See also travel
Inns and taverns pop up along the road, with
Chartering a ship can cost between 10 and 50 gp. DM could roll:
An NPC (such as Renaer) might hire the party and provide the ship themselves, most likely paying the party for their time
| 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 |
| 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 |
| 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 |
(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 |
see business
250 up front for guild licencing and 1000gp for renovations taking 12 days
(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. |
| Single story wooden house (~3 rooms) | 1,000gp |
| Two story wooden building (30×40 ft) | 1,500gp |
| Stone building (30×40 ft) | 3,000gp |
| Tower | 10,000gp |
| Mansion | 40,000gp |
| Keep | 75,000gp |
| Palace | 175,000gp |
| Small Castle | 250,000gp |
| Large Castle | 500,000gp |
4 d20 skill check for:
If cheating substitute
Add up the checks. Divide by 4. Subtract 10.
This is percentage profit or loss for the night. Multiply by investment.