The Adventurer's Ready-Mule



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

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