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Daily 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 included in the costs for inns. (if you don't stay in an inn then you need to pay seperately)

 
Weekly upkeep*
Hovel
1
Average
5
Good
10
Luxurious
25

*Excludes lodgings

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

Additionally after an adventure there will be urgent repairs and replenishments (arrows, candles, broken lanterns...). This equates to an additional week's worth of expenses for roughly every 25 Hero points 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 Spell Level Daily cost (Marks)

Priest cost
x2

Mage cost
x5

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

 

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.

Equipment

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

   

Gold Marks
(Buying)

Availability
Accommodation Inn + food (hovel)
1
week = 6g
Weekly cost = x5 Inn + food (avg)
3
Villages week = 15g
Horse = double cost Inn + food (good)
6
Towns week = 30g
  Inn + food (knight)
12
cities week = 60g
  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
  Boiled leather
10
3 weeks
  Scale
20
2 weeks
  Mail Hauberk
100
2 months
  Full mail
250
3 months
  Coat of Plates
500
1 month
  Plate armour
5000
1 year
Metal breastplates
200
2 weeks
Bracers & greaves
Boiled leather
15
Shelf
  Metal
50
2 weeks
Helms
Leather
2
Shelf
  Boiled leather
5
Shelf
  Mail
10
Shelf
  Small
10
Shelf
  Medium
20
Shelf
  Great
40
2 weeks
  Bascinet
500
2 months
Weapons Knife
5s
  Dagger
2
  Battle-axe
5
 

Arrow - Silver

1
Rare
  Sword - cheap
6-8
  Sword - good
40-80
Uncommon
  Sword - best
250
Rare
Travel Horse
250-2,500
  War horse (best)
25,000
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
 
  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
1
  Mirror - Silver
5
  Oil - Lamp
1s
  Oil - Greek
5
Rare
  Rope - Hemp (50')
2
  Rope - Silk (50')
100
Rare
  Scrollcase - Bone
10
Uncommon
  Scrollcase - leather
5s
  Spike iron x3
1s
  Waterproof (waxed) sheet
2
 
  Waterskin
5s
Treasure Gem (Semi precious)
5+
Sell at 1/2 value Gem (precious)
40+
  Silver broach
2+
  Silver torc
1-5
  Small silver statue
5-20
  Silver goblet
15-100
  Silver bowl
30-200
  Bracelet
5s+
  Ruby ring
15+
  Diamond ring
100+

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

Adventuring kit

Standard kit

Deluxe Kit (standard plus)

 

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

Scrolls

Selling value is daily cost.

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