Keeping track of mundane equipment when you're an up-and-coming hedge knight is such a chore. So, to remedy this awful bore, introducing the new Ready-Mule™!
A ready-mule can carry 20sp worth of gear per encumbrance point (as per the rules found on page 39 of the Lamentations of the Flame Princess rulebook). So a typical animal can carry 200sp worth of items before it is encumbered. The items it carries are not listed, simply mark what encumbrance points are "ready-bags". When you need something you haven't specifically listed as carrying along, buy it from the list below using the pool of ready-mule money. Ta-daa! You have that item, you are so good at packing for journeys.
Often this will not match up to the 5 items per encumbrance point rules, this represents the fact that this particular animal is carrying stuff, bits and bobs. It's a mess of obsessive buying of rainy day items. You can top up the ready-mule next time you get to a city or other area of significant trade.
This is a modified list taken from Lamentations of the Flame Princess. Italics are not encumbering, italicised bold are oversized. This is only relevant when you've taken them out of the ready-mule and are carrying them properly.
- Bedroll - 2sp
- Block & Tackle - 6sp
- Blank Book - 20sp
- Candle - 2cp
- Chain, per foot - 4sp
- Chalk - 2cp
- Clothes, Normal - 10sp
- Cooking pots - 2sp
- Crampons - 10sp
- Crowbar - 4sp
- Drill - 10sp
- Fishing Gear - 2sp
- Flask of Lamp Oil - 1sp
- Grappling Hook - 10sp
- Ink - 1sp
- Lantern - 10sp
- Lard - 2cp
- Lock - 20sp
- Mallet - 6cp
- Manacles - 30sp
- Nails - 4cp
- Paper - 4cp
- Pickaxe - 24sp
- Pole, 10' - 2sp
- Riding Gear - 50sp
- Rope, 50' - 6sp
- Scroll Case - 6sp
- Shovel - 6sp
- Soap - 2cp
- Spike, iron - 1sp
- Spike, wooden - 2cp
- Tent, personal - 20sp
- Tinderbox - 10sp
- Torch - 2cp
- Waterskin - 1sp
Cool idea. I like it.
ReplyDelete