Enchanted Realms Rulebook
The GM always has things for the party to spend the money on. As a rule, standard equipment should be assumed, unless the world environment dictates otherwise. A simple solution is to have the players pay a “maintenance” fee for keeping equipped. Lump in a food budget and just “invoice” them monthly. A good rule of thumb would be 1 bit per day for food, another 3 bits monthly for basic equipment. Then weapons have a maintenance cost, as do armor and pets. However, starting characters will have a monthly maintenance fee of around 40 to 50 bits. Personalities who are frugal versus spend-thrift, drinks heavily or is from money, then the GM might add an extra monthly charge for his or her habits.
For the successful adventurer, the silver bit is going to be the simplest monetary form to use. Again, there is no need to have the characters count pennies. Adventurers, who are playable, typically are not destitute characters – or at least not for long. The exchange rate is something to consider, but not too deeply. Everything in this manual is listed in silver bits. Of course, there are lesser coin types: copper and iron bits. However, if the players are having to concern themselves with how many coppers go into a gold piece, then it really needs to make sense to the story - or they probably are not being successful enough to maintain their lifestyles and just need to go into ordinary living.
|1 Silver Bit||1|
|1 Gold Piece||20||1|
|1 Platinum Rod||100||5||1|
At the upper end of the exchange table are silver, gold, platinum, and gems. In Enchanted Realms, the exchange is 20 silver bits trade for 1 gold piece. Then 5 gold pieces trade for a single platinum rod. Platinum is only minted in rods about the size of a roll of quarters. It is meant to be a high-end monetary token without needing to carry a lot of coins. Further rubies, sapphires, emeralds and diamonds are standard denominations and exchange easily. A GM may want to add more financial or lapidary flavor, citing that not all gems are the same. But this is a game. There are more events of excitement than spending half the value on the bureaucracy of pricing gemstones. Shortcut things and set a standard, then say on average this is what they all work out to be; there’s the exchange rate. Also, when trading gems for other gems, assume fractions of an exchange will be lost and profit goes to the bank, merchant or lapidary.
While the exchange rate should just be kept simple, unless economy and trade-development are part of the theme of the campaign, collecting the spoils of war should not just be assumed to be top value as if buying new. Thus, the trade-in price is listed on most items. Additionally, the weapons and armors of most monsters will have virtually no value at the marketplace. That does not mean everything from monsters are worthless, but the GM should avoid the PCs becoming hoarders just to make a few bits. Shave a few bits from the monthly maintenance if they get picky, but the GM should keep the system of tracking money simple.
If things are normal items and not special, then the GM should factor upkeep into the maintenance; however, there will be times when restoring items or finding services will important and should be detailed out. The bartering skill is a fun way to role-play those exchanges if desired.
Lastly, when thinking of money, understand that a fantasy, adventurer world will have difference supply-and-demand pressures than our modern one. However, to get a feel for the economy, a guideline is to think about a silver bit equal to about $10 in 2020 America: a hotel room for $150 per night is a reasonable price; $1000 for a quality, properly-bred dog; a low-end weapon for home protection around $500.The Market
Merchants are always around, pushing goods, having connection that others do not. People, not just heroes, will need to purchase things. Whatever the market looks like, whether trading secretly in homes and back alleys or openly in a square, transactions are going to happen.
A few things to consider, some merchants will have brought goods from across the seas, while others may have collected things from local farmers. To quote from the book Grain Into Gold: “Just to complicate your life as a game master, things in a marketplace will never really have a price on them. Haggling isn’t expected, it’s required.”
However, as with much of the game economy, there is little reason (unless the players really like that role-playing) to worry about the actual pitching and bargaining. In the end, the prices work out to an average. Even though the out-of-game experience is browsing a price list, the in-game experience for the characters going to market might be an all-day endeavor just to buy a new scabbard.
Nonetheless, for ease of the game, below is a standard price list. That list, however, includes price differences when items are locally available versus having to be acquired in a faraway location. This might represent supply and demand, as that is how rare something is; no one else has access to it and it is that far, risky and expensive to acquire it. Or this might also represent the specialty of a product’s brand, such as when a master craftsman of functionally the same merchandise is in high popularity or demand. Why some of the more common items would ever be in short supply or highly popular will take a bit of story-telling, but the prices are listed nonetheless.
Usually a price paid will be from the local market; however, if special arrangements have to be made, the price will go up. Likewise, if one is able to buy from the source rather than from merchants, the markup will be removed. Also, if a region experiences a famine, this is a good guideline as to what will happen to food prices, as the supply will be short and if it can be procured it will be at the price as if coming from a distant city. Some might be permanent differences, such as whale oil prices on coastal cities versus landlocked cities.
Lastly, there is a “maintenance” column. As stated above about not tracking every transaction but instead use a monthly-maintenance cost for replacements and upkeep of the necessary equipment. That is what this column represents. Further, in this column there will be an occasional note to identify what is “standard equipment” which that three-silver-bit monthly cost covers. Should a PC want something a little nicer, then he or she will have to purchase it.
|Item||Quality||At Source||Local Market||Nearby City||Distant City||Maintenance|
|Chicken, Broiler||Good||5 ¢||7 ¢||1 5 ¢||3|
|Dog, Attack, trained||Good||65||100||200||375||5|
|Dog, Hunting, trained||Good||35||55||110||200||4|
|Goat||Good||5||7 5 ¢||15||30|
|Terrac Riding Goat||Good||85||130||250||400||3|
Borgaaz: Only bred in orkane cultures and rarely sold outside of the bloodline.
Camel: These animals are only available in climates which do not have freezing temperatures in the winter.
Elephant: Breeders only operate where climates do not have freezing winters. Even then, demand among these are high and the gestation is long, causing backlog requests of up to two years.
Goat: If a goat is slaughtered, it will produce roughly 40 pounds of meat, but butchering costs run around 8 bits.
Gryphon: Breeders are very rare, and when they are available, often there is a backlog of requests from one to three years. At least half down will be required for purchasing one.
Hog: If a hog is slaughtered, it will produce roughly 200 pounds of meat, but the expense for the butcher will be 20 bits or about 1 copper per pound.
Lamb: If a lamb is slaughtered, it will produce roughly 50 pounds of meat, but will costs around 10 bits to butcher.
Lepuus: These creatures breed in the wild, but to date, only wood elves have been successful at domesticating them.
Shocker Lizard: Sold in a small wooden box and only on the black market. These are viewed socially as an assassin’s tool to render victims helpless.Steer: At the cost of 80 bits for butchering, a steer will produce about 600 pounds of beef.
Stog: These weird amphibians will live only about 3 months in a captive environment. They are not common in open markets, but can be found among thieves guilds and other black markets.
Most major cities will have an apothecary for medical supplies and potions; however, these businesses rely heavily on local resources. It is possible to get semi-common items from a nearby city, but if something is unavailable in the area, then it is rare for such things to be shipped from afar. Further, supplies on hand are not guaranteed and may take some time to fill. There are many other potions and alchemical solutions available in the world. The ones listed here are known well enough to have a chance of being in a local store.
|Item||Quality||Store||Nearby City||On-Hand||Days to Fill||Potency|
|Acid Splash (1 use)||Fine||75||150||2d6-3||2d4-5||3 months|
|Anointing Spirits (1 dose)||High||50||75||2d4-3||2d6-5||3 months|
|Belladonna (1 tablespoon)||Common||1||2||2d4-3||d6-2||6 months|
|Bonfire Blend (1 use)||Fine||50||75||2d6-3||2d4-5||1 month|
|Chakra Dram (1 dose)||Fine||75||125||2d4-3||d4-2||2 months|
|Chromis Slime (1 dose)||High||400||650||d8-7||6d10||3 months|
|Coma Draught (1 dose)||Fine||75||125||2d6-3||2d4-5||3 months|
|Drakus Flower (1 dose)||High||400||650||d8-7||6d10||3 months|
|Dried Ephedra (1 dose)||High||150||250||d4-2||3d10||3 months|
|Emetic Sap (1 drachm)||Fine||3 ¢||6 ¢||3d10-5||d6-2||1 month|
|Ent-Draught (1 oz)||Fine||25||40||d8-3||2d8-4||1 year|
|Ethyl Alcohol (1 pint)||Fine||1||2||2d6-4||d12-5||1 year|
|Explosive Oil (1 flask)||Fine||25||50||3d4-3||d6||6 months|
|Fennel Silk (1 dose)||High||150||250||d4-2||3d10||3 months|
|Firebreather's Oil (1 use)||High||5||10||2d8-2||d3||1 year|
|Frankincense (1 tablespoon)||Common||2||3||2d4-3||d6-2||6 months|
|Healing Salve (1 dose)||High||100||175||1d4-3||2d6-5||6 months|
|Hemlock (1 tablespoon)||Fine||12||25||d4-2||2d6-5||6 months|
|Holy Water (1 dose)||High||50||75||1d4-3||2d6-5||3 months|
|Iocane Powder (1 tablespoon)||Common||8||16||2d4-3||d6-2||6 months|
|Iodine solution (1 pint)||Fine||7 ¢||1 5 ¢||2d4-3||d6-2||6 months|
|Invigoration Potion (1 dose)||High||50||75||2d4-3||2d6-5||3 months|
|Jaffray (1 tablespoon)||Common||4||7||2d4-3||d6-2||6 months|
|Lady-Luck Fungus (1 tablespoon)||Common||5||10||2d4-3||d6-2||6 months|
|Laishaberries (1 tablespoon)||Fine||12||25||1d4-2||2d6-5||6 months|
|Laumspur (1 tablespoon)||Common||4||7||2d4-3||d6-2||6 months|
|Lekhan Oil (1 dose)||High||150||275||1d4-3||3d6-5||1 month|
|Lungwort (1 tablespoon)||Fine||10||20||1d4-2||2d6-5||6 months|
|Maiden’s Heart (1 tablespoon)||Common||4||7||2d4-3||d6-2||6 months|
|Mana Cake (1 dose)||High||150||275||1d4-3||3d6-5||1 month|
|Mandrake Berry (1 dose)||High||75||125||d6-4||3d6||2 weeks|
|Maruera (1 tablespoon)||Fine||12||25||1d4-2||2d6-5||6 months|
|Moly (1 tablespoon)||Common||5||10||2d4-3||d6-2||6 months|
|Myrrh (1 oz)||Fine||3||6||4d4-6||3d6-5||6 months|
|Olive Oil (1 gallon)||Common||1||2||6d10-9||d6-2||6 months|
|Oil of Flame Suppression||High||20||45||6d10-9||d6-2||3 months|
|Panacea (1 dose)||High||400||750||d4-3||d6-4||6 months|
|Pattran (1 tablespoon)||Common||3||5||2d4-3||d6-2||6 months|
|Poison, deathbane (1 dose)||High||125||200||1d4-3||2d6-4||1 year|
|Poison, nightvine (1 dose)||High||100||175||1d4-3||2d6-4||1 year|
|Poison, tears of doubt (1 dose)||High||160||250||1d6-5||3d6-7||1 year|
|Poison, venomooze (1 dose)||High||150||225||1d4-3||2d6-4||1 year|
|Potion of Flowering (1 dose)||Fine||60||100||2d4-3||d4-2||1 month|
|Quicksilver (1 oz)||Fine||2||3||d8-4||2d6-4||1 year|
|Realgar (1 oz)||Fine||10||15||d8-3||2d6-4||1 year|
|Red Mercury (1 oz)||Fine||30||50||d8-4||3d6-5||1 year|
|Rose Oil (1 pint)||Common||2||4||4d10-7||d6-2||6 months|
|Slow-fall Draught (1 dose)||Fine||90||150||d6-4||d4-2||2 weeks|
|Smelling Salts (1 use)||Fine||25||30||d8-4||2d6-4||1 year|
|Somantox (1 use)||High||175||250||d4-3||2d6-8||2 months|
|Sorcerer's Oil (1 use)||High||250||500||d4-3||2d6-8||2 months|
|Subsistence Cube (1 use)||High||75||125||2d6-3||2d4-5||1 month|
|Sun Oil (1 use)||Fine||30||60||d8-4||2d6-4||3 months|
|Thick Smoke (1 globe)||Fine||90||150||d6-3||3d4-4||3 months|
|Venus Flora (1 tablespoon)||Common||3||5||2d4-3||d6-2||6 months|
|Wyrmtongue (1 dose)||High||1,000||2,000||d12-11||8d10||3 months|
|Urea, Dried (1 oz)||Fine||3||5||2d4-3||d4-2||1 year|
|Ylang-ylang Oil (1 pint)||Common||2||4||4d10-7||d6-2||6 months|
On-Hand: This is a calculation to know how many are currently available. If the die-formula is zero or negative, it will take time to get more. Most likely, this will be priced as a nearby-city expense.
Days to Fill: When more are ordered than are locally available, then this is a formula to determine the number of days for the apothecary to acquire. If the time is zero or negative, then it is in a local storehouse but not immediately available in the store.
Potency: Potions and medicinal items will not last forever. This is a time that the ingredient or item is potent. After this time, it will expire and may not work.
Acid Splash: This is a glass globe filled with an acidic solution. It can be thrown at a target from up to 20 feet to inflict d4 point of corrosive (alchemical) damage to the Body. To strike it must hit the opponent's AC or it can be smashed like a touch-attack; however, in the latter case it will also splash upon the wielder. If thrown, then standard “throwing an item“ rules apply for applicable skills. The globe will remain potent for 3 months after its creation.
Anointing Spirits: This blessed concoction is designed to be are splashed on a target and allows the recipient to choose to be at advantage (or neutralize disadvantage) on any one roll for one instance of the recipient's choice within the next hour. Its viability is about one month.
Bonfire Blend: This mixture can be poured on a bundle of leaves and sticks, prepared for a campfire to start a small fire within 4d10 seconds. If it is poured or impacts something not combustible, it will ignite only 10% of the time. Therefore, it can technically be thrown to inflict a point of fire damage, but it must strike the target's AC and still will not take effect for the 4d10 seconds after impact - and then only 10% of the time. Thus, it is an ineffective weapon but a possible one. The shelf life for this liquid is only one month.
Chakra Dram: Unlike the more popular salves, this potion is imbibed. However, it has a bit of a gamble and randomness to it, which accounts for its popularity and price being lower. It will heal any type of damage, including necrotic, poison and smite. It may also heal Mind and Spirit, but it could be detrimental to those scores as well. The recipient rolls straight 2d20 against DC:8; for each successful roll, 2 Body points are restored for a potential of four points. Then a d20 roll (DC:8) is rolled for Mind, as is a d20 (DC:8) for Spirit. For Mind and Spirit, if the rolls are successful, then those scores are also healed by d2 points; however, if failing for Mind or Spirit, then a point is lost. Further, this amber liquid only lasts for around 2 months.
Chromis Slime: An emulgent used by alchemists.
Coma Draught: This potion remains potent for three months. When imbibed, one sleeps twice as effectively for four hours, heals and recovers as if eight hours had passed. It effectively allows for a long rest in only four hours. However, it is very difficult to wake someone under its effects and requires inflicting a point of Body damage to do so during the sleep. There is a psychological component to this, requiring the imbiber to know and understand what will happen for the effects to manifest; therefore, it cannot be used on unwilling or unsuspecting victims.
Drakus Flower: An emulgent used by alchemists.
Dried Ephedra: An emulgent used by alchemists.
Ent-Draught: The sap from a duskwood tree.
Explosive Oil: This is combustible mixture of oil and alcohol which has a flash point that results in a fiery explosion. Molotov cocktails are the method of deliver for this oil when used as a weapon. If holding an open flame, such as a torch or candle, and also prepared with wicks, then one can light and hurl in the same action. To attack, one rolls a d20 as range, hurling the 8oz flask at the target successfully striking the target based on their AC. If missing the target, the use the rules of friendly fire to determine if anyone else was struck. Even if missing everyone, consider the terrain for combustibility. If successfully striking the target, the victim suffers d4 points of fire damage, plus must make an Agility preservation save using a DC at 20 minus the AC. If failing, the oil continues to burn over the victim, which will inflict d2 additional points of fire damage at the end of each of the victim's turns. An inflamed victim can use a full action to stop, drop and roll to extinguish the flames; however, it requires an Agility feat save (DC:6) to be successful. Moreover, to throw a Molotov cocktail of explosive oil, only three can be carried on one's person safely; however, a pile could be placed at one's feet, causing a loss of 2 points of initiative to reach down to get one for the action. Keeping them in a metal box at one's feet and closing the lid between throws is also possible; however, that comes at the sacrifice being able to throw every other round, with the action in between being used for closing and securing the box. All of that said, if the attacker suffers any fire damage or is exposed to a fiery effect while being in possession of these cocktails, then each explodes upon the owner.
Fennel Silk: An emulgent used by alchemists.
Firebreather Oil: This is a form of paraffin, similar to kerosene, that is used by performers, held in their mouths and spit into a flame for a pyrotechnic effect. It is stronger that lamp oil with a lower flash point. This means it could be used as a weapon in some cases, although it is not very reliable. If one uses it to attack, spitting a mouthful past an open flame (such as a candle, tindertwig, or torch) to ignite it, then it could harm a target 5 feet away (or in an adjacent hex). This is different than standard rules for “throwing an item.“ One rolls a d20 as range and must strike an AC10, regardless of the target's actual AC. If rolling a natural 1, then the attacker accidentally inhales or swallows some of the fuel, leaving the attacker nauseated (as the restriction) until the start of his or her next turn. If successfully striking the target, the victim then makes a Resilience preservation save with the DC being 20 minus the true AC value. If the DC becomes less than 2, remember than a natural 1 always fails. If failing the save, the target suffers d3 points of Body damage due to fire.
Healing Salve: This pasty mud is applied to wounds and instantly restores 2d4 Body points, even if the recipient is in negative values. However, it can only heal physical wounds, not those caused by necrotic, poison or smite. The muddy substance only stays usable for about six months.
Holy Water: The blessed waters become a holy weapon against undead and some fiends. The vial is thrown and allows d20s to be rolled for successful striking with ranged fighting and hurling; however, the smiting damage is limited to a d4 regardless of the number of dice used; those are only for determining success. The shelf-life of Holy Water is approximately a month.
Invigoration Potion: Similar to a healing salve, when drinking this holy mixture, the imbiber gains d4 points of Spirit without exceeding the maximum score. This cannot be used cumulatively on the same target in the same day. The potion will become unusable after one month of its creation.
Lekhan Oil: When rubbing this oil on an object or creature, the sounds emanating from the subject are greatly dissipated. While not perfect silence, a person shouting would be at the volume of a whisper. If used in conjunction with a sneak attack or perhaps backstab, this would cause a -2 to the target’s Perception roll. Rubbing the oil requires an action during combat. The oil remains viable for about 2 months.
Mana Cake: This thin bread flake is placed on the tongue and absorbed into the system. It restores 1 point of Mind, which cannot exceed the maximum score. However, another cake cannot be consumed again by the same recipient before a long rest; if doing so, the cake is useless.
Mandrake Berry: An emulgent used by alchemists.
Oil of Flame Suppression: This is the oil used to treat a Bishop Robe to add the bonus to Fire AC. It must be used during the fashioning of a leather armor. However, it can also be used with an action to extinguish a combusted person or item.
Panacea: An imbibed solution more potent than a healing salve. When consumed, Panacea instantly heals from 3d4 Body points, 3d4 Mind points, and 3d4 Spirit points. Further, if 9 points or higher for all three attributes occur, then the panacea will also remove any disease infecting the guzzler. Panacea has a long shelf-life compared to other potions, remaining usable for around 6 months.
Poisons: Use of poison against members of society is illegal; however, as there are legitimate uses for ranchers and big game hunters, these can be found at times on the open market. For more details, see the Poisons section.
Potion of Flowering: This simple green solution causes a flower grow, blossom, a seed pod open, or a leaf bud bloom at a magically fast rate. A small shoot can become a full flower in only 24 hours. However, it will only work on non-monstrous plants. It will remain potent for 30 days after the mixture is created.
Slow-Fall Draught: This potion is consumed, allowing a slow and safe fall up to 50 feet to occur during the next ten minutes. When falling, it is too late to imbibe; however, it can be used as a safe transport for jumping from heights or short-term protection for climbing something specific. While in the vial and unused, this potion will remain practical for two weeks.
Smelling Salts: This mixture is created and dried out into a sealed package. When used on as unconscious creature (by restriction or Body score zero), it will instantly revive the being. This does not affect health, merely causes the recipient to awaken. Further, it will not work on a creature with negative Body points. Smelling salts have a nice longevity, lasting up to a year.
Somantox: This acts as an anti-venom procedure when applied directly to the wound sight, requiring an action to use. It will only neutralize poisons that required a body save and only those that are delivered by injury.
Sorcerer's Oil: This solution can be combined with the casting of several sorcery axioms for greater effect. If it is at the ready, such as on the belt, it can be used in the same action as casting the spell. The various adjustments occur as follow:
• Burning Hands: This delivers d4+2 points of fire damage
• Fire Dart: Gains +3 on the “to hit” attack roll.
• Fire Blast: Increases the blast from 15-ft to 20-ft radius (37 hexes).
Subsistence Cube: This is a small sugar cube. When consumed, it allows recipient to go without food, water, and sleep for 48 hours. However, the body must safely recover from the subsistence effect before consuming another one. If a person consumes a second one within a week's span, the effect lasts for half the time, but immediately inflicts one degree of exhaustion. If taken yet again, the time continues to halve and exhaustion degrees increase. A full week per cube consumed must pass before the recursion stops and it the cube can be safely used again. That said, this is also known as a potion drug of abuse for recreation in social circles that can afford it.
Sun Oil: When poured on an object or person, the item or recipient will radiate bright light for 30 feet and another 10 feet of dim light beyond that. The brilliance lasts for ten hours. When applying the oil, if the employer does not have foul-play or another skill that allows poison-use, then there might be a spill beneath the application. To see, an Agility save (DC:6) is made. If failing, then beneath where it was applied will also glow for the next ten hours. Attempts to split this to two separate objects by "accidental spill" will result in an automatic spillage to the ground (or inert object) and the duration of the intended application will only last for four hours.
Thick Smoke: Encased in a glass globe is this navy-colored liquid can be thrown with “close-enough” accuracy up to 20 feet, where upon the sphere will burst and release the smoke in a 10-ft diameter (or one hex surrounded by six adjacent ones). This is an area of effect and does not use standard “throwing an item“ rules. The smoke will linger in that area for 1 minute (6 combat rounds). All creatures relying on sight, including darkvision, cannot see into, out of, or within that area. The mixture stays potent for 3 months.
Wyrmtongue: An emulgent used by alchemists.
In the previous section were the standard leather and iron armors with listed armor class values. However, there are better forging materials and higher skilled creators who can offer better than standard wares. Anything superior will unlikely be in the market and will be arranged directly with the smith. It is also possible that no products of such high-quality are even available, but if they are, the list below gives an idea of the economy for such things.
|Item||Quality||AC||At Smith||Local Market||Trade-In||Maintenance|
|Bishop Robe||Good||11*||75||† 250||None||3|
|Archbishop Robe||Superior||11*||300||† 750||None||2|
|Elfin Hauberk||Superior||13*||n/a||† 3,900||† 2,200||5|
|Jack of Plates||Common||13||n/a||30||None||4|
|Chain Shirt, Steel||Superior||14||870||1,030||195||8|
|Ring Mail, Steel||Superior||15||1,320||1,545||325||10|
|Chain Mail, Steel||Superior||17||2,025||2,355||520||15|
|Splint Mail, Steel||Superior||18||2,535||2,945||650||20|
|Plate Mail, Steel||Superior||19||3,000||3,500||865||25|
* Better armor class against certain types of damage
† Almost never sold in the open market; this is a black market price.
Arms & Weapons
|Item||Quality||At Smith||Local Market||Trade-In||Maintenance||Note|
|Axe, Silvered||Enhanced||190||250||185||4||silver weapon|
|Axe, Steel||Superior||400||485||180||2||+1 to hit normal weapon|
|Bastard Sword, Silvered||Enhanced||235||300||225||8||silver weapon|
|Bastard Sword, Steel||Superior||975||1,150||470||8||+1 to hit normal weapon|
|Battle Axe, Silvered||Enhanced||205||270||200||5||silver weapon|
|Battle Axe, Steel||Superior||620||740||290||4||+1 to hit normal weapon|
|Blackjack||Good||8||n/a||n/a||None||potential stun attack|
|Bolas||Good||n/a||25||8||1||chance to restrain|
|Bolts, Silvered (12)||Enhanced||155||180||None||15||silver weapon|
|Bolts, Steel (12)||Superior||54||65||None||5||+1 to hit normal weapon|
|Dagger, Silvered||Enhanced||175||230||175||3||silver weapon|
|Dagger, Steel||Superior||250||315||110||3||+1 to hit normal weapon|
|Flail, Silvered||Enhanced||200||260||195||5||silver weapon|
|Flail, Steel||Superior||545||655||255||5||+1 to hit normal weapon|
|Gladius, Silver||Enhanced||200||260||195||6||silver weapon|
|Gladius, Steel||Superior||530||635||255||6||+1 to hit normal weapon|
|Glaive, Silvered||Enhanced||200||260||195||6||silver weapon|
|Glaive, Steel||Superior||475||575||220||6||+1 to hit normal weapon|
|Great Axe, Silvered||Enhanced||225||290||220||8||silver weapon|
|Great Axe, Steel||Superior||865||1,020||415||8||+1 to hit normal weapon|
|Halberd, Silvered||Enhanced||215||280||205||7||silver weapon|
|Halberd, Steel||Superior||695||825||325||7||+1 to hit normal weapon|
|Hammer, Silvered||Enhanced||190||250||185||4||silver weapon|
|Hammer, Steel||Superior||415||505||190||4||+1 to hit normal weapon|
|Jossal||Fine||120||175||50||12||Unique hurling weapon|
|Arrows, Silvered (12)||Enhanced||150||180||None||15||silver weapon|
|Arrows, Steel (12)||Superior||44||54||None||4||+1 to hit normal weapon|
|Longsword, Silvered||Enhanced||220||280||210||8||silver weapon|
|Longsword, Steel||Superior||760||900||360||8||+1 to hit normal weapon|
|Longsword, Electrum||Extraordinary||3,700||4,300||3,500||20||+1 to hit silver weapon|
|Longsword, Meteore||Extraordinary||12,150||14,000||10,000||20||+2 to hit magic weapon|
|Mace, Silvered||Enhanced||185||240||180||3||silver weapon|
|Mace, Steel||Superior||365||445||165||3||+1 to hit normal weapon|
|Ranseur, Silvered||Enhanced||200||260||195||5||silver weapon|
|Ranseur, Steel||Superior||555||665||255||5||+1 to hit normal weapon|
|Sai, Silvered||Enhanced||180||240||175||3||silver weapon|
|Sai, Steel||Superior||270||340||120||3||+1 to hit normal weapon|
|Shuriken, Silvered (1)||Enhanced||40||60||40||2||silver weapon|
|Shuriken, Steel (1)||Superior||53||68||27||2||+1 to hit normal weapon|
|Spear, Silvered||Enhanced||175||230||175||3||silver weapon|
|Spear, Steel||Superior||240||305||110||3||+1 to hit normal weapon|
|Trident, Silvered||Enhanced||200||260||195||5||silver weapon|
|Trident, Steel||Superior||540||650||255||6||+1 to hit normal weapon|
|War Maul, Silvered||Enhanced||230||290||220||6||silver weapon|
|War Maul, Steel||Superior||905||1,070||435||8||+1 to hit normal weapon|
|War Maul, Meteore||Extraordinary||14,500||16,750||12,000||25||+2 to hit magic weapon|
Imbued and infused items can be sold via the church. Not all churches and temples will sell to the public. Some other allow their wares to be available for the faithful. The GM can give more details as to which allow things to become available; however, if the church down regulate sales, then occasionally the same items may be found in black markets at higher prices; also the days remaining for black market items are usually fewer than 15 (3d6 days rolled by GM).
|Item||Quality||At Church||Black Market|
|Acclimate Trinket||Superior||1,600 + 15 per day remaining||4,000 + 40 per day remaining|
|Anti-venom Trinket||Superior||2,000 + 20 per day remaining||5,000 + 50 per day remaining|
|Banner Trinket||Superior||1,800 + 20 per day remaining||4,000 + 50 per day remaining|
|Bless Meal Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Blood Lust Trinket||Superior||2,000 + 20 per day remaining||5,000 + 50 per day remaining|
|Bolt Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Branding Smite Trinket||Superior||1,600 + 15 per day remaining||4,000 + 40 per day remaining|
|Bread Crumbs Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Burden Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Chain of Eyes Trinket||Superior||700 + 5 per day remaining||1,800 + 10 per day remaining|
|Create Flame Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Damage Ward Trinket||Superior||700 + 5 per day remaining||1,800 + 10 per day remaining|
|Darkvision Trinket||Superior||1,600 + 15 per day remaining||4,000 + 40 per day remaining|
|Decompose Ward Trinket||High||700 + 5 per day remaining||1,800 + 10 per day remaining|
|Detect Magic Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Discern Language Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Downpour Trinket||Superior||1,600 + 15 per day remaining||4,000 + 40 per day remaining|
|Favor Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Fog of War Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Gentle Repose Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Grace Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Guard Spirit Trinket||Superior||1,600 + 15 per day remaining||4,000 + 40 per day remaining|
|Infusion of (Fire/Ice/Lightning) Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Lift Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Mask Spirit Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Perceive Insanity Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Poison Ward Trinket||Superior||1,800 + 20 per day remaining||4,000 + 50 per day remaining|
|Re-preserve Trinket||High||700 + 5 per day remaining||1,800 + 10 per day remaining|
|Resist (Fire/Ice/Lightning) Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Reveal Trinket||Superior||1,600 + 15 per day remaining||4,000 + 40 per day remaining|
|River Eyes Trinket||Superior||1,600 + 15 per day remaining||4,000 + 40 per day remaining|
|Showers Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Spineless Trinket||Superior||1,800 + 20 per day remaining||4,000 + 50 per day remaining|
|Spirit Sight Trinket||Superior||1,600 + 15 per day remaining||4,000 + 40 per day remaining|
|Sustenance Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Thick Air Trinket||Superior||1,800 + 20 per day remaining||4,000 + 50 per day remaining|
|Thicket Trinket||Superior||700 + 5 per day remaining||1,800 + 10 per day remaining|
|Torch Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Water Breathing Trinket||Superior||1,600 + 15 per day remaining||4,000 + 40 per day remaining|
|Weapon of Doubt Trinket||Superior||1,600 + 15 per day remaining||4,000 + 40 per day remaining|
|Sustenance Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Weapon of Nonsense Trinket||High||600 + 5 per day remaining||1,500 + 10 per day remaining|
|Item||Quality||At Source||Local Market||Nearby City||Distant City||Maintenance|
|Belt, leather iron buckle||Common||1||1 5 ¢||3||6||With Standard|
|Boots, leather||Common||10||15||30||60||With Standard|
|Boots, Dress, leather||Fine||45||60||120||250||5 ¢|
|Breeches, thick cotton||Fine||3||5||10||20|
|Breeches, thin cotton||Fine||2||4||8||15|
|Button, wood||Common||3 ¢||5 ¢||1||1 5 ¢|
|Cape, thick cotton||Good||11||16||30||60|
|Cape, thin cotton||Common||8||12||25||50|
|Cloak, heavy wool||Fine||20||30||60||120|
|Coat, beaver fur||Fine||90||135||270||540||5 ¢|
|Coat, leather||Good||35||50||100||200||5 ¢|
|Coat, leather||Fine||50||70||130||250||5 ¢|
|Coat, fox fur||Fine||150||225||450||900||1|
|Coat, lynx fur||Fine||180||270||550||1000||2|
|Coat, rabbit fur||Good||55||75||150||300||5 ¢|
|Collar, leather||Good||8 ¢||1 2 ¢||2 5 ¢||4 5 ¢|
|Dress, Fancy, linen||Good||60||90||180||350||1|
|Dress, Fancy, silk||Fine||150||225||450||900||2|
|Dress, thick cotton||Good||9||15||30||60|
|Dress, thin cotton||Common||6||8||15||30|
|Gloves, wool||Common||1||2 5 ¢||4||10||With Standard|
|Handkerchief, linen per sq-inch||Common||6 ¢||9 ¢||1 6 ¢||4|
|Handkerchief, linen per sq-inch||Good||9 ¢||1 5 ¢||3||6|
|Hat, beaver fur||Fine||9||15||30||60|
|Hat, rabbit fur||Good||6||9||18||35|
|Hat, Fancy, beaver fur||Fine||18||30||60||125|
|Jacket, leather (formalwear)||Fine||90||135||260||525|
|Jacket, linen (formalwear)||Good||38||55||110||200|
|Jacket, silk (formalwear)||Fine||150||250||500||1000||1|
|Jacket, thick cotton (formalwear)||Fine||70||110||200||350||5 ¢|
|Jacket, thin cotton (formalwear)||Fine||50||75||150||300||5 ¢|
|Jacket, wool (formalwear)||Good||32||48||95||180|
|Mittens, wool||Common||5 ¢||8 ¢||2||4|
|Scarf, wool||Common||2 5 ¢||4 3 ¢||8||15||With Standard|
|Shirt, Gamboissed, thick cotton||Fine||10||15||30||60|
|Shirt, thin cotton||Good||7||11||22||45|
|Shirt, wool||Common||5||8||16||32||With Standard|
|Shirt, Gamboissed, wool||Good||8||12||24||48|
|Shoes, Dress, leather||Fine||30||45||90||180|
“Soft Shoes”: Specially made shoes of gnomish invention, having a wider outline and cushioned-padding for a sole. These look a bit like small snow shoes. Because of their design, anyone wearing them suffer -10 feet from base movement; however, they grant a special bonus on stealthy movement. Of the dice used to set the DC, any “natural 1” rolled become a value as if a “2” had been rolled.
While not exactly things to purchase, there are fines for certain crimes. Below is an average expense if convicted.
|Assault, Minor||250||or||6 months|
|Assault, Major||1,000||and||3 years|
|Disturbing the Peace||50|
|Drunk and Disorderly||25||and||1 day (Drunk Tank)|
|Theft, Armed/Mugging||2,500||or||5 years|
|Theft, By Confidence||500|
|Theft, Petty (under 50 bits)||250||or||6 months|
|Theft, Grand||500||and||2 years|
|Vandalism, Minor||100||or||3 months|
|Vandalism, Major||2,000||and||1 year|
Assault: This is an attack upon a reasonably defenseless person. Challenged and accepted duels are not considered legal assault.
Often adventurers find “strange” treasures. They return to metropolitan areas to see for what they can sell things. This often requires a merchant or a fence depending on the nature of the item. Therefore, if the roles are reversed and the adventurers wish to buy something they've heard has made its way into the market, then the mark-up is typically 20% for the merchant’s efforts in the arrangement. Depending on the item, a GM might spin up an adventure around the sale as different parties might be interested in acquiring, stealing or killing for it. On the flip side, some are esoteric, meaning there might not be any interest for the object.
|Acid Ant Gland||25||30|
|Center Eye of Eye Horror||1,600||2000|
|Octopus Ink Sack||2||3|
Cyclops Heart: The mystical quality only lasts four hours after removal unless magically preserved.
Moon-spider Eye: The eye will rot after three days.
|Item||Quality||At Source||Local Market||Nearby City||Distant City||Maintenance|
|Ale (1 gal)||Good||8 ¢||1 1 ¢||2 1 ¢||3 9 ¢|
|Almonds (1 lb)||Good||5 ¢||8 ¢||1 5 ¢||2 8 ¢|
|Applejack (1 pint)||Good||2||3||6||12|
|Apples (1 bushel)||Common||3 6 ¢||4 4 ¢||8 6 ¢||15|
|Apples (1 lb)||Common||¾ ¢||1 ¢||2 ¢||4 ¢|
|Beef (1 lb)||Good||5 ¢||7 ¢||1 3 ¢||2 6 ¢|
|Beef, Corned (1 lb)||Good||1 2 ¢||1 6 ¢||3 1 ¢||6|
|Beef, Salted (1 lb)||Good||2||3||6||12|
|Beef, Sausage (1 lb)||Good||5 ¢||7 ¢||1 3 ¢||2 6 ¢|
|Beer (1 gal)||Good||1 4 ¢||2 1 ¢||4 1 ¢||8|
|Beets, Pickled (1 lb)||Good||2||3||6||12|
|Bread, Rye (8 oz)||Common||4 ¢||5 ¢||1||2|
|Bread, Wheat (8 oz)||Good||5 ¢||6 ¢||1 1 ¢||2 2 ¢|
|Butter, Salted (1 lb)||Good||1 2 ¢||1 8 ¢||3 5 ¢||7|
|Caviar (1 oz)||Good||5||8||15||30|
|Cheese (1 lb)||Good||1 2 ¢||1 5 ¢||2 8 ¢||5 3 ¢|
|Chevon (1 lb)||Good||4 ¢||7 ¢||1 3 ¢||2 6 ¢|
|Chicken (1 lb)||Common||2 ¢||3 ¢||6 ¢||1|
|Cider, Hard (1 gal)||Good||3 2 ¢||4 2 ¢||8 5 ¢||17|
|Cider, Sweet (1 gal)||Good||2||2 6 ¢||5||9|
|Clams, In Shell (8 lbs)||Good||4 ¢||6 ¢||1 2 ¢||2 4 ¢|
|Clams, In Shell (1 lb)||Good||½ ¢||1 ¢||2 ¢||4 ¢|
|Cockles (dozen)||Good||4 ¢||7 ¢||1 5 ¢||3|
|Cloves (1 lb)||Good||5||7 5 ¢||15||30|
|Corn Meal (1 lb)||Common||2 ¢||6 ¢||1 2 ¢||2 4 ¢|
|Corn, Feed (1 bushel)||Common||4 2 ¢||5 2 ¢||10 3 ¢||20|
|Corn, Feed (1 lb)||Common||¾ ¢||1 ¢||2 ¢||4 ¢|
|Crab Legs||Good||3 ¢||5 ¢||7 ¢||1 3 ¢|
|Duck (1 lb)||Good||3 ¢||5 ¢||7 ¢||1 3 ¢|
|Eggs, Chicken (1 dozen)||Common||6 ¢||8 ¢||1 4 ¢||Spoiled|
|Eel, Fresh (1 lb)||Good||3 ¢||5 ¢||9 ¢||Spoiled|
|Figs, Dried (1 lb)||Common||8 ¢||1||2||4|
|Fish, Fresh (5 lbs)||Good||1||1 3 ¢||2 8 ¢||Spoiled|
|Fish, Fresh (1 lb)||Good||2 ¢||3 ¢||7 ¢||Spoiled|
|Fish, Salted (1 lb)||Good||8 ¢||1 1 ¢||2||4|
|Flour, Rye (1 lb)||Common||3 ¢||4 ¢||8 ¢||1 5 ¢|
|Flour, Wheat (1 lb)||Common||5 ¢||6 ¢||1 1 ¢||2 1 ¢|
|Ginger (1 lb)||Good||1 5 ¢||2 3 ¢||4 5 ¢||9|
|Grain, Barley (10 lbs)||Good||2 7 ¢||3 4 ¢||6 7 ¢||14|
|Grain, Wheat (1 lb)||Common||3 ¢||4 ¢||7 ¢||1 5 ¢|
|Grapes (1 bushel)||Good||7 2 ¢||9 5 ¢||19||40|
|Grapes (1 lb)||Good||2 ¢||3 ¢||4 ¢||9 ¢|
|Ham, Sugar Cured (12 lbs)||Good||12 5 ¢||18 9 ¢||37 5 ¢||75|
|Hay (1 ton)||Common||25||30||60||Spoiled|
|Honey (8 oz)||Good||1||1 5 ¢||3||6|
|Lobster||Good||5 ¢||8 ¢||1||2|
|Milk, In-Season (1 gal)||Common||¾ ¢||1 ¢||2 ¢||Spoiled|
|Milk, Out-of-Season (1 gal)||Good||3 ¢||4 ¢||8 ¢||Spoiled|
|Molasses, black strap (1 gal)||Good||6||9||18||36|
|Molasses, sweet (1 gal)||Good||4||6||12||24|
|Mustard, seed (1 lb)||Good||5 ¢||8 ¢||1 5 ¢||3|
|Mutton (1 lb)||Good||4 ¢||6 ¢||1 2 ¢||2 5 ¢|
|Oatmeal (1 lb)||Common||3 ¢||4 ¢||8 ¢||1 5 ¢|
|Olive Oil (1 gal)||Good||7||10 3 ¢||21||40|
|Olives, Pickled (1 lb)||Good||6||9||16||32|
|Pepper, black (1 lb)||Good||6||9||18||36|
|Pickles, Malt Vinegar (1 lb)||Good||2||3||6||12|
|Pickles, Wine Vinegar (1 lb)||Good||5||8||1 5||30|
|Pork (1 lb)||Common||2½ ¢||3||6||13|
|Port, Salted (1 lb)||Common||1||1 3 ¢||2 5 ¢||5|
|Raisins (1 lb)||Good||7 ¢||1||2||4|
|Ration, Dairy Cow (1 day, 18 lbs)||Hay||2½ ¢||3 ¢||5 ¢||1|
|Ration, Horse (1 day, 20 lbs)||Oats||1¼||2||5||10|
|Ration, Ox (1 day, 36 lbs)||Hay||4 ¢||6 ¢||1 1 ¢||2|
|Ration, Sow (1 day, 6 lbs)||Corn||4 ¢||6 ¢||1 1 ¢||2|
|Ration, Warhorse (1 day, 25 lbs)||Oats and Hay||3||5||10||20|
|Rations, Military Person (1 day)||Hardtack, Pork||1||1 3 ¢||3||5|
|Rum (1 gal)||Common||4||7||15||30|
|Rum (1 gal)||Fine||6||10||18||35|
|Salt, Rock (1 lb)||Good||3 ¢||4 ¢||7 ¢||1 3 ¢|
|Salt, Rock, refined (1 lb)||Good||5 ¢||8 ¢||1 5 ¢||3|
|Salt, Sea, raw (1 lb)||Good||2 ¢||3 ¢||6 ¢||1 2 ¢|
|Salt, Sea, refined (1 lb)||Good||4½ ¢||7 ¢||1 4 ¢||2 8 ¢|
|Salt, Spring, raw (1 lb)||Good||5 ¢||8 ¢||1 5 ¢||3|
|Shrimp, Whole, raw (1 lb)||Good||4 ¢||7 ¢||1 5 ¢||3|
|Strawberry jam (1 lb)||Common||1½ ¢||2 ¢||4 ¢||8 ¢|
|Sugar (1 lb)||Good||1||1 5 ¢||3||6|
|Sugar, refined (1 lb)||Good||1 5 ¢||2 3 ¢||4 5 ¢||9|
|Turkey (1 lb)||Good||2½ ¢||4 ¢||8 ¢||1 5 ¢|
|Venison (1 lb)||Good||3 ¢||5 ¢||1||2|
|Venison, Dried (1 lb)||Good||6 ¢||9 ¢||2||4|
|Venison, Smoked (1 lb)||Good||6 ¢||9 ¢||2||4|
|Vinegar, Cider (1 gal)||Good||3 5 ¢||5 2 ¢||10 5 ¢||21|
|Vinegar, Malt (1 gal)||Common||9 ¢||1 3 ¢||2 6 ¢||5|
|Vinegar, Wine (1 gal)||Good||5||7 5 ¢||15||30|
|Wine (1 gal)||Good||5 4 ¢||7 1 ¢||14 3 ¢||30|
|Wine (1 gal)||Fine||9||15||30||60|
|Item||Quality||At Source||Local Market||Nearby City||Distant City||Maintenance|
|Blanket, Wool||Good||3||5||9||16||With Standard|
|Bookshelf (7ft x 3ft x 1ft)||Good||40||50||100||180|
|Caldron, Iron (2 gal)||Good||8||12||15||25|
|Caldron, Iron (4 gal)||Good||11||17||30||50|
|Hour glass, clear||Fine||15||22 5 ¢||45||90|
|Desk, Writing, mahogany||Fine||225||340||680||1360|
|Dice, lead (pair)||Good||5 ¢||8 ¢||1 5 ¢||3|
|Hunting Horn, brass||Good||10||15||30||60|
|Hunting Horn, ram’s horn||Good||4||6||12||20|
|Ink, Black (1 oz)||Good||1||1 5 ¢||3||6|
|Lamp, Oil, brass||Good||5||7 5||15||30|
|Lock, Standard, iron||Good||6||9||18||35|
|Lock, Advanced, steel||Good||15||22 5 ¢||45||90|
|Mirror, polished brass (3in-diam)||Good||1 2 ¢||1 8 ¢||3 6 ¢||7 2 ¢|
|Mirror, silvered (4in-diam, handle)||Fine||20||25||50||100|
|Pillow, linen, goose-down||Good||1 2 ¢||2||4||8|
|Razor, Straight, steel||Fine||22||35||50||70|
|Table, wood (15in x 40in, 18in tall)||Good||25||40||75||150|
|Table, Dining, oak (8ft x 3ft)||Good||50||75||150||300|
|Table, Pedestal, wood (1ft-diam)||Good||6||10||20||35|
|Tent, 1-Person, canvas||Good||5||10||20||30||2 ¢|
|Wardrobe (8ft x 3ft x 2ft)||Fine||60||90||150||300|
The items listed here are by no means considered to be in stock or available. However, these are items that might be found in a local market and the price of what one might expect to pay to acquire such pieces. Typically, these will be sold on unofficial markets or even by a thieves' guild.
|Belt of Vigor||High||4,000|
|Blindfold of Etherealness||High||2,500|
|Boots of Freedom||High||5,000|
|Dose of Dispatch||High||250|
|Elixir of Bravery||High||200|
|Dose of Dispatch||High||250|
|Grapple of Climbing||High||1,500|
|Mirror of Light||High||3,000|
|Potion of Gallantry||High||300|
|Powder of No-Frosting||High||200|
|Shield from Hate||High||+2,000 over item|
|Smoke of Restraint||High||350|
|Solution of Shock||High||150|
|Twig of Animals||High||200|
|Webbed Gloves of Dew||High||4,000|
Belt of Vigor: A mystic belt, when worn, permits its possessor to roll any body feat save with advantage.
Black Cigar: This smoke requires a specific action to light if performed in a circumstance tracking time specifically. However, this is often done inconspicuously as part of a normal social behavior. Twenty seconds after beginning to smoke the cigar (or on the smoker's turn 2 rounds after lighting), the cigar creates a 15-foot radius cloud of smoke, spreading from the smoker. Yet, most importantly, the chemicals of the cigar allow the smoker to see through visual blockage while all others in the cloud act as though blinded. It will even block darkvision. The duration of the smoke will remain for 3 combat-rounds. This rolled product can remain unsmoked for a year and remain effective. After one lighting once, it can still be smoked, but will not produce the same effect.
Blindfold of Etherealness: When worn, one can strike non-corporeal creatures as if they had physical form; the downside is that the wearer cannot see.
Boots of Freedom: These bestow immunity from claustrophobia to the wearer. Further, they allow free movement, meaning the wearer cannot be affected by spells such as windstorm or immobilize.
Cheater’s Coin: This token will give whatever result the owner wishes. Although it is usually a coin, some forms come in the shape of dice.
Dose of Dispatch: This liquid is swallowed on an action and allows the guzzler to increase in speed. His or her base movement increases by 6 hexes. Additionally, attack speed increases, allowing an additional d20 attack, whether melee or range, but items, spells and divine abilities are not increased. Also, the 5d20 rule cannot be overcome. However, this increased speed does not come with an increased perception to operate with the enhanced velocity, and thus, takes on a penalty of -3 per strike. While sitting in the vial, waiting to be consumed, this mixture remains potent for about 2 months.
Elixir of Bravery: This powerful potion grants the imbiber +4 on all spirit preservation, feat and competition saves against fear effects. This bonus lasts 12 combat rounds. The shelf life for this lilac liquid lasts for around 3 months.
Everbreath: This gas is contained in a corked vial, but when inhaled, the breather can hold his or her breath for 20 minutes. This protects him from alchemical and magical gases as if he were a creature that does not breathe, and further the chemical permits travel underwater. The viability of the gas in the vial lasts for 4 months.
Grapple of Climbing: This hook grants +4 to roll against any Climbing Difficulty.
Ink Pin: This item looks very much like a standard quill with the exception that it has a needle at the end of it. When piercing any single instrument of writing: a scroll, a book, etc., the quill will steal and hold all the words from it. This can later be transferred to another blank page or book. This will work against both magical and non-magical writings. To transfer a magical writing, the time of transference is equivalent to the duration of the original work. For non-magical works, one hour per page is required to reconstruct it. Either way, the transference requires the hand of the one who stole the writing.
Invisible Paint: This topical solution can be splashed or poured on a subject. Performed as an action, it will spread and completely cover a medium-sized being at the start of the pourer's next turn. This makes the target completely invisible for the next 2 minutes (12 rounds). Moreover, as this is a chemical process, the affected being can attack and remain invisible; thus attacks from and against the target acts as if under the “invisibility” restriction for the duration. The effectiveness of the paint remains valid for 2 months after its creation.
Mirror of Light: This covered mirror comes with a small chain attached. When swung overhead as an action the mirror absorbs ambient light, resulting in a 20 sphere of darkness, lasting 30 seconds, which slowly becomes equalized by the ambient light over following next 30 seconds. Later, the mirror can be uncovered to allow the light back out again. It can hold up to 1 minute (or 6 rounds) of light. Further, special properties of light are preserved, such as moonlight can induce lycanthropy.
Potion of Gallantry: This potion, when consumed, will add a d20 to combat, including martial arts and pole-arms. It works with any style of fighting; however, it cannot exceed 5d10 rule. The duration of the effect in only 1 minute (6 rounds).
Powder of No-Frosting: Sprinkling this blue powder over a recipient, the target receives the power of resistance to cold. A person gains 50° Fahrenheit to cold temperatures that would inflict harm or exhaustion. The shelf-life of this powder is longer than most, persisting for nearly one year.
Shield from Hate: This is a quality of enchantment added to peculiar shield or armor, forged from orichalcum or more valuable metal. This enchantment provides a special protection from a particular type of creature; sometimes it is orcs; other times it is undead; and in some cases, it protects from very specific types such as female minotaur born in the Black Badlands. Whatever the specific, when it attacks the enchantment causes grants +1 to the AC against this type.
Sleep Smoke: This is a small gray nugget enclosed in a glass globe. It can be thrown with “close-enough” accuracy up to 20 feet, where upon the globe will burst and release the smoke in a 5-ft diameter or one hex. The smoke will linger in that area for 30 seconds (or 3 combat rounds). A creature in that location, capable of being affected by sleep, will roll a mind preservation save (DC:8). Failing the save, the being will have its mind score reduced by 1 point as well as becoming unconscious for 1 round. Remaining in the smoke does not create a cumulative effect for those failing the save, but those making the save and remaining in it must continue to roll preservation saves while remaining in the area. The globed smoke will remain potent for about 2 months after creation.
Smoke of Restraint: This greenish fluid is encased in a glass globe, which can be hurled with “close-enough” accuracy up to 20 feet, where upon the sphere will burst and release a green smoke in a 5-ft diameter (or one hex), which typically indicates a single target, but the GM may allow exceptions. Within an instant of the impact, the smoke will attack creature(s) in the area by solidifying around them in a greenish goop. This acts as a grappling attack as if the smoke has a body score of 6 (d12+3) and is immune to any environmental conditions for size; however, rain (normal or magical) does present a -2 penalty against the smoke's roll. The alchemical hold will last for 3 rounds if the victim is not able to escape. The mixture stays potent for 3 months.
Solution of Shock: When consumed, the imbiber gains an electrical shock to his or her touch passing through any weaponry used as if under the effects of an infusion of lightning invocation. It is also possible to merely touch someone (touch-based attack), forcing the target to make a body preservation save (DC:10) or suffer 1 point of lightning damage. With this potion, no reaction is required to deliver the shock after the successful touch. The potency of this liquid lasts for around 3 months.
Strength Snuff: Snorting this powder will grant the consumer great strength. All body preservations, feats, competitions and bonuses to hit act as if one had a body modifier of +3. On the character sheet if the actual mod is lower than 3 then make up the difference in the extra-mod box. This is above and beyond any values gained in that box from protections, etc. However, any strength or body buffs from other magical devices will not combine. If that character has +3 or greater as a body modifier, then the snuff does not do anything.
Thick Smoke: Encased in a glass globe is this navy-colored liquid can be thrown with “close-enough” accuracy up to 20 feet, where upon the sphere will burst and release the smoke in a 10-ft diameter (or one hex surrounded by six adjacent ones). The smoke will linger in that area for 1 minute (6 combat rounds). All creatures relying on sight, including darkvision, cannot see into, out of, or within that area. The mixture stays potent for 3 months.
Twig of Animals: Soaking sticks in this solution for two weeks results in this unappetizing treat that when chewed up and eaten grants the consumer the ability to speak with animals. Animals are not typically very smart and have their own perspective which is often limited to food and survival; however, information about recent passersby, weather or even the location of certain general places can be learned. Communication is possible for ten minutes. An uneaten twig will remain viable for 3 months.
Valet Figurine: A small totem which can cast a valet cantrip spell once per hour.
Webbed Gloves of Dew: The wearer of these gloves ring can treat air as if it had the consistency of water. The effected can “fly” by swimming through the air; however, under the effects air is too thick to breath. Even water-breathing spells will not overcome this; thus, asphyxiation rules apply when worn too long. Further, other water penalties apply for combat while these are worn.
Wolfsbane Solution: This concoction can be consumed by someone cursed by lycanthropy in hopes of preventing transformation. It can be imbibed, but also, it can be weaponized as an injury poison to use against werewolves to reverse their transformation. If striking a changed lycanthrope, the beast makes a body preservation-save (DC:14) or reverts back to a normal form. The solution is difficult to make, expensive and lasts only 1 month after its creation.
Zombie Key: This mystical item can unlock any mechanical lock, but it cannot be removed until the mechanism is returned to its original state and relocked.
|Item||Quality||At Source||Local Market||Nearby City||Distant City||Maintenance|
|Drum, wood and skin (10in-diam)||Good||18||27||54||108||1 ¢|
|Flute, brass||Good||32||48||96||192||3 ¢|
|Lyre, wood (8-string)||Fine||45||70||135||270||5 ¢|
|Pan Flute, wooden||Good||16||24||48||96|
|Pipe Organ||Fine||160||225||450||900||1 5 ¢|
|Trumpet, brass||Good||40||60||120||250||4 ¢|
|Item||Quality||At Source||Local Market||Money Down||50-yr Month||Maintenance|
|Bungalow, 300 sq-ft||Common||2400||2640||500||24||9|
|Casita, 500 sq-ft||Good||4200||4620||1200||56||10|
|Cottage, 1000 sq-ft||Good||9000||9900||3000||100||12|
|Townhome, 1500 sq-ft||Fine||14,000||15,400||4500||175||15|
|Villa, 2000 sq-ft||Fine||19,200||21,120||8000||225||18|
|Chateau, 2500 sq-ft||Fine||25,000||27,500||12,000||250||24|
|Mansion, 3000 sq-ft||Fine||30,000||33,000||15,000||300||30|
|Manor, 5000 sq-ft||Fine||55,000||60,500||30,000||500||60|
|Land, Farming (1 acre)||Good||300||330||n/a||n/a|
|Land, Estate (1 acre)||Fine||500||550||n/a||n/a|
|Rental, Bungalow 300 sq-ft||Common||20||30||n/a||n/a|
|Rental, Casita, 500 sq-ft||Good||30||45||n/a||n/a|
|Rental, Cottage, 1000 sq-ft||Good||60||75||n/a||n/a|
|Rental, Townhome, 1500 sq-ft||Fine||90||120||n/a||n/a|
|Boarding Room (1 month)||Common||35||n/a||n/a||n/a||2-occ|
|Boarding Room Private (1 month)||Good||60||n/a||n/a||n/a||Single occ|
Purchasing property is a difficult thing. Interest rates are around 2% monthly with a third to half collateral for loans. Even then, mortgages rarely run under 50 years. Even when someone is willing to buy an entire lot or home in cash, the seller will typically add a 5-year mortgage for the final 10% to ensure it is being used for the purpose stated in the contract. More than one legal battle has ensured over breach of contract, not because of failure of payment, but failure of declared intent, whereby damages often reach close to the amount paid to date, sometimes more.
While there are no real estate agents per se, it is not uncommon to have a pitchman or bank representative for the owner, as owners are often away and unable to manage the sale. Further, one quick note on the sale of a manor: if purchasing one, a minimum of 5 acres will be included.
Also, concerning boarding rooms. There are basically two forms. The first is a double occupancy where each pay around 35 bits per month. The other is a single room, which obviously costs more. Traveling priests, when no temple is available, and other types often use boarding when having business in a location for a few weeks or even perhaps a few years. However, this is a considered short-term rental agreement. Most other agreements are for long-term or life rental of a homestead.
|Item||At Source||Local Market||Shortage||Strike|
|Banquet (per person)||10||12||24||48|
|Burial, Unmarked Grave||2||n/a||n/a||n/a|
|Cartage, Land (per barrel per day)||2||3||6||12|
|Court Lawyer (per day)||5||n/a||n/a||n/a|
|Fortune-Telling, (1 reading)||2||3||6||12|
|Carriage Service (per mile)||5 ¢||7 ¢||2||4|
|Discern Language (per page)||25||n/a||60||120|
|Gentle Repose (per corpse)||100||n/a||n/a||n/a|
|Labor, General (per day)||2||n/a||n/a||n/a|
|Labor, Brick Layer (per day)||2 5 ¢||n/a||n/a||n/a|
|Labor, Masonry (per day)||3 8 ¢||n/a||n/a||n/a|
|Lodging, Common (each)||1||1 5 ¢||4||8|
|Lodging, Double Occupancy (each)||2 8 ¢||4 2 ¢||9||18|
|Lodging, Quad Occupancy (each)||2 2 ¢||3 3 ¢||7||14|
|Lodging, Religious Hostel (single)||2||3||6||12|
|Magical Detection (per item)||100||n/a||250||500|
|Marriage, Ceremony (Simple)||20||n/a||n/a||n/a|
|Messenger (per mile)||1 ¢||2 ¢||3 ¢||6 ¢|
|Necrosayance (per question)||100||n/a||n/a||n/a|
|Remove Disease (incantation)||300||n/a||n/a||n/a|
|Scribe (per hour)||2||3||6||12|
|Sculpt Incantation (per 10 cu ft)||100||n/a||n/a||n/a|
|Shipping, Sea (per barrel per day)||1 5 ¢||2 3 ¢||5||10|
|Shoeing, Horse (4 shoes)||18||30||60||120|
|Stabling, with feed (per day)||8 ¢||1||2||4|
|Translator (per day)||2||4||10||20|
|Travel, By Coach (per day)||10||15||30||60|
|Travel, By Ship (per day)||12||18||36||75|
|Treat Body (per casting)||50||n/a||n/a||n/a|
|Valet (per day)||7 ¢||1||2||4|
Services should rarely be acquired outside the local market, unless managed under special circumstances controlled by the GM. Perhaps one of the player’s characters is a fortune-teller. However, churches and lawyers would likely be treated as “at source”.
Moreover, it simply makes no sense to go to another city to get services for a different location. However, there may be a worker shortage, which would force up the price. It is also possible there could be a great fear to perform the service from a perceived curse or perhaps some sort of organized strike where those performing the service might be endangered by threat of reputation or even physical harm.
Further, the difference between purchasing through the local market and hiring someone directly is exactly that description. Quite often, if a resident of the area, payments will be directly to the source. However, if a visitor to another city, using an agent to plan for services is not uncommon.
Lodging: Various businesses and taverns offer lodging to travelers. Many will have a common room where every sleeps. Typically, there is not a bed for anyone bur rather various furnishings and floor space. To acquire a private room, a double occupancy or four-person room can be provided; however, these are less common and not all inns will have them. If not paying for all occupancy slots, there is a high probability, the inn will lodge a stranger to fill the extra bed and collect funds.
Religious Hostel: These are private rooms offered by churches and temples. These have limited availability and are typically offered to those of the faith first. Often a traveling priest or monk will be staying in an area for a few weeks but will require privacy. This can be found at the hostel of his or her faith. Occasionally, a mission will require months of extended stay. In these cases, the expense might be offset by bartering some simple services in exchange. This would usually include acting as a desk agent for part of the time or perhaps cleaning and cooking at the church.
Shoeing, Horse: When shoeing a horse, it permits the beast of burden to carry an additional 100 pounds of burden. However, there are also small risks of damaging the beast. These are explained under the farrier skill.
|Item||Quality||At Source||Local Market||Nearby City||Distant City||Maintenance|
|Backpack, leather (1¼ cu feet)||Good||5||8||15||30||With Standard|
|Backpack, leather (3½ cu feet)||Good||7||10||20||30|
|Backpack, oiled leather (1¼ cu feet)||Fine||8||12||24||45|
|Backpack, suede (2¾ cu feet)||Fine||10||15||30||60|
|Bag, buckskin (1½ cu feet)||Good||3||5 7 ¢||10||15|
|Bag, hemp canvas (1½ cu feet)||Common||2||3 5 ¢||5||8|
|Barrel, cedar (15 gal)||Good||4||8||15||20|
|Barrel, oak (15 gal)||Good||5||10||20||30|
|Barrel, pine (15 gal)||Common||4||6||12||20|
|Barrel, oak (20 gal)||Good||7||12||24||40|
|Barrel, oak (40 gal)||Good||8||15||30||50|
|Basket, ash-wicker (½ cu foot)||Good||2||3||5||10|
|Basket, bamboo-plaited (1 cu foot)||Good||5||7||15||30|
|Basket, oak-plaited (1¼ cu foot)||Good||3 4 ¢||5 5 ¢||10||20|
|Basket, straw-plaited (200 cu in)||Common||1||2||4||8|
|Basket, willow-wicker (¼ cu foot)||Common||2 4 ¢||4||7||12|
|Basket, wool-coiled (3 quarts dry)||Good||5||7||12||20|
|Basket, wool-coiled (6 gal. dry)||Good||15||20||40||75|
|Bottle, clear glass, quart||Fine||8 ¢||1 5 ¢||3||6|
|Bottle, green glass, quart||Good||4 ¢||6 ¢||1 2 ¢||2 4 ¢||With Standard|
|Canteen, wood cork-stopper (quart)||Good||2||3||6||12|
|Coin purse, canvas||Common||3 ¢||5 ¢||1||2||With Standard|
|Coin purse, suede||Good||4 ¢||6 ¢||1 2 ¢||1 4 ¢|
|Coin purse, felt-covered||Fine||1||1 5 ¢||3||6|
|Jug, stoneware (1 gal)||Good||1||3||5||8|
|Pot, earthenware (1 gal)||Common||5 ¢||9 ¢||2||3 5 ¢|
|Pot, porcelain (1 gal)||Fine||1 5 ¢||2 2 ¢||4||7|
|Pot, stoneware (1 gal)||Good||1||1 8 ¢||3 5 ¢||6|
|Quiver, leather||Good||2 5 ¢||3 8 ¢||7 5 ¢||15|
|Saddlebags, leather (6 gal dry)||Good||10||15||30||60|
|Scabbard, Longsword, leather||Good||5||7 8 ¢||15||30|
|Sheathe, Dagger, leather||Good||2||3||6||12|
|Waterskin (1 gal)||Common||2||3||5||8||With Standard|
|Item||Quality||At Source||Local Market||Nearby City||Distant City||Maintenance|
|Adamantine, Ore (1 lb)||Ore||5,000 |
|Algidum (1 lb)||Ore||4,000 |
|Ambergris (1 oz)||Good||45||65||125||250|
|Amethyst (1 carat)||Fine||25||40||60||80|
|Beeswax (5 lb)||Good||1 5 ¢||2 5 ¢||4||6|
|Brass (1 lb)||Alloy||n/a||25||n/a||n/a|
|Brick (9in x 5in x 3 in)||Good||½ ¢||¾ ¢||1½ ¢||3 ¢|
|Brimstone, Powder (1 oz)||Good||1||2||4||8|
|Bronze (1 lb)||Alloy||n/a||20||n/a||n/a|
|Buckskin (1 sq yard)||Good||4||6||12||24|
|Coal, Heating (1 ton)||Common||15||23||38||60|
|Coal, Smithing (500 lbs)||Good||7||11||18||30|
|Copper, Ore (1 lb)||Ore||30||50||n/a||n/a|
|Down, Goose (1 lb)||Common||1||1 5 ¢||3||5|
|Electrum (1 lb)||Ore||400||500||n/a||n/a|
|Explosive Oil (1 flask)||High||6||10||20||40|
|Firebreather's Oil (1 flask)||High||3||5||10||20|
|Firewood (cord)||Common||10||12 3 ¢||22||33|
|Firewood (per day)||Common||1½ ¢||2 ¢||5 ¢||9 ¢|
|Fleece (1 lb)||Common||2||2 4 ¢||5||10|
|Gold, Ore (1 lb)||Ore||1,800 |
|Hide, Cow (1 sq yard)||Common||¾||1||2||4|
|Hide, Lamb (1 sq yard)||Common||1 2 ¢||1 8 ¢||3 6 ¢||7 2 ¢|
|Hide, Horse (1 sq yard)||Good||4||6||12||24|
|Iron, Ore (1 lb)||Ore||5||n/a||n/a||n/a|
|Ivory, Elephant (1 pound)||Good||90||150||300||600|
|Lambskin (1 sq yard)||Good||7||11||21||42|
|Lead, Ore (1 lb)||Ore||3||n/a||n/a||n/a|
|Leather, Cow (1 sq yard)||Good||4 8 ¢||6 6 ¢||13||26|
|Leather, Cow (full hide)||Good||20||26 6 ¢||54||110|
|Lumber (200 board ft)||Good||15||23||45||90|
|Magnesium, (1 oz)||Good||8||15||30||60|
|Meteore, Ore (1 lb)||Ore||800 40 gold||n/a||n/a||n/a|
|Mythril, Ore (1 lb)||Ore||4,500 |
|Oil, hemp seed (1 gal)||Fine||3||5||8||15|
|Oil, linseed (1 gal)||Fine||2||4||6||10|
|Oil, whale (1 gal)||Good||1||2||4||8|
|Oil, whale (1 gal)||Fine||2||3||6||12|
|Papyrus (1 ft x 1 ft)||Good||6 ¢||9 ¢||1 8 ¢||3 6 ¢|
|Parchment, lambskin (1 ft x 1 ft)||Good||1||1 5 ¢||3||6|
|Pearl, Button (6mm)||Fine||190||285||570||1,140|
|Pearl, Round (6mm)||Fine||500||750||n/a||n/a|
|Pearlash (1 lb)||Good||4||6||12||24|
|Pelt, Beaver||Good||4 5 ¢||6||12||24|
|Pelt, Fox||Good||5||7 5 ¢||15||30|
|Pelt, Mink||Good||8 ¢||1||2||4|
|Pelt, Rabbit||Good||5 ¢||6 ¢||1 2 ¢||2 5 ¢|
|Phosphorus, Powder (1 oz)||Good||2||3||6||12|
|Pigskin (1 sq yard)||Good||3||4||8||16|
|Quicksilver (1 oz)||Fine||2||3||6||10|
|Rope, Cotton (50 ft)||150lb-Rating||6||10||20||40||With Standard|
|Rope, Hemp (50 ft)||250lb-Rating||12||18||35||70|
|Rope, Hemp Double-Thick (50 ft)||900lb-Rating||35||50||100||200|
|Rope, Silk (50 ft)||500lb-Rating||15||25||50||90|
|Rope Ladder, Cotton (20 ft)||225lb-Rating||7||12||24||28|
|Rope Ladder, Hemp (20 ft)||375lb-Rating||10||15||30||60|
|Rope Ladder, Silk (20 ft)||750lb-Rating||12||18||35||70|
|Seed, Tobacco (oz per 4 acres)||Good||60||90||180||360|
|Silver, Ore (1 lb)||Ore||300 |
|Soap, Hard (1 lb)||Good||8 ¢||1 2 ¢||2 5 ¢||5|
|Steel, Alloy (1 lb)||Alloy||n/a||20||n/a||n/a|
|Tin, Ore (1 lb)||Ore||10||n/a||n/a||n/a|
|Tobacco, Chewing||Common||1||1 5 ¢||3||5|
|Tobacco, Smoking||Good||1 3 ¢||1 9 ¢||4||8|
|Zinc, Ore (1 lb)||Ore||15||n/a||n/a||n/a|
Adamantine: The sparse pitch-black ore is very heavy and offers amazing protection in armors. Some consider this a metal while others a stone. The truth is it is a little of each. Adamantine can only be smelted with special tools and skills. Further, one cannot use standard forging methods to work with this particular substance, as it also grows in a crystalline structure which has to be controlled properly during any forging using cold metallurgy. This obsidian-colored mineral in found deep in the earth, often close to volcanic sources. When raw adamantine is mined, usually only small deposits are found.
Algidum: This is a very peculiar metal that cannot be forged in fire, but rather requires the rare skill of cold-metallurgy to fashion.
Brass: Adding zinc to the smelting process of copper will produce brass. This alloy is used in decorative finishing, locking mechanisms, even the mechanics of crossbows. There have been applications for brass in plumbing and plating for musical instruments. In agriculture, brass has been used for gears and bearings in some of the more sophisticated engineering.
Bronze: This is an alloy, but not naturally occurring. It is created by the melting copper and tin together. It is highly resistant to corrosion, especially that of water and sea salt. Further, bronze may offer a shielding to psionic and other mental attacks. It is not mined by manufactured.
Copper: This metal has several purposes. It can be mixed with zinc to create brass. It can also be combined with tin to produce bronze. One of the most common uses for copper is to press it into coins. By weight, 500 coins equal one pound of copper.
Gold: While silver may set the currency standard, gold is probably the most recognized of all the previous metals. Gold coins are the heaviest of all coins, due to both their size and density. Stacking 100 gold coins on a scale will equate to one pound. It is sold from mines 3.5 million bits per ton or around 1800 per pound. The exchange rate is 1 gold coin equals 20 silver bits equals 200 coppers. However, by weight one pound of gold equals about 5 pounds of silver equals nearly 40 pounds of copper.
Electrum: This naturally occurring greenish metal is not uncommon to find; however, it exists in less abundance than platinum. In Enchanted Realms, it should not be confused with the real-world alloy of gold and silver. It is rare and thus occasionally people have used it as a coin because it tends to smelt well with other metals.
Iron: This is the core metal of most weapon-making. However, iron offers much more than the art of war. Many tools, such as sickles and ploys are made from iron, which allow for growing food in tougher soils. Further, picks and drills make use of iron, permitted salts and other minerals to be extracted from the earth in ways not possible with bronze or stone. Combined with charcoal and quenched by various cooling techniques, iron can be forged into a steel alloy. Mined in bulk, iron sells for around 10,000 bits per ton.
Lead: This soft and heavy metal is sometimes used in armors and shields, but it is the least effective of the metals for this purpose. However, lead has a fairly low melting point, making it a wonderful ore to use a welding joints. Its value is a little less than iron, fetching 6000 bits per ton. Also, remember that plumbum is denser than iron. A cubic inch of lead will weigh just under half a pound, but a cubic inch of iron only 4 ounces.
Meteore: A very rare metal with limited uses. Primarily weapons and armors are its chief purpose, which still makes it a rather coveted ore to have. It is a natural alloy arriving in chunks of metal fallen from the skies, which may be why it has been called by other names, such as Thunder-Metal and Sky-Ore. Of course, not every meteorite contains the special ore. In fact, only around 1 in 20 that do reach the ground consist of this special metal. The average rock contains between 3 and 30 pounds; however, major craters of several tons have been discovered. Its rarity both increases and decreases its value, as there really is not enough to establish a solid trade commodity. Combined with its limited use, a generally agreed value has been placed around 800 silver bits per pound.
Mythril: This is a quite unusual ore, in all sorts of environments – sometimes when a geological formation of ore would not seem to make sense. Mythril deposits have been discovered in other mines, but also in swamps and arctic terrains. Its properties make it very durable, but also very light. In fact, a cubic foot of mythril weight around 150 pounds, compared to about 500 pounds of iron occupying the same volume. As such, it often requires less material; however, it will take up around three times the physical space by weight. The current exchange for this ore is 4500 bits per pound.
Platinum: A platinum rod weighs one-fourth of a pound. This means that by weight, platinum is not much more valuable than silver. This fact confuses a lot of people considering how the exchange rate works. Perhaps money-crafters of the past made a mistake by offering the rod of platinum. However, the mining price of platinum is set about 320 silver bits per pound.
Silver: This is the metal used as the standard for currency exchange. When minted into coins, they are flat discs with a hole in the center. A silver bit’s outer circumference is close to that of a US Dime. However, due to its missing center, it requires around 400 bits to make a pound of silver.
Tin: As a light metal, tin is an excellent addition to other metals to create alloy variants in the smelting process.
Zinc: A less-often-considered metal in the fantasy world, but a very important one for many of the productions of the world. It is also a quiet profit-maker, as it is sold for more than iron and can rival copper from time to time is some markets. Zinc is priced at 30,000 silver bits per ton.
As final note on substances, there are several not listed here which have additional properties and a hyper-normal nature. Among these are duskwood, orichalcum, scarletite, stonewood, and others. Further details about these materials can be found in the Game Master section.
|Item||Quality||At Source||Local Market||Nearby City||Distant City||Maintenance|
|Auger Drill, manual||Good||15||23||45||90||1|
|Book, Parchment, leather (24-pg)||Good||30||45||90||180|
|Cage, Rabbit Trap||Good||16||24||48||96|
|Chisel, wood and iron||Good||2||3||6||12|
|Fishing Pole, with line||Good||1 2 ¢||1 8 ¢||3 5 ¢||7|
|Grappling Hook, iron||Good||4||6||12||24|
|Grappling Hook, steel||Superior||56||75||150||300|
|Hoe, wood and iron||Common||1||1 5 ¢||3||6|
|Lawn Mower, manual||Fine||60||90||180||360||1|
|Lock Picks, steel||Fine||18||30||60||120||1|
|Magnifying glass (3in-diam)||Fine||12||18||36||72|
|Pick, Mining, steel||Good||20||30||60||120|
|Quill (qty 3)||Good||¾ ¢||1 ¢||2 ¢||4 ¢|
|Scale, Balance, bronze, 3in-disks||Fine||30||45||90||180||1|
|Shovel, wood and iron||Good||4||6||12||20|
|Signet Ring, brass||Fine||10||15||30||60|
|Torch, wood tallow||Common||2 ¢||3 ¢||5 ¢||1||With Standard|
|Torch, wood wax||Good||4 ¢||6 ¢||1||2|
Lawnmower: This is a simple mechanical device, taking advantage of brass bearings, engineering, and other advancements in machinery to spin rotating blades as a person pushes it from behind. It will effectively cut a clear path in grass and other flora.
Medical Kit: This is a leather pouch containing cautery tools, cupping vessels, herbs, forceps, mild narcotics, stitching and tubes. While maintenance keeps this fully stocked, if spending significant time away from civilization, no more than 14 treatments can be performed.Plows: In both iron and steel varieties, the plow is hooked up to horses or oxen, used to cut furrows in the soil. The steel ploy will work terrains that are rougher and have more difficult soil.
Wound Kit: This is a canvas bag containing bandages, ointment syringes and splints.
|Item||Quality||At Source||Local Market||Maintenance||Capacity|
|Carriage, 2-axle||Fine||300||500||8||4,000 lbs|
up to 4 humans
|Cart, Mule, wooden 1-axle||Common||30||45||4 annually||800 lbs|
|Cart, Mule, wooden, 2-axles||Good||40||60||6 annually||1,500 lbs|
|Cart. Push, wooden, 1-axle||Common||25||38||2 annually||300 lbs|
|Chariot, 1-axle||Fine||500||800||8||2,000 lbs|
1 - 2 humans
|Dog Sled||Good||40||60||1||600 lbs|
up to 6 passengers
1 - 3 humans
|Sail, Brigantine||Superior||15,000||22,500||110||100 tons|
|Sail, Caravel||Fine||7,500||10,000||65||30 tons|
|Sail, Clipper||Superior||25,000||35,000||140||150 tons|
|Sail, Cog||Fine||3,000||4,000||25||10 tons|
|Sail, Galleon||Superior||50,000||75,000||180||250 tons|
|Wagon, Cargo, wooden, canvas||Good||500||750||5||8,000 lbs|
up to 10 humans
Clockworks: These are gnomish engineering with various designs; perhaps one-person “insect walkers” or tread-based delicate wagons. They are as scarce as magic carpets and such magical transports. However, with engineering or a specially-trained skill, anyone can operate one.
Keelboat: This is basically a 40-foot rowboat, manned by 8 to 16 oarsmen. These can carry up to six passengers beyond the crew. One travels an average of 1 MPH.
Necro-Tank: This is vehicle which uses undead to power it. Perhaps it is a keelboat with skeletal oarsman or it could be a large carriage with zombies enclosed in the wheels that push it forward, slowly but without the need for fuel. This is all good until the undead has to be replaced.
Rowboat: This vehicle can move at an average speed of 1½ MPH. Rowing can occur for a number of hours equal to one’s Strength score.
Sailing ships: Such vessels average speed of 2½ MPH; however, with a proper crew and favorable conditions speed up to 3 MPH can be maintained.