Equipment & Resources
The Monetary System
Common Coinage |
10 copper = 1 silver |
10 silver = 1 gold |
10 gold = 1 platinum |
Financial Services
Loans = 20% interest/month
Gem/Jewelry Sale = 80% of actual price
Money changing = 3% fee
Savings = 0% interest
Starting Money & Equipment
Starting Money
- Prophet: 2d6 x 10 silver pieces
- Warrior, Justicar: 3d4 x 10 silver pieces
- Magician: 2d6 x 10 silver pieces
- Burglar: 2d6 x 10 silver pieces
Common Starting Gear
If the characters are going to start as prisoners, beggars, or other form of utter destitution, ignore the starting money and items below.
All characters begin with the following items:
- One set of practical but weather-worn clothing, including shoes or light leather boots
- A knife or small hatchet.
- A small purse with their starting coins.
- A sack or sling bag containing a blanket or bedroll.
- Flint and steel
- Bedroll
- 7 days standard rations
- Plus:
- If a warrior or justicar: a pewter or leather tankard, and a club or spear
- If a prophet: a holy symbol of their faith, a book of prayers or devotions, and a set of practical vestments.
- If a magician: a basic spellbook, and a cloak or academic robe.
- If a burglar: a set of basic lockpicks, a club or sharp dagger, a cloak, and a ratty hat or hood.
Beginning Spells
Prophet: All 1st level clerics begin with a prayer book (or set of runestones of other thematic equivalent) containing the steps to pray for all the 1st level clerical spells.
Magician: All 1st level wizards begin with a standard spellbook containing Read Magic, and three other first level spells of their choice.
Equipment Costs
Check here
Weapons and Armour
- Armor
- Shields
- Helmets: add +1 to AC, additional (saving throw, circumstantial) bonuses based on helmet material and form.
- Poisons