=====Economics in D&D===== ====Travel expenses==== See also [[travel]] Inns and taverns pop up along the road, with * meals costing **d20 copper** pieces * lodging costing **d20 silver** pieces. ====Ship Leases==== Chartering a ship can cost between 10 and 50 gp. DM could roll: * d6 x10 gp to account for "markup", or * (d4 + Capt CHA) x10 gp An NPC (such as [[:dnd:campaigns:waterdeep:npcs#Renaer]]) might hire the party and provide the ship themselves, most likely paying the party for their time ====General Store==== ^Item ^Price| ^Abacus |2 gp| ^Acid (vial)|25 gp| ^Alchemist’s fire (flask)|50 gp| ^Amulet|5 gp| ^Antitoxin (vial)|50 gp| ^Backpack|2 gp| ^Bait|5 cp| ^Barrel|2 gp| ^Basket|4 sp| ^Bedroll|1 gp| ^Bell|1 gp| ^Blanket|5 sp| ^Block and tackle|1 gp| ^Book|25 gp| ^Bottle, glass|2 gp| ^Bucket|5 cp| ^Candle|1 cp| ^Carpenter's Tools|15 gp| ^Chain (10 feet)|5 gp| ^Chalk (1 piece)|1 cp| ^Chest|5 gp| ^Clothes, Common|5 sp| ^Clothes, costume|5 gp| ^Clothes, Fine|15 gp| ^Clothes, traveler’s|2 gp| ^Cobbler's Tools|25 gp| ^Crowbar|2 gp| ^Crystal|10 gp| ^Fishing Tackle|1 gp| ^Fishnet|1 gp| ^Flask or tankard|2 cp| ^Grappling hook|2 gp| ^Hammer|1 gp| ^Hammer, sledge|2 gp| ^Holy water (flask)|25 gp| ^Hourglass|25 gp| ^Hunting trap|5 gp| ^Ink (1 ounce bottle)|10 gp| ^Ink pen2 |cp| ^Jug or Pitcher|2 cp| ^Kit, healer’s|5 gp| ^Kit, herbalism|5 gp| ^Kit, mess|2 sp| ^Ladder (10-foot)|1 sp| ^Lamp|5 sp| ^Lantern, bullseye|10 gp| ^Lantern, hooded|5 gp| ^Leatherworker's Tools|5 gp| ^Lock|10 gp| ^Magnifying glass|100 gp| ^Manacles|2 gp| ^Mason's Tools|10 gp| ^Mess Kit|2 sp| ^Mirror, steel|5 gp| ^Mirror, Silver|25 gp| ^Oil (flask)|1 sp| ^Paper (one sheet)|2 sp| ^Parchment (one sheet)|1 sp| ^Perfume (vial)|5 gp| ^Pick, miner’s|2 gp| ^Piton|5 cp| ^Poison, basic (vial)|100 gp| ^Pole (10-foot)|5 cp| ^Pot, iron|2 gp| ^Potion of healing|50 gp| ^Potter's Tools|10 gp| ^Pouch|5 sp| ^Quiver|1 gp| ^Ram, portable|4 gp| ^Rations (1 day)|5 sp| ^Robes|1 gp| ^Rope, hempen (50 feet)|1 gp| ^Rope, silk (50 feet)|10 gp| ^Rowboat|50 gp| ^Sack|1 cp| ^Scale, merchant’s|5 gp| ^Sealing wax|5 sp| ^Shovel|2 gp| ^Signal whistle|5 cp| ^Signet ring|100 gp| ^Smith's Tools|20 gp| ^Soap|2 cp| ^Spear|1 gp| ^Spellbook|50 gp| ^Spikes, iron (10)|1 gp| ^Sprig of mistletoe|1 gp| ^Spyglass|500 gp| ^Staff|5 gp| ^Tent, two-person|2 gp| ^Tinderbox|5 sp| ^Torch|1 cp| ^Totem|1 gp| ^Vial|1 gp| ^Waterskin|2 sp| ^Weaver's Tools|1 gp| ^Whetstone|1 cp| ^Woodcarver's Tools|1 gp| ^Wooden staff|5 gp| ^Yew wand|10 gp| ====Weapons==== ^Weapon^Cost^Damage| ^Battleaxe|10 gp|1d8| ^Blowgun|10 gp|1| ^Club|1 sp|1d4 | ^Crossbow, Hand|75 gp|1d6| ^Crossbow, Light|25 gp|1d8| ^Crossbow, Heavy|50 gp|1d10| ^Dagger |2 gp|1d4| ^Flail|10 gp|1d8| ^Glaive|20 gp|1d10| ^Greataxe|30 gp|1d12| ^Greatclub|2 sp|1d8| ^Greatsword|50 gp|2d6| ^Halberd|20 gp|1d10| ^Handaxe|5 gp|1d6| ^Javelin|5 sp|1d6| ^Lance|10 gp|1d12| ^Light Hammer|2 sp|1d4| ^Longbow|50 gp|1d8| ^Longsword|15 gp|1d8| ^Mace|5 gp|1d6| ^Maul|10 gp|2d6 | ^Morningstar|15 gp|1d8| ^Net|1 gp|(grappled, prone) | ^Pike|5 gp|1d10| ^Quarterstaff|2 sp|1d6| ^Rapier|25 gp|1d8| ^Scimitar|25 gp|1d6| ^Shortsword|10 gp|1d6| ^Sickle|1 gp|1d4| ^Spear|1 gp|1d6| ^Shortbow|25 gp|1d6| ^Sling|1 sp|1d4 | ^Trident|5 gp|1d6| ^Warhammer|15 gp|1d8| ^War Pick|5 gp|1d8| ^Whip|2 gp|1d4| ===Ammo=== ^Arrows (20) |1 gp | ^Blowgun needles (50) |1 gp | ^Caltrops (bag of 20)|1 gp| ^Crossbow bolts (20) |1 gp | ^Dart|5 cp|1d4| ^Sling stones (20) |4 cp | ====NPC Lifestyle==== (For Players, refer to PHB pp 157 - 159 and DMG 127.) NPCs get much better deals because they pay for long term sustainable arrangements and DIY ^Social status ^ Minimum income/month ^ Lifestyle/month ^ Upkeep/month^ Taxes/month ^ Profit/month | ^Poor (unskilled worker, peddlers, thieves) | 6 gp | 3 gp | 2 gp | 6 sp | 4 sp | ^Modest (mercenaries, labourers, priests, hedge wizards) | 30 gp | 15 gp | 10 gp | 3 gp | 2 gp | ^Comfortable (merchants, skilled tradespeople, military officers) | 60 gp | 30 gp | 20 gp | 6 gp | 4 gp | ^Wealthy (shrewd businessmen, highly successful merchants, royal cabinet) | 120 gp | 60 gp | 40 gp | 12 gp | 8 gp | ^Aristocrat (politicians, guild leaders, high priests) | 300 gp | 150 gp | 100 gp | 30 gp | 20 gp | ====Running A Business==== ===Fixing up Trollskull Manor=== see [[:dnd:campaigns:waterdeep:business]] 250 up front for guild licencing and 1000gp for renovations taking 12 days ===Running A Business=== (tavern, small inn, general store, busy local specialty) Every tenday, roll percentile. For OPTIMAL results, run Advertising at 30gp/tenday to add 30 to roll. (WDH p41) |20 or less: |Loss of 90 gp.| |21-30: |Loss of 60 gp.| |31-40: |Loss of 30 gp.| |41-60: |Break even| |61-80:| Profits = 1d6 × 5 gp.| |81-90:| Profits = 2d8 × 5 gp.| |91 or more:| Profits = 3d10 × 5 gp.| ====Real Estate==== |Single story wooden house (~3 rooms)| 1,000gp| |Two story wooden building (30x40 ft)| 1,500gp| |Stone building (30x40 ft)| 3,000gp| |Tower |10,000gp| |Mansion| 40,000gp| |Keep |75,000gp| |Palace| 175,000gp| |Small Castle |250,000gp| |Large Castle| 500,000gp| ====Gambling==== 4 d20 skill check for: *Deception *Insight *Intimidation *Persuasion If cheating substitute *Sleight of hand *Stealth Add up the checks. Divide by 4. Subtract 10. This is percentage profit or loss for the night. Multiply by investment.