𝔐𝔞𝔯𝔠𝔥𝔢𝔯𝔩𝔞𝔫𝔡𝔰:
Chapter V
Money and Equipment

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For an adventurer, the availability of arms, armour, rations, rope or light sources is of paramount import. While your character may possess impressive abilities and skills, these will do him little good should he lack the necessary equipment for adventuring. Fighting without weapons and travelling without food will find both himself and his party in a most grievous state. Having proper kit can mean the difference between life and death for intrepid adventurers. As such, this chapter details the vast variety of equipment that an adventurer might need, from the mundane to the exotic.

Standard 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

Starting Funds

Initial Character Funds

Group Die Range
Warrior 5d6 x 10 s
Priest 3d6 x 10 s
Rogue 2d6 x 10 s
Wizard 1d6 x 10 s

Equipment Lists

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See Also: Coin Calculator