Costs

Daily / weekly upkeep

In addition to board and lodging people will spend money during the days in town on snacks, dinner, and odd bits and bobs whilst adventurers, especially successful ones tend to spend money when they have it on enjoying themselves as well as the simple necessities such as mending armour, straightening swords, getting clothes mended or new ones, new prayer beads, spell components, lock picks, lanterns...

The amount spent will depend upon your lifestyle and is not included in the costs for inns. (if you don't stay in an inn then you need to pay seperately)

Weekly
Spending
money *
Lodging Horse stabling Disease
Hovel
1
5   5%
Average
5
10 10 1%
Good
20
20   0%
Luxurious
50
50   0%

*Excludes lodgings

The disease chance is the chance per stay or per month, whichever is the shorter period. This is a nasty disease such as "black nose rot" not just a mild case of manflu. If you catch a disease, get cured and go back to stay there again you get another roll at double the chance.

The good news is that if resting and recovering wounds you won't be out and about much so you can ignore the weekly costs (excludes lodgings).

Additionally after an adventure there will be urgent repairs and replenishments (arrows, candles, broken lanterns...). This equates to an 1 gold for every Hero Point gained (more HP = more adventures = the harder your kit suffered).

Daily Rates for Training

Note that priests and mages charge more than the expected daily rate as a first level mage/priest has spent many years in study to reach that point, they are not the equivilant of a shepherd.

Equivalent
level
Occupation Equivalent Daily cost (Marks)

Priest cost
x2

Mage cost
x5

Spell Level
1 Shepherd / Ploughman New Trainee 2 4 10 1
2 Farmer Apprentice 3 6 15  
3 Guard   5 10 20 2
4 Parson Journeyman 7 15 30  
5 Mounted man at arms   10 20 50 3
6   Craftsman 15 30 70  
7 Knight   25 50 100 4
8   Master Craftsman 35 70 200  
9 Baron   50 100 300 5
10     100 200 500  
11 Bishop   150 300 750 6
12 Sheriff   300 600 1500  
13 Count   500 1000 2500 7
14     1000   5,000  
15 Earl   2,000   10,000 8
20 Duke   10,000   50,000 9

 

Getting Wizards and Priests to cast Spells and Prayers for You

Priests and occasionally wizards may cast prayers or spells for you in your hour of need (if you pay enough). The cost will be dependent upon the spell and caster's level. Scrolls sell at the same value as it would cost to cast the spell. The standard cost is one day's pay

Wizard feeling self important, stuck up, annoyed at being disturbed and superior to mere mortals will charge a lot to cast a spell, priests and do not demand as much, especially priests of Bahrie as they get the common healing spells at lower levels. This is not the rate of pay that casters take home, it includes factors such as equipment, space and assistants.

For each reduction in spell level below a caster's maximum they reduce the cost by 1 place (not 1 spell level). Mages won't bother casting spells they feel are beneath them.

Getting Wizards to teach you spells

Wizards often have better things to do with their time than teach, but occasionally will put aside some time to train others. When they do they will charge at least their normal daily rate (based on their level not the level of the spell) and it will take 1 day per power point of the spell.

Scrolls

Selling value is daily cost.

Equipment

These are equipment costs, items can be sold at half value.

   

Gold Marks
(Buying)

Availability
Accommodation Inn + food (hovel)
1
week = 5g
Weekly cost = x5 Inn + food (avg)
3
Villages week = 15g
  Inn + food (good)
5
Towns week = 25g
  Inn + food (knight)
10
Cities week = 50g
  Rations / day
1+
edible for 1 week
  Iron rations / day
2
edible for 1 month
  Grain & stables (per horse)
2
week = 10g
Armour Light leather
4
Shelf
  Padded
5
Shelf
  Full mail
200
3 months
  Coat of Plates / Brigandine
100
1 month
  Plate armour
5000
1 year
Weapons Knife
5s
  Dagger
2
  Battle-axe
5
  Arrow - Silver 1 Rare
  Sword
15
  Sword - pretty
40-80
Uncommon
  Sword - best
250+
Rare
Travel Pack Horse (4mph) 80-200 SP = cost/10
  Riding Horse - Rouncey (4mph) 120-200 SP = cost/8
  War Horse - Rouncey (4mph) 1000-1500 SP = cost/50
  War horse - Courser (6mph) 2000-4000 SP = cost/100 (Uncom.)
  War horse - Destrier (5mph)
15K-25K
SP = cost/500 ( Rare)
  Cart
25
  Citizenship
1,000
Need a trade
Houses Town House
5-20,000
Need to be a citizen
  Shop
10-20,000
 
  Luxury town house
20-100,000+
Adventure kit Standard kit
10
 
  Deluxe kit
40
 
  Bandolier (6 spots) 10  
  Book - Normal
50+
  Book - Magic info
100+
 
  Candle - wax
8s
  Candle - Tallow
5d
  Caltrop (20 off 1")
1
Uncommon
  Garlic & Belladonna
5
 
  Grappling Hook
2
  Holy Water
5
  Hourglass
50
Rare
  Horn
4
  Lantern Bullseye
10
  Lantern Hooded
5
  Mirror - metal
10
  Mirror - Silver
50
  Oil - Lamp
1s
  Oil - Greek
5
Rare
  Rope - Hemp (50')
2
  Rope - Silk (50')
100
Rare
  Scrollcase - Bone
10
Uncommon
  Scrollcase - leather
5s
Uncommon
  Spike iron x3
1s
  Waterproof (waxed) sheet
2
 
  Waterskin
5s
Treasure Gem (Semi precious) 5+ Uncommon
Sell at 1/2 value Gem (precious)
40+
Rare
  Silver broach
2+
Uncommon
  Silver torc
1-5
Rare
  Small silver statue
5-20
Uncommon
  Silver goblet
15-100
Uncommon
  Silver bowl
30-200
  Bracelet
5s+
  Ruby ring
15+
Rare
  Diamond ring
100+
Rare

Silver plate = 1/3 of silver
gold plated silver = +20%
Gold = silver x 100

Food & Drink Wine (cask)
3-10
  Brandy (cask)
10-20
  Beer (quart)
1
  Spices / lb
25
Other Cloth (bolt)
10-30
  Silk (bolt)
20-40

 

Rare
City = 30%, town = 10%, village = 0%
Uncommon
City = 100%, town = 40%, village = 10%
Common
Town = 90%, village = 30%
 

Encumbrance

This is the amount of kit you can carry, it is primarily defined by your physical stature. Encumbrance mostly measures bulk, strength will help a little but for the things adventurers carry around it is mostly awkwardness that hinders people. Having a strung bow over your shoulder makes it difficult to swing a sword.

Racial size

Many items are not included in the calculation, only bulky or awkward ones such as armour, weapons, books... Some armour is less encumbering if you are strong but otherwise strength does not affect encumberance.

Item Encmberance
Leather/padded armour (strength 2) ^ 2 (1)
Mail (strength 3) ^ 2 (1)
Plate (strength 3) ^ 3 (2)
Medium shield 1 ° (2)
Side arm (sword, mace, hammer...) (left) 1
2nd side arm / quiver (right) 1
3rd side arm / quiver (right) 2
2 handed weapon 1° (2)
Long bow (strung) / x-bow 1°*
Javelin / spear (≤= 3) 1°*
Pistol x-bow 1
Throwing axe 1
Instrument 1
Dagger / flask / holy water/ scroll...
per complete 3) (excludes potions)
1
Book 2
Lantern 1
Rope (50') 1
Grappel & rope 2
Backpack (+5 external / +4 internal) 1

^ If the character has the minimum strength then the reduced encumberance is used. For small creatures (gnomes and hobbits) this number is one lower.

 

°A two handed weapon (great sword, bow...) is only 1 encumberance when carried in a free hand (as during a normal adventure) or 2 if strapped to a backpack

 

* Bows and javelins may be strapped to the side of a backpack for silghtly easier access. This splits the encumbrance betwen your main allocation and the external section of your backpack (one to each) +1 for the quiver. This requires several good straps and ties.

If you have more than one javelin attached in the same location you must take all of them into hand.

You may only have one long item so strapped. Strapped and inaccessible (on the back rather than the side) does not limit the number as you can put them on top of each other.

The encumberance of a creature is the same as the 150% of encumberance they can carry, e.g. a human is encumberance 12. You then have to add any encumberance the carried is themselves carrying, you don't carry that for free.

If you have more than one sidearm attached to any leg the second one is double encumberance.

Armour carried is double, with no reduction for strength or backpack.

Backpacks

Characters are assumed to be carrying a backpack. This can carry additional encumbrance within it and hanging on/strapped to the outside (i.e. it doesn't help with things like javelins). It takes up 1 encumberance itself.

Internal items are not accessible during combat. Spell books would be protected inside your backpack

Outside items may be retrieved using a full round but you have no defence whilst doing so (feats may help). Attaching anything back to the backpack (including the weapon you were holding) either requires standing still and help from another for a whole round or you need to take the backpack off (i.e. out of combat).

Bulky items such as waterskins/rations which everyone needs are kept out of the calculations (for free inside the backpack). Similarly horses carry any camping kit or if walking you leave it outside the dungeon.

Some things, such as bows are not capable of being carried on your belt they are either in you hand or strapped to your backpack.

In reality items such as a bow or javelin on your backpack would cause all sorts of manourvrability difficulty when fighting with most weapons, this has to be ignored for playability.

Bandoliers

These can hold 7 flasks that are for enough apart for one to not set off another when they go bang. However whenever a critical hit to any of locations 4-7 is taken they are susceptible to breaking. Roll a d8 and the flask in that location breaks/explodes. An 8 indicates you were lucky and they were all missed.

Remember that falling may also cause a critical.

Horses

Horses have four legs so their encumberance limit is approximately doubled.

 

Horse

Encumberance

Limit

Pack 25
Pony 16
Riding 20
Courser 22
Heavy 25

Pack horses cannot be ridden.

Encumbered

Light characters

Characters whose total encumberance (including backpack) < base allowance are treated as light and gain 5' movement.

A character is encumbered when they are carrying more than their allowance.

Encumbered characters

Heavily encumbered If carrying > 50% more then

Over encumbered If carrying > double

Adventuring kit

Standard kit (Encumberance 2)

Deluxe Kit (standard plus) (Encumberance +2)

Travelling kit

Greek Fire
Greek fire is a volatile oil that comes in flasks which may be thrown. They break on impact causing damage to a creature that was struck for 3 rounds at L2/L1/L0. They have a splash area of 3', anything caught in the splash area suffers 1 level lower damage
Caltrops
These are 4 pointed 1" pyramidal shapes designed to cause damage to feet. 1 set will cover a 10' square area. Creatures crossing the area unaware save (no modifier) or take L1 damage (pierce) (to their feet). Creatures who are aware may walk across without harm, however running will need a dexterity save.

Quality weapons

Higher quality better balanced weapons are sometimes available, better balance means easier to swing and hit more easily. Additionally they may be made of a higer quality steel which means they penetrate armour more easily and do more damage. Smiths using the quality steels always don't badly balanced weapons so they always gain the "To Hit" bonus.

Type
To hit
Damage
Cost Availability
Balanced
+1
x10 Uncommon
 
+2
x100 Rare
& a bit sharp
+1
+1
x100 Very Rare
Sharp
0
+1
x10 Rare
 
0
+2
x100 Very Rare

Weapons that are both balanced and sharp cost both multiples

 

Hiring of rooms / strongboxes

   
Marks / month
Room rent Room (seedy)
10
(empty) Room (normal)
15
  Room (Good)
25
  Room (Lab / Library)
50
     
Storage Strongbox (wood) 2'x1'x1'
1
  Strongbox (Iron) 2'x1'x1'
2
  Storage large item
1

 

Horses

Different types of horses can be trained to different levels of war skills (Mounted Combat).

Horses have 4 speeds (walk, trot, canter & gallop) plus stationery equivalent to speeds x1, x2, x4 and x8. Casting or performing skills at speed carries difficulty modifiers.

 

Palfrey (Not war trained)

This is a well bred horse that was bred for general purpose riding. If you were a person of substance in the middle ages, this is the horse you'd most likely own, sometimes equalling the knight's destrier in price. They have a much nicer ride since they have a smooth ambling gait rather than trot.

 

Rouncy (level 3)

General purpose combined work/riding horses. Rouncies were common grade horses of no particular breeding or training except that they were indispensable in getting from point A to point B and did the bulk of muscle work people called upon horses to perform. Used by poor knights or squires.

 

Courser (level 5)

A catch-all description of a good cavalry horse in the middle ages. The courser was more common than the destrier, and preferred for hard battle as they were light, fast and strong, also steady and long winded horses.

They wouldn't be as refined or well trained as a Destrier, but then they didn't cost as much either.

 

Destrier (level 7)

In the middle ages this referred to a well, bred, highly trained stallion used as a war or tournament horse. This animal is a specialist mount, they were rare and very expensive even in the middle ages.

 

Note the skill level is also the attack level of the horse in battle.