| 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 simple and portable canvas shelter, a tent sleeps two. | 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 | |
~~ | — | — | — | |
Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. | Equipment Pack | Common | 16 Gold | |
Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. | Equipment Pack | Common | 39 Gold | |
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. | Equipment Pack | Common | 12 Gold | |
Entertainer's Pack Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. | Equipment Pack | Common | 40 Gold | |
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. | Equipment Pack | Common | 10 Gold | |
Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches. | Equipment Pack | Common | 33 Gold | |
A Priest’s Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox. | Equipment Pack | Common | 33 Gold | |
Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. | Equipment Pack | Common | 40 Gold | |
Includes special pitons, boot tips, gloves, and a harness. | Equipment Pack | Common | 20 Gold | |
~~ | — | — | — | |
A small, watertight leather belt pouch that holds spell components | Spellcasting Focus | Common | 25 Gold | Disabled |
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 | Disabled |
Ingested poison. DC 11 Constitution save or be poisoned for 1 hour and unable to knowingly speak lies | Poison | Rare | 150 Gold | Disabled |
Injury poison. DC 13 Constitution save or be poisoned for 1 hour, unconscious if failed by 5+ | Poison | Rare | 200 Gold | Disabled |
Injury poison. DC 11 Constitution save or take 3d6 poison damage, half on success | Poison | Rare | 200 Gold | Disabled |
Contact poison. DC 13 Constitution save or be poisoned and paralyzed for 1 minute | Poison | Rare | 200 Gold | Disabled |
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 | Disabled |
Inhaled poison. DC 15 Constitution save or be poisoned and unconscious for 8 hours | Poison | Very Rare | 300 Gold | Disabled |
Contact poison. DC 13 Constitution save or be poisoned and unconscious for 24 hours | Poison | Very Rare | 400 Gold | Disabled |
Inhaled poison. DC 13 Constitution save or take 3d6 poison damage, repeat save each turn | Poison | Very Rare | 500 Gold | Disabled |
Ingested poison. DC 15 Constitution save or be poisoned and incapacitated for 4d6 hours | Poison | Very Rare | 600 Gold | Disabled |
Injury poison. DC 15 Constitution save or take 7d6 poison damage, half on success | Poison | Very Rare | 1200 Gold | Disabled |
Ingested poison. No effect until midnight, then DC 17 Constitution save or take 9d6 poison damage | Poison | Legendary | 1500 Gold | Disabled |
Injury poison. DC 19 Constitution save or take 12d6 poison damage, half on success | Poison | Legendary | 2000 Gold | Disabled |
~~ | — | — | — | |
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 | Disabled |
Required for Raise Dead spell. Consumed when used to restore life | Spell Component | Very Rare | 500 Gold | Disabled |
Required for Resurrection spell. Consumed when used to restore life | Spell Component | Very Rare | 1000 Gold | Disabled |
Required for Gate spell. Not consumed when used to create planar portals | Spell Component | Legendary | 5000 Gold | Disabled |
Required for True Resurrection spell. Consumed when used for ultimate revival magic | Spell Component | Legendary | 25000 Gold | Disabled |
Required for Continual Flame spell. Consumed when used to create permanent magical light | Spell Component | Uncommon | 50 Gold | Disabled |
Required for Arcane Lock spell. Consumed when used to magically seal doors and containers | Spell Component | Uncommon | 25 Gold | Disabled |
Required for Ceremony spell. Consumed when used for religious rituals | Spell Component | Uncommon | 25 Gold | Disabled |
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 | Disabled |
Required for Drawmij's Instant Summons spell. Consumed when used to create magical recall | Spell Component | Very Rare | 1000 Gold | Disabled |
Required for Awaken spell. Consumed when used to grant sentience to plants or animals | Spell Component | Very Rare | 1000 Gold | Disabled |
Required for Astral Projection spell. Consumed when used for planar travel | Spell Component | Very Rare | 1000 Gold | Disabled |
| Cost | ||
|---|---|---|
When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. | 65 Gold | |
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. | 65 Gold | |
Mysterious Potion When you drink this potion, you give off an air of mystery for 1d4 hours. For the duration, other creatures are more likely to become suspicious of or intrigued by you, potentially changing how they behave around you. | 50 Gold | |
- | — | |
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. | 250 Gold | |
When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. | 115 Gold | |
When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. | 130 Gold | |
Potion of Healing (Greater) Potion, Uncommon The creature that drinks the potion regains 4d4 + 4 Hit Points. The potion’s red liquid glimmers when agitated. | 130 Gold | |
Potion of Jumping When you drink this potion, your jump distance is tripled for one hour. | 175 Gold | |
- | — | |
When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required). | 250 Gold | |
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). | 250 Gold | |
Potion of Barkskin Upon consumption, your skin turns tough like bark. For 1 hour, your AC can’t be less than 16, regardless of what kind of armor you are wearing. | 250 Gold | |
Potion of Enhance Ability Enhance Ability is cast on the imbiber at it's lowest level, though the effect is weakened somewhat, with a duration of 10 minutes instead of one hour. | 300 Gold | |
- | — | |
Potion of Puddle Scrying This potion is filled with a silvery solution. When you use an action to drink this potion, your eyes become as clear as water for 10 minutes. For the duration, whenever you open your eyes underwater, you can see and hear any recent event that's occurred from the water's perspective, up to 24 hours ago, reviewing the entirety of those events over the course of 1 minute. When you do, you relive these events as if you were just below the water's surface in the same space your head is in. You can only review events that occurred since the pool of water first appeared. You are deaf and blind to your surroundings while reviewing the events in this way. | 500 Gold | |
Potion of Spell Recovery When you drink this potion, you recover expended spells slots with a combined level that is equal to or less than 1d3 + 3, and none of the slots can be 6th level or higher. (See GM's - Limited supply) | — | |
- | — | |
Tincture of Healing This tincture, when added to food or drink and shared with up to six creatures, provides additional healing benefits. Each creature who imbibes this tincture regains hit points equal to 3d8 + 5. | 200 Gold | |
Oil of Superior Mending This canister of oil is capped with a resealable six-sided top. The oil inside is represented by a pool of 10 d6s, which you can use to restore hit points to damaged constructs and objects. You can use an action to pour some of the oil onto a damaged construct or object, expending 1 or more d6s from the pool (up to the remaining amount). Roll the expended d6s: the target regains a number of hit points equal to the total, as the oil magically repairs the relevant damage. A damaged area appears as having been filled or coated by black resin, which disappears after 1 hour to reveal the repaired materials. The canister is empty once the last d6 has been expended from the pool. This effect can physically repair a magic item, but it can't restore magic to such an object. | 300 Gold | |
Oil of Tattoos This flask of oil contains a swirling plume of ink. You can lather the oil over a patch of skin on a willing creature over the course of 1 minute. At the end of the minute, the oil magically creates a tattoo on the skin. You choose the tattoo's design. The tattoo remains indefinitely or until it's targeted by a dispel magic spell or similar magic. The flask has enough oil for 5 applications: a small tattoo consumes 1 application, a medium tattoo consumes 2, and a large tattoo consumes 3. | 300 Gold | |
Bottled Talent When you drink this potion, you gain proficiency with one skill, saving throw, or tool of your choice for 24 hours. The glowing potion has a glimmering swirl at its center. | 500 Gold | |
- | — | |
Chicken Tonic A willing creature that drinks this tonic is magically transformed into a ceramic chicken for up to 10 minutes, as if by the polymorph spell, or until it ends the effect as a bonus action. The creature retains its Intelligence, Wisdom, and Charisma scores, as well as its skill and saving throw proficiencies (including those of the chicken). Use the raven's statistics for the chicken, with the exception that its flying speed is halved and it falls at the end of its turn if it's in the air and nothing else is holding it aloft. The potion has no effect on an unwilling creature. | 150 Gold | |
Djinn & Tonic The typical djinn and tonic, a common potion, is a specialty alcoholic beverage that causes a magical wind to tussle your hair, cloak, or other clothing dramatically for 1 hour after you drink it. A small mote of mist dances above the potion's liquid and gently stirs it. The beverage is smooth, bubbly, and very refreshing with notes of juniper, elderberries, white peach, and lavender. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage. | 150 Gold | |
Orostead Iced Tea The typical Orostead iced tea, a common potion, is a specialty alcoholic beverage that creates harmless sensory effects with each sip. When made, a tea has enough for 6 + 1d4 sips before it's used up, instead of a single use. (See GM's for card.) | 150 Gold |
| Category | Weight | req. lvl | Cost | ||
|---|---|---|---|---|---|
Case, map or scroll | Adventuring Gear | ½ lb. | — | 1 Gold | |
Ink (1 oz. vial) Black ink. Other colors cost twice as much. | Adventuring Gear | — | — | 8 Gold | |
Inkpen | Adventuring Gear | — | — | 0.1 Gold | |
Paper (sheet) | Adventuring Gear | — | — | 0.4 Gold | |
Parchment (sheet) | Adventuring Gear | — | — | 0.2 Gold | |
Sealing wax | Adventuring Gear | 1 lb. | — | 1 Gold | |
Signet ring | Adventuring Gear | — | — | 5 Gold | |
Spell Components (1st-4th Level Components) Add as much as you need to purchase components! List the components you are purchasing! No diamonds available! | — | — | Level 3 | 1 Gold | |
- | - | - | — | — | |
A small, watertight leather belt pouch that holds spell components | Spellcasting Focus | — | Level 1 | 25 Gold | |
A specially prepared crystal that can be used as a spellcasting focus. | Spellcasting Focus | — | Level 1 | 10 Gold | |
A holy symbol worn as an amulet, used as a spellcasting focus for clerics and paladins | Spellcasting Focus | — | Level 1 | 5 Gold | |
An arcane focus is a special item designed to channel the power of arcane spells. | Spellcasting Focus | — | Level 1 | 10 Gold | |
| Spellcasting Focus | — | Level 5 | 1200 Gold | ||
| Spellcasting Focus | — | Level 5 | 1200 Gold | ||
- | - | - | — | — | |
Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. | Tools | — | Level 1 | 50 Gold | |
| Tools | — | Level 5 | 1000 Gold | ||
| Tools | — | — | 10 Gold | ||
| Tools | — | — | 15 Gold | ||
| Tools | — | — | 25 Gold | ||
| Tools | — | — | 10 Gold | ||
- | - | - | — | — | |
Abjurers Bangle | Wondrous Item | — | Level 5 | 2000 Gold | |
| Wondrous Item | — | Level 5 | 2000 Gold | ||
| Wondrous Item | — | Level 5 | 800 Gold | ||
List which spells you are buying scrolls for as you purchase them! | - | - | — | — | |
Spellscroll, 0-level | Services | — | — | 25 Gold | |
Spellscroll, 1st-level | Services | — | — | 50 Gold | |
Spellscroll, 2nd-level | Services | — | — | 150 Gold | |
Spellscroll, 3rd-level | Services | — | — | 300 Gold | |
Spellscroll, 4th-level | Services | — | — | 500 Gold | |
Spellscroll, 5th-level | Services | — | — | 1000 Gold | Disabled |
Spellscroll, 6th-level | Services | — | — | 5000 Gold | Disabled |
Spellscroll, 7th-level | Services | — | — | 10000 Gold | Disabled |
Spellscroll, 8th-level | Services | — | — | 25000 Gold | Disabled |
Spellscroll, 9th-level | Services | — | — | 50000 Gold | Disabled |
| Category | Armor Class (AC) | Strength | Stealth | Cost | ||
|---|---|---|---|---|---|---|
| Light Armor | 11 + Dex modifier | — | Disadvantage | 10 Gold | ||
| Light Armor | 11 + Dex modifier | — | — | 15 Gold | ||
| Light Armor | 12 + Dex modifier | — | — | 65 Gold | ||
| Medium Armor | 12 + Dex modifier (max 2) | — | — | 15 Gold | ||
| Medium Armor | 13 + Dex modifier (max 2) | — | — | 75 Gold | ||
| Medium Armor | 14 + Dex modifier (max 2) | — | Disadvantage | 75 Gold | ||
| Medium Armor | 14 + Dex modifier (max 2) | — | — | 600 Gold | ||
| Medium Armor | 15 + Dex modifier (max 2) | — | Disadvantage | 1125 Gold | ||
| Heavy Armor | 14 | — | Disadvantage | 45 Gold | ||
| Heavy Armor | 16 | Str 13 | Disadvantage | 75 Gold | ||
| Heavy Armor | 17 | Str 15 | Disadvantage | 300 Gold | ||
| Heavy Armor | 18 | Str 15 | Disadvantage | 2250 Gold | ||
| Shield | +2 | — | — | 15 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 | Firearm | 1d12 Piercing | Slow | 1000 Gold | |
Ammunition (Range 30/90; Bullet), Loading | Firearm | 1d10 Piercing | Vex | 500 Gold | |
Ammunition (Range 40/120, Bullet) Loading | Firearm | 2d8 Piercing | Sap | 750 Gold | |
- | - | - | - | — | |
- | — | QTY. | — | — | |
| Ammunition | 10 | — | 4 Gold | ||
| Ammunition | 1 | — | 25 Gold | ||
| Ammunition | 20 | — | 3 Gold | ||
| Ammunition | 1 | — | 25 Gold | ||
| Ammunition | 20 | — | 2 Gold | ||
Bolts, +1 | Ammunition | 1 | — | 25 Gold |
| Category | Rarity | Carrying Capacity | Cost | ||
|---|---|---|---|---|---|
A hardy desert mount with excellent endurance. | Mount | Common | 450 lb. | 50 Gold | Disabled |
A massive and powerful mount used in exotic locations. | Mount | Uncommon | 1,320 lb. | 200 Gold | Disabled |
A strong work horse bred for pulling heavy loads and farm work. | Mount | Common | 540 lb. | 50 Gold | |
A swift and agile horse bred for riding and travel. | Mount | Common | 480 lb. | 75 Gold | |
A large, loyal dog that can serve as a guard or companion. | Animal | Common | 195 lb. | 25 Gold | |
Livestock Guardian A large, fiercely loyal dog that has been trained to protect livestock. (Highly recommended you only introduce these dogs to those you implicitly trust.) | Animal | Uncommon | 195 lb. | 50 Gold | |
A hardy pack animal known for its sure footing and stubbornness. | Mount | Common | 420 lb. | 8 Gold | |
A small horse suitable for smaller riders or pack animal duties. | Mount | Common | 225 lb. | 30 Gold | |
A trained battle mount, fearless in combat and highly valued. | Mount | Rare | 540 lb. | 400 Gold | |
An enclosed passenger vehicle drawn by horses. | Vehicle | Common | 600 lb. | 100 Gold | Disabled |
A simple two-wheeled vehicle for transporting goods. | Vehicle | Common | 200 lb. | 15 Gold | Disabled |
A fast, lightweight vehicle used for racing or warfare. | Vehicle | Uncommon | 100 lb. | 250 Gold | Disabled |
A vehicle designed for travel over snow and ice. | Vehicle | Common | 300 lb. | 20 Gold | Disabled |
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 |
| Cost | ||
|---|---|---|
This set of clothes could consist of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood. | 2 Gold | |
This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing. | 15 Gold | |
Fancy Clothes This set of clothes is tailored to the buyer, in the highest fashion suitable to ballrooms, weddings, and dinners of High Caelian Nobility. Precious metals and gems are typically worked into this clothing. | 50 Gold | |
This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. | 10 Gold | |
This set of clothes is fashioned after a particular costume, typically meant for entertaining. | 5 Gold |