A small shop in The Bustle in Bigany is run by Olaf Thorbersson. It used to sell specialist equipment for adventurers. Although the prices were far above normal it was very popular with adventurers that had little time to spend on aquiring what they needed. What catapulted him to fame was his invention of 'Olaf’s kit' a complete set of every basic item that an adventurer was likely to need and all for an affordable price. Initially made famous by the Company of Wolves (who on arriving into any town went straight to the market asking for 'Olaf’s Kits') the idea and name has become widespread. In the last few years every town in Bigany (and even some places further a field) have come to have a 'Olaf's Supplies' store. Olaf has maintained his control over the market despite or perhaps because of the high prices he charges. Nothing is priced in silver, only gold. An Elf from The Edge of Reason Adventuring Company by the name of Vengeance has, together with his silent partner Fuergan, developed a new travel kit for those with more resources. This kit is modular and based upon the carrying capacity of the individual and their chosen specialisation. It is understood that Vengeance has negotiated with Olaf for the rights to distribute this product. It is currently being traded on trial in the Bigany store.
Retails at 70gp
|
Item |
Weight |
QTY |
Cost |
|
Backpack |
5 |
1 |
2 |
|
Belt Pouch |
1 |
1 |
1 |
|
Blanket |
3 |
1 |
0.5 |
|
Candle |
0 |
4 |
0.04 |
|
Chalk |
0 |
3 |
0.03 |
|
Grappling Hook |
4 |
1 |
2 |
|
Hammer |
3 |
1 |
1 |
|
Holy Symbol |
1 |
0 |
5 |
|
Holy Water (flask) |
1 |
1 |
25 |
|
Lantern, hooded |
2 |
1 |
5 |
|
Mirror (Steel) |
0.5 |
1 |
5 |
|
Oil (flask) |
3 |
3 |
0.3 |
|
Parchment |
0 |
3 |
0.3 |
|
Piton (20) |
2.5 |
10 |
0.5 |
|
Pole (10') |
7 |
1 |
0.05 |
|
Silk Rope (50') |
5 |
10 |
|
|
Sack, large |
1 |
2 |
0.02 |
|
Signal Whistle |
0 |
1 |
0.05 |
|
Soap |
0 |
1 |
0.02 |
|
Tinderbox |
1 |
1 |
0.5 |
|
Whetstone |
1 |
1 |
0.01 |
|
Total |
41 |
58.32 |
Optional Extras
|
Item |
Weight |
QTY |
Cost |
|
Tent, Two Person |
20 |
1 |
2 |
|
Iron Pot |
10 |
1 |
2 |
|
Fishing Tackle |
4 |
1 |
1 |
|
Crowbar |
5 |
1 |
2 |
|
Alchemist's Fire (flask) |
3 |
3 |
150 |
Narcotics are poisonous substances that are ingested usually voluntarily by a creature. Creatures that are immune to poison are also immune to the effects of narcotics. Effects that counteract poisons are effective against narcotics. The effects of narcotics are temporary.
Addiction
Each time a creature takes a narcotic they risk becoming addicted. The creature must make a Charisma saving throw DC12 each time a drug is taken to avoid becoming psychologically dependent.
This is a mild sedative that can be smoked or eaten. It is made from fresh green leaves.
Users of this drug feel incredibly relaxed and happy.
You gain disadvantage on Ability Checks, and Attack Rolls. You gain resistance to psychic damage and immunity to fear.
Any effect that causes you to become unconscious automatically succeeds and you count as havin 1 hit point for the purposes of sleep spells.
Addiction saves against Sloop and made with advantage.
This is a very strong and addictive stimulant made from dried purple flowers. Users have a tendency to make crowing sounds like a rooster while using it.
It grants advantage on Strength, Intelligence and Dexterity ability checks but disadvantage on wisdom and charisma checks.
The user ignores one level of exhaustion when it is taken but gains a level of exhaustion once it wears off.
A dangerously powerful stimulant in the form of orange powder. It is manufactured in Honoria.
Taking this drug makes the user, euphoric and causes them to have hallucinations. The drug can be resisted by making a DC18 Constitution saving throw. The effects are so strong that the user cannot distinguish reality from the ‘visions’ they are having but will incorporate what is happening to them into the hallucinations. The euphoria is so intense that the user enters a state similar to a barbarians rage, but it lasts as long as the drug’s effects.
You gain a level of exhaustion once it wears off.
The drug usually lasts for two hours. Addiction saves have disadvantage.
Some religions believe that their gods can speak to the faithful through visions given to them while under the effects of Slam
Money
What does 1 gp buy?
Items
Goods:
100lbs of wheat, 50 chickens, 20lbs of Tobacco, 1 Goat, 1/2 Sheep
Weapons:
1 Short spear, 1 Javelin, 100 Sling Bullets, 10 Light Crossbow Bolts, 1 Light Hammer, 20 Arrows, 1 Sap, 1 Sai, 1 Whip
Armour
None, 1/5 Padded, 1/3 Light Wooden Shield
Carrying
1/2 Backpack (empty), 10 Sacks (empty), 1 Waterskin (empty), 1/2 Bottle of Wine (empty), 1 Vial (empty)
Food
2 Days Trail Rations, 50 Loaves of Bread, 5 lbs of Cheese, 3 Days Meals (Common), 10 Days Meals (Poor)
Drink
25 Mugs of Ale, 10 Gallons of Ale, 5 Pitchers (Common Wine)
Lodging
2 Nights (Common Inn), 5 Nights (Poor Inn)
Light and Heat
100 Torches, 100 days firewood, 1 Flint and Steel, 10 Common Lamps, 10 Flasks of Oil
Camping
10 Bedrolls, 2 Winter Blankets, 50' of Hemp Rope
Special
1lb Sealing Wax, 1 Tindertwig, 10 Peasant Outfits, 1 Travellers Outfit, 1/10 Banquet Serving
Mounts
20 Days Feed, 2 Days Stabling
Transport
33 Miles by Coach, 100 times through a Toll gate, 10 Miles by Ship
Services
3 Days Trained Hireling (see below), 0 Days Untrained Hireling (see below), 50 Miles of Messages by foot, 1/5 0th Level Spell by 1st Level Caster
Wages
Hirelings (Daily)
1 Day Alchemist, Barrister, Sage.
2 Days Architect, Engineer, Artist, Mercenary Leader.
3 Days Clerk, Entertainer, Performer, Mercenary Cavalry, Smith.
4 Days Mason, Craftsman, Tanner, Tailor, Scribe, Teamster.
5 Days Animal Tender, Groom, Mercenary, Common Sage, Valet, Lackey.
10 Days Labourer, Cook, Maid, Porter.
(No days leave)
Hireling Wages for one year
Maid or Labourer 33.60gp
Valet or Mercenary 67.20gp
Teamster or Craftsman 100.80gp
Merc Cavalry or Smith 134.40gp
Engineer or Architect 168.00gp
Artist or Merc Leader 201.60gp
Alchemist or Barrister 336.00gp
Edition 37 for AK521 by Don Luis Esperanza
It has been a marvellous year for trade which, as those of you who know me will attest, is my only passion. There is nothing else. This document is based on my observances and those of my esteemed colleagues and has been ratified by The Bigany Merchants Guild and The Circle of Seven who have concluded that in The Kingdom of Bigany structures are valued as follows. No financial inducements were required to complete this work. Valuations have been ratified in Aurelia for the year AK521.
House
Standard dimensions are 40x30 (1,200 square feet)
Walls are 10 feet high and 6 inches thick.
Windows are glass, can open and have wooden shutters.
Exterior doors are wooden with DC 15 locks
- one story, wood: 1,000gp
- two story, wood: 1,500gp
- two story, stone: 3,000gp
Poor Quality
A poor quality structure can be built in a poor location for half the normal cost. This means 1 inch thick walls of cheap wood, no glass, flimsy, drafty shutters, a leaky roof, uneven floor, no locks and 7 foot high walls.
Noble
These are superior dwellings for those who can afford an aristocratic lifestyle.
Walls are 20 feet high made of stone and 1 foot thick.
Doors are wood reinforced with iron with DC20 locks.
Windows are thick stained glass reinforced with iron and have heavy wooden shutters.
- mansion: 40,000gp
- palace: 175,000gp
Military
These are fortified buildings primarily built for The Bigany Army by The Torc Family.
Walls are 20 feet high made of stone and 2 feet thick.
Doors are iron, barred with iron backed with portcullises.
Locks are DC20 but are DC25 or more in highly secure areas.
Windows are barred, have removable screens and tight lead-lined iron shutters.
Bars and cages are made with 1 inch iron bars 3 inches apart.
- tower (3x30x30): 10,000gp
- keep: (6x80x80): 75,000gp
- castle: 250,000gp
Valuation Adjustments
The prices of building in Aurelia and in most of The Kingdom of Bigany are affected by location and business value.
Location
Poor x0.5 (value, build cost and quality are halved, Peccatore, The Waning (Quarter))
Remote x0.5 (value is halved, build cost is doubled, The Agile Hand Guildhouse, The Anemos Facility)
Normal x1 (L'Ombra Nera, The Hustle)
Wealthy x2 (La Crema Di Ninio, The Bustle, Compton Hall)
Aristocratic x5 (Noble or temple quarter The Rise, Castle Square)
Outrageous x10 (The Royal Palace in Bigany City, The Citadel, The Great Temple)
Business Value
Viable x1.5 The Sleepy Giant, Il Vignardo Rosso
Wealthy x2 The Agile Hand Inn, The Tipsy Tankard Tavern
Very Wealthy x3 The Spoke and Wheel, The Comfy Caravan
Aristocratic x5 The Golden Lawn
Outrageous x10 The Gilded Guildhouse
Appendix A - Sample Public Valuations
- Il Vignardo Rosso
- Compton Hall
- The Agile Hand
- The Tipsy Tankard
Il Vignardo Rosso Mansion: 40,000gp
Mansion: 40,000gp
Location Normal, no business: 40,000gp
Il Vignardo Rosso Estate: 60,000gp
Huge Estate: 40,000gp
Location Normal: 40,000gp
Business Viable: (40,000gp x1.5) = 60,000gp
Il Vignardo Rosso Winery: 60,000gp
Location Normal: 20,000gp
Includes Winery and Vineyards
Business Wealthy: (20,000gp x3) = 60,000gp
Sala Podestà Aurelia: 60,000gp
It is a stone house 4 times larger than normal: (3,000gp x4) = 12,000gp
Ex-mayor's residence on Castle Square, Aurelia (Aristocratic): (12,000gp x5) = 60,000gp.
Sir Donatello Vec Estate 220,000gp
Il Vignardo Rosso, Faggia: Entire Holdings: Mansion, Estate, Winery, Sala Podestà Aurelia
(40,000gp + 60,000gp + 60,000gp + 60,000) = 220,000gp
Compton Hall: 80,000gp
Mansion in Bywater
It is a mansion: 40,000gp
In a wealthy area: (40,000gp x2) = 80,000gp
The Agile Hand Inn: 30,000gp
Provincio Del Vecchio countryside near trade route
- two story wood structure x5: 7,500gp
- large stables: 2,500gp
- dungeon x2: 10,000gp
- tower: 10,000gp
- location remote: (30,000gp x0.5) = 15,000gp
- business wealthy: (15,000gp x2) = 30,000gp
The Tipsy Tankard Inn: 10,000gp
Provincio Del Vecchio countryside near trade route
two story stone x3.3: 10,000gp
location remote: (10,000gp x0.5) = 5,000gp
business wealthy: (5,000gp x2) = 10,000gp