Equipment
• You start with 60 silver pieces
• Light Weapon (10s): d6. May be wielded as a secondary weapon, allowing you to re-roll damage once per attack. Includes daggers, short swords, and hand axes.
• Martial Weapon (30s): d6+1. Must be wielded in main hand. Includes long swords, hammers, axes, spears etc.
• Great Weapon (40s): d6+2 damage. Uses two hands. Includes two-handed swords, battle-axes and pole arms.
• Shortbow (10s): d6. Also slings etc.
• Bow/Gun (30s): d6+1. Also crossbows, pistols etc.
• Heavy Bow/Gun (50s): d6+2 damage if firing from a stationary position. Includes arbalests and muskets.
• Light Armor (30s): armor 1.
• Full Armor (60s): armor 2. Always has a helm. Makes it very hard to run, move quietly, swim, leap etc.
• Shield (10s): +1 armor.
• Adventuring Gear (2s each): 20ft rope, iron spike, chalk, parchment, flint/steel, torches (4), tent, dice, caltrops (slows pursuers), bandages, travel rations, waterskin, wineskin.
• Tools (5s each): crowbar, hatchet, animal trap, lockpicks, pen & pot of ink, fishing pole, shovel, grappling hook, pickaxe, collapsible pole.
• Occult Items (10s each): quicksilver (per dose), pouch of bone dust, vial of holy water (one use), vial of blood, ritual incense and oils.
• Fancy Items (20s each): mirror, lantern, spyglass, sand timer, board game, elaborate clothes, holy symbols and other charms.
• Fire Oil (20s per flask): sets an area on fire (d6+1 damage/round for 3 rounds unless extinguished). Fills a lantern 10 times.
• Boats: rowboat (50s) to galley (200,000s).
• Carts: cart (30s) to wagon (100s).
• Taverns: 1s to sleep, 1s to eat, 1s to get drunk.
• Property: house (1,000s) to manor (100,000).
• Horses: mule (30s), horse (100s), warhorse (1,000s).
Hirelings
• Cost per day
• Torch Bearer (2s): 3hp, knife.
• Guide (5s): 6hp, knife, lantern, rope.
• Armsman (20s): 12hp, spear, shield, light armor.
• Expert (20s): 6hp, skill 4, dagger, bow.
• Champion (60s): 18hp, full armor, halberd, sword, shield, dagger.