Page 160 - Dungeons and Dragons - Players Handbook
P. 160
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SELF-SUFFICIENCY
lhe expenses and lifeslyles deseribed in lhis ehapler assume
lhal you are spending your lime between advenlures in lown,
availing yourself of whalever serviees you ean afford-paying
for food and sheller, paying lownspeople lo sharpen your
sword and repair your armor, and so on. Some eharaelers,
lhough, mighl prefer lo spend lheir lime away from
eivilizalion, suslaining lhemselves in lhe wild by hunling,
foraging, and repairing lheir own gear.
Mainlaining lhis kind oflifeslyle doesn'l require you lO
spend any eoin, bul il is lime.eonsuming. If you spend
your lime between advenlures praelieing a profession, as
deseribed in ehapler 8, you ean eke oul the equivalent of a
poor Iifestyle. Profieieney in the Survival skilllets you live aI
•• the equivalent of a eomforlable lifestyle . ••
SERVICES
Advenlurers can pay nonplayer characters to assist them
or act on their behalf in a variety of circumstances. Most
such hirelings have fairly ordinary skills, while others
are masters of a craft or art, and a few are experts with
specialized adventuring skills. Skilled hirelings include anyone hired lo perform a
Some of the most basic types of hirelings appear on service that involves a proficiency (including weapon,
the Services table. Other common hirelings include tool, or skill): a mercenary, artisan, scribe, and so on.
any of the wide variety of people who inhabit a typical The pay shown is a minimum; some expert hirelings
town or city, when the adventurers pay them to require more pay. Untrained hirelings are hired for
perform a specific task. For example, a wizard might menial work that requires no particular skill and can
paya carpenter to conslruct an elaborale chest (and include laborers, porters, maids, and similar workers.
ils miniature replica) for use in the Leomund's secret
chest spell. A fighter might commission a blacksmilh to SPELLCASTING SERVICES
forge a special sword. A bard mighl pay a tailor lo make People who are able to cast spells don't fali into the
exquisite clothing for an upcoming performance in category of ordinary hirelings. lt might be possible to
front of the duke. find someone willing to cast a spell in exchange for coin
Olher hirelings provide more expert or dangerous or favors, but it is rarely easy and no established pay
services. Mercenary soldiers paid to help the rates exisl. As a rule, the higher the leveI of the desired
advenlurers take on a hobgoblin army are hirelings, as spell, the harder it is to find someone who can cast il
are sages hired to research ancient or esoleric lore. If a and the more it costs.
high-Ievel adventurer establishes a stronghold of some Hiring someone to cast a relatively common spell
kind, he or she might hire a whole staff of servants and of 1st or 2nd levei, such as cure wounds or identify, is
agents to run the place, from a castellan or steward easy enough in a city or town, and might cost 10 to 50
to meniallaborers lo keep the stables clean. These gold pieces (plus the cost of any expensive material
hirelings often enjoy a long-term contract that includes components). Finding someone able and wiHing to
a place to live within lhe stronghold as part of the cast a higher-Ievel spell might involve traveling to a
offered compensation. large city, perhaps one with a university or prominent
temple. Once found, lhe spellcaster might ask for a
SERVICES service instead of payment-the kind of service that
Service Pay only adventurers can provide, such as retrieving arare
Coach cah item from a dangerous locale or traversing a monster-
infested wilderness to deliver somelhing important to
Belween lowns 3 cp per mile a distant settlemenl.
Wilhin a eily 1 cp
Hireling TRINKETS
Skilled 2 gp per day
Untrained 2 sp per day When you make your character, you can roll once on
Messenger 2 cp per mile lhe Trinkets table to gain a trinket, a simple item lightly
touched by mystery. The DM might also use this table.
Road or gate 1011 1 cp
It can help stock a room in a dungeon or fiHa creature's
Ship's passage 1 sp per mile
pockets.
PART I EQUIPMENT
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