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‡ 1 lb.
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.
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 structur