Adventurers often need to rely on the skills, knowledge, and resources of others available in more settled areas. This section lists common services available for hire or purchase.
Note on Costs: Prices listed are typical estimates for standard quality service in an average town or city. Costs can vary significantly based on location (remote outpost vs. major city), quality of service, danger involved, local supply and demand, and negotiation. Game Master discretion is key. Costs are per instance unless noted otherwise.
- Animal Feed (per day): Typical Cost: 5 CP; Notes: Sufficient oats, hay, or other appropriate feed for one large animal (horse, mule) for one day.
- Bath (Hot): Typical Cost: 5 CP; Notes: Access to a hot bath, usually at an inn or public bathhouse.
- Coach Fare: Typical Cost: ~1 CP per mile; Notes: Passage on a scheduled coach line between towns or cities. Comfort levels and speed vary.
- Food & Drink (per meal/serving):
- Meal, Poor: Typical Cost: 1 CP; Notes: Basic sustenance like gruel, coarse bread, weak broth.
- Meal, Common: Typical Cost: 1 SP (10 CP); Notes: Standard tavern fare – hearty stew, roasted common meat, cheese, bread, ale.
- Meal, Good/Feast: Typical Cost: 2 SP (20 CP) to 5 SP (50 CP)+; Notes: Higher quality food, better preparation, larger portions, often at better inns or restaurants. True feasts cost considerably more.
- Ale/Wine (Mug/Goblet): Typical Cost: 1-4 CP; Notes: Cost varies by quality (table wine vs. fine vintage) and location.
- Guide: Typical Cost: 1 GP (100 CP) to 5 GP (500 CP)+ per day; Notes: Hired expert to lead through wilderness, mountains, dangerous ruins, or unfamiliar urban areas. Cost depends heavily on danger level, distance, duration, and required expertise (Survival, Navigation, specific Lore).
- Healer’s Services (Non-Magical): Typical Cost: 5 SP (50 CP) to 2 GP (200 CP)+; Notes: Treatment for common illnesses or injuries using the Medicine skill by a local physician or skilled herbalist. Cost depends on severity and time required; does not include long-term care or rare components.
- Hireling, Skilled: Typical Cost: 5 SP (50 CP) to 1 GP (100 CP)+ per day; Notes: Hired labor with a specific trade (e.g., mason, smith, carpenter, scribe). Cost depends on skill level and demand. Availability varies by location.
- Hireling, Unskilled: Typical Cost: 1 SP (10 CP) to 2 SP (20 CP) per day; Notes: Basic labor for a 10-hour day (tasks like carrying gear as a porter, basic guarding, digging, heavy lifting). Loyalty and reliability may vary.
- Information/Rumors: Typical Cost: Cost of drinks or small bribe (1-5 CP); Notes: Gathering local gossip or common knowledge in taverns or markets. Reliability is not guaranteed.
- Lodging (per night):
- Inn Stay, Common Room: Typical Cost: 2 CP; Notes: Sleeping space on the floor or a shared pallet in an inn’s common room. Low security, often noisy.
- Inn Stay, Private Room (Basic): Typical Cost: 5 CP to 1 SP (10 CP); Notes: Simple private room with a basic bed or cot, shared facilities.
- Inn Stay, Good Room: Typical Cost: 2 SP (20 CP) to 5 SP (50 CP); Notes: Comfortable private room, possibly includes better service, cleaner facilities, or a simple meal.
- Magical Services: Typical Cost: Highly variable (starting at 25-50 GP+); Notes: Extremely dependent on setting magic level and availability. May include identifying magic items, casting specific utility or healing spells, removing curses, crafting potions, or component sourcing. Often requires finding a specific wizard, temple, or hidden practitioner, and may involve quests or favors instead of just coin.
- Messenger: Typical Cost: 2 CP (local, within town) to 1 SP (10 CP)+ (long distance); Notes: Service to carry a mundane message to a recipient. Cost depends heavily on distance, urgency, and danger along the route.
- Repairs (Mundane): Typical Cost: Varies (e.g., 10-50% of item cost); Notes: Repairing standard weapons, armor, or gear. Requires finding an appropriate craftsperson (Smith, Leatherworker, Fletcher, etc.). Price depends on the extent of damage, quality desired, and original item value.
- Sage Consultation: Typical Cost: 50-100 GP+; Notes: Accessing the deep knowledge of a recognized scholar or expert on obscure topics (Lore, Arcana, History). Cost depends greatly on the rarity and potentially dangerous nature of the information sought. May require library access fees or favors.
- Scribe Service: Typical Cost: 2 CP to 1 SP (10 CP) per page; Notes: Having documents copied or written neatly by someone literate with a good hand. Cost varies based on complexity, script style, and illumination.
- Ship Passage: Typical Cost: 1-5 SP per day; Notes: Fare for basic passage (likely deck or shared quarters) on a merchant or passenger ship. Cost varies based on distance, destination, ship type, quality of accommodation, speed, and potential dangers (e.g., piracy risk). Food may or may not be included.
- Stabling (per day): Typical Cost: 5 CP; Notes: Housing and feeding for one mount (horse, mule, etc.) in a town stable.
- Temple Donation / Magical Healing: Typical Cost: Variable donation (25 GP+ suggested for minor magical healing); Notes: Accessing divine magic often requires good standing with the faith or significant offerings. Costs for powerful effects like curing diseases, removing curses, or resurrection (if possible in your setting) are likely substantial, possibly requiring quests or major service in addition to or instead of coin. Highly setting dependent.
- Tolls (Road/Gate/Bridge): Typical Cost: 1-5 CP per person/mount; Notes: Common fees required to use certain maintained roads, bridges, or enter specific settlements or districts.
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File Created: 05/07/2025 Last Modified: 05/07/2025