Money: ----- * 1 Gold Piece = 2 Electrum Pieces = 10 Silver Pieces = 100 Copper Pieces * At chargen, each player begins with 100gp and their choice of armor and weapons. * 50 coins = 1# * ALL COINS are BETWEEN the SIZE of a QUARTER and a HALF DOLLAR. COPPER COINS are a bit THICKER than SILVER COINS. ELECTRUM COINS are a bit THINNER. GOLD COINS are HALF the THICKNESS of SILVER COINS. * Occasionally, in ancient treasure troves, Brass(or Bronze) Coins may be found. These coins are typically worth 1/4 to 1/2 of a Copper Piece each, depending on their size, though they may be worth a considerable sum to a collector of ancient coins and trinkets. Orichalcum coins may also be found in ancient ruins. These coins are a red- gold color and are worth about as much as a modern Silver Piece. To a wizard, however, they may be worth great deal more for their magical properties. Equipment List: Item Cost ----- ----- Dagger 5gp Silver Dagger 30gp Hand Axe 5gp Mace 10gp War Hammer 10gp Sword 20gp Sword(short) 12gp Battle Axe 15gp Morning Star 10gp Flail(spiked) 12gp Spear 5gp Pole Arm 15gp 2-Handed Sword 30gp Great Axe 20gp Lance 7gp Pike 10gp Short Bow 7gp Long Bow 10gp Short Composite Bow 15gp Composite Bow 20gp Great Bow ## Quiver with 20 Arrows/ 30 Quarrels 5gp Crossbow 20gp Quarterstaff 1gp ## A Great Bow is designed to make use of the user's STR bonus for to-hit and damage rolls rather than DEX. It costs twice the price of a normal bow of its type(Long Bow or Composite Bow) and has 1 1/2 times the range. Leather(Cuir Bouilli) 30gp Brigandine/Scale/Lam 60gp Chain/Banded 100gp Plate Mail 250gp Field Plate 400gp Shield(medium) 10gp Cloak, fur-trimmed 10gp Cape/Cloak 1gp Boots 3gp Clothing, common 4gp Blanket 5sp Fashionable Clothes 50gp-1000gp Warhorse, Medium 225gp Warhorse, Light 150gp Riding Horse 75+gp Pack Horse 30gp Workhorse 30gp Cow 25gp Sheep 10gp Pig 10gp Chicken 1sp Camel 25gp Mule 10gp Dog, hunting/tracking 10gp Wardog 20gp Saddle 20gp Bit and Bridle 2gp Saddle bags 5gp Small Cart 5gp Cart(2 wheels) 20gp Wagon(4 wheels) 40gp Brandy 3gp/gal wine(best) 1gp/gal Mead 5sp/gal Ale(best) 3sp/gal Ale(best) 1sp/qt Ale 3cp/qt Beer 2cp/qt Breakfast 2-3sp Dinner 3sp-7sp Iron Rations 3gp(1 person/1 week) Water/Wineskin 2sp Steel Mirror 3gp Silver Mirror 10gp Magnifying Glass 7gp 10' pole 2cp Pocket Knife 2gp 6 torches 3cp Lantern 3gp Flask of Oil 3sp/pint 12 candles 5cp Leather Backpack 7gp Large Sack(cloth) 5cp Small Sack(cloth) 3cp Bedroll 5sp Tent(2-man) 5gp 50' Rope 4sp Iron Grapnel 3gp Hammer/12 Iron Spikes 3gp Crowbar 2sp Block/Tackle 3gp Tinderbox 5sp Shovel/Spade 3gp Forester's Axe 5gp Thieve's Tools 25gp Diguise Kit 15gp Armorer's Tools Set 250gp Anvil and Bellows 50gp Blacksmith's Tools 100gp Mason's Tools 20gp Carpenter's Tools 30gp Mortar/Pestle 5sp Spinning Wheel 20gp Poison Antidote or Antivenin 5gp Healing Salve - 5 apps (doubles healing) 5gp Wolfsbane(1 bunch) 10gp Parchment/1 sheet 2cp Vellum/1 sheet 5cp Paper/white, 1 sheet 1sp Pen/quill 1sp (for parchment and vellum) Pen/Nib(Dip) 1gp (for parchment, vellum, and paper) Ink/inkwell 1gp Book 20+gp Scroll Case(leather) 5sp Chalk/box of 3cp Incense/stick 1sp Small Chest(plain) 1gp Dice(2) 2sp Deck of Cards 5gp Marbles(Glass) 2sp Lyre 30gp Lute/Mandolin 25gp Flute, silver 30gp Flute, wood 3gp Drum 5sp Pipe, simple wood 2sp Pipe, simple Meerschaum 5sp Ships Sailing Ship(large) 20000gp Sailing Ship(small) 5000gp Longship 15000gp Galley(large) 30000gp Galley(small) 10000gp Galley(war) 60000gp Boat(sailing) 2000gp Boat(river) 4000gp Canoe 40gp University Instruction 75gp/year (Univ Room and Board) 25gp/year Fencing Instruction 5gp/month Houses Cottage 1 bay/2 story(rent) 15gp/year Row House(rent) 30gp/year Craftsman's house w/shop/work area(rent) 65gp/year Downtown shop(rent) 75gp/year Merchant's house(rent) 150gp/year Cottage(buy) 150gp Row house(buy) 300gp Craftsman's house w/shop/work area(buy) 750gp Merchant's house(buy) 3000gp Large tiled barn(buy) 5000gp House w/courtyard(buy) 5500+gp Inn 1sp per person/night(common rooms) + 5cp per horse for fodder and stabling. Private rooms cost 3sp per night(or 1gp/week) and up depending on venue and amenities. Specialists** ----------- Mercenary Capt. 250gp/month Master Sergeant 100gp/month Man-at-Arms 30gp/month Armorer 75gp/month Blacksmith 30gp/month Carpenter 20gp/month Mason 20gp/month Animal Trainer 75gp/month Pack Handler 15gp/month Bearer/Porter 10gp/month Linkboy 7gp/month (Lantern Bearer) Jeweler 75gp/month Alchemist 150gp/month Engineer 150gp/month Mst Artillerist 100gp/month Captain(ship) 250gp/month Navigator 150gp/month Sailor 20gp/month Castellan 500gp/month (Responsible for the entire castle) Scribe 50gp/month Chief Steward 250gp/month (Responsible for the day to day running of a castle) ** This list is for cost-to-hire. Tradesmen are considered Journeyman and employers will typically be respnsible for maintenance of tools and equipment and provide the shop and resources. Room and board will also be provided for those living and working in a castle or fort. Master Tradesmen will have their own shops and cost quite a bit more (3 times the cost). ** Alchemists will be supplied with a fully stocked laboratory. ** Men-at-Arms will have room and board taken care of wherever they are stationed. The employer will also provide arms and armor and take care of the cost of upkeep and replacement when necessary. ---------------- * SPECIALISTS to go on DANGEROUS WILDERNESS ADVENTURES might include: bearers/porters, pack handlers, teamsters, torch bearers, spellcasters, scholars, guides, scouts, etc), and the monthly cost will be cost per WEEK plus all expenses paid. A small share of any treasure found (or special items found, like books for a scholar)on top is a good inducement as well, to increase loyalty and also the likelihood of re-hire for other ventures. Specialists are NOT expected to fight unless under imminent threat of attack. If a specialist is not well treated, they will likely stop working for the PC. Specialists will usually not go down into the dungeon with the PCs, though they will take care of the riding and pack animals, provisions, and the camp while the PCs are inside. If killed, all pay and personal items should be returned to the next of kin along with a reasonable monetary award if possible. IF asked to go into the dungeon(e.g. to act as torchbearers, translate unknown inscriptions, haul out treasure or important artifacts), they will usually require further inducements - monthly pay per day and/or offerings of special items found(like ancient books, tablets, and scrolls for the scholar) being the usual cost. Men-At-Arms may also be hired as guards for the adventuring company and to fortify, maintain, and guard the camp outside of the dungeon. They will fight normal foes and low-level monsters(goblins, gnolls, hobgoblins, dwarves, skeletons, soldiers, cavemen, and the like), but very large and powerful creatures may call for a morale check. These fighter-types are usually zero-level, with leaders being 1st level, and do not generally gain XP or rise in level. If not armed already, decent armor and weaponry must be provided and maintained by the employer. As usual, they will expect provisions, special equipment, lodging, and all other necessary expenses to be paid for. If killed, all pay and personal items should be returned to the next of kin along with a reasonable monetary award if possible. Specialists are generally under the command of the player characters unless they fail a morale check. They are hired hands, and considered to be employees of the character. ---------------- * RETAINERS are specialists hired by the player characters to aid them on "DUNGEON ADVENTURES". They are usually mercenaries, fighters, and soldiers of fortune, or those bold youth found in any small town, yearning to leave the farm for a life of adventure. Some may be thieves, magic-users or other classes and types. Retainers are usually used to strengthen a party on a dangerous adventure into DEEP DUNGEONS, ANCIENT CRYPTS, LOST CITIES, HIDDEN TEMPLES, PREHISTORIC ISLANDS, WIZARD TOWER RUINS, and the like. Reaction Rolls, Morale, and Loyalty (all based on hiring offer, PC Charisma, duties, treatment, etc) can be used at any time. The level of retainers may be 0, 1, 2, or higher but they should not be higher than the level of the PC hiring them. If a retainer is not well trea- ted, or is subjected to extraordinary and unnecessary risk by coward- ly employers, they will likely stop working for the PC and may even betray or leave them at a very inopportune time. A minimum fee per day should be guaranteed along with a partial share of any treasure found(usually a 1/4 share, but this is negotiated during the hiring process). Retainers will expect the PC to buy needed equipment, food, armor and weapons, heal them when injured, and to pay any other fees or expenses required for the job. Retainers will fight on the front lines alongside the PCs against whatever hostile forces they face. They will earn XP points from adventures just as the PCs do, but they will only receive a 1/4 of the XP the PCs would since they are generally following orders and not making decisions on their own. Because of this, they will be able to slowly level up. If they are killed, their personal items, along with their share of any treasure is expected to go to their next of kin. Retainers are generally under the command of the player characters unless they fail a morale check. Note that morale for retainers is not normally checked if they are treated well and fairly and not taken advantage of or exposed to risks that their employer is not willing to take. Some retainers may become especially trusted over time and be an integral and valuable part of the plans and workings of the PC's. These retainers, called HENCHMEN, are the PC's "partners in crime" - adventuring sidekicks, personal guards, laboratory assistants, the stewards of their estates, and protection from the machinations of NPCs or other player characters. They may even undertake advent- ures for the player character if the PC is unable to do so. Hench- men should receive a half-share of any treasure found as well as a half-share of XP points for any adventures they are on. They will, additionally, be gifted special items from dungeon treasure hauls that suit their professions, interests, or abilities - magic items, potions, magical weapons and armor, etc. Henchmen expect to be "raised" if they are killed(if at all possible), or have their bodies, possessions, and earnings from their adventures delivered to their next of kin. Because they are so devoted and so useful, players may only ever have as many HENCHMEN as they have points of CHA/2 rounded up. Construction ------------ Castle Wall, 100'long, 20'high 5000gp Bastion(half-round tower), 30'base, 30'high 9000gp Round Tower, 20'base, 30'high 15000gp Round Tower, 30'base, 40'high 30000gp Square Keep, 60'base, 80'high 75000gp Moat, 100'long, 20'wide, 10'deep 400gp Gatehouse, 30'x20'base, 20'high with portcullis 6500gp Barbican, two 20'x30'towers, gatehouse, and drawbridge 37000gp Dungeon Corridor, 10'x10'x10', stone flagged 500gp Stone Building(2-story, attic, 120'of wall, wooden doors, stairs, floor, roof) 3000gp Wooden Building(as above) 1500gp Drawbridge 250gp Ballista 75gp Catapult, Light 150gp Catapult, Heavy 250gp Trebuchet 400gp Stairs (3'x10') wood 20gp stone 60gp# Door(3'x7') wood 10gp reinforced 20gp# iron/stone 50gp secret costx5 Trap Door(4'x3') costx2 Shutters 5gp# Bars(iron, window) 10gp# Arrow slits/window 10gp# Roof/Floor(10'x10) wood 40gp# flagstone/tile 100gp# * Construction time = 1 day for each 500sp spent # These plus interior walls and modest furnishings can be assumed by adding 25% to the cost of the basic structure. ** Prices listed are for 'civilized' areas. In more out of the way areas, certain items may be much rarer and more expensive, and some items may be impossible to find.