Chapter V: Equipment
T raVel When a hero needs to get somewhere fast, and lacks the resources to buy his own horse, there are many services available in most towns and cities. Cost is listed as two values. The number preceding the slash is the minimum cost for a short trip and the number following the slash is per 10 miles—used for longer trips. Characters can sometimes hitch a ride on a wagon at no cost by making a successful Gossip Test, modified according to the driver’s disposition. Carts and Wagons: Travelling by carts and wagons usually involves the characters sitting in the bed of the vehicle, crowded by other goods or animals. Wagons have room for a passenger next to the driver, but not all drivers are amenable to sharing this space. The better the wagon is, the smoother the ride. Coaches: Coach service is certainly the most expensive, but also the most stylish. These vehicles offer plush seats, and better coach service sometimes provides refreshments. Again, the better the service is, the smoother the ride. quarters of their own, rather sleeping on the deck with the rest of the crew. Some ships, however, have passengers’ quarters, especially the nicer ones. Poor transportation by ship could mean sharing space in the ship’s hold, or on the deck. l odgIng Hostels are very common in the Old World, as they offer places of safety and security for travellers bound for one of the great cities. In remote areas of wilderness, inns are far less common, and those that do exist are more like fortresses than simple places of respite. Prices vary depending on the size and quality of the inn. Small dirty little bars usually have a common room they let to travellers for a reasonable price. Coaching inns, the more elaborate types, offer up to a dozen private rooms and a common room as well. Other services may also be available. Better establishments may keep a smith on hand to shoe horses, repair wagons, or even weaponry. They also employ several stable workers to handle large caravans. Conversely, the nastiest inns may have little more than a hitching post and an old hay-filled mattress infested by vermin. In short, you get what you pay for. For additional services, like a smithy, a companion, groom, and so on, consult Table 5-18: Services . s erVICes This category includes work performed by all manner of professions, from common labourers to hired muscle. Table 5–17: Services has two categories. One is for common services, used for everyday people when a character needs a porter, a guide, or a doctor. The other group consists of skilled services, for times when a character need someone with experience. These NPCs are always fully generated using Chapters 2 and 3 , and many accompany the heroes on their adventures. Artisan: An artisan includes smiths, apothecaries, and any other profession who manufactures equipment. Entertainer: Entertainers can include dancers, clowns, mummers, singers, or comedians. Labourer: This is the wage for peasants, when a character needs a little muscle to carry bags, clear a cave-in, and so on. Physician: Hiring a physician is special. They are extremely expensive, and nearly always out of the price range for commoners. A single visit has the same result as a successful River Boats and Ships: On river boats, characters rarely have
T able 5-16: T raVel s erVICes
Mode of Travel
Cost
Availability
Cart or Wagon Cart with 2 horses River Boat Ship’s Passage Wagon, 3 horses Coach
1 p /15 p 1 s /3 gc 1 gc /7 gc 1 gc /5 gc 10 s /4 gc 1 s /5 s
Plentiful Plentiful Average Plentiful Common Common
T able 5-17: l odgIng
Lodgings/Amenities
Cost
Bath
1 s 5 p
Inn Common Room per night
Private Room
10 s
Stabling per horse per night
10 p T able 5-18: s erVICes Common Services
Service
Cost per Day
Cost per Week
Availability
Artisan
34 p 28 p 10 p 60 p 12 p
17 s 14 s
Common Common Common Common Common
Entertainer Labourer Physician
5 s
30 s
Servant
6 s
Skilled Services
XP Total
Cost per Day
Share*
Availability
100 400 800
6 s
— ½ ¾
Average Average Scarce Scarce
10 s 15 s 25 s 35 s 50 s
1200 1600 2000
1 1 1
Rare
Very Rare *A Skilled Servant receives a share of the spoils if he participates in an adventure.
Heal Test, restoring 1d10 Wounds to a lightly injured character, or 1 wound to a heavily injured character. You can only benefit from a visit to the physician once a day. Servant: These individuals are barmaids, footmen, or other individuals of some other unskilled non-labour profession. Skilled Servants: Skilled servants, also called henchmen, serve to provide a skill a character lacks or to add a little extra muscle on an adventure. Skilled hirelings have completed one or more careers, and are both harder to find and more expensive. If an NPC accompanies a character on an adventure, he may be eligible for a share of the spoils. s peCIal e quIpmenT Special equipment includes trappings not generally available in most cities, or requiring special materials to manufacture. Such things include draughts, herbs with special side-effects, lucky charms, and blessed water.
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