Chapter V: Money and Equipment



Howsoever doughty or cunning or otherwise accomplished an adventurer be, it would all be for naught were he not adequately accoutred. To fight unarmed and unproofed, to travel without food and drink, to brave dark dungeons without light, or to otherwise face peril wanting will leave a party in a most grievous state for their folly. To this end, the following chapter details the various equipage one might need, and the moneys used for their purchase and exchange.

Though the names differ across tongues, and sundry realms might mint other coins besides, all currencies of Christendom are founded upon the system of Lsd: libra (L) “pound”, solidus (s.) “shilling”, denarius (d.) “penny”.

The “pound” (L) of this system refers to both a weight of silver and the value thereof, with all denominations being divisions thereof. As such, there are no pound coins, it being but a money of account. The “shilling” (s.) is a money worth one-twentieth of a pound, and on the rare occasion that coins of that value be minted, weighing accordingly. The “penny” (d.) is the most common coin, being worth one-twelfth of a shilling, or one-two-hundred-fortieth of a pound.

Different countries mint additional coins of various denominations, but for the purposes of this game-system, but one other coin is appended, this being the “farthing (q.). It is the least of coins, being worth but one-fourth of a penny, or one-nine-hundred-sixtieth of a pound.

Exchange Rates

Pounds (L) Shillings (s.) Pence (d.) Farthings (q.)
Pound 1 20 240 960
Shilling 1/20 1 12 48
Penny 1/240 1/12 1 4
Farthing 1/960 1/48 1/4 1

Initial Character Funds

Class Die Range
Fighter 4d6 x 10
Magician 2d6 x 10
Cleric 3d6 x 10
Thief 2d6 x 10

Result indicates number of shillings at start of play.

Character Encumbrance

Among the most important skills for an adventurer is the ability to pack light, for the overburdened are less free of movement and sooner weary, and thus travel at a slower pace and suffer great disadvantage in combat. Players should take care to track their characters’ encumbrance, noting thresholds per the table below:

Character
Strength
Unemcumbered Lightly
Encumbered
Moderately
Encumbered
Heavily
Encumbered
3 5 23 41 61
4-5 15 33 51 71
6-7 25 43 61 81
8-9 40 58 76 96
10-11 40 58 76 96
12-13 50 68 86 106
14-15 60 78 96 116
16 75 93 111 131
17 90 108 126 146
18 115 133 151 171

For each level of encumbrance, one’s speed is reduced by -5 feet per turn, and one incurs a -1 penalty to attack rolls.

Equipment Lists and Descriptions

Daily Food and Lodging

Item Price Item Price
Ale/pint 1 q. Honey/pint 3 d.
Beer/pint 2 q. Inn room/day 4 d.
Cider/pint 2 q. Mead/pint 2 q.
Bread/loaf 3 q. Meal at an inn 4 d.
Butter/lb. 1 d. Meat/lb. 3 d.
Cheese/lb. 2 d. Milk/gallon 2 d.
Eggs/dozen 1 d. Pottage/meal 1 q.
Fish/lb.* 3 d. Rations/day 4 d.
Fodder/day 6 d. Stabling/day 1 s.
Fresh fruit/day 1 d. Wine/quart 8 d.

*+1 d. per 3 miles from a body of water.

Cloth and Clothing

Item Price Item Price
Belt 1 d. Fur-lining +3 s.
Boots 6 d. Cowl 5 s.
Cape 1 s. Gloves/pair 2 d.
Chaperon 12 s. Gown 5 s.
Cloak 3 s. Gugel/Hood 6 d.
Cloth & Decor. --- Hat 8 d.
Linen/yard 1 s. Poulaines/pair 6 d.
Silk/yard 10 s. Turnshoes/pair 4 d.
Wool/yard 8 d. Surcoat 8 s.
Embroidery +2 s. Tunic 3 s.

Cloak: +3 to saving-throws versus cold (breath weapon).

Embroidery: +1 reaction adjustment for high-status persons per garment embroidered.

Fur-lining: +1 to saving throws versus cold per garment lined.

Tools

Item Price Weight
Axe, wood 5 d. 5.5 lbs.
Crowbar 8 d. 5 lbs.
Pole, ten foot 2 d. 4 lbs.
Pickaxe 6 d. 6 lbs.
Shovel 4 d. 5 lbs.
Surgeon's tools 6 s. 6 lbs.
Thief's tools 16 d. 3 lbs.

Axe, Wood: 1d8 slashing damage, -3 penalty to attack roles due to ungainliness.

Crowbar: +25% to opening doors, +10% to bending bars.

Pickaxe: 1d8 piercing/1d4 bludgeoning damage, -3 penalty to attack roles due to ungainliness.

Surgeon's Tools: bone saw, scalpels x3, needles x5, 10 feet of thread, tweezers.

Thief's Tools: tension wrench, lock picks x3, skeleton keys x3, file.

Miscellaneous Equipment

Item Price Weight Item Price Weight
Abacus 10 d. 2 lbs. Mirror --- ---
Antitoxin/vial 15 s. 1 lb. Copper 2 s. 1/2 lbs.
Basket --- --- Silver 10 s. 1/2 lbs.
Large 8 d. 1 lb. Paper/ten sheets 6 d. 1/20 lbs.
Small 4 d. 1/4 lbs. Parchment/ten sheets 1 s. 1/20 lbs.
Belt purse 3 d. 1/2 lbs. Piton 3 s. 1/2 lbs.
Bucket 6 d. 3 lbs. Quiver --- ---
Box, tinder 10 d. 1/4 lbs. Bow 3 d. 1 lb.
Canteen 3 d. 1/2 lbs. Crossbow 3 d. 1 lb.
Chain/foot 6 d. 3 lbs. Dart 2 d. 1/2 lbs.
Chest --- --- Rope/50 ft. 8 d. 20 lbs.
Large 4 s. 25 lbs. Satchel 6 d. 3 lbs.
Small 1 s. 10 lbs. Soap/lb. 3 d. 1 lb.
Chalk/five sticks 6 s. 1/10 lbs. Tent --- ---
Crampons/pair 1 s. 2 lbs. Large 6 s. 20 lbs.
Fishhook 1 d. 1/10 lbs. Pavillion 16 s. 100 lbs.
Fishing net 8 d. 5 lbs. Small 3 s. 10 lbs.
Grappling hook 6 s. 4 lbs. Whetstone 1 d. 1/4 lbs.
Hourglass 1 L 1 lb. Winter blanket 3 d. 3 lbs.
Iron pot 10 s. 2 lbs. Writing ink/vial 6 d. 1/10 lbs.
Merchant's scale 18 s. 3 lbs. Vial 4 d. 1/10 lbs.

Antitoxin: +8 to saving-throws versus poison.

Box, tinder: includes steel striker, flint, and 6 ounces of charcloth.

Soap: counts as lard for the purposes of the grease spell.

Quiver: a quiver can hold X arrows, a crossbow case X quarrels, a dart pouch X darts.

Winter blanket: +3 to saving-throws versus cold (breath weapon).

Light Sources

Item Price Weight
Candle 1 d. 1/4 lbs.
Lantern* 1 s. 3 lbs.
Rushlight/four 1 d. 1/2 lbs.
Torch 2 d. 1 lbs.

*Lanterns require candles.

Light

Source Radius Burn Time
Bonfire 50 ft. 1/2 hr./armload
Campfire 35 ft. 1 hr./armload
Candle 10 ft. 10 min./inch
Light Spell 20 ft. Variable
Rushlight 5 ft. 10 min./foot
Torch 15 ft. 30 min.
Weapon* 5 ft. As desired

*Some magical weapons shed light, either continuously, in certain conditions, or when commanded.

Animals

Animal Price Speed Carry/Pull
Capacity
Animal Price Speed Carry/Pull
Capacity
Ass 1 s. 50 ft. 150/2500 lbs. Horse, courser 3 L 75 ft. 200/2000 lbs.
Bull 15 s. 35 ft. 450/4500 lbs. Horse, draught 10 s. 50 ft. 450/4500 lbs.
Cat 1 d. 30/20** ft. 1/2 /5 lbs. Horse, destrier 18 L 50 ft. 375/3750 lbs.
Calf 4 s. 35 ft. 50/500 lbs. Horse, hackney 3 s. 60 ft. 250/2500 lbs.
Cock 7 d. 30/60* ft. 1/3 lbs. Horse, palfrey 10 L 60 ft. 200/2000 lbs.
Cow 9 s. 35 ft. 250/2500 lbs. Horse, rouncey 16 s. 60 ft. 200/2000 lbs.
Dog, herding 3 d. 35 ft. 2/10 lbs. Mule 3 s. 60 ft. 250/2500 lbs.
Dog, hunting 6 d. 40 ft. 2/10 lbs. Ox 13 s. 35 ft. 600/6000 lbs.
Dog, lap/ratter 8 d. 35 ft. 1/2 /5 lbs. Partridge 7 s. 30/125* ft. 1/4 lbs.
Dog, mastiff 6 d. 30 ft. 10/50 lbs. Peafowl 2 L 30/100* ft. 1/2 lbs.
Ewe 1 s. 30 ft. 30/300 lbs. Pigeon 2 s. 20/140* ft. 1/10 lbs.
Falcon 1 L 20/150* ft. 1/3 lbs. Pig 3 s. 25 ft. 30/3000 lbs.
Ferret 3 d. 25/10*** ft. 1/3 /3 lbs. Pony 3 s. 50 ft. 150/1500 lbs.
Goat 1 s. 30 ft. 30/300 lbs. Rabbit 3 d. 40/10*** f. 1/3 /3 lbs.
Goose 5 d. 20/110* ft. 1/2 lbs. Ram 2 s. 30 ft. 30/300 lbs.
Hen 2 d. 30/60* ft. 1/3 lbs. Swan 17 s. 20/100* ft. 1/2 lbs.

* = walking/flying

** = walking/climbing

*** = walking/burrowing

Tack and Harness

Item Price Weight Item Price Weight
Bit and Bridle 7 d. 3 lbs. Saddle, war 8 s. 25 lbs.
Cart harness 1 s. 10 lbs. Saddle blanket 3 s. 1 lb.
Halter 9 d. 1/10 lbs. Saddle bags 16 d. 6 lbs.
Horseshoes/four 2 d. 8 lbs. Yoke, horse 3 s. 15 lbs.
Saddle, pack 4 s. 15 lbs. Yoke, ox 2 s. 15 lbs.
Saddle, riding 6 s. 20 lbs. Whip 1 d. 1 lb.

Armour and Shields

Item Price AC Item Price AC
Brigandine 1 L +4 Full-Plate 8 L +7
Buff-Coat 5 s. +2 Open Helmet 3 s. +2
Cuirass 1 L +2 Visored Helmet 8 s. +3
Gambeson 3 s. +2 Buckler 1 s. +1
Haubergeon 1 L +3 Shield 3 s. +2
Demi-Plate 6 L +5 Pavise 6 s. +3

Brigandine: corselet formed from many small plates riveted to a fronting of cloth or leather.

Buckler: small shield popular for ease-of-carry, cannot block missiles.

Buff-coat: long-hemmed jacket made from thick leather.

Cuirass: breast- and back-plate of steel with attached plackart and faulds.

Demi-plate: plate protection for the upper body, with maille collar, skirt, and voiders (armpit protection).

Full-plate: plate protection for the entire body, with maille collar, skirt, and voiders.

Gambeson: padded jacket made from several quilted layers of linen.

Gauntlets: assumed to be included with all armours; donning or doffing does not effect AC, but does affect thief-skills and unarmed strikes.

Haubergeon: short-sleeved and hemmed shirt of maille with a separate maille collar.

Helmet, open: includes kettle-hats, open bascinets, open sallets, burgonets, and morions.

Helmet, visored: includes houndskull bascinets, visored sallets, and armets.

Pavise: large shield often used by crossbowmen, can be staked into the ground to serve as stationary cover.

Weapons

Item Price Weight DT1 DT2 DT3
Axe, Hand 5 d. 1.5 lbs. 1d8 s -- --
Axe, Long 8 d. 6 lbs. 1d10 s -- --
Bow, Short 8 d. 1.5 lbs. 1d6 p -- --
Bow, Long 10 d. 2.5 lbs. 1d10 p -- --
Club 1 d. 2.5 lbs. 1d4 b -- --
Crossbow 5 s. 13 lbs. 2d4 p -- --
Dagger 3 d. 1/2 lbs. 1d4 p 1d4 s --
Dagger, Parrying 6 d. 3/4 lbs. 1d4 p -- --
Dagger, Rondel 4 d. 1/2 lbs. 1d4 p -- --
Dart 1 d. 2 lbs. 1d4 p -- --
Dart, War- 3 d. 6 lbs. 1d8 p -- --
Glaive 8 d. 7 lbs. 1d6 s 1d6 p --
Halberd 10 d. 9 lbs. 1d 8 s 1d4 p --
Knife 2 d. 1/2 lbs. 1d3 p 1d3 s --
Lance 10 d. 9 lbs. 3d4 p -- --
Mace 10 d. 2 lbs. 1d6 b -- --
Rapier 1 L 2 lbs. 2d4 p 1d4 s --
Sling 1 d. 1/6 lbs. 1d6 b -- --
Sling, Staff 2 d. 4 lbs. 1d8 b -- --
Spear 5 d. 3.5 lbs. 1d8 p -- --
Sword, Arming 1 L 1.5 lbs. 1d6 s 1d6 p --
Sword, Great- 1.5 L 5 lbs. 1d10 s 1d4 p --
Sword, Long- 1.25 L 2 lbs. 1d8 s 1d8 p --
Sword, Short- 10 s. 1 lbs. 2d4 s 2d4 p --
Pike 7 d. 6 lbs. 1d8 p -- --
Poleaxe 1 L 7.5 lbs. 2d5 s 1d4 b 1d4 p
Quarterstaff 1 d. 4 lbs. 1d8 b -- --
Warhammer 1 s. 2 lbs. 1d8 b 1d4 p --

Crossbow: cannot be spanned while mounted.

Dagger, rondel: when foe is grappled, ignores weapon versus armour modifiers.

Halberd: reach 10 feet.

Lance: for every ten feet one moves while mounted, the lance deals +1 damage. One must be moving in a straight line to gain this bonus. While dismounted, one suffers a -3 attack and -2 damage penalty.

Spear: reach 10 feet.

Pike: reach 20 feet.

Firearms

Item Price Weight Damage
Arquebus 16 s. 9 lbs. 3d4 b
Blunderbuss 18 s. 9 lbs. *
Grenado 10 s. 3 lbs. *
Musket 1.5 L 10 lbs. 4d4 b
Pistol 1 L 4.5 lbs. 2d8 b

Firearms (all): require powder and a match to ignite it, should either become wet the weapon cannot fire.

Blunderbuss: firing spread is a 20-foot cone, anyone in the line-of-fire must make a saving-throw versus breath weapon with a penalty equal to the blunderbusier’s to-hit bonus or take 1d6 bludgeoning damage. Due to the powerful recoil, whenever a hob fires a blunderbuss, a 1d6 must be rolled; on a 1, the hob is knocked backwards 2d4 feet.

Grenado: has a blast-radius of 25 feet, anyone therein must make a saving-throw versus breath weapon or take 2d4 slashing damage +2d4 fire damage. On an attack roll of 1 or 2, the grenado lands and explodes right next to the grenadier, who makes his saving-throw with a -1 penalty.

Missile Statistics

Weapon RoF Range in Feet
Short Medium Long
Arquebus 1/3 150 450 630
Bow, short 2/1 150 300 450
Bow, long 2/1 210 420 630
Crossbow 1/3 240 480 720
Dagger 1 30 60 90
Dart 3/1 30 60 90
Dart, war 1 45 90 150
Grenado/potion 1 15 30 45
Hand axe 1 20 40 60
Knife 1 30 60 90
Musket 1/3 240 480 720
Pistol 1/3 180 360 540
Sling 1 150 300 450
Spear 1 30 60 90