For those who travel, eating meals on the road and in taverns, and staying in an inn are common occurrences. The following list of items gives a few basic standards for drinks, meals, rations, and lodging for both the traveler and his mounts.
Food & Lodging |
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Goods or Service | Cost | Notes |
Beer and Ale | 1 cp | Pint. |
Brandy | 2 cp | Half-pint. |
Cider | 1 cp | Pint. |
Mead | 5 cp | Pint. |
Wine | 6 cp | Pint. |
Light meal | 3 cp | |
Normal meal | 7 cp | |
Heavy meal | 12 cp | |
Normal rations (1 week) | 5 bp | Normal spoilage. Wt. 12 lbs. |
Trail rations (1 week) | 1 sp | Preserved. Wt. 8 lbs. |
Iron Rations (1 week) | 3 sp | Preserved. Wt. 2 lbs |
Poor lodging | 1 cp | Communal sleeping. |
Average lodging | 2 cp | Separate bedding. |
Good lodging | 3 cp | Separate room. |
Stable | 1 cp | Includes food for animal |
- Drinks & Meals – The price list includes listings for several kinds of drinks and 3 different kinds of meals. Each of these is pretty standard.
- Rations – There are several different types of rations. Each is used when traveling and has its own uses.
- Normal Rations – This is enough food to last for a week. Depending upon what it contains, Normal rations will spoil in 1 to 2 weeks.
- Trail Rations – This is dried food, preserved to last up to a month before spoiling. The rations will last one person for 1 week.
- Iron Rations – This is a specially prepared bar of nutritious, if somewhat bland, food. It lasts up to 6 months before spoiling. One bar of Iron Rations will last a single person for 1 week.
- Normal Rations – This is enough food to last for a week. Depending upon what it contains, Normal rations will spoil in 1 to 2 weeks.
- Lodging – The type of lodging determines the available accommodations. Costs are per day.
- Stables – Places where you can house your mount while in town. Costs are per day.
Armor & Shields |
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Item | DEF | AR* | Pen. | Imp. | Cost | Weight** |
Shields | ||||||
Full Shield | 4 | — | — | — | 7 sp | 11 lb |
Normal Shield | 3 | — | — | — | 55 bp | 8 lb |
Small Shield | 2 | — | — | — | 35 bp | 5 lb |
Torso Armors | ||||||
Normal Clothing | — | 0 | 0 | 0 | varies | varies |
Soft Leather | — | 4 | 0 | 1 | 10 sp | 8 lb |
Reinforced Leather | — | 6 | 0 | 1 | 30 sp | 15 lb |
Chain | — | 8 | -1 | 1 | 60 sp | 22 lb |
Scale | — | 10 | -2 | 2 | 100 sp | 27 lb |
Plate | — | 12 | -3 | 3 | 150 sp | 30 lb |
Helms*** | ||||||
Skullcap | — | 1/1* | — | 1 | 1 sp | 1 lb |
Pot Helm | — | 1/3* | — | 1 | 3 sp | 2 lb |
Full Helm | — | 1/5* | — | 2 | 5 sp | 4 lb |
Bracers (Arms) | ||||||
Leather | — | 1/4* | — | 1 | 2 sp | 2 lb |
Reinforced Leather | — | 1/5* | -1 | 1 | 4 sp | 3 lb |
Metal | — | 1/6* | -1 | 2 | 6 sp | 3 lb |
Greaves (Legs) | ||||||
Leather | — | 1/4* | — | 1 | 2 sp | 2 lb |
Reinforced Leather | — | 1/5* | -1 | 1 | 4 sp | 3 lb |
Metal | — | 1/6* | -1 | 2 | 6 sp | 3 lb |
* = The “1” is added to the AR from any Torso Armor, the second number is only used against Called Shots (p. 43). ** = Counts against encumbrance if carried and not worn. Weights are based upon equip. for a human-sized character. *** = See Helm descriptions for modifiers to the Perception skill and against Stuns. Increase cost by 2 sp & weight by 1 lb if made of tougher materials as indicated within the descriptions. |
Armor is extremely important to those who go into battle. It helps protect them from wounds and aids in saving their lives. However, armor also slows down the wearer and this can mean that he tends to get hit more often, though for less damage overall.
Armors fall into several broad classifications based on the types of materials that they are made from. Within these classifications, there are also a variety of styles or ways that armor can be made. Thus while two different suits of armor might look different, they could easily fall into the same broad group (i.e. brigandine and leather scale look different but both are still considered to be Reinforced Leather).
The Armor & Shields table includes a number of columns that need to be defined. They are as follows:
DEF – This is the modifier to the character’s DEF (his Defense). If there is a number listed, this means that the character is harder to hit.
AR – This stands for Armor Rating. The character’s main AR is comprised of his AR for his Torso Armor, plus 1 point each for any Helm, Bracers or Greaves that are also worn, regardless of what they are made of. This total is subtracted from the number of hits dealt by any attack that hits the character. Helms, Bracers and Greaves also have a second AR listing, but that listing is only used against [[Called Shots]] (see p. 43).
Pen. – This is the Armor Penalty. If the character has training in using the given type of armor, then this penalty is only applied to the character’s skills that use Speed for its stat (i.e. Acrobatics, Stealth, and some Combat Skills).
If he does not have training in wearing armor, then double this penalty is applied to all of the character’s Speed and Dexterity based skills. Soft Leather and Rigid Leather have a -1 penalty for those who are untrained in wearing them. This penalty does not apply to DEF or to Saving Throws, but it will apply to any stat-based rolls for actions when there is no appropriate skill available.
Imp. – This stands for Impedance. The wearing of armor impedes the character from casting spells properly. This number is how many extra Spell Points the character has to spend when casting a spell. The extra Spell Points required for Impedance are never used to calculate the Target Numbers for Saving Throws or Counterspelling.
Shields
There are 3 types of shields available. They are classified by their average size, weight, and most importantly their protective values. Within those criteria, shield can be of various sizes and made of different types of materials.
Full Shield – This is the largest of the three. It is usually about 3’ to 4’ in length and weighs about 11 lbs. It provides a +4 to the character’s DEF.
Normal Shield – This shield is usually around 2’ to 3’ in size and weighs about 8 lbs. It provides a +3 to DEF.
Small Shield – This shield is usually around 1’ 6” in size and it is the lightest of the three, weighing in at approximately 5 lbs. It provides a +2 to DEF.
Torso Armor
There are five main styles of armor, each is detailed below. Each type of armor covers the chest, shoulders, back, abdomen and groin of the character wearing it.
Normal Clothing – Not considered armor. Heavy cloaks and/or winter clothing may provide up to a +1 modifier to AR.
Soft Leather Armor – Soft Leather includes armor made of sturdy but flexible leather, as well as armors made from heavy, specially quilted cloth, and from furs.
Reinforced Leather Armor – Reinforced Leather includes a wide range of armor designs. From soft leather with specific rigid leather or metal inserts or studs to solid leather armor that is boiled and treated so that it is hard and rigid. It even includes armors that mix the two styles (i.e. leather scale).
Chain Armor – Chain is made of small interlocking rings. While this allows a good range of movement, it also weighs a good bit as well.
Scale Armor – Scale is made of metal plates on a chain or soft leather backing. The plates provide coverage and protection while allowing mobility.
Plate Armor – Plate is made from interlocking plates. Movement is possible through the use of hinged joints and flexible material at the joins. The plates are larger and thicker than those used in Scale Armor.
Helms
The sole purpose of a helm is to protect the wearer’s head from damage. Characters who are wearing Helms gain a +1 to their overall AR, and gain the second AR rating against [[Called Shots]] to the head. They also can be made of various materials, which can affect the AR against Called Shots, grant a bonus to Saves against stuns, and even provide a modifier against Perception rolls.
Skullcaps – Usually made of Soft Leather. Add 1 to the Called Shot AR if made from Reinforced Leather; add 2 to the Called Shot AR if made of metal. Grants a +1 modifier to Saves against stuns if made from Soft Leather, +2 if made from Reinforced Leather, +3 if made from metal. A Chain Coif would be considered to be the equivalent of a metal Skullcap.
Pot Helms – May be made of Reinforced Leather or metal. Add 1 to the Called Shot AR if made of metal. Gives a -1 to all Perception rolls while worn. Reinforced Leather Pot Helms grant a +3 to Saves against Stuns while metal ones grant a +4.
Full Helms – May be made from Reinforced Leather or metal. Add 1 to the Called Shot AR if made of metal. Gives a -2 to all Perception rolls while worn. Reinforced Leather Full Helms grant a +4 to Saves against Stuns while metal ones grant a +5.
Bracers
Bracers are used to protect the forearms from the wrist to the elbow. Wearing Bracers with Torso Armor will increase the character’s total AR by 1 and they have a higher AR against Called Shots to the arms.
Bracers are also often used to aid in parrying incoming attacks, especially by those who know the martial arts. If the character is only wearing one bracer, and not a full set, then he receives no benefits.
Greaves
Greaves are used to protect the legs of the wearer, normally the thigh and upper legs, but there are also versions that protect the calves as well. Wearing Greaves with Torso Armor If the character is only wearing one greave, and not a full set, then he receives no benefits.
Armored Gloves & Boots Note: Characters may also purchase armored gloves (at half the cost of bracers) and boots (same cost as greaves). These items may offer some protection against certain results, but have no effect otherwise.
Accessories |
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Goods | Cost | Weight* |
Arrows (20) | 4 bp | 3 lb |
Backpack | 2 bp | 2 lb |
Bedroll | 2 bp | 5 lb |
Belt Pouches | 3 bp | 0.5 lb |
Bit & Bridle | 2 bp | 1 lb |
Boots | 1 sp | 3 lb |
Caltrops (5) | 8 bp | 2 lb |
Camp Cookware | 5 bp | 2 lb |
Crossbow bolts (20) | 11 bp | 3 lb |
Cloak | 9 bp | 2 lb |
Coat | 15 bp | 6 lb |
Drum, Hand | 18 sp | 2 lb |
Equipment Belt | 1 sp | 1 lb |
Fire-starting bow | 1 cp | 0.5 lb |
Flint & steel | l bp | 0.5 lb |
Flute | 3 sp | 1 lb |
Framepack | 33 cp | 3 lb |
Harp, Great | 300 sp | 100 lb |
Harp, Small | 40 sp | 5 lb |
Lantern, Large | 12 bp | 2 lb |
Lantern, Small | 7 bp | 1 lb |
Lock pick kit | 1 sp | 0.5 lb |
Lute | 20 sp | 3 lb |
Mirror, Steel | 1 sp | 0.5 lb |
Multi-Tool | 7 sp | 8 lb |
Ocarina | 18 bp | 1 lb |
Oil flask | 3 bp | 1 lb |
Pants | 25 cp | 1 lb |
Pegs/Stakes (10) | 1 cp | 2 lb |
Pitons/Stakes (10) | 2 bp | 3 lb |
Quick Release | 1 sp | 0.25 lb |
Quiver (holds 20) | l bp | 0.5 lb |
Rope | 4 bp | 6 lb |
Rope (superior) | 12 bp | 3 lb |
Sack (50 lb) | 8 cp | 2 lb |
Saddle | 10 bp | 20 lb |
Scabbard | 25 bp | 1 lb |
Scroll Case | 3 sp | 1 lb |
Shirt | 3 bp | 1 lb |
Surcoat | 9 bp | 1 lb |
Tarp (5’x8’) | l bp | 4 lb |
Tent | 2 sp | 9 lb |
Torch | 1 cp | 1 lb |
Waterskin (1 pt) | 1 cp | 0.25 lb |
* — Weight only counts towards encumbrance if carried and not worn |
- Arrows – Sold in bundles of 20.
- Backpack – Can hold up to 2 cubic foot worth of items that weigh no more than 40 lbs. Water resistant.
- Bedroll – This is a small tarp, used as ground cover, along with an extra thick blanket that can be folded over and fastened along the bottom and up one side.
- Belt Pouches – Made of hard leather, these pouches are 3” x 5” and 6” deep. Can hold 5-10 lbs.
- Bit & Bridle – Made of leather and metal, this is a harness that slips over the head of the mount and is used to control it.
- Boots – Leather, calf- or knee-high.
- Caltrops – Sold in groups of 5, these are sharp little 4-pointed metal stars, about half an inch in size. Stepping on one causes 1 point of damage.
- Camp Cookware – Made of a light weight metal, this is a set of nested dishes, including 2 small pans, 2 small bowls, 2 plates, and a small metal cup. When all nested, they take up a small 6” diameter x 2” deep cylinder of space.
- Crossbow Bolts – Sold in bundles of 20.
- Cloak – Made of heavy wool.
- Coat – Made of furs and leather. Good for protection against the elements.
- Drum, Hand – This is a small leather skin stretched across a wooden frame. It produces sound when it is beat upon. The size of the frame and the tension of the stretched skin are what determine the sounds made when it is struck.
- Equipment Belt – This is a sturdy 3” wide belt, studded with metal rings every 4” along its length.
- Fire-Starting Bow – Used to start fires in approximately 5 minutes.
- Flint & Steel – Used to start fires in approximately 3 minutes.
- Flute – This is a long tube with a single hole at one end and several holes along the length of the tube. It produces sound when air is blown across the mouthpiece hole. The tone can be varied by opening or closing the holes along its length. The length of the flute also impacts its tone.
- Framepack – It can hold up to 5 cubic feet of items that weigh up to 100 lbs. Water resistant.
- Harp, Great – This is large frame holding strings of varying lengths. When strummed or picked, the strings product musical tones. It is often played with both hands.
- Harp, Small – This is sometimes called a Lyre or even Lap Harp, because it is small enough to be held in one’s lap or in one arm while it is played with the other hand.
- Lantern, Large – Holds 1 pint of oil which will burn for up to 6 hours and illuminate a 50’ diameter area.
- Lantern, Small – Holds half a pint of oil, which will burn for up to 3 hours and illuminate a 30’ diameter area.
- Lock Pick Kit – This is a small leather case that holds a variety of picks and metal wires that can be used to open locks. Grants a +5 bonus to Gimmickry skill when used to pick locks.
- Lute – This is a wooden instrument, the body being teardrop shaped and being hollow, with a hole in the center. From the small end of the body extends a neck. Across the body and up the neck are strung multiple strings which then produce musical tones when plucked or strummed. Variations of this include the guitar and the dulcimer.
- Mirror, Steel – This is a small 4” round piece of polished and silvered steel. It makes for a sturdy and versatile mirror.
- Multi-Tool – This is a collection of items that may be assembled in a number of different configurations. It consists of 3 poles, each 2’ long, with 1” diameter metal end caps. The end caps are threaded on one end, and form a socket on the other, so that the poles may be screwed together. In addition to the poles, the Multi-Tool comes with a dagger, a hatchet head, a hammer head, a shovel head and 3 torch heads. The torch heads are wrapped in paper and when lit will burn for 6 hours, lighting a 20’ diameter area. The torch heads can be replaced for 5 bp each (1 sp if you do not have a used torch head to exchange).
In addition to torches, this allows the Multi-Tool to also be used as a shovel, a hammer (or a make-shift war hammer), a hatchet or axe for chopping wood, or even as a staff or spear. When the poles are used to create weapons, any such weapon created has a -4 modifier.
- Ocarina – This is an oblong enclosed chamber, about 4 to 6 inches in length and up to 2 inches in depth, with a number of holes on the top and a mouthpiece projecting from the side. It is used by blowing through the mouthpiece and using the fingers to cover different holes to produce different tones.
- Oil Flask – Made of glass and wrapped in heavy cotton, this includes one pint of oil (burns for 6 hours).
- Pants – Made of sturdy material in most cases. Higher quality materials might increase the price.
- Pegs/Stakes – Sold in bundles of 10. Wooden.
- Pipes – These are sometimes called Pan Pipes. They are made of several tubes of varying lengths, attached side-by-side. Blowing through the tubes produces a musical note, with each tube producing a different tone.
- Pitons/Stakes – Sold in bundles of 10. Metal.
- Quick Release – Used to allow fast and easy, one-handed removal of a backpack or framepack. Removal of a pack requires only 1 Action Point, and may be performed at the same time as other actions, so long as the character has one hand free. It takes 2 minutes to put on a pack that has a Quick Release.
- Quiver – Holds 20 arrows/bolts.
- Rope – Supports up to 500 lbs of weight. 50’ length.
- Rope (superior) – Supports up to 1,000 lb. 50’ length.
- Sack – A large canvas sack that can hold up to 50 lbs of weight.
- Saddle – Leather seat used to ride on mounts. It cushions the rider, allowing him to ride longer with less worry of falling off.
- Scabbard – Holds bladed weapons and comes with a belt. Back scabbards will cost an extra 10 bp.
- Scroll Case – Comes as either a flat leather case or a tube of various materials. Both are water resistant.
- Shirt – Made of sturdy material in most cases. Higher quality materials might increase the price.
- Surcoat – This is a long garment worn over armor or other clothing.
- Tarp – This is a 5’ x 8’ canvas cloth. It is water resistant.
- Tent – This is a small 2 man tent. Weather and water resistant.
- Torch – The torch will burn for 6 hours, illuminating a 20’ diameter area.
- Waterskin – This is a small leather bottle. It will hold up to 1 pint of liquid.
The following lists and their accompanying notes represent only a portion of the type of things that may be purchased. These lists are geared specifically towards supplying the most pressing needs and requirements of adventurers, so they do not include everything that might be available. The GM is free to add to and expand these lists as he sees fit.
Even though each group/nation very likely has its own unique coins, the weights and values were established long ago by various races and groups that excelled in trading, so that the coins from varying nations and groups are equivalent enough to be used interchangeably. All coins are designed so that 50 coins of any type weigh a single pound. The following table shows the basic Coinage Standards that are used.
Coinage Standards
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Coin | Abbr. | Breakdown |
1 Platinum piece | pp | = 10 Gold Pieces |
1 Gold piece | gp | = 10 Silver pieces |
1 Silver piece | sp | = 10 Bronze pieces |
1 Bronze piece | bp | = 10 Copper pieces (cp) |