Adventurers will need to carry stuff, and some of that stuff will need to be carried in other stuff, that’s where bags come in. This is a generic term that refers to all the containers that are strapped on, strapped to, or shouldered, that characters of every role will need to bring their gear with them. Those listed in this section represent a cross-section of all the bags available, serving as a basis for any specific or custom bag that characters might want. Each bag is listed with a Utility Position for where it is carried and a number of internal Utility Positions denoting how much be carried in it.

My writing distractions symbol image
Bags List
My writing distractions symbol image

Bags Table

NameWeightUPAvailabilityCost
Backpack3 lbs2120
Bandoleer2 lbs1212
Belt Pouch.5 lbs119
Belt Purse.5 lbs116
Bucket Sack1 lb1113
Chest25 lbs3150
Courier Bag1 lb1113
Haversack3 lbs*124
Lockbox12 lbs2266
Rucksack1.5 lbs1234
Sack1 lb.5*14
Satchel2.5 lbs*218
Scroll Case.5 lbs.5210

Statistical Definitions

This is the total amount that the items weighs, which factors into the character’s overall Carrying Capacity.

Utility Position Figure ImageAnything the character carries takes up space. A Utility Position is representative of that space. This number represents the amount of space that the item takes when being carried on the person.

All character’s have 8 Utility Positions and each number in the figure corresponds to part of the character’s body where gear is stored:

1 Right Hip – two slots (med size weapon or belt pouch)
2 Left Hip – two slots (med size weapon or belt pouch)
3 Front Right – one slot (belt purse)
4 Front Left – one slot (belt purse)
5 Rear Right – two slots (belt pouch)
6 Rear Left – two slots (belt pouch)
7 Chest – four to eight slots (rucksack, bandolier)
8 Back – two to eleven slots (backpack, sword/ bedroll)

All gear has an availability rating that defines where it can be found. The primary factors that determine this are available resources, likelihood of there being someone who can make it, and degree of demand in the area.

TierDescription
1Available in any civilized area
2Available in small towns
3Available in large towns
4Available in cities
5Scarce, difficult to find anywhere
6Rare, typically specifically crafted