| Category | Rarity | Cost | ||
|---|---|---|---|---|
Strong rope made from hemp fibers, essential for climbing and securing items | Adventuring Gear | Common | 2 Gold | |
A brand that burns for 1 hour, providing bright light in a 20-foot radius | Adventuring Gear | Common | 0.01 Gold | |
Dry foods suitable for extended travel, including jerky, dried fruit, hardtack | Adventuring Gear | Common | 2 Gold | |
A warm blanket and padding for sleeping outdoors | Adventuring Gear | Common | 1 Gold | |
A leather pack with one large compartment that holds roughly 1 cubic foot | Adventuring Gear | Common | 2 Gold | |
A lantern with shuttered sides that burns oil for 6 hours on 1 pint of oil | Adventuring Gear | Common | 5 Gold | |
Oil usually comes in a clay flask that holds 1 pint, can be used as fuel or thrown as a weapon | Adventuring Gear | Common | 0.1 Gold | |
A four-pronged hook designed for climbing and securing ropes | Adventuring Gear | Common | 2 Gold | |
A set of tools including lockpicks, small files, and other implements for bypassing locks | Tools | Common | 25 Gold | |
A leather pouch containing bandages, salves, and splints for treating wounds | Tools | Common | 5 Gold | |
An iron bar used for prying open doors, chests, and other objects | Tools | Common | 2 Gold | |
A small, watertight leather belt pouch that holds spell components | Spellcasting Focus | Common | 25 Gold | |
A specially prepared crystal that can be used as a spellcasting focus | Spellcasting Focus | Common | 10 Gold | |
A holy symbol worn as an amulet, used as a spellcasting focus for clerics and paladins | Spellcasting Focus | Common | 5 Gold | |
A wand made from a special wood that can be used as a druidcraft focus | Spellcasting Focus | Common | 10 Gold | |
Ingested poison. DC 10 Constitution save or take 1d12 poison damage and be poisoned for 24 hours | Poison | Rare | 150 Gold | |
Ingested poison. DC 11 Constitution save or be poisoned for 1 hour and unable to knowingly speak lies | Poison | Rare | 150 Gold | |
Injury poison. DC 13 Constitution save or be poisoned for 1 hour, unconscious if failed by 5+ | Poison | Rare | 200 Gold | |
Injury poison. DC 11 Constitution save or take 3d6 poison damage, half on success | Poison | Rare | 200 Gold | |
Contact poison. DC 13 Constitution save or be poisoned and paralyzed for 1 minute | Poison | Rare | 200 Gold | |
Ingested poison. DC 16 Constitution save or take 1d6 poison damage and be poisoned, damage cannot be healed | Poison | Rare | 250 Gold | |
Inhaled poison. DC 15 Constitution save or be poisoned and blinded for 1 hour | Poison | Rare | 250 Gold | |
Inhaled poison. DC 15 Constitution save or be poisoned and unconscious for 8 hours | Poison | Very Rare | 300 Gold | |
Contact poison. DC 13 Constitution save or be poisoned and unconscious for 24 hours | Poison | Very Rare | 400 Gold | |
Inhaled poison. DC 13 Constitution save or take 3d6 poison damage, repeat save each turn | Poison | Very Rare | 500 Gold | |
Ingested poison. DC 15 Constitution save or be poisoned and incapacitated for 4d6 hours | Poison | Very Rare | 600 Gold | |
Injury poison. DC 15 Constitution save or take 7d6 poison damage, half on success | Poison | Very Rare | 1200 Gold | |
Ingested poison. No effect until midnight, then DC 17 Constitution save or take 9d6 poison damage | Poison | Legendary | 1500 Gold | |
Injury poison. DC 19 Constitution save or take 12d6 poison damage, half on success | Poison | Legendary | 2000 Gold | |
Required for Chromatic Orb spell. Not consumed when used | Spell Component | Uncommon | 50 Gold | |
Required for Identify spell and other divination magic. Not consumed when used | Spell Component | Uncommon | 100 Gold | |
Required for Revivify spell. Consumed when used to bring back the dead | Spell Component | Rare | 300 Gold | |
Required for Raise Dead spell. Consumed when used to restore life | Spell Component | Very Rare | 500 Gold | |
Required for Resurrection spell. Consumed when used to restore life | Spell Component | Very Rare | 1000 Gold | |
Required for Gate spell. Not consumed when used to create planar portals | Spell Component | Legendary | 5000 Gold | |
Required for True Resurrection spell. Consumed when used for ultimate revival magic | Spell Component | Legendary | 25000 Gold | |
Required for Continual Flame spell. Consumed when used to create permanent magical light | Spell Component | Uncommon | 50 Gold | |
Required for Arcane Lock spell. Consumed when used to magically seal doors and containers | Spell Component | Uncommon | 25 Gold | |
Required for Ceremony spell. Consumed when used for religious rituals | Spell Component | Uncommon | 25 Gold | |
Required for Find Familiar spell. Consumed when used to summon a magical companion | Spell Component | Common | 10 Gold | |
Required for Astral Projection spell. Consumed when used for planar travel | Spell Component | Uncommon | 100 Gold | |
Required for Drawmij's Instant Summons spell. Consumed when used to create magical recall | Spell Component | Very Rare | 1000 Gold | |
Required for Awaken spell. Consumed when used to grant sentience to plants or animals | Spell Component | Very Rare | 1000 Gold | |
Required for Astral Projection spell. Consumed when used for planar travel | Spell Component | Very Rare | 1000 Gold |
| Category | Rarity | Carrying Capacity | Cost | ||
|---|---|---|---|---|---|
A hardy desert mount with excellent endurance. | Mount | Common | 450 lb. | 150 Gold | |
A massive and powerful mount used in exotic locations. | Mount | Uncommon | 1,320 lb. | 1200 Gold | |
A strong work horse bred for pulling heavy loads and farm work. | Mount | Common | 540 lb. | 150 Gold | |
A swift and agile horse bred for riding and travel. | Mount | Common | 480 lb. | 175 Gold | |
A large, loyal dog that can serve as a guard or companion. | Animal | Common | 195 lb. | 125 Gold | |
A hardy pack animal known for its sure footing and stubbornness. | Mount | Common | 420 lb. | 70 Gold | |
A small horse suitable for smaller riders or pack animal duties. | Mount | Common | 225 lb. | 130 Gold | |
A trained battle mount, fearless in combat and highly valued. | Mount | Rare | 540 lb. | 1400 Gold | |
An enclosed passenger vehicle drawn by horses. | Vehicle | Common | 600 lb. | 100 Gold | |
A simple two-wheeled vehicle for transporting goods. | Vehicle | Common | 200 lb. | 15 Gold | |
A fast, lightweight vehicle used for racing or warfare. | Vehicle | Uncommon | 100 lb. | 250 Gold | |
A vehicle designed for travel over snow and ice. | Vehicle | Common | 300 lb. | 20 Gold | |
A four-wheeled vehicle for transporting people and cargo. | Vehicle | Common | 400 lb. | 35 Gold | |
A specialized saddle designed for unusual mounts like griffons or dragons. Weight: 40 lb. | Tack | Uncommon | — | 60 Gold | |
A reinforced saddle designed for combat, providing extra security. Weight: 30 lb. | Tack | Common | — | 20 Gold | |
A standard saddle for everyday riding and travel. Weight: 25 lb. | Tack | Common | — | 10 Gold | |
Dinghy A small rowboat. Can carry a max of 4 riders. Unable to be used on open ocean. | Vehicle | Common | 500 lb. | 100 Gold | |
Small Sailboat A sailboat capable of navigating large waves of the open ocean. Can carry 8 riders. Needs 2 operants. | Vehicle | Uncommon | 1400 lb. | 850 Gold | |
Galleon A large galleon with 2 cannons and a dinghy. Cannot navigate shallows, and needs a dock or a dinghy to disembark or board. Can carry 40 riders. Needs 4 operants. | Vehicle | Rare | 4500.00 lb. | 4000 Gold |
| Category | Damage | Mastery | Cost | ||
|---|---|---|---|---|---|
Light | Simple Melee | 1d4 Bludgeoning | Slow | 0.1 Gold | |
Finesse, Light, Thrown (Range 20/60) | Simple Melee | 1d4 Piercing | Nick | 2 Gold | |
Two-Handed | Simple Melee | 1d8 Bludgeoning | Push | 0.2 Gold | |
Light, Thrown (Range 20/60) | Simple Melee | 1d6 Slashing | Vex | 5 Gold | |
Thrown (Range 30/120) | Simple Melee | 1d6 Piercing | Slow | 0.5 Gold | |
Light, Thrown (Range 20/60) | Simple Melee | 1d4 Bludgeoning | Nick | 2 Gold | |
— | Simple Melee | 1d6 Bludgeoning | Sap | 5 Gold | |
Versatile (1d8) | Simple Melee | 1d6 Bludgeoning | Topple | 0.2 Gold | |
Light | Simple Melee | 1d4 Slashing | Nick | 1 Gold | |
Thrown (Range 20/60), Versatile (1d8) | Simple Melee | 1d6 Piercing | Sap | 1 Gold | |
Finesse, Thrown (Range 20/60) | Simple Ranged | 1d4 Piercing | Vex | 0.05 Gold | |
Ammunition (Range 80/320; Bolt), Loading, Two-Handed | Simple Ranged | 1d8 Piercing | Slow | 25 Gold | |
Ammunition (Range 80/320; Arrow), Two-Handed | Simple Ranged | 1d6 Piercing | Vex | 25 Gold | |
Ammunition (Range 30/120; Bullet) | Simple Ranged | 1d4 Bludgeoning | Slow | 0.1 Gold | |
Versatile (1d10) | Martial Melee | 1d8 Slashing | Topple | 10 Gold | |
| Martial Melee | 1d8 Bludgeoning | Sap | 10 Gold | ||
Heavy, Reach, Two-Handed | Martial Melee | 1d10 Slashing | Graze | 20 Gold | |
Heavy, Two-Handed | Martial Melee | 1d12 Slashing | Cleave | 30 Gold | |
Heavy, Two-Handed | Martial Melee | 2d6 Slashing | Graze | 50 Gold | |
Heavy, Reach, Two-Handed | Martial Melee | 1d10 Slashing | Cleave | 20 Gold | |
Heavy, Reach, Two-Handed (unless mounted) | Martial Melee | 1d10 Piercing | Topple | 10 Gold | |
Versatile (1d10) | Martial Melee | 1d8 Slashing | Sap | 15 Gold | |
Heavy, Two-Handed | Martial Melee | 2d6 Bludgeoning | Topple | 10 Gold | |
| Martial Melee | 1d8 Piercing | Sap | 15 Gold | ||
Heavy, Reach, Two-Handed | Martial Melee | 1d10 Piercing | Push | 5 Gold | |
Finesse | Martial Melee | 1d8 Piercing | Vex | 25 Gold | |
Finesse, Light | Martial Melee | 1d6 Slashing | Nick | 25 Gold | |
Finesse, Light | Martial Melee | 1d6 Piercing | Vex | 10 Gold | |
Thrown (Range 20/60), Versatile (1d10) | Martial Melee | 1d8 Piercing | Topple | 5 Gold | |
Versatile (1d10) | Martial Melee | 1d8 Bludgeoning | Push | 15 Gold | |
Versatile (1d10) | Martial Melee | 1d8 Piercing | Sap | 5 Gold | |
Finesse, Reach | Martial Melee | 1d4 Slashing | Slow | 2 Gold | |
Ammunition (Range 25/100; Needle), Loading | Martial Ranged | 1 Piercing | Vex | 10 Gold | |
Ammunition (Range 30/120; Bolt), Light, Loading | Martial Ranged | 1d6 Piercing | Vex | 75 Gold | |
Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed | Martial Ranged | 1d10 Piercing | Push | 50 Gold | |
Ammunition (Range 150/600; Arrow), Heavy, Two-Handed | Martial Ranged | 1d8 Piercing | Slow | 50 Gold | |
Ammunition (Range 40/120; Bullet), Loading, Two-Handed | Martial Ranged | 1d12 Piercing | Slow | 500 Gold | |
Ammunition (Range 30/90; Bullet), Loading | Martial Ranged | 1d10 Piercing | Vex | 250 Gold | |
Shield | — | - | — | 75 Gold |
| Category | Armor Class (AC) | Strength | Stealth | Cost | ||
|---|---|---|---|---|---|---|
| Light Armor | 11 + Dex modifier | — | Disadvantage | 5 Gold | ||
| Light Armor | 11 + Dex modifier | — | — | 10 Gold | ||
| Light Armor | 12 + Dex modifier | — | — | 45 Gold | ||
| Medium Armor | 12 + Dex modifier (max 2) | — | — | 10 Gold | ||
| Medium Armor | 13 + Dex modifier (max 2) | — | — | 50 Gold | ||
| Medium Armor | 14 + Dex modifier (max 2) | — | Disadvantage | 50 Gold | ||
| Medium Armor | 14 + Dex modifier (max 2) | — | — | 400 Gold | ||
| Medium Armor | 15 + Dex modifier (max 2) | — | Disadvantage | 750 Gold | ||
| Heavy Armor | 14 | — | Disadvantage | 30 Gold | ||
| Heavy Armor | 16 | Str 13 | Disadvantage | 75 Gold | ||
| Heavy Armor | 17 | Str 15 | Disadvantage | 200 Gold | ||
| Heavy Armor | 18 | Str 15 | Disadvantage | 1500 Gold | ||
| Shield | +2 | — | — | 10 Gold |
| req. lvl | Cost | ||
|---|---|---|---|
Rotten Mackerel in a Jar It doesn't smell very nice | Level 1 | 1 Gold | |
A Mysterious Stone It's warm and smells a bit like bread | Level 1 | 100 Gold | |
Red Pigment It looks like clay, but it stains absolutely everything | Level 1 | 5 Gold | |
A Large, Dried Bean It's definitely not food. | Level 100 | 250 Gold | Disabled |
Vial of Burgundy Syrup The shopkeeper won't tell you what it is. | Level 5 | 500 Gold | |
Skeletal Hand You aren't allowed to touch this until you buy it. "You'll ruin it" | Level 5 | 1000 Gold | |
Curved Tooth It's over 4 feet long, bone dry, and stinks. | Level 5 | 1000 Gold | |
Sailor's Spiral Charm A pendant for good luck at sea. It's cool to the touch | Level 1 | 200 Gold |
| req. lvl | Cost | ||
|---|---|---|---|
Translator - 1 Day Daily rate | Level 1 | 2 Gold | |
Translator - 1 Week Weekly rate | Level 1 | 10 Gold | |
Translator - 1 Month Monthly rate | Level 1 | 35 Gold |
| Cost | ||
|---|---|---|
Cure Wounds Per Level | 10 Gold | |
Identify Per Tier | 20 Gold | |
Lesser Restoration | 40 Gold | |
Prayer of Healing Per Level | 40 Gold | |
Remove Curse Per Level | 90 Gold | |
Speak with Dead Per Tier | 90 Gold | |
Divination | 210 Gold | |
Greater Restoration Per Level | 450 Gold | |
Raise Dead Per Tier | 1250 Gold |
| Cost | Gain | ||
|---|---|---|---|
Copy Spell Scroll Copy an existing spell scroll into a spellbook | 50 Gold | — | |
Sell an Adventure Recap to Vanys. Be sure to select Adventure Report on the Type line and fill in all details, especially any new leads you learned of during the adventure! | — | +15 Gold |
| Cost | ||
|---|---|---|
Chocolate Throckmortons A delicious bun with sweet chocolate filling. Consuming this item gives you advantage on social rolls until the end of the day. | 0.2 Gold |
| Cost | Gain | ||
|---|---|---|---|
100 Gold Note Deposit 100 gold. Take a 100 gold note as proof of your deposit and for your records. Gold stored this way will be accessible by your next of kin in the likely case of your death. | 100 Gold | +1 Bank Note | |
Cash in 100 Gold Note Turn in your 100 gold note for 100 gold. This will immediately return it to your person and allow you to spend it as you see fit. | 1 Bank Note | +100 Gold |
| Cost | Gain | ||
|---|---|---|---|
You survive via chance and charity. You're often exposed to natural dangers as a result of sleeping outside. Use this to get new characters caught up. | — | +1 Lifestyle Token | |
You spend the bare minimum for your necessities. You might be exposed to unhealthy conditions and opportunistic criminals. | 3 Gold | +1 Lifestyle Token | |
You spend frugally for your necessities. | 6 Gold | +1 Lifestyle Token | |
You support yourself at an average level. | 30 Gold | +1 Lifestyle Token | |
You spend modestly for your necessities and enjoy a few luxuries. | 60 Gold | +1 Lifestyle Token | |
You're accustomed to the finer things in life and might have servants. | 120 Gold | +1 Lifestyle Token | |
You pay for the best and might have a staff that supports your lifestyle. Others notice your wealth and might encourage you to share it, either legally or otherwise. | 300 Gold | +1 Lifestyle Token | |
Monthly Income If your character has set up a scheme for monthly income, this is where you collect your payment each month. This is something that MUST be accomplished within a session, and a GM will need to include this in your GM notes for this income to be valid. | — | +10 Gold | |
Monthly Income If your character has set up a scheme for monthly income, this is where you collect your payment each month. This is something that MUST be accomplished within a session, and a GM will need to include this in your GM notes for this income to be valid. | — | +50 Gold | |
Monthly Income If your character has set up a scheme for monthly income, this is where you collect your payment each month. This is something that MUST be accomplished within a session, and a GM will need to include this in your GM notes for this income to be valid. | — | +100 Gold |
| req. lvl | Cost | ||
|---|---|---|---|
| — | 3 Tidebound Favor | ||
| — | 3 Tidebound Favor | ||
| — | 3 Tidebound Favor | ||
| — | 3 Caeluthar Communion Favor | ||
| — | 3 Caeluthar Communion Favor | ||
| — | 3 Caeluthar Communion Favor | ||
| — | 3 Redmark Clans Favor | ||
| — | 3 Redmark Clans Favor | ||
| — | 3 Redmark Clans Favor | ||
| — | 3 Independence Favor | ||
| — | 3 Independence Favor | ||
| — | 3 Independence Favor | ||
Level 9 | 6 Tidebound Favor | ||
Level 9 | 6 Tidebound Favor | ||
Level 9 | 6 Tidebound Favor | ||
Level 9 | 6 Caeluthar Communion Favor | ||
Level 9 | 6 Caeluthar Communion Favor | ||
Level 9 | 6 Caeluthar Communion Favor | ||
Level 9 | 6 Redmark Clans Favor | ||
Level 9 | 6 Redmark Clans Favor | ||
Level 9 | 6 Redmark Clans Favor | ||
Level 9 | 6 Independence Favor | ||
Level 9 | 6 Independence Favor | ||
Level 9 | 6 Independence Favor |
| Cost | Gain | ||
|---|---|---|---|
Cheap food Bread, porridge, scraps, cold leftovers | 0.02 Gold | — | |
Modest food Stew, pie, sausage, hot meal | 0.1 Gold | — | |
Fine food Quality cuts, spiced dishes, regional specialties | 1 Gold | — | |
Banquet (per person) Multi course feast, celebrations | 10 Gold | — | |
Cheap drink Water, weak ale, milk | 0.02 Gold | — | |
Modest drink Ale, cider, common wine | 0.05 Gold | — | |
Fine drink Strong ale, spirits, mulled wine | 0.5 Gold | — | |
Luxury drink Vintage wine, rare spirits | 10 Gold | — | |
Custom Expense Catchall item for expenses. Remember to use the notes field to explain what this is. | 1 Gold | — | |
Custom Income Catchall item for income. Remember to use the notes field to explain what this is. | — | +1 Gold |