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Price Tables

Armour, head

         
Cowl 10 ½ 1 2
Coif 150 1 2 3
Helmet 300 2 4 4

Armour, hand

         
Gloves 10 ½ 1 2
Gauntlets 150 1 2 3

Armour, feet

         
Jackboots 10 ½ 1 2
Greaves 150 1 2 3

###

Armour, shoulder

         
Spaulders 10 ½ 1 2
Pauldrons 150 1 2 3

Armour, torso

         
Gambeson 150 1 2 2
Scale 300 2 4 3
Brigandine 1,000 3 6 3
Mail 2,000 4 8 3
Plate 4,000 5 10 4
Barding ×4 ×4 As type As type +1

Armour, shields

         
Shield, small 50 1 4 2
Shield, large† 250 2 6 3

†When wielded, a large shield takes up 1 hand slot and 1 handy slot.

Weapons

           
Weapon, heavy 100   2 1 3
Weapon, medium 50   1 - 2
Weapon, light 25   ½ -1 1
Silvered ×4   As type As type As type
Ammunition and quiver 10 2 1   1

†Minimum of 1.

Graphic: Tools of war in a row: a flanged mace, a small round buckler, a pair of daggers and metal scabbard, a kite shield adorned with sun and moon, and a double bladed battleaxe.

Containers

       
Backpack 5 - 1
Barrel 10 10 1
Basket 1 - 1
Chest 100 5 2
Pouch 1 - 1
Sack 1 - 1
Sack, oilskin 10 - 2

Light

         
Candle 1 1 ¼ 1
Lantern† 30   1 3
Flask of lantern oil 15 4 1 2
Tinderbox 10   ¼ 1
Torch 5 2 ½ 2

†A lantern may be attached to a handy slot while still providing illumination.

Supply

         
Supply 1   ¼ 1

Graphic: An open back pack, surrounded by a scattering of coins, a candle, a dagger, and a purse.

Adventuring Gear

         
Air bladder 5   1 2
Acid, vial 500 1 ½ 3
Alchemist’s fire 1,000 1 1 4
Antitoxin 1,000 1 ½ 3
Bear trap 20   1 2
Bedroll 10   ½ 1
Belladonna 10   ¼ 2
Bomb, dragon’s breath 1,500 1 2 5
Bottle/vial 1   ½ 1
Bucket 5   1 1
Caltrops 10 2 ¼ 2
Chain, per foot 5   1 2
Chalk 1   ¼ 1
Crampons 25   1 3
File, metal 5   ¼ 1
Fishing gear 10   1 1
Gear, climbing 50   1 2
Glue 1 1 ¼ 1
Grappling hook 15   1 2
Grease, black 1 1 ¼ 1
Horn, hunting 20   1 1
Holy water 250 1 1 3
Incense 10   ¼ 1
Jug/pitcher 1   1 1
Ladder, 10’ 30   2 2
Ladder, 10’, collapsible 150   Collapsed: 1 Retracted: 2 3
Magnifying glass 250   ¼ 3
Manacles 10   1 1
Marbles 5 2 ¼ 2
Net 10   1 1
Padlock with key 20   1 2
Poison, weak 500 1 ½ 3
Poison, strong 1,000 1 ½ 4
Pole, 10’, collapsible 10   Collapsed: 1 Retracted: 2 3
Pole, vault 10   2 1
Potion, weak 500 1 1 4
Potion, strong 1,000 1 1 5
Quicksilver 200   ¼ 3
Rope, 50’ 15   ½ 1
Soap 1   ¼ 1
Sponge, large 10   ½ 1
Spyglass 1,000   ½ 4
Tar 1 1 ¼ 1
Tent, grand 1,000   2 3
Tent, pavilion 2,500   3 4
Tent, personal 50   1 2
Twine, 300’ 5   1 1
Waterskin 5   ¼ 1
Whistle 5   ¼ 1
Wolfsbane 10   ¼ 2

Graphic: A hand axe.

Food & Cooking

         
Bacon, side 10   1 2
Beer, pint 1   1 1
Bread, 1 loaf 1   1 1
Cheese, wheel 5   2 2
Cider, 4 gallons 10   1 2
Cod, whole 20   1 2
Cookpots 10   1 1
Eggs, dozen 5   1 1
Feed, animal 10 4 1 1
Flour, 5 lbs 1   1 1
Fruit, dried per lb 5   1 2
Garlic, bunch 5   ¼ 2
Grain, 1 gallon 1   1 1
Herbs, common 5   ¼ 1
Kit, mess 5   ½ 1
Lard, 5 lbs 1   1 1
Meal, standard 5   1 2
Meal, horrid 1   1 1
Meal, fancy 30   1 3
Meal, rich 0   1 4
Onions, rope 5   1 1
Rations 10 1 ¼ 1
Salt, gallon 5   1 1
Spices, quart 100   ¼ 3
Sugar, quart 15   ¼ 2

Tools & Kits

         
Anvil 50   5 2
Axe 5   1 1
Bellows 10   1 2
Block & tackle 5   1 1
Chisel 5   ½ 1
Drill 10   1 2
Hammer 1   1 1
Hoe 5   2 1
Kit, alchemist’s 200   1 3
Kit, armour repair 200 1 1 3
Kit, healer’s 200 1 1 3
Mallet 5   1 1
Nails 1   ¼ 1
Pick, heavy 10   2 1
Plough, iron 150   5 2
Pick, medium 5   1 1
Pry bar 5   1 1
Saw 5   1 1
Scales, merchant’s 25   ½ 3
Spikes 1 4 ¼ 1
Tack, exotic 1,000   8 4
Tack, military 500   6 3
Tack, pack 50   3 1
Tack, riding 250   5 2
Tongs, iron 10   1 2
Tools, burglar’s 200   1 3
Tools, professional’s 200   1 3
Shovel 1   1 1

Graphic: An assortment of adventuring gear. From left to right there is a long necked bottle of some elixer, a kite shield, a lantern, a bedroll, an empty quiver, a hatchet, and a crude metal helm.

Graphic: A porter carries gear on his back as he travels across the land. He supports himself with a wooden staff, but the burden of his pack still causes him to hunch forward to maintain his balance. Despite this adversity, the porter carries on.

Animals

     
Cattle 100 2
Chicken 1 1
Hound 250 3
Horse, draft 500 2
Horse, riding 1,000 3
Horse, war 7,500 4
Hawk 250 3
Hog 50 2
Mule 30 1
Ox 300 2
Goat 5 1
Sheep 15 1

Clothing

     
Furs 5,000 4
General 50 2
Noble 3,000 3
Poor 10 1
Winter 100 2

Graphic: A small vanity mirror, completely normal apart from the two human ears attached to its sides.

Vehicles

     
Cart 50 2
Chariot 250 3
Coach 500 3
Wagon 150 2
Canoe 50 2
Galley 30,000 4
Longship 25,000 4
Raft 250 2
Riverboat 4,000 3
Sailing ship 7,500 4
Warship 50,000 5

Graphic: An Errant resting atop a grassy windswept hill with his horse. Both are outfitted for battle, strapped with leather, plate metal, and furs that billow in the wind. The Errant sits full on the ground using both feet to brace his crossbow while he pulls the cord back with his hands. The clouds above rush by with the wind.

Books & Vain Items

         
Abacus 25   ½ 3
Bell 20   ½ 2
Book, blank 300   1 3
Book, reading 600   1 3
Book, occult 3,000   1 4
Case, scroll 20   ½ 2
Dice, loaded 5   ¼ 1
Face paint/makeup 10   ½ 1
Gem >100   ¼ 3
Hourglass 300   1 3
Ink 1     2
Instrument >10   1 2
Jewellery >100   ¼ 3
Jewels, fake 50   ¼ 3
Map, kingdom 1,000   - 3
Map, local 500   - 2
Mirror, hand, glass 15   1 3
Mirror, hand, silver 75   1 3
Mirror, hand, steel 5   1 2
Paper, stack 1   - 2
Perfume, cheap 25   ½ 2
Perfume, fancy 500   ½ 3
Pipe 1   ½ 1
Playing cards, extra ace 5   - 2
Stylus 1   - 2
Tobacco 1   ½ 1
Wax 1 1 ¼ 1

Graphic: A closed tome with a clasp keeping it shut beside an ink jar and feathered quill. The design on the front of the book is a skull in a jester’s hood.

Services

     
Post, local 10 2
Post, municipal 50 3
Post, kingdom 150 4
Post, outrealm 250 4
Coach, local 10 3
Coach, travel 0 3
Coach, charter 0 3
Freight, per lb 5/day 3
Ship, passage 0 3
Ship, charter 0 3

Lodging

     
Inn, poor 1/night 1
Inn, average 5/night 2
Inn, secure 0 3
Inn, fancy >25/night 4
Inn, extravagant 0 5

Graphic: A busy city market. Blocky buildings are capped by domed roofs. A fruit vendor leans over his crates of produce to hold out one piece enticingly towards a woman and her daughter. A woman in a stand filled with stacked and hanging pottery looms near a customer inspecting one of her pieces. Many stalls and customers populate the space, their specific activities indistinct, their structures made of makeshift materials and easily disassembled.

Buildings

     
Hovel 120 1
Row house 1,200 2
Craftsman’s house 2,400 3
Merchant’s house 7,200 3
Villa 21,600 3
Guildhall 32,600 4
Stone tower 48,000 4
Temple 75,000 4
Stronghold 100,000 4
Cathedral 250,000 5
Imperial palace 750,000 5
Road 1,000/mile -
Wall 4,000/mile -

Prices for buildings are the costs of construction. Prices to buy or rent may be more or less. Rarity for buildings is the Settlement Type in which they may be bought or rented; buildings can otherwise be built in any Settlement Type, provided land and labour is available. Buildings always carry their original worth for resale.

Retainers

     
Accountant 50 per 1,000 handled 4
Animal handler 400 3
Architect 1,000 4
Armourer 250 3
Bard 200 2
Craftsman 250 3
Explorer 300 2
Factor 100 per 1,000 handled 3
Henchman Special -
Jurist 750 3
Labourer† 100 1
Mercenary 200 3
Mercenary, lieutenant 400 3
Mercenary, captain 800 3
Philosopher 500 4
Physician 750 3
Porter† 150 1
Sailor 125 2
Sailor, captain 500 2
Sailor, navigator 200 2
Sage 1,000 4
Scholar 200 3
Spy 400 3
Surveyor 500 2
Teamster† 200 2

Retainers marked with an † can be hired daily at 1/10 of monthly wage per day.

Henchmen are classed characters and do not receive a wage; rather, they will receive a portion of Company treasure as agreed upon between them and their employers.

Prices do not include room, board, supplies, etc.

Retainers

Difficult as it is to imagine anyone willingly subjecting themselves to be under the employ of an Errant, such strange occurrences do happen, and with alarming frequency too! A good thing, then, for without the exploitation of human capital no Errant could ever hope for even a modicum of success.

There are four different categories of Retainers.

Hirelings

Hirelings will go on adventures with an Errant, but will not participate in combat. An Errant can have a number of hirelings in their employ equal to their pres.

Hirelings, unless otherwise noted, have an 8 in all their attributes.

Hirelings are listed in order of Rarity, in order to facilitate random determination by the Guide when necessary.

  1. Porter: Will bear torches, shields, and any other equipment or luggage an Errant chooses to saddle them with. They have 4 more Item Slots than a normal hireling (this does not affect their phys or HP).
  2. Teamster: Drives vehicles in the wilderness and secures the load of pack animals. Pack animals that are not being ridden have their Item Slots increased by 20, and vehicles have their Breakage reduced by 1.
  3. Explorer: When travelling with the Company in an area with which they are familiar, they reduce the DV of all navigation Checks by 4. They will also note any points of interest and answer questions about the area.

Specialists

Specialists do not go on adventures, instead remaining in a Settlement and performing specific functions. An Errant can have a number of specialists in their employ equal to their pres.

Specialists are listed in order of Rarity, in order to facilitate random determination by the Guide when necessary.

  1. Labourer: Perform manual labour, such as building structures, harvesting resources, clearing obstructions, etc.
  2. Bard: Each bard employed provides one rumour per Downtime Turn. Each bard employed also adds +1 to a Proclamation roll, to a max of +3.
  3. Sailor: Needed to crew marine vessels for sailing. Each crew needs a captain.
  4. Surveyor: Needed to survey an area during Expeditions.
  5. Animal handler: Can train animals.
  6. Armourer: Can make crafting rolls for weapons and armour. Restores Quality of all weapons and armour for the Company at the end of a Downtime Turn.
  7. Craftsman: Can make crafting rolls for their profession.
  8. Factor: Buys and sells items for you. Can buy and sell items of a Rarity value 1 higher than the current Settlement, given a Downtime Turn, using normal Rarity rates. Can also find a buyer for treasure. Payment is based on money handled per transaction.
  9. Jurist: Necessary to bring a legal trial to action or to mount a defence. Each additional jurist adds +1 to the roll, to a max of 3.
  10. Physician: Can treat one disease or wound per Downtime Turn.

Graphic: A tooth. Specifically, a molar.

  1. Scholar: Can conduct Investigations.
  2. Spy: Allows for the target on whom they are spying to become a source for Investigations. Each additional spy that is engaged to spy on the same target adds +1 to the roll for Investigation attempts, to a max of +3.
  3. Accountant: Keeps track of an Errant’s expenses, reducing the amount of money lost due to lifestyle from half to a quarter. Payment is based on the amount of money left at the end of a Downtime Turn before it is reduced due to lifestyle.
  4. Architect: Doubles rate of construction for buildings.
  5. Philosopher: Can create alchemical items.
  6. Sage: Can be a source for Investigations for their area of expertise. Each additional sage with relevant expertise for an Investigation adds +1 to the roll for Investigation attempts, to a max of +3.

Mercenaries

Mercenaries are hired soldiers who will not go into dungeons, but will form Warbands, go to battle, and serve in Expeditions. When directly commanding mercenaries in a Warband, an Errant can command a number of mercenaries equal to their pres.

  • 20 mercenaries make a squad; of these, one must be a lieutenant.
  • 80 mercenaries make a platoon; of these, four must be lieutenants and one a captain.
  • Battle prices are double the normal rate listed.

Graphic: Three people sitting on steps. A man on the left, smiling with his left foot on the step above his right foot, is holding a small bag of money to the Errants on the right. One moustached Errant wields an oval shield and an ornate polearm with two small blades poking out from underneath the tip; he wears a crown with a cross on top, and has regal-looking attire. Sitting behind him is the other Errant wearing a breastplate and a hairband around her short hair; her left arm is wrapped around a large sheathed sword, and to her right is a small glass bottle.

Henchmen

Henchmen are NPCs who will delve into dungeons to adventure and engage in combat; they receive at least half a share of treasure, half of which they gain as XP. If a henchman’s Renown ever exceeds that of the Errant who hired them, they will depart the Company. An Errant can have a number of henchmen equal to their pres divided by four.

Henchmen have randomly determined attributes in the same manner as Errants, and use simplified versions of Errant Archetypes, in order to facilitate ease of play. They come in three varieties.

  • Warriors have a D8 damage die. They have a number of combat dice equal to their Renown, and know the smite, grit, and dash Feats. Combat dice replenish after a night’s Rest.
  • Professionals have a D6 damage die and can sneak attack. They have a number of proficiencies equal to their Renown; they cannot gain in any of these proficiencies. Once between Downtime Turns, they may choose to automatically succeed on a Check related to one of their proficiencies a number of times equal to their Renown.
  • Magic users have a D4 damage die. Each magic user has a particular specialty, such as illusions, pyromancy, necromancy, and so on. A magic user has a number of powers related to their specialty equal to their Renown; these are simple abilities with one or two sentence effects such as “creates a wall of hypnotic lights”, “hurls a great ball of fire”, “raises a number of corpses from the dead”, and so on. Each of their powers must be distinct. Each day, they may use each of their powers once if they have had a night’s Rest. In terms of damage, healing, creatures affected, range, and so on, powers scale the same as Sorceries.