instrument 1+ gp Price depends on type, determine type as you wish.

70 10 Parchment 2 sp each 3d4 sheafs.

71 11 Piece of Chalk 1 cp each 2d4 pcs.

72 12 Protective Goggles 25 gp Smoked glass with leather strap.

73 13 Quill and Ink 10 sp


74 14 Sieve 5 sp. 50 cm diameter.

75 15 Shackles 5 gp Closed with pins, no lock included.

76 16 Small Bell 1 sp each 5d2 pcs.

77 17 Small Mirror 10 gp
Soap 5 sp 1d4 pcs.
78 18
each
79 19 Spyglass 25 gp

4
Table 6 – Miscellaneous Equipment
D% D20 Item Value Notes
80 20 Whistle 5 sp
Table 6: Miscellaneous Equipment

Table 7 – Miscellaneous Equipment 2


D% D20 Item Value Notes
81 1 Armorer's Kit 15 gp In a satchel, includes tools to fix most armor.

82 2 Bag of Fine Sand 1 cp 2 kg (~5 lbs.).

83 3 Bound Book 50 gp Define language and content however you wish.

84 4 Camo Cloak 2 gp Rainproof, makes it easier to hide in wilderness.

85 5 Camo Tarp 5 gp 4 m x 4 m, easier to hide in wilderness, rainproof.

86 6 Compass 25 gp
87 7 Fishing Harpoon 1 gp Short javelin and 5 m (~15’) leather pullstring.

88 8 Fishing Kit 10 sp Hook, 10 m (~30') line, sinker and floater.

89 9 Fishing Line 10 sp 20 m (~65') spool.

90 10 Hand Net 5 sp 2 m diameter.

91 11 Holy Symbol 25 gp
92 12 Hourglass 20 gp
93 13 Scissors 5 sp
94 14 Swimming Floaters 3 gp Includes a vest, hand and foot floaters.

95 15 Throwing Net 10 sp 2 m diameter.

96 16 Trap, Wolf 10 gp Damage = 2 dagger hits.

97 17 Trap, Bear 20 gp Damage = 4 dagger hits.

98 18 Vial of Holy Water 25 gp ½ l.

99 19 Wading Boots 2 gp Waterproof, thigh high.

100 20 10-foot pole 15 cp 4 m.


Table 7: Miscellaneous Equipment 2

Table 8 – Healing and Alchemy


D12 Item Value Notes
1 Aqua Vitae 20 gp ~½ l flask, very flammable, alchemical item.

2 Bladder of Glue 10 gp ~½ l, works on almost any surface.

5
Table 8 – Healing and Alchemy
D12 Item Value Notes
3 Black Powder 50 gp 100 g pouch, prone to explode, alchemical item.

4 Empty Vial 5 sp each 2 dl capacity, 1d6 pcs.

5 Field Medic's Kit 20 gp In a satchel, contains tools for field medicine, 2d3 pcs.

6 Firework 2 gp each 2d4 pcs, alchemical item.

7 Flaming Oil 20 gp ~½ l bladder, prone to explode, burns longer than


oil, alchemical item.

8 Perfume 25 gp 2 dl/10 uses.

9 Pest Repellent 2 gp 2 dl vial/10 uses.

10 Poultice 5 sp each Doubles healing speed for a day when used.

11 Vial of Acid 25 gp ~½ l, damages metal and stone, alchemical item.

12 Vial of Poison 100+ gp 2 dl vial/10 uses, define effect how you wish,
potency affects price, alchemical item.
Table 8: Healing and Alchemy

Table 9 – Thieving and Scams


D10 Item Value Notes
1 Caltrops 10 sp each Damage like a dagger hit, 5d4 pcs.

2 Bag of Marbles 2 gp ~½ kg in a leather pouch.

3 Disguise Kit 20 gp In a leather satchel, includes make-up and


relevant accessories.

4 Hex Doll 10 sp
5 Protective Gloves 2 gp Reduces chance to be hit by some traps.

6 Set of Cheater's Dice 5 gp Balanced to produce intended numbers.

7 Set of Dice 1 gp
8 Skeleton Key 25 gp 20% chance to open mundane locks.

9 Tarot Deck 5 gp
10 Thieves' Tools 25 gp In a leather satchel, includes tools to pick locks
and disarm traps.
Table 9: Thieving and Scams

Table 10 – Rations and Food


D12 Item Value Notes
1 Bag of Herbs 1 gp ½ kg pouch.

2 Dwarven Ration 1 gp 100 g, enough for a day, doesn't spoil, 1d4 pcs.

3 Elven Trail Bread 2 gp 00g, enough for a day, doubles healing rate,

6
Table 10 – Rations and Food
D12 Item Value Notes
doesn't spoil, 1d4 pcs, mildly magical.

4 Iron Ration 5 cp ½ kg, enough for a day, spoils slowly, 1d6 pcs.

5 Jar of Honey 1 gp each ½ l jar.

6 Sack of Bread 8 gp 5 kg sack.

7 Sack of Flour 2 cp 5 kg sack.

8 Sack of Meat 1 gp 5 kg sack.

9 Sack of Nuts 2 gp 5 kg sack, doesn't spoil.

10 Sack of Sugar 2 gp 5 kg sack.

11 Sack of Vegetables 1 cp 5 kg sack.

12 Wheel of Cheese 1 gp 5 kg wheel.


Table 10: Rations and Food

Table 11 – Animals and Husbandry


D20 Item Value Notes
1 Bridle and Bit 2 gp
2 Carriage 100 gp
3 Cart 5 gp Can be pulled by draft animals.

4 Cat no price Feeds itself.


5 Chicken 1 gp
6 Cow 6 gp
7 Dog 1+ gp Price depends on training and size.

8 Donkey or Mule 8 gp
9 Duck or Goose 1 gp
10 Falcon 10 gp Trained to hunt small game, feeds itself.

11 Goat 2 gp
12 Horse 75 gp
13 Horse, War 200 gp
14 Pony 30 gp
15 Saddlebags 2 gp
16 Saddle, Pack 15 gp
17 Saddle, Riding 30 gp
18 Sheep 3 gp

7
Table 11 – Animals and Husbandry
D20 Item Value Notes
19 Wagon 20 gp
20 Wheelbarrow 2 gp
Table 11: Animals and Husbandry

Table 12 – Trade Goods


D12 Item Value Notes

1 Animal Pelt 1+ gp
Price depends on animal type, determine as you
wish.

2 Bolt of Cloth 1+ gp each 2 m x 2m, price depends on type of cloth.

3 Brick of Beeswax 5 sp each ½ kg brick, 2d3 pcs.

4 Metal Ingot 1+ gp each


Ingot size and price depend on metal type and
quality.

5 Pouch of Dye 1+ gp each ½ kg bag of dye, certain colours are more valuable.

Wood, Clay, Bone or Price depends on quality, assuming a 5 kg amount.


6 5+ cp each
Stone
Table 12: Trade Goods

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