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GOODS AND SERVICES
Weights for all the items listed on Table: Goods and Services are their filled weights (except where otherwise designated).
Table: Goods and Services
Adventuring Gear
Item Cost Weight
---- ---- ------
Acid (flask) 10 gp *
Alchemist’s fire (flask) 20 gp *
Antitoxin (vial) 50 gp *
Backpack (empty) 2 gp 2 lb.
Barrel (empty) 2 gp 30 lb.
Basket (empty) 4 sp 1 lb.
Bedroll 1 sp 5 lb.
Bell 1 gp *
Blanket, winter 5 sp 3 lb.
Block and tackle 5 gp 5 lb.
Bottle, wine, glass 2 gp *
Bucket (empty) 5 sp 2 lb.
Caltrops 1 gp 2 lb.
Candle 1 cp *
Canvas (sq. yd.) 1 sp 1 lb.
Case, map or scroll 1 gp 1/2 lb.
Chain (10 ft.) 30 gp 2 lb.
Chalk, 1 piece 1 cp *
Chest (empty) 2 gp 25 lb.
Crowbar 2 gp 5 lb.
Firewood (per day) 1 cp 20 lb.
Fishhook 1 sp *
Fishing net, 25 sq. ft. 4 gp 5 lb.
Flask 3 cp *
Flint and steel 1 gp *
Grappling hook 1 gp 4 lb.
Hammer 5 sp 2 lb.
Ink (1 oz. vial) 8 gp *
Inkpen 1 sp *
Jug, clay 3 cp 9 lb.
Ladder, 10-foot 5 cp 20 lb.
Lamp, common 1 sp 1 lb.
Lantern, bullseye 12 gp 3 lb.
Lantern, hooded 7 gp 2 lb.
Lock‡
Very simple 20 gp 1 lb.
Average 40 gp 1 lb.
Good 80 gp 1 lb.
Amazing 150 gp 1 lb.
Manacles 15 gp 2 lb.
Manacles, masterwork 50 gp 2 lb.
Mirror, small steel 10 gp 1/2 lb.
Mug/tankard, clay 2 cp 1 lb.
Oil (1-pint flask) 1 sp 1 lb.
Paper (sheet) 4 sp *
Parchment (sheet) 2 sp *
Pick, miner's 3 gp 10 lb.
Pitcher, clay 2 cp 5 lb.
Piton 1 sp 1/2 lb.
Pole, 10-foot 2 sp 8 lb.
Pot, iron 5 sp 10 lb.
Pouch, belt 1 gp 3 lb.
Ram, portable 10 gp 20 lb.
Rations, trail(per day) 5 sp 1 lb.
Rope, hemp (50 ft.) 1 gp 10 lb.
Rope, silk (50 ft.) 10 gp 5 lb.
Sack (empty) 1 sp 1/2 lb.
Sealing wax 1 gp 1 lb.
Sewing needle 5 sp *
Signal whistle 8 sp **
Signet ring‡ 5 gp *
Sledge 1 gp 10 lb.
Soap (per lb.) 5 sp 1 lb.
Spade or shovel 2 gp 8 lb.
Spyglass 1000gp 1 lb.
Tent 10 gp 20 lb.
Torch 1 cp 1 lb.
Vial, ink or potion 1 gp *
Waterskin 1 gp 4 lb.
Whetstone 2 cp 1 lb.
Containers and Carriers
Dry Goods
Item Cost Weight Holds or Carries
---- ---- ------ ----------------
Backpack 2 gp 2 lb. 1 cu. ft.
Barrel 2 gp 30 lb. 10 cu. ft.
Basket 4 sp 1 lb. 2 cu ft.
Bucket 5 sp 2 lb. 1 cu. ft.
Chest 2 gp 25 lb. 2 cu. ft.
Pouch, belt 1 gp 1/2 lb. 1/5 cu. ft.
Sack 1 sp 1/2 lb. 1 cu. ft.
Saddlebags 4 gp 8 lb. 5 cu. ft.
Spell component pouch 5 gp 1/4 lb. 1/8 cu. ft.
Liquids
Item Cost Weight Holds or Carries
---- ---- ------ ----------------
Bottle, wine, glass 2 gp * 1 1/2 pint
Flask 3 cp * 1 pint
Jug, clay 3 cp 1 lb. 1 gallon
Mug/tankard, clay 2 cp * 1 pint
Pitcher, clay 2 cp 1 lb. 1/2 gallon
Pot, iron 5 sp 2 lb. 1 gallon
Vial,ink or potion 1 gp * 1 ounce
Waterskin 1 gp * 1/2 gallon
*No weight worth noting.
Adventuring Gear
Acid: Throw a flask of acid as a grenadelike weapon.
Alchemist's Fire: Alchemist's fire is a sticky, adhesive substance that ignites when exposed to air. Throw a flask of alchemist's fire as a grenadelike weapon.
On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping into a lake or magically extinguishing the flames automatically smothers the flames.
Antitoxin: After drinking antitoxin, a character gets a +5 alchemical bonus on all Fortitude saving throws against poison for 1 hour.
Caltrops: Caltrops resemble large metal jacks with sharpened points rather than balls on the ends of their arms. They are essentially iron spikes designed so that one point is always facing up. Scatter them on the ground in the hope that enemies step on them or are at least forced to slow down to avoid them. One bag of caltrops (the 2-pound unit listed on Table: Goods and Services) covers an area 5 feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), the creature may step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonus do not count. (Deflection averts blows as they approach, but it does not prevent a character from touching something dangerous.) If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed at the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature's speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 1 day, until the creature is successfully treated with the Heal skill (DC 15), or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
The DM judges the effectiveness of caltrops against unusual opponents.
Candle: A candle clearly illuminates a 5-foot radius and burns for 1 hour.
Chain: Chain has a hardness of 10 and 5 hit points. It can be burst with a Strength check (DC 26).
Flask: A ceramic, glass, or metal container fitted with a tight stopper. It holds 1 pint of liquid.
Flint and Steel: Striking the steel and flint together creates sparks. By knocking sparks into tinder, a character can create a small flame. Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.
Ink: This is black ink. Ink in other colors costs twice as much.
Jug, Clay: A basic ceramic jug fitted with a stopper. It holds 1 gallon of liquid.
Lamp, Common: A lamp clearly illuminates things in a 15-foot radius and burns for 6 hours on a pint of oil. It burns with a more even flame than a torch, but, unlike a lantern, it uses an open flame and it can spill easily, making it too dangerous for most adventuring. A lamp can be carried in one hand.
Lantern, Bullseye: A bullseye lantern has only a single shutter, with its other sides being highly polished inside to reflect the light in a single direction. It illuminates a cone 60 feet long and 20 feet wide at the end, and it burns for 6 hours on a pint of oil. A lantern can be carried in one hand.
Lantern, Hooded: A hooded lantern is a standard lantern with shuttered or hinged sides. A lantern can be carried in one hand. It clearly illuminates a 30-foot radius and burns for 6 hours on a pint of oil.
Lock: A lock is worked with a large, bulky key. The DC to open this kind of lock with the Open Locks skill depends on the lock's quality: very simple (DC 20), average (DC 25), good (DC 30), amazingly good (DC 40).
Manacles and Manacles, Masterwork: These manacles can bind a Medium-size creature. The manacled character can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). To break the manacles requires success at a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have a hardness of 10 and 10 hit points. Most manacles have locks; add the cost of the lock to the cost of the manacles.
For the same price, one can buy manacles for Small creatures. For Large creatures, manacles cost ten times this amount, and for Huge creatures, one hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can only be held by specially made manacles.
Oil: A pint of oil burns for 6 hours in a lantern. Use a flask of oil as a grenadelike weapon. Use the rules for alchemist's fire, except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is only a 50% chance that the flask ignites successfully.
A pint of oil poured on the ground covers an area 5 feet square (provided the surface is smooth). If lit, the oil burns for 2 rounds and deals 1d3 points of damage to each creature in the area.
Piton: When a wall doesn't offer handholds and footholds, a climber can make his or her own. A piton is a steel spike with an eye through which a rope can be looped.
Ram, Portable: This iron-shod wooden beam is the perfect tool for battering down doors. Not only does it provide a +2 circumstance bonus on a Strength check to break open a door, but it allows a second person to help without having to roll, adding another +2 to the check.
Rope, Hemp: This rope has 2 hit points and can be burst with a successful Strength check (DC 23).
Rope, Silk: This rope has 4 hit points and can be burst with a successful Strength check (DC 24). It is so supple that it adds a +2 circumstance bonus to Use Rope checks.
Spyglass: Objects viewed through a spyglass are magnified to twice their size.
Tent: This simple tent sleeps two.
Torch: A wooden rod capped with twisted flax soaked in tallow or a similar item. A torch clearly illuminates a 20-foot radius and burns for 1 hour.
Vial: A ceramic, glass, or metal vial fitted with a tight stopper. The stoppered container usually is no more than 1 inch wide and 3 inches high. It holds 1 ounce of liquid.
Spells for Hire
Spells Cost
------ ----
Spells
0-level Caster level X 5 gp
1st-level Caster level X 10 gp
2nd-level Caster level X 20 gp
3rd-level Caster level X 30 gp
4th-level Caster level X 40 gp
5th-level Caster level X 50 gp
6th-level Caster level X 60 gp
7th-level Caster level X 70 gp
8th-level Caster level X 80 gp
9th-level Caster level X 90 gp
Spell: This is how much it costs to get a spellcaster to cast a spell for hire. This cost assumes that a character can go to the spellcaster and have the spell cast at her convenience.
The cost listed is for a spell with no cost for a material component or focus component and no XP cost. If the spell includes a material component, add the cost of the component to the cost of the spell. If the spell requires a focus component (other than a divine focus), add 1/10 the cost of the focus to the cost of the spell. If the spell requires an XP cost, add 5 gp per XP lost.
Class Tools and Skill Kits
Item Cost Weight
---- ---- ------
Alchemist's lab 500 gp 40 lb.
Artisan's tools 5 gp 5 lb.
Artisan's tools, masterwork 55 gp 5 lb.
Climber's kit 80 gp 5 lb.
Disguise kit 50 gp 8 lb.
Healer's kit 50 gp 1 lb.
Holly and mistletoe - *
Holy symbol, wooden 1 gp **
Holy symbol, silver 25 gp 1 lb.
Hourglass 25 gp 1 lb.
Magnifying glass 100 gp *
Tool, masterwork +50 gp *
Musical instrument, common 5 gp 3 lb.
Musical instrument, masterwork 100 gp 3 lb.
Scale, merchant's 2 gp 1 lb.
Spell component pouch 5 gp 3 lb.
Spellbook, wizard's (blank) 15 gp 3 lb.
Thieves' tools 30 gp 1 lb.
Thieves' tools, masterwork 100 gp 2 lb.
Water clock 1000gp 200 lb.
Alchemist's Lab: This includes beakers, bottles, mixing and measuring equipment and a miscellany of chemicals and substances. This is the perfect tool for the job and so adds a +2 circumstance bonus to Alchemy checks, but it has no bearing on the costs related to the Alchemy skill. Without this lab, a character with the Alchemy skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.
Artisan's Tools: This is the set of special tools needed for any craft. Without these tools, a character has to use improvised tools (-2 penalty on the Craft check) if the job can be done at all.
Artisan's Tools, Masterwork: As artisan's tools, but these are the perfect tools for the job, so the character gets a +2 circumstance bonus on the Craft check.
Climber's Kit: Special pitons, boot tips, gloves, and a harness that aids in all sorts of climbing. This is the perfect tool for climbing and provides a +2 circumstance bonus to Climb checks.
Disguise Kit: A bag containing cosmetics, hair dye, and small physical props. This is the perfect tool for disguise and adds a +2 circumstance bonus to Disguise checks. It's exhausted after ten uses.
Healer's Kit: This kit is full of herbs, salves, bandages and other useful materials. It is the perfect tool for anyone attempting a Heal check. It adds a +2 circumstance bonus to the check. It's exhausted after ten uses.
Holly and Mistletoe: Sprigs of holly and mistletoe are used by druids as the default divine focus for druid spells. Holly and mistletoe plants are easily found in wooded areas by druids, and sprigs from them are harvested essentially for free.
Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy. Clerics use them as the focuses for their spells and as tools for turning undead. Each religion has its own holy symbol, and a sun symbol is the default holy symbol for clerics not associated with any particular religion.
A silver holy symbol works no better than a wooden one, but it serves as a mark of status for the wielder.
Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or command undead). A skull is the default unholy symbol for clerics not associated with any particular religion.
Magnifying Glass: This simple lens allows a closer look at small objects. It is useful as a substitute for flint, steel, and tinder when starting fires (though it takes light as bright as direct sunlight to focus, tinder to light, and at least a full-round action to light a fire with a magnifying glass). It grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed, such as a gem.
Musical Instrument, Common or Masterwork: Popular
instruments include fifes, recorders, lutes, mandolins, and shalms. A
masterwork instrument is of superior make. It adds a +2 circumstance bonus to
Perform checks and serves as a mark of
status.
Scale, Merchant's: This scale includes a small balance and pans and a suitable assortment of weights. A scale grants a +2 circumstance bonus to Appraise checks involving items that are valued by weight, including anything made of precious metals.
Spell Component Pouch: A small, watertight leather belt pouch with many small compartments. A spellcaster with a spell component pouch is assumed to have all the material components and focuses she needs except those that have a listed cost, divine focuses, or focuses that wouldn’t fit in a pouch (such as the natural pool that a druid needs to look into to cast scrying).
Spellbook, Wizard’s (Blank): A large, leatherbound book that serves as a wizard’s reference. A spellbook has 100 pages of parchment, and each spell takes up two pages per level (one page for 0-level spells).
Thieves' Tools: These are the tools needed to use the Disable Device and Open Lock skills. The kit includes one or more skeleton keys, long metal picks and pries, a long-nosed clamp, a small hand saw, and a small wedge and hammer. Without these tools, a character will have to improvise tools, and suffer a -2 circumstance penalty on Disable Device and Open Locks checks.
Thieves' Tools, Masterwork: This kit contains extra tools and tools of better make, granting a +2 circumstance bonus on Disable Device and Open Lock checks.
Tool, Masterwork: This well-made item is the perfect tool for the job and adds a +2 circumstance bonus to a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.
Water Clock: This large, bulky contrivance gives the time accurate to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water. It is primarily an amusement for the wealthy and a tool for the student of arcane lore. Most people have no way to tell exact time, and there's little point in knowing that it is 2:30 P.M. if nobody else does.
Clothing
Item Cost Weight
---- ---- ------
Artisan's outfit 1 gp 4 lb.
Cleric's vestments 5 gp 6 lb.
Cold weather outfit 8 gp 7 lb.
Courtier's outfit 30 gp 6 lb.
Entertainer's outfit 3 gp 4 lb.
Explorer's outfit 10 gp 8 lb.
Monk's outfit 5 gp 2 lb.
Noble's outfit 75 gp 10 lb.
Peasant's outfit 1 sp 2 lb.
Royal outfit 200 gp 15 lb.
Scholar's outfit 5 gp 6 lb.
Traveler's outfit 1 gp 5 lb.
Artisan's Outfit: A shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. This outfit may include a belt or a leather or cloth apron for carrying tools.
Cleric's Vestments: Ecclesiastical clothes for performing priestly functions, not for adventuring.
Cold Weather Outfit: A wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. When wearing a cold weather outfit, add a +5 circumstance bonus to Fortitude saving throws against exposure to cold weather.
Courtier's Outfit: Fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it. Without jewelry (costing perhaps an additional 50 gp), the character will look like an out-of-place commoner.
Entertainer's Outfit: A set of flashy, perhaps even gaudy, clothes for entertaining. While the outfit looks whimsical, its practical design lets a character tumble, dance, walk a tightrope, or just run (if the audience turns ugly).
Explorer's Outfit: This is a full set of clothes for
someone who never knows what to expect. It includes sturdy boots, leather
breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves,
and a cloak. Rather than a leather skirt, a
leather overtunic may be worn instead over a cloth skirt. The clothes have
plenty of pockets (especially the cloak). The outfit also includes any extra
items a character might need, such as a scarf or a wide-brimmed hat.
Monk's Outfit: This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. Though it looks casual, the outfit is designed to give a character maximum mobility, and it's made of high-quality fabric. A monk can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes. Depending on the monk's style, the outfit may be decorated with designs that indicate lineage or philosophical outlook.
Noble's Outfit: This set of clothes is designed specifically to be expensive and to show it. Precious metals and gems are worked into the clothing. To fit into the noble crowd, every would-be noble also needs a signet ring (see Adventuring Gear above) and jewelry (worth at least 100 gp, or at least appearing to be worth that much). And it would be advisable to not show up to a ball in the same noble's outfit twice.
Peasant's Outfit: A loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Royal Outfit: This is just the clothes, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.
Scholar's Outfit: A robe, a belt, a cap, soft shoes, and possibly a cloak.
Traveler's Outfit: Boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
Food, Drink, and Lodging
Item Cost Weight
---- ---- ------
Ale
Gallon 2 sp 8 lb.
Mug 4 cp 1 lb.
Banquet (per person) 10 gp -
Bread, per loaf 2 cp 1/2 lb.
Cheese, hunk of 1 sp 1/2 lb.
Inn stay (per day)
Good 2 gp -
Common 5 sp -
Poor 2 sp -
Meals (per day)
Good 5 sp -
Common 3 sp -
Poor 1 sp -
Meat, chunk of 3 sp 1/2 lb.
Rations, trail(per day) 5 sp 1 lb.
Wine
Common (pitcher) 2 sp 6 lb.
Fine (bottle) 10 gp 1 1/2 lb.
Inn: Poor accommodations at an inn amount to a place on the floor near the hearth, plus the use of a blanket. Common accommodations are a place on a raised, heated floor, the use of a blanket and a pillow, and the presence of a higher class of company. Good accommodations are a small, private room with one bed, some amenities, and a covered chamber pot in the corner.
Meals: Poor meals might be composed of bread, baked turnips, onions, and water. Common meals might consist of bread, chicken stew (easy on the chicken), carrots, and watered-down ale or wine. Good meals might be composed of bread and pastries, beef, peas, and ale or wine.
Mounts and Related Gear
Item Cost Weight
---- ---- ------
Barding Medium-size creature X2 X1
Large creature X4 X2
Bit and bridle 2 gp 1 lb.
Cart 15 gp 200 lb.
Dog, riding 150 gp -
Donkey or mule 8 gp -
Feed (per day) 5 cp 10 lb.
Horse, heavy 200 gp -
Horse, light 75 gp -
Pony 30 gp -
Warhorse, heavy 400 gp -
Warhorse, light 150 gp -
Warpony 100 gp -
Saddle Military 20 gp 30 lb.
Pack 5 gp 15 lb.
Riding 10 gp 25 lb.
Saddle, Exotic Military 60 gp 40 lb.
Pack 15 gp 20 lb.
Riding 30 gp 30 lb.
Saddlebags 4 gp 8 lb.
Sled 20 gp 300 lb.
Stabling (per day) 5 sp -
Wagon 35 gp 400 lb.
*No weight worth noting.
**Ten of these items together weigh 1 pound.
Hauling Vehicles
Item Cost Weight Holds or Carries
---- ---- ------ ----------------
Cart 15 gp 200 lb. 1/2 ton
Sled 20 gp 300 lb. 1 ton
Wagon 35 gp 400 lb. 2 tons
Barding, Medium-Size Creature and Large Creature: Barding is simply some type of armor covering the head, neck, chest, body, and possibly legs of a horse. Heavier types provide better protection at the expense of lower speed. Barding comes in most of the types found on Table: Armor. As with any nonhumanoid Large creature, a horse's armor costs four times what a human's (a humanoid Medium-size creature's) armor costs and also weighs twice as much as the armor found on Table: Armor. (If the barding is for a pony, which is Medium-size, the cost is only double, and the weight is the same.)
Medium or heavy barding slows mounts:
Barding (40 ft.) (50 ft.) (60 ft.)
------- -------- -------- --------
Medium 30 ft. 35 ft. 40 ft.
Heavy 30 ft.* 35 ft.* 40 ft.*
*A mount wearing heavy armor moves at only triple normal rate when running instead of quadruple.
Flying mounts can't fly in medium or heavy barding.
Barded animals require special attention. Care must be taken to prevent chafing and sores caused by the armor. The armor must be removed at night and ideally should not be put on the mount except to prepare for a battle. Removing and fitting barding takes five times as long as the figures given on Table: Donning Armor. Barded animals cannot be used to carry any load other than the rider and normal saddlebags. Because of this, a mounted warrior often leads a second mount for carrying gear and supplies.
Cart: A two-wheeled vehicle drawn by a single horse (or other beast of burden). It comes with a harness.
Dog, Riding: This Medium-size dog is specially trained to carry a Small humanoid rider (and not a dwarf). It is brave in combat like a warhorse. No damage is taken when falling from a riding dog.
Donkey or Mule: The best pack animal around, a donkey or mule is stolid in the face of danger, hardy, sure-footed, and capable of carrying heavy loads over vast distances. Unlike horses, they're willing (though not eager) to enter dungeons and other strange or threatening places.
Feed: Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them (such as oats) is much better because it provides a more concentrated form of energy, especially if the animal is exerting itself. Riding dogs must be fed some meat, which may cost more or less than the given amount.
Saddle, Exotic: An exotic saddle is like a normal saddle of the same type except that it is designed for an unusual mount, such as a pegasus. Exotic saddles come in military, pack, and riding styles.
Saddle, Military: A military saddle braces the rider, adding a +2 circumstance bonus to Ride checks related to staying in the saddle. If a character is knocked unconscious while in a military saddle, he or she has a 75% chance to stay in the saddle (compared to 50% for a riding saddle).
Saddle, Pack: A pack saddle holds gear and supplies, not a rider. A pack saddle holds as much gear as the mount can carry.
Saddle, Riding: The standard riding saddle supports a rider.
Sled: This is a wagon on runners for moving through snow and over ice. In general, two horses (or other beasts of burden) draw it. It comes with the harness needed to pull it.
Stabling: Includes a stable, feed, and grooming.
Wagon: This is a four-wheeled, open vehicle for transporting heavy loads. In general, two horses (or other beasts of burden) draw it. It comes with the harness needed to pull it.
Ships
Item Cost
---- ----
Rowboat 50 gp
Oar 2 gp
Galley 30,000 gp
Longship 10,000 gp
Keelboat 3,000 gp
Sailing ship 10,000 gp
Warship 25,000 gp
Transportation
Item Cost
---- ----
Ship's passage 1 sp per mile
Coach cab 3 cp per mile
Messenger 2 cp per mile
Teleportation Varies*
Road or gate toll 1 cp
Buildings
Item Cost
---- ----
Simple house 1,000 gp
Grand house 5,000 gp
Mansion 100,000 gp
Tower 50,000 gp
Keep 150,000 gp
Castle 500,000 gp
Huge castle 1,000,000 gp
Moat with bridge 50,000 gp
Rowboat: An 8- to 12-foot-long boat for two or three people. It moves about 1 1/2 miles per hour.
Galley: A three-masted ship with seventy oars on either side and a total crew of two hundred. This ship is 130 feet long and 20 feet wide, and it can carry up to 150 tons of cargo or 250 soldiers. For 8,000 gp more, it can be fitted with a ram and castles with firing platforms fore, aft, and amidships. This ship cannot make sea voyages and sticks to the coast. It moves about 4 miles per hour when being rowed or under sail.
Longship: A 75-foot-long ship with forty oars and a total crew of fifty. It has a single mast and a square sail. It can carry fifty tons of cargo or one hundred twenty soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.
Keelboat: A 50- to 75-foot-long ship that is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. It has a crew of eight to fifteen and can carry forty to fifty tons of cargo or one hundred soldiers. It can make sea voyages as well as sail down rivers. (It has a flat bottom.) It moves about 1 mile per hour.
Sailing Ship: This larger, more seaworthy version of the coaster (a kind of sailing ship) is 75 to 90 feet long and 20 feet wide. It has a crew of twenty. It can carry cargo up to 150 tons. It has square sails on its two masts and can make sea voyages. It moves about 2 miles per hour.
Warship: This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of sixty to eighty rowers. This ship can carry up to 160 soldiers, but not for long distances, since there isn't room for supplies for that many. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2 1/2 miles per hour when rowed or under sail.
Ship's Passage: Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo.
Coach Cab: The price listed is for a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, 1 cp usually takes a character anywhere they need to go.
Messenger: This entry includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway (a crew member on a ship, for example) may ask for half the listed amount.
Teleportation: The cost to be teleported is based on caster level, although the customer will have to pay double because the caster will need to teleport herself back. Further, some casters will charge as much as double to teleport into a dangerous area.
Road or Gate Toll: A toll is sometimes charged to cross a well-trodden, well-kept, and well-guarded road to pay for patrols on it and its upkeep. Occasionally, large, walled cities charge a toll to enter or exit the city (sometimes just to enter the city).
Simple House: This one- to three-room house is made of wood and has a thatched roof.
Grand House: This four- to ten-room room grand house is made of wood and has a thatched roof.
Mansion: This ten- to twenty-room mansion has two to three levels and is made of wood and brick. It has a slate roof.
Tower: This round or square, three-level tower is made of stone.
Keep: This fortified stone building has fifteen to twenty-five rooms.
Castle: The castle is a keep surrounded by a 15-foot stone wall with four towers. The wall is 10 feet thick.
Huge Castle: A particularly large keep with numerous associated buildings (stables, forge, granaries, etc.) and an elaborate 20-foot-high wall creating bailey and courtyard areas. The wall has six towers and is 10 feet thick.
Moat with Bridge: This moat is 15 feet deep and 30 feet wide. The bridge across it may be a wooden drawbridge or a permanent stone structure.