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Goods and Services

Page history last edited by Gillian 3 months, 2 weeks ago

Equipment And Supplies


Weapons and Armor

The following weapons are found specifically in the Pirate Isles, but are not limited to use there.

Simple Light Wpns Cost  Dmg (s)  Dmg (M)  Critical  Range Inc.  Weight  Type
Belaying Pin 1d3 1d4 x2 10' 1 lb B
Boarding Axe^ 6 sp 1d4 1d6 x2 - 2 lb S/P
 
             
Gaff  2 sp  1d3  1d4  x3  -   1 lb  P
Martial Wpns; 1 handed              
Cat o' Nine Tails 10 sp 1d3 1d4 x2 1 lb S
Cutlass  20 sp  1d4  1d6  18-20/x2  6 lb  S
Tulwar  20 sp  1d4  1d6  18-20/x2  4 lb S
Hook Hand* 10 sp 1d3 1d4 x2 1 lb S
Martial wpns; 2 handed               
Boarding Pike 8 sp 1d6 1d8 x3 9 lbs P
Greatlance  20 sp  1d8  1d10  x3  15 lb  P
Harpoon 5 sp 1d6 1d8 x3 10'  16 lbs P

^ spiked on one side, blade on the other - user may choose damage type

* a Hook Hand cannot be disarmed

A cat o'nine tails is non-lethal 

Boarding Pikes can be set to receive those charging onto the deck of a ship, and have reach (5')

A harpoon may be used to grapple the target

 

 

GOODS

 

Animals: 

Category  Item  Cost  Weight  Notes
Animals Boar 42.5 sp    
Animals Bull 85 sp    
Animals Calf 21 sp    
Animals Camel 1 cp    
Animals Capon 4 cp    
Animals Cat 1 cp    
Animals Chicken 42 sp    
Animals Cow 30 sp    
Animals Dog, guard 25 sp    
Animals Dog, Hunting 50 sp    
Animals Dog, lap 50 sp    
Animals Dog, tracking 25 sp    
Animals Dog, riding 40 sp    
Animals Dog, war 65 sp    
Animals Dog, working 25 sp    
Animals Donkey/Mule/Ass 30 sp    
Animals Elephant, labor 6000 sp   unavailable in Miraboria
Animals Elephant, war 9000 sp    
Animals Falcon, untrained 40 sp    
Animals Falcon, trained 300 sp    
Animals Goat 4 sp    
Animals Goose 2 cp    
Animals Guinea Hen 1 cp    
Animals Hawk, untrained 5 sp    
Animals Hawk, trained 200 sp    
Animals Horse, draft 160 sp    
Animals Horse, medium war 320 sp    
Animals Horse, riding 96 sp    
Animals Horse, heavy war 640 sp    
Animals Horse, light war 200 sp    
Animals Horse, elven 150 sp    
Animals Horse, Mage 250 sp    
Animals Kiita 9000 sp    
Animals Nightingale 30 sp    
Animals Ox, draft or plow 64 sp    
Animals Peahen 128 sp    
Animals Peacock 192 sp    
Animals Pig 13 sp    
Animals Pigeon 1 cp    
Animals Pigeon, homing 400 sp    
Animals Pony 80 sp    
Animals Pony, war 250 sp    
Animals Ram 17 sp    
Animals Sable 300 sp    
Animals Sheep 8 sp    
Animals Songbird 4 sp    
Animals Swan 20 sp    
Animals Vor 320 sp    

 

Furniture

Category Item Cost Weight Notes
Furniture and Furnishings Armchair, padded 20    
Furniture and Furnishings Armchair, wooden 10    
Furniture and Furnishings Bed, double 12    
Furniture and Furnishings Bed, single 10    
Furniture and Furnishings Bench, padded 6    
Furniture and Furnishings Bench, wooden 2    
Furniture and Furnishings Bookcase, 4'tx3'wx6" deep 2    
Furniture and Furnishings Buffet 8    
Furniture and Furnishings Cabinet 8    
Furniture and Furnishings Chandelier, simple 3    
Furniture and Furnishings Chest of drawers 8    
Furniture and Furnishings Curtains, draperies 2.5   pair 
Furniture and Furnishings Cushion 3 cp    
Furniture and Furnishings Decanter, crystal 15    
Furniture and Furnishings Desk 12    
Furniture and Furnishings Easel 2    
Furniture and Furnishings Loom, small 10    
Furniture and Furnishings Mirror, metal, wall 15    
Furniture and Furnishings Mirror, silver, wall 50    
Furniture and Furnishings Pillow, feather 2    
Furniture and Furnishings Rug, 3x5 20    
Furniture and Furnishings Rug, 6x10 40    
Furniture and Furnishings Shelves, per 2' (12" deep) 2 cp    
Furniture and Furnishings sofa/couch 45    
Furniture and Furnishings Stool, short 3 cp    
Furniture and Furnishings Stool, tall 6 cp    
Furniture and Furnishings Table, simple 3' sq 1    
Furniture and Furnishings Table, granite top 2x3 50    
Furniture and Furnishings Table, 4x12 20    
Furniture and Furnishings Tub, 3' wooden washing 1    
Furniture and Furnishings Tub, bathing, fancy 10    
Furniture and Furnishings Wardrobe 4    

 

Equipment: 

Category Item Cost Weight Notes
General Backpack (empty) 2 sp 2lb. all container weights are empty unless otherwise noted 
General Barrel, 5 gal 2 30 barrel weights are empty
General Barrel, 30 gal 4 40 barrel weights are empty
General Barrel, 40 gal 8 50 barrel weights are empty
General Barrel, 50 gal 10 60 barrel weights are empty
General Barrel, tun 60 250 1 tun = 250 gallons
General Basket, large 3 cp 1 lb can carry up to 25 lbs ordinary goods
General Basket, small 1 cp 0.1 can carry about .5 cu foot of material
General Basket, small, covered 2 cp 0.2 as above, with lid
General Bedroll 1 sp 5 lb.  
General Bell 1 sp 0.5 handbell or cowbell
General Blanket, wool 5 cp 3 lb. 4'x6'
General Blanket, flannel 3 cp 2 lb. 4'x6'
General Bladder (balloon) 1 0.5 5 animal bladder balloons, each hold 2 pints
General Block and tackle 5 sp 5 lb  
General Bottle, 32 oz ceramic 3 cp 2 bottles in various sizes and shapes of similar materials will be of similar costs
General Bottle, per oz capacity, glass 0.5 sp * weight is ½ oz per oz capacity; price is per same
General Bottle, per pint capacity, glass 5 sp 0.5 weight is per pint capacity; price is per same
General Bottle, per gallon cap., glass 50 1 weight is per pound capacity; price is per same
General Bottle, crystal, 16 oz 20 0.5  
General Bottle, silver, 16 oz 60 1  
General Bucket (empty) 5 sp 2 lb.  
General Cage, woven, 2' sq 8 sp 2  
General Cage, brass, 2' sq 12 5  
General Caltrops 2 sp 2 lb. 5' sq area
General Candle 1 cp 0.1 per 3" height, 1" dia
General Candlestick, ordinary 0.5 0.5 handheld
General Candlestick, fancy 12 2 silver, ornate, etc...
General Candlestick, very fancy 20 2 gold-plate or jeweled, etc...
General Canvas (sq. yd.) 1 cp 1 lb.  
General Case, map or scroll 1 sp 0.5  
General Cauldron and tripod, 10 gal 2 10  
General Cauldron and tripod, 20 gal 5 25  
General Cauldron and tripod, 30 gal 15 40  
General Chain, light, per foot 5 cp 0.75 1,200 lb safe working load
General Chain, heavy, per foot  5 10 15,000 lb safe working load
General Chalk, 1 piece 1 cp 0.1  
General Chest, large 2 25 2'x2'x3'
General Chest, small 1 10 18"x1'x2'
General Corkscrew 3 cp 0.1  
General Crowbar 2 sp 5 lb.  
General Drinking Horn 3 cp 0.5 small bull's horn with lanyard or stand
General Ear Blade 1 0.1 concealed blade does 1 pt dmg
General Fire grate 3 3lb.  
General Firewood (per day) 1 cp 20 lb.  
General Fishhook set 1 sp 0.1 includes 3 hooks, sinkers and floats
General Fishing net, 25 sq. ft. 4 sp 5 lb.  
General Flask, 16 oz 3 cp 1-1/2 lb. ceramic, undecorated
General Flint and steel 1 sp 0.1  
General Games, common board 2 sp 0.5 chess, backgammon, etc...
General Games, dice 3 sp 0.1 four carved ivory cubes and cup
General Games, cards, per set 5 cp 0.1 plain deck, 2 color
General Games, cards, marked 3 sp 0.1 slightly fancier 
General Games, dice, loaded 6 sp 0.1 may be loaded high or low
General Games, fortunetelling cards 10 0.2 Tarot or similar, illuminated art
General Glass, sheet 1'x1' 100 sp 2 uncolored, wavy green window glass
General Glue 3 sp 1 pot of ordinary sticky stuff
General Grappling hook 1 sp 4 lb.  
General Hammer 5 cp 2 lb.  
General Hammock 1 6 leather and canvas sling bed with ropes
General Horn, signal, set of 5 4 5  
General Ink (1 oz. vial) 8 sp 0.1 walnut or other semipermanent
General Ink, stick 5 0.1 must be ground in water or wet-brushed
General Inkpen, feather quill 5 cp 0.1 10 precut and cleaned
General Inkpen, metal nib set of 5 120 0.1 metal nibs in varied points and wood handle
General Jug, clay 3 cp 9 lb. holds 3 gallons, with lid or stopper
General Kaleidoscope 50 3  
General Ladder, 10-foot 5 cp 20 lb.  
General Lamp, common 5 cp 1 lb.  
General Lamp, spelunker's 20 sp 4 strap-mounted beam-style 15' range
General Lantern, bullseye 12 sp 3 lb.  
General Lantern, hooded 7 sp 2 lb.  
General Lantern, beacon, large 150 sp 20 has 1 mile visible beam range; must be mounted
General Lock, Very simple 20 sp 1 lb.  
General Lock, Average 40 sp 1 lb.  
General Lock, Good 80 sp 1 lb.  
General Lock, Amazing 150 sp 1 lb.  
General Magnet, small 5 sp 0.1  
General Manacles 15 sp 2 lb.  
General Manacles, masterwork 50 sp 2 lb.  
General Marbles, 100 glass 8 sp 1 small, approximately round glass drops, cover 5' area
General Marbles, dwarven stone 20 sp 1 near-perfect stone spheres
General Mirror, small steel 10 sp 0.5 lb.  
General Mug/Tankard, clay 2 cp 1 lb.  
General Needles, sewing 5 sp 0.1 10 fine steel needles of varied sizes
General Oil (1-pint flask) 1 cp 1.5 lb. in cheap leather flask
General Paper (sheet) 4 cp   thin writing paper, unlined 
General Parchment (sheet) 2 cp   thicker but softer than paper 
General Perfume, simple 10 0.3 up to 10 times value for fine scents, 100 x for very rare
General Pick, miners 3 sp 10 lb.  
General Pins 3 cp 0.01 10 steel with glass heads
General Pitcher, clay 2 cp 5 lb.  
General Piton 1 cp 0.5 lb.  
General Pole, 10-foot 2 cp 8 lb  
General Pot, iron 5 cp 5 lb. holds about 1/2 gallon
General Pouch, belt (empty) 1 sp 0.5 lb.1  
General Ram, portable 10 sp 20 lb.  
General Rations, trail (per day) 5 cp 1 lb.1  
General Repellent, bug - candle 10 4 lb. lasts 4 hours per lb, covers 30' sq area
General Repellent, bug - herbal oil 10 1 1 lb coats 4 people, lasts 8 hours
General Roasting Spit 4 cp 5 lb holds 3 fowl or rabbits, or small pig or goat
General Rope, hempen (50 ft.) 1 sp 20 lb.  
General Rope, silk (50 ft.) 100 sp 8 lb  
General Rope, spidersilk (50') 2500 3 lb very rare, imported from Mistland
General Rucksack, shoulder 5 3lb. holds 3 cu ft
General Sack, leather, large 2 3 holds 3 cu ft
General Sack, leather, small 1 1 holds 1 cu ft
General Sack, canvas 3 2 holds 3 cu ft
General Sack, canvas, small 1 0.5 holds 1 cu ft
General Sack, rough burlap 5 cp 1 holds 3 cu ft
General Scissors 2 0.2 large heavy shears
General Scroll or map case 8 0.3  
General Scroll case, multiple 50 1 lb. holds up to 10 scrolls 
General Sealing wax 1 sp 1 lb.  
General Sewing needle 5 cp    
General Signal whistle 8 cp    
General Signet ring 5 sp    
General Skates, ice, strap on 3 3 fit over normal boots, made of bone
General Sledge 1 sp 10 lb.  
General Snowshoes 20 sp 3 lbs  
General Snow skis, cross country 30 8  
General Soap, scented bath 5 0.25 rare scents cost much more, as perfume
General Soap (per lb.) 5 cp 1 lb.  
General Spade or shovel 2 sp 8 lb  
General Spyglass 500 sp 1 lb. about 3x magnification
General String, cotton, 50' 3 cp. 0.1 ordinary light twine
General Tent, large 25 20 sleeps 4 comfortably
General Tent, pavilion 100 50 seats 10 people under fine cover
General Tent small 10 10 sleeps one easily, two snugly
General Torch 1 cp 1 lb.  
General Vial, ink or potion 1 sp 0.01 lb.  
General Waterskin 1 sp 4 lb. holds 1/2 gallon
General Whetstone 2 cp 1 lb.  

 

ADVENTURING GEAR

A few of the pieces of adventuring gear found on Table: Goods and Services are described below, along with any special benefits they confer on the user.

Caltrops: A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2- pound bag of caltrops covers an area 5 feet square.

Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creatures shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creatures speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

Caltrops may not be effective against unusual opponents.

Candle: A candle dimly illuminates a 5-foot radius and burns for 1 hour.

Chain: Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.

Crowbar: A crowbar it grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Flint and Steel: Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.

Grappling Hook: Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown).

Hammer: If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size.

Ink: This is black ink. You can buy ink in other colors, but it costs twice as much.

Jug, Clay: This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid.

Lamp, Common: A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. You can carry a lamp in one hand. 

Lantern, Bullseye: A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand.

Lantern, Hooded: A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand.

Lock: The DC to open a lock with the Open Lock skill depends on the locks quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).

Manacles and Manacles, Masterwork: Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.

Most manacles have locks; add the cost of the lock you want to the cost of the manacles.

For the same cost, you can buy manacles for a Small creature.

For a Large creature, manacles cost ten times the indicated amount, and for a Huge creature, one hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles.

Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the rules for alchemists fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.

You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

Ram, Portable: This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and it allows a second person to help you without having to roll, increasing your bonus by 2.

Rope, Hempen: This rope has 2 hit points and can be burst with a DC 23 Strength check.

Rope, Silk: This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.

Spyglass: Objects viewed through a spyglass are magnified to twice their size.

Torch: A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40- foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

Vial: A vial holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high.

 

Alchemical Substances and Items 

Category Item Cost Weight Notes
  Abyss Dust 20 sp   deep grey or black sootlike particles, inhaled
Special Substances and Items  Acid (flask) 10 sp 1 lb.  
Special Substances and Items Alchemists fire (flask) 20 sp 1 lb.  
Special Substances and Items Aniseed 10 0.2 -10 to scent attempts for 1d4 hours when applied to feet/clothing
Special Substances and Items Antitoxin (vial) 50 sp    
Special Substances and Items Bamsmack 5 0.1 salt in a bamboo tube, w/fuse; -5 to listen checks for 2 minutes within 30' range
  Captain's Grog 500 gp 460 lb 50 gallons; weight includes the barrel
  Clout powder 2 sp   makes users talkative and slightly euphoric; +2 circumstance bonus to gather info checks when used; DC 16 Fort Save, moderately addictive
  Devil Wicks 100 sp .5 100 devil wicks come in a bundle; typically at least two are used at a time.
         
Special Substances and Items Everburning torch 110 sp 1 lb.  
Special Substances and Items Holy water (flask) 25 sp 1 lb.  
Special Substances and Items Incense, 1 hour cone 5 0.1 variable scents, some much more costly
  Marching Powder 50 sp 0.1 fine yellow powder, inhaled
  Salt Draught 150 sp as water  sold per 10 gallon firkin
  Sea Charts  30 sp .5 lb charts from pilot's guild; provide +4 bonus to Profession (sailor) checks to safely enter or leave the harbor/coastal region the charts cover. Charts remain valid for 3 months and typically cover a 5 mile region.
Special Substances and Items Sleep gas, medium dose 100 sp 0.5 Save DC 15 Fort, effects 1 creature, lasts 1d4+1 hours
Special Substances and Items Sleep gas, large dose 200 sp 0.75  
Special Substances and Items Sleep gas, small dose 50 sp 0.5  
Special Substances and Items Smokestick 20 sp 0.5 lb.  
  Snakeweed 1 sp .1 lb dried flower petals, typically smoked like tobacco
Special Substances and Items Sunrod 2 sp 1 lb.  
Special Substances and Items Tanglefoot bag 50 sp 4 lb.  
Special Substances and Items Thunderstone 30 sp 1 lb.  
Special Substances and Items Tindertwig 1 sp  

 

SPECIAL SUBSTANCES AND ITEMS

Any of these substances except for the everburning torch and holy water can be made by a character with the Craft (alchemy) skill.

Abyss Dust: Users who inhale this substance must succeed on a DC 13 Fortitude save or suffer the initial effects. Ten rounds later, the user must succeed on a second Fortitude save against the same DC or suffer the secondary effects.

Initial Effect: +2 competence bonus to Intelligence and Charisma for 1 hour.

Secondary Effect: 1d4 points of Wisdom damage.

Side Effects: Abyss dust causes hallucinations. Characters under its effects take a –4 competence penalty on all ability checks, skill checks, and attack rolls for 1d3 hours (except for the Int and Cha bonuses the first hour).

Overdose: If more than one dose is taken in an 8-hour period, the user takes an additional 1d4 points of automatic Wisdom drain in addition to the Wisdom damage taken from the application. Using this drug more than twice in a 24-hour period deals 2d4 points of automatic Wisdom drain and causes the user to become nauseated for 1d6 hours.

Addiction: Extreme
Manufacturing abyss dust requires 1 sp of snake weed and a successful 
DC 15 Craft (alchemy) check. A check requires 1 hour of work.

Acid: You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Alchemist's Fire: You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Antitoxin: If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Captain's Grog: Anyone who drinks a measure of captain’s grog at least once a day for a week straight takes a –4 competence penalty on Intimidate checks and on Will saves against mind-affecting effects. A DC 15 Fortitude save halves these penalties, but a new save must be made after every dose. A cask holds enough to serve a typical crew on an ordinary Cog drinks for two weeks.

Clout Powder: A bluish-colored powder often mixed into a drink, clout makes its user euphoric and gregarious. type ingested; ADDiction moderate, Fort Save DC 16, effect lasts 30 minutes

Devil Wicks: These slow-burning fuses are tied to the user’s hair and beard, and lit before a combat. They burn for 5 rounds, giving off a hellish light 

and a swirl of fumes. The eerie flames give the user a +2 bonus on Intimidate checks. When the matches finally gutter out, the user takes 1 point of fire damage.

Everburning Torch: This otherwise normal torch has a continual flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.

Holy Water: Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash. Temples to good deities sell holy water at cost (making no profit).

Marching Powder: a powerful stimulant that helps users overcome fatigue. 

Initial Effect: User gains the benefits of the Endurance feat for 2 hours. If the user already has the Endurance feat, the bonus increases to +8. Secondary Effect: 1d3 points of Dexterity and Charisma damage.

Side Effects: None Overdose: For each dose taken beyond the first in a 24-hour period, the user must succeed on a DC 15 Fortitude save or take 1d10 points of damage as the marching powder ravages his system. It is moderately addictive. 

Salt Draught: A staple of sea voyages, salt draughts are often packed on board in firkins in case of bad weather or shipwrecks. A dose of this vile concoction allows the imbiber to drink liquids like seawater, vinegar, and even urine as if it were fresh water. The effects of one dose last for 24 hours. In addition, for the first minute after drinking a salt draught, the imbiber also gains a +4 bonus on Fortitude saves against poison.

Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10- foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.

Snake Weed: This drug is nothing more than the dried petals of a sunburst flower. Users who inhale this substance must succeed on a DC 11 Fortitude save or suffer the initial effects. Ten rounds later, the user must succeed on a second Fortitude save against the same DC or suffer the secondary effects. Initial Effect: +1 competence bonus on Will saves for 1d3 hours. Secondary Effect: 1 point of Wisdom damage. Side Effects: Snake weed makes its users sluggish and lethargic. A character under the effects of snake weed takes a –2 competence penalty on initiative checks. Overdose: If more than one dose is taken within an 8-hour period, the user becomes sickened for 1d3 hours. Using this drug more than twice in a 24-hour period causes the user to become nauseated for 1d3 hours. It is mildly addictive. 

Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.

Tanglefoot Bag: When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Thunderstone: You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.

Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.

 

 

Tools and Kits:  

Category Item Cost Weight Notes
Tools and Skill Kits Alchemists lab 500 sp 40 lb.  
Tools and Skill Kits Altar Case, wood 150 5  
Tools and Skill Kits Altar Case, Stone 400 40  
Tools and Skill Kits Altar Cloth, linen 15 4 4' x 6'
Tools and Skill Kits Altar Cloth, velvet 3 4  
Tools and Skill Kits Altar Cloth, silk 350 2  
Tools and Skill Kits Altar Cloth, gold brocade 400 4  
Tools and Skill Kits Alembic 100 1  
Tools and Skill Kits Armillary Sphere 600 30 celestial sphere
Tools and Skill Kits Armor Care Kit 10 1.5 lb  
Tools and Skill Kits Artisans tools 5 sp 5 lb.  
Tools and Skill Kits Artisans tools, masterwork 55 sp 5 lb.  
Tools and Skill Kits Astrolabe 80 2  
Tools and Skill Kits Balance 30 25 weighs between 10 lbs and 1/16 oz
Tools and Skill Kits Block and Tackle, 1000 lb 25 10 lb  
Tools and Skill Kits Book, blank 35 2 9"x12", 25 pages
Tools and Skill Kits Extra pages, 9"x12" 24 0.3 per 25 leaves
Tools and Skill Kits Book, blank 55 4 15"x20", 25 pages
Tools and Skill Kits Extra pages, 15"x20" 30 0.4 per 25 leaves
Tools and Skill Kits Book lock, fair quality 20 0.2 added to book's cost; DC 15 to open
Tools and Skill Kits Book lock, excellent quality 50 0.2 added to book's cost; DC 20 to open
Tools and Skill Kits Climbers kit 80 sp 5 lb.1  
Tools and Skill Kits Disguise kit 50 sp 8 lb.1  
Tools and Skill Kits Dissection Instruments 100 10  
Tools and Skill Kits Forge, small 50 40 lb.  
Tools and Skill Kits Forge, Large 120 120  
  Forgery Kit 50 sp 4 lbs includes inks, powders, pens, small tools and even tallowtack* which gives a +2 bonus to any attempt to forge documents
Tools and Skill Kits Glassware 5 sp 0.5 per assorted piece, in bulk
         
Tools and Skill Kits Healers kit 50 sp 1 lb.  
Tools and Skill Kits Hinge Removing Kit 30 8 lb +5 circ bonus to opening stuck doors
Tools and Skill Kits Holly and mistletoe      
Tools and Skill Kits Holy symbol, wooden 1 sp    
Tools and Skill Kits Holy symbol, silver 25 sp 1 lb.  
Tools and Skill Kits Hourglass 25 sp 1 lb. also available in 5, 10 and 30 minute interval timers
Tools and Skill Kits Hunting knife set 15 1 small skinning, boning and fileting set; good quality
Tools and Skill Kits Hunting traps, metal, large 15 20 for up to 100 lb animals
Tools and Skill Kits Hunting traps, metal, medium 7 sp 8 lb for up to 50 lb animals
Tools and Skill Kits Hunting traps, metal, small 4 sp 3 lb. for up to 10 lb animals
Tools and Skill Kits Magnifying glass 100 sp 0.1 3x magnfication
Tools and Skill Kits Musical instrument, common 5 sp 3 lb.1  
Tools and Skill Kits Musical instrument, masterwork 100 sp 3 lb.1  
Tools and Skill Kits Scale, merchants 2 sp 1 lb.  
Tools and Skill Kits Spell component pouch 5 sp 2 lb.  
Tools and Skill Kits Thieves tools 30 sp 1 lb.  
Tools and Skill Kits Thieves tools, masterwork 100 sp 2 lb.  
Tools and Skill Kits Tool, masterwork 50 sp 1 lb.  
Tools and Skill Kits Water clock 1000 sp 200 lb.  

 

1 – Musical instruments have their own price list in the “Kaiser’s Bazaar – Spices and Magic” supplement. 5sp is only the starting price. Multiply by Mwk and instrument type for true price.

 

TOOLS AND SKILL KITS

Alchemist's Lab: An alchemist's lab always has the perfect tool for making alchemical items, so it provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.

Artisan's Tools: These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (-2 penalty on Craft checks), if you can do the job at all.

Artisan's Tools, Masterwork: These tools serve the same purpose as artisans tools (above), but masterwork artisan's tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.

Climbers Kit: This is the perfect tool for climbing and gives you a +2 circumstance bonus on Climb checks.

Disguise Kit: The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after ten uses.

Forgery Kit: like a forgery kit, this kit is exhausted after 10 uses. It contains papers, inks, pens, and other tools, including tallowtack, which help in document forgery, providing a +2 circumstance bonus to any forgery attempt when the kit is available. Tallowtack is a minor magical compound which allows wax seals to be lifted and replaced on documents without damaging them. 

Healer's Kit: It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after ten uses.

Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy. A cleric or paladin uses it as the focus for his spells and as a tool for turning undead. Each religion has its own holy symbol.

Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or command undead).

Magnifying Glass: This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed.

Musical Instrument, Common or Masterwork: A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.

Scale, Merchants: A scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.

Spell Component Pouch: A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn't fit in a pouch.

Spellbook, Wizards (Blank): A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).

Thieves' Tools: This kit contains the tools you need to use the Disable Device and Open Lock skills. Without these tools, you must improvise tools, and you take a -2 circumstance penalty on Disable Device and Open Locks checks.

Thieves' Tools, Masterwork: This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks.

Tool, Masterwork: This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.

Water Clock: This large, bulky contrivance gives the time accurate to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water.

 

 

 

Category Item Cost Weight Notes
Clothing Artisans outfit 7 sp 4 lb.1 shirt, trousers, low boots, apron, belt
Clothing Clerics vestments 5 sp 6 lb.1  
Clothing Cold weather outfit 8 sp 7 lb.1  
Clothing Courtiers outfit 30 sp 6 lb.1 breeches, shirt, doublet, hose, belt, soft shoes
Clothing Entertainers outfit 3 sp 4 lb.1 breeches or skirt, shirt, scarf, slippers, 
Clothing Explorers outfit 10 sp 8 lb.1 breeches, high boots, belt, shirt, jerkin 
Clothing Monks outfit 5 sp 2 lb.1  
Clothing Nobles outfit 75 sp 10 lb.1  
Clothing Peasants outfit 1 cp 2 lb.1 breeches, sandals, belt, tunic
Clothing Royal outfit 200 sp 15 lb.1  
Clothing Scholars outfit 5 sp 6 lb.1 common robe, belt, shoes, shirt
Clothing Travelers outfit 8 sp 5 lb.1 breeches, shirt, tunic, hood, belt, low boots
Clothing Belt 4 sp 2 lb  
Clothing Belt, w concealed pocket 4 sp 2 lb  
Clothing Belt pouch, small 7 cp 0.5 lb  
Clothing Belt pouch, large 1 sp 1 lb  
Clothing Boots, riding 7 sp 5 lb  
Clothing Boots, low hard 2 sp 3 lb  
Clothing Boots, low soft 1 sp 2.5 lb  
Clothing Boots, dwarven 45 sp 3 lb  
Clothing Boots, high hard 3 sp 10 lb  
Clothing Boots, high soft 1 sp 5 lb  
Clothing Boots, sheepskin lined 4 sp 4 lb  
Clothing Boot sheath, for dagger 1 sp 0.5 lb  
Clothing Breeches, woolen 2 sp 2 lb  
Clothing Breeches, linen 1 sp 2 lb  
Clothing Breeches, velvet 4 sp 2 lb  
Clothing Breeches, silk 80 sp 2 lb  
Clothing Cap or hat 1 cp 0.5 lb  
Clothing Cloak, fur lined 50 sp 10 lb  
Clothing Cloak, waterproof wool 20 sp 8 lb  
Clothing Cloak, woolen 8 sp 8 lb  
Clothing Cloak, half-length 4 sp 4 lb  
Clothing Doublet, linen 1 sp 1.5 lb  
Clothing Doublet, velvet 25 sp 1.5 lb  
Clothing Doublet, silk 40 sp    
Clothing Girdle, plain 3 sp 1 lb  
Clothing Girdle, fancy 6 sp 1 lb worn over a lady's dress as a belt, holds purse or chatelaine
Clothing Gown, common 1 sp 4 lb  
Clothing Hood, woolen 2 cp 0.5 lb  
Clothing Hose 0.5    
Clothing Robe, common 9 cp 3 lb  
Clothing Robe, fur lined wool 40 sp 7 lb  
Clothing Robe, silk 120 sp 5 lb  
Clothing Sandals, crude 1 cp 1 lb  
Clothing Sandals, fine 2 sp 1 lb  
Clothing Shirt, cotton 1 sp 1 lb  
Clothing Shirt, silk  50 sp 0.5 lb  
Clothing Shoes, common 1 sp 2 lb  
Clothing Shoes, dancing 15 sp 1 lb  
Clothing Toga, cotton 1 sp 2 lb  
Clothing Toga, linen 3 sp 2 lb  
Clothing Toga, fine wool, silk trim 10 3 lb  
Clothing Tunic, common 8 cp 2 lb worn over shirt, loose fitting

 

CLOTHING

Artisan's Outfit: This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.

Clerics Vestments: These ecclesiastical clothes are for performing priestly functions, not for adventuring.

Cold Weather Outfit: A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.

Courtier's Outfit: This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 sp), you look like an out-of-place commoner.

Entertainer's Outfit: This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).

Explorer's Outfit: This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items you might need, such as a scarf or a wide-brimmed hat.

Noble's Outfit: This set of clothes is designed specifically to be expensive and to show it. Precious metals and gems are worked into the clothing. To fit into the noble crowd, every would-be noble also needs a signet ring and jewelry (worth at least 100 sp).

Peasant's Outfit: This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Royal Outfit: This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.

Scholar's Outfit: Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.

Traveler's Outfit: This set of clothes consists 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.

 

 

Category Item Cost Weight Notes
Fabric and Fur/Pelts Bear 5 sp   all pelts/hides are for one whole pelt, tanned
Fabric and Fur/Pelts Beaver 2 sp   pelt prices assume animal is native to the
Fabric and Fur/Pelts Bobcat 2 sp   region where it is being sold
Fabric and Fur/Pelts Brocade 6 sp    
Fabric and Fur/Pelts Canvas 4 cp    
Fabric and Fur/Pelts Chinchilla 3 sp    
Fabric and Fur/Pelts Cotton, light 1 sp   all fabrics are for one square yard
Fabric and Fur/Pelts Cotton, medium 1.5 sp    
Fabric and Fur/Pelts Cotton, heavy 2 sp    
Fabric and Fur/Pelts Deer 4 sp    
Fabric and Fur/Pelts Felt 3 cp    
Fabric and Fur/Pelts Flannel, wool, light 1 cp    
Fabric and Fur/Pelts Flannel, wool, medium 2 cp    
Fabric and Fur/Pelts Flannel, wool, heavy 3cp    
Fabric and Fur/Pelts Flax, raw 1 cp 1 lb  
Fabric and Fur/Pelts Fox, red 14 sp    
Fabric and Fur/Pelts Fox, white 17 sp    
Fabric and Fur/Pelts Fox, silver 15 sp    
Fabric and Fur/Pelts Homespun 1 cp    
Fabric and Fur/Pelts Horsehide 3 sp    
Fabric and Fur/Pelts Jaguar 25 sp    
Fabric and Fur/Pelts Lace trim 5 sp   per foot of trim
Fabric and Fur/Pelts Leather (cowhide) 2 sp    
Fabric and Fur/Pelts Leopard 22 sp    
Fabric and Fur/Pelts Leopard, snow 30 sp    
Fabric and Fur/Pelts Linen 8 cp    
Fabric and Fur/Pelts Lion 24 sp    
Fabric and Fur/Pelts Lynx 15 sp    
Fabric and Fur/Pelts Marten 8 sp    
Fabric and Fur/Pelts Mink 12 sp    
Fabric and Fur/Pelts Musk-ox 20 sp    
Fabric and Fur/Pelts Muskrat 12 sp    
Fabric and Fur/Pelts Otter, river 6 sp    
Fabric and Fur/Pelts Otter, sea 12 sp    
Fabric and Fur/Pelts Panther 15 sp    
Fabric and Fur/Pelts Raccoon 2 sp    
Fabric and Fur/Pelts Raw wool 1 cp 1lb  
Fabric and Fur/Pelts Sable, black 14 sp    
Fabric and Fur/Pelts Sailcloth 1 cp    
Fabric and Fur/Pelts Seal 14 sp    
Fabric and Fur/Pelts Sheep 5 sp    
Fabric and Fur/Pelts Silk 20 sp    
Fabric and Fur/Pelts Squirrel 2 cp    
Fabric and Fur/Pelts Ticking, mattress 1 sp    
Fabric and Fur/Pelts Ticking, pillo 8 cp    
Fabric and Fur/Pelts Tiger 25 sp    
Fabric and Fur/Pelts Velvet 6 sp    
Fabric and Fur/Pelts Wolf 8 sp    
Fabric and Fur/Pelts Wolf, winter 14 sp    
Fabric and Fur/Pelts Wolverine 8 sp    
Fabric and Fur/Pelts Wool, light 9 cp    
Fabric and Fur/Pelts Wool, medium 14 cp    
Fabric and Fur/Pelts Wool, heavy 2 sp    

 

 

Category Item Cost Weight Notes
Food, Drink and Lodging Ale by the Mug 1 cp 1lb. local brewing, avg qual 
Food, Drink and Lodging 2 gallon keg, full incl. wt of keg (10 lbs)     see below for specific tytpes 
Food, Drink and Lodging Bitter black 12 cp 26  
Food, Drink and Lodging Dragonsbreath beer 5 cp 26  
Food, Drink and Lodging Golden Sands Brew 8 cp 26  
Food, Drink and Lodging Tallowsland Stout 12 cp 26  
Food, Drink and Lodging Old One Eye 7 cp 26  
Food, Drink and Lodging Harothan Stout 14 cp 26  
Food, Drink and Lodging Banquet (per person) 10 sp   minimum 10 servings required when ordered 
Food, Drink and Lodging Barley flour 8 cp 1  
Food, Drink and Lodging Brandied Fruit, pint 4 1.5  
Food, Drink and Lodging Cherries 8    
Food, Drink and Lodging Grapes 20    
Food, Drink and Lodging Raspberries 12    
Food, Drink and Lodging Spiced pears 16    
Food, Drink and Lodging Strawberries 8    
Food, Drink and Lodging Bread, per loaf 1/2 lb.      
Food, Drink and Lodging Black 2 cp 0.5 lb.  
Food, Drink and Lodging Crackers 2 cp 0.5 lb.  
Food, Drink and Lodging Elven 8 sp 0.5 lb.  
Food, Drink and Lodging Fruitcake 4 sp 0.5 lb.  
Food, Drink and Lodging Hard-tack 4 cp 0.5 lb.  
Food, Drink and Lodging Sourdough 3 cp 0.5 lb.  
Food, Drink and Lodging Mixed grain 2 cp 0.5 lb.  
Food, Drink and Lodging Boarding house 20 sp   per month, per person, includes 1 meal/day
Food, Drink and Lodging Cheese, hunk of 1/2 lb.      
Food, Drink and Lodging Cheddar 8 cp 0.5 lb.  
Food, Drink and Lodging Irgirth Sharp 2 sp 0.5 lb.  
Food, Drink and Lodging Rich cream 8 cp 0.5 lb.  
Food, Drink and Lodging Farmer's soft 1 cp 0.5 lb.  
Food, Drink and Lodging Tallow's special 30 sp 0.5 lb.  
Food, Drink and Lodging Mist 15 sp 0.5 lb.  
Food, Drink and Lodging Nut 4 cp 0.5 lb.  
Food, Drink and Lodging Peppered 4 cp 0.5 lb.  
Food, Drink and Lodging Soft fruit, pint in a pot 8 cp 2 lb  wt includes pot 
Food, Drink and Lodging Sable Butter 6 cp 2 lb  wt includes pot 
Food, Drink and Lodging Inn stay (per day)      
Food, Drink and Lodging Fine 5 sp   assumes suite of rooms, cost is per person
Food, Drink and Lodging Good 2 sp   assumes 1 person per bed, 2 per room
Food, Drink and Lodging Common 5 cp   assumes 2 people per bed, multiple beds in room
Food, Drink and Lodging Poor 2 cp   assumes mattresses on floor, dorm style
Food, Drink and Lodging Very poor 1 cp   assumes common room floor, own blanket
Food, Drink and Lodging Meals (per day)      
Food, Drink and Lodging Good 5 cp   meat, vegetable or fruit, bread
Food, Drink and Lodging Common 3 cp   meat scraps, bread or starch, veg
Food, Drink and Lodging Poor 1 cp   no meat, starch, mostly veg
Food, Drink and Lodging Meat, chunk of 3 cp 0.5 lb.  
Food, Drink and Lodging Wine      
Food, Drink and Lodging Common (pitcher) 2 cp 6 lb.  
Food, Drink and Lodging Fine (bottle) 10 sp 1.5 lb.  

 

FOOD, DRINK, AND LODGING

Inn: Poor accommodations at an inn amount to a place on the floor near the hearth. Common accommodations consist of a place on a clean floor or bed in a warm room, the use of a blanket and a pillow. Good accommodations consist of a small, semi-private room with one bed, some amenities, and a covered chamber pot in the corner. Fine accomodations are clean, private, heated and offer full amenities including bath and laundry services.

Meals: Poor meals might be composed of bread, baked turnips, onions, and water. Common meals might consist of bread, chicken stew, carrots, and watered-down ale or wine. Good meals might be composed of bread and pastries, beef, peas, and ale or wine.

 

 

Category Item Cost Weight Notes
Riding gear Barding     see info below for how to calculate price 
Riding gear Medium creature x2 x1  
Riding gear Large creature x4 x2  
Riding gear Bit and bridle 2 sp 1 lb.  
Riding gear Feed (per day) 5 cp 10 lb.  
Riding gear Harness, cart or carriage 2.5 sp 4 lbs times # of horses
Riding gear Saddle      
Riding gear Sable, pack 7 8  
Riding gear Sable, riding 12 15  
Riding gear Military 20 sp 30 lb.  
Riding gear Pack 5 sp 15 lb.  
Riding gear Riding 10 sp 25 lb.  
Riding gear Vor, pack 15 20  
Riding gear Vor, riding 50 30  
Riding gear Saddle, Exotic      
Riding gear Military 60 sp 40 lb.  
Riding gear Pack 15 sp 25 lb.  
Riding gear Riding 20 30 lb  
Riding gear Shoes, incl. shoeing 5 sp 10 lbs  
Riding gear Saddlebags 4 sp 8 lb.  
Riding gear Stabling (per day) 5 cp   includes minimal feed and care for ordinary mounts 

 

MOUNTS AND RELATED GEAR

Barding, Medium Creature and Large Creature: Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the armor types found on Table: Armor and Shields.

Armor for a horse (a Large nonhumanoid creature) costs four times as much as armor for a human (a Medium humanoid creature) and also weighs twice as much as the armor found on Table: Armor and Shields (see Armor for Unusual Creatures). If the barding is for a pony or other Medium mount, the cost is only double, and the weight is the same as for Medium armor worn by a humanoid. Medium or heavy barding slows a mount that wears it, as shown on the table below.

                                                                                

 Barding 40' base mvt 50' base mvt 60' base mvt
Medium  30'  35'  40' 
Heavy* 30'  35'  40'  

 

Flying mounts can't fly in medium or heavy barding.

Removing and fitting barding takes five times as long as the figures given on Table: Donning Armor. A barded animal cannot be used to carry any load other than the rider and normal saddlebags.

Dog, Riding: This Medium dog is specially trained to carry a Small humanoid rider. It is brave in combat like a warhorse. You take no damage when you fall from a riding dog.

Donkey or Mule: Donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or a mule is willing (though not eager) to enter dungeons and other strange or threatening places.

Feed: Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them is much better. If you have a riding dog, you have to feed it at least some meat.

Horse: A horse (other than a pony) is suitable as a mount for a human, dwarf, elf, half-elf, or half-orc. A pony is smaller than a horse and is a suitable mount for a hobbyt, small dwarf or small human.

Warhorses and warponies can be ridden easily into combat. Light horses, ponies, and heavy horses are hard to control in combat.

Saddle, Exotic: An exotic saddle is like a normal saddle of the same sort except that it is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles.

Saddle, Military: A military saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you're knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle).

Saddle, Pack: A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.

Saddle, Riding: The standard riding saddle supports a rider. Riding a horse without a saddle (bareback) inflicts a -2 ride penalty. Riding without a saddle for more than 4 hours at a time (per day) increases fatigue categories for both mount and rider by 1.

 

Services

 

Category Item Cost Weight Notes
Transport Barge or Raft 2000 2000    
Transport Boat, collapsible 2000 75 2000 75  
Transport Boat, small 25 25    
Transport Boat, long 50 50    
Transport Carriage 100 sp 600 lb.  100 sp 600 lb. can carry 1000 lb load, 2 horses
Transport Cart 15 sp 200 lb.  15 sp 200 lb. can carry 1000 lb load, 2 horses
Transport Chariot, riding 80  80   1 horse, carries 2-3 people
Transport Chariot, racing/war 200  200   2 horses, carries 1-2 people
Transport Galley 30,000 sp 30,000 sp    
Transport Keelboat 3,000 sp 3,000 sp    
Transport Longship 10,000 sp 10,000 sp    
Transport Rowboat 50 sp 100 lb. 50 sp 100 lb.  
Transport Oar 2 sp 10 lb. 2 sp 10 lb.  
Transport Sailing ship 10,000 sp 10,000 sp    
Transport Sedan Chair 40 50 40 50  
Transport Sled 20 sp 300 lb. 20 sp 300 lb.  
Transport Wagon 35 sp 400 lb.  35 sp 400 lb. carries 2000 lb, 4 horses
Transport Wagon, Shalani 50 sp 50 sp    
Transport Warship 25,000 sp 25,000 sp    

 

TRANSPORT

Carriage: This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it.

Cart: This two-wheeled vehicle can be drawn by a single horse (or other beast of burden). It comes with a harness.

Galley: This three-masted ship has seventy oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide, and it can carry 150 tons of cargo or 250 soldiers. For 8,000 sp more, it can be fitted with a ram and castles with firing platforms fore, aft, and amidships. This ship cannot make sea voyages and sticks to the coast. It moves about 4 miles per hour when being rowed or under sail.

Keelboat: This 50- to 75-foot-long ship is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. It has a crew of eight to fifteen and can carry 40 to 50 tons of cargo or 100 soldiers. It can make short sea voyages, as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile per hour and must remain within 1 mile of shore at sea or on large lakes.

Longship: This 75-foot-long ship with forty oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.

Rowboat: This 8- to 12-foot-long boat holds two or three Medium passengers. It moves about 1-1/2 miles per hour.

Sailing Ship: This larger, seaworthy ship is 75 to 90 feet long and 20 feet wide and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages. It moves about 2 miles per hour.

Sled: This is a wagon on runners for moving through snow and over ice. In general, two horses (or other beasts of burden) draw it. A sled comes with the harness needed to pull it.

Wagon: This is a four-wheeled, open vehicle for transporting heavy loads. In general, two horses (or other beasts of burden) draw it. A wagon comes with the harness needed to pull it.

Warship: This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry 160 soldiers, but not for long distances, since there isnt room for supplies to support that many people. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2-1/2 miles per hour when being rowed or under sail.

 

Category

Item

Cost

Notes

Spellcasting and Services Alchemist 20 sp/day  
Spellcasting and Services Animal Trainer 6 sp/day  
Spellcasting and Services Architect 15 sp/day  
Spellcasting and Services Armorer 10 sp/day  
Spellcasting and Services Bath 2 cp double price for fresh water
Spellcasting and Services Bearer/Porter 4 cp/hour  
Spellcasting and Services Blacksmith 6 sp/day  
Spellcasting and Services Boatwright 6 sp/day  
Spellcasting and Services Bowyer/Fletcher 8 sp/day  
Spellcasting and Services Carpenter 2 sp/day  
Spellcasting and Services Coach cab 3 cp/mile  
  Docking Fees 1 cp/day this is per 3' length of the ship, and is an average; rates vary by quality of the docks locale.
Spellcasting and Services Engineer 15 sp/day  
       
Spellcasting and Services Guide, city 4 cp per 1/2 day  
Spellcasting and Services Guide, wilderness 1 sp/day  
Spellcasting and Services Groom 2 sp/day  
Spellcasting and Services Hireling, trained 3 sp/day  
Spellcasting and Services Hireling, untrained 1 sp/day  
Spellcasting and Services Laundry, per 10 lbs 2 cp  
Spellcasting and Services Master Craftsman or artisan 20sp/day minimum cost
Spellcasting and Services Personal servant, skilled 1 sp/day  
Spellcasting and Services Messenger 2 cp/mile extra may be charged for tolls/ferry or boat crossings 
  Pilot Service - to dock safely 5 sp coastal vessel/large boat
  Pilot Service 10 sp seagoing vessel
Spellcasting and Services Prostitute 5 cp/hour or count 8 hours as a full day multiply by 5 to 20 for higher class. Double 8-hour wage for fulltime exclusivity
  Rickshaw Ride (Freeport) 5 cp/person in district
  Rickshaw Ride (Freeport) 1 sp out of district/per district entered
  Rickshaw Ride (into Scurvytown) + 2 sp any ride originating or ending in Scurvytown adds this surcharge to other fees
  Rickshaw - luggage fee +1 cp per bag or piece of luggage over 5 lbs. Also for heavy gear/armor worn by passengers
Spellcasting and Services Road or gate toll 1 cp per person or per pair of legs on an animal, on average.  
Spellcasting and Services Teamster & wagon 2 cp/mile  
Spellcasting and Services Ship's passage 1 cp/mile presumes minimal quality of accomodation 
Spellcasting and Services Spell, 0-level Caster level x5 sp2 spellcasting rates do not include rare ingredient cost. 
Spellcasting and Services Spell, 1st-level Caster level x10 sp2  
Spellcasting and Services Spell, 2nd-level Caster level x20 sp2  
Spellcasting and Services Spell, 3rd-level Caster level x30 sp2  
Spellcasting and Services Spell, 4th-level Caster level x40 sp2  
Spellcasting and Services Spell, 5th-level Caster level x50 sp2  
Spellcasting and Services Spell, 6th-level Caster level x60 sp2  
Spellcasting and Services Spell, 7th-level Caster level x70 sp2  
Spellcasting and Services Spell, 8th-level Caster level x80 sp2  
Spellcasting and Services Spell, 9th-level Caster level x90 sp2  
  Vault Storage (Freeport) 15 sp, 3 gp, 10 gp/month Small, medium or large space provided
  Vault Storage (Freeport), warding +15, 30 or 100 gp/ month Small medium or large space, warding for theft and fire (each)

 

this presumes a spellcaster capable of casting that spell can be found and is for hire.

 

SPELLCASTING AND SERVICES

Sometimes the best solution for a problem is to hire someone else to take care of it.

Coach Cab: The price given is for a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, 1 copper piece usually takes you anywhere you need to go.

Hireling, Trained: The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay.

Hireling, Untrained: The amount shown is the typical daily wage for laborers, porters, cooks, maids, and other menial workers.

Messenger: This entry includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount.

Road or Gate Toll: A toll is sometimes charged to cross a well-trodden, well-kept, and well-guarded road to pay for patrols on it and for its upkeep. Occasionally, a large walled city charges a toll to enter or exit (or sometimes just to enter).

Ships Passage: Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship.

Spell: The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his or her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him or her, and the default answer is no.

The cost given is for a spell with no cost for a material component or focus component and no XP cost. If the spell includes a material component, add 1-3x the cost of that component to the cost of the spell, depending on the uniqueness and difficulty acquiring it.

If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell. If the spell has an XP cost, add 5 sp per XP lost. 

Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isnt certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you arent returning with the caster.

In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn't guaranteed to have a local spellcaster able to cast 9th-level spells.

 

 

Category

Item

Cost

Weight

Notes

Eggs and young, riding animals Egg Young3       
Eggs and young, riding animals Boar, giant war 15 sp    
Eggs and young, riding animals Camel, wild 15 sp    
Eggs and young, riding animals Dragonnel 2,500 sp 5,000 sp    
Eggs and young, riding animals Eel, giant 2,000 sp 4,500 sp    
Eggs and young, riding animals Elephant 800 sp    
Eggs and young, riding animals Gryphon 2,000 sp 5,000 sp    
Eggs and young, riding animals Hippocampus 1,500 sp 2,500 sp    
Eggs and young, riding animals Hippogriff 1,000 sp 2,000 sp    
Eggs and young, riding animals Horse, wild 15 sp    
Eggs and young, riding animals Kiita 750 sp    
Eggs and young, riding animals Pegasus 5,000 sp    
Eggs and young, riding animals Roc 4,000 sp 8,000 sp    
Eggs and young, riding animals Sable 20 sp    
Eggs and young, riding animals Sea horse 500 sp 2,400 sp    
Eggs and young, riding animals Sphinx, heiraco 4,000 sp 6,000 sp    
Eggs and young, riding animals Unicorn 5,000 sp    

 

3 presumes the young animal is at an age that is ready to train but is untrained (although “tame”, not feral).

 

Poisons and herbs: most of the poisons in the PH are going to be findable, with some effort depending on the community. Other poisons are listed here. Purchase of poisons is almost always a challenge, and may require special knowledge or connections. Herbs are plants with special or magical effects. I am simply going to build a separate database of them. Ask me if you need to know and I'll share what I've gotten together.

 

Mounts: 

 

Boar, Giant War - 

Medium Animal

Hit Dice: 5d8 + 9 (34)

Initiative: +2

Speed: 40

AC: 16 (+6 natural)

Attacks: Gore +10, Trample +10

Damage: 2-12+3 gore, 1d8+3 trample

Face/Reach: 5x5

Special Attacks: trample, ferocity

Special Qualities: scent

Saves: Fort +8, Ref +5, Will +4

Abilities: Str 16, Dex 14 , Con 17 , Int 2, Wis 13 , Cha 4

Skills: Listen +7, Spot +5

Feats:

 

Climate/Terrain: temperate and warm forests

Organization: solitary

Challenge Rating: 4

Treasure: none

Alignment: always neutral

Advancement: 6-8 HD

 

Giant war boars are fierce animals frequently ridden by dwarves into battle. They are not common in Greenvale, but are sometimes seen with dwarves traveling through. A few dwarves dwelling in Fairvale and Romant Counties breed war-boars for their personal use. War boars have naturally thick hides covered with sparse, coarse black hair which grows thicker and longer on the shoulders and down the spine. They have large protruding tusks which can produce serious injury in the unwary. War-boars will continue to fight even after being reduced to 0 HP. When they reach -10 hp or when 4 rounds have passed since they reached 0 or fewer HP, they collapse and die. War boars are not particularly intelligent, nor loyal. Their bad tempers mean that they must be tended carefully by a skilled handler. To ride a war-boar regularly, a rider should have the animal handling (boar) skill as well as the boar-riding skill. In Harothar, war-boars are much more common, and can be seen ridden regularly by dwarven military units. 

 

A war-boar can carry 160, 240 and 320 lbs at light, moderate and full load respectively. War-boars require specially made saddles and harness. A boar-rider uses a short, heavy, metal-tipped goad to control and direct the animal. 

 

Gore attack: the boar gores its foe and then attempts to trample it under its feet. Opponents must make an opposed str check after any hit to avoid being dragged down by the goring action.

 

Elven Horse 

Large Animal

Hit Dice: 3d8 +6 (19)

Initiative: +4 dex

Speed: 60

AC: 17 (-1 size, +4 natural, +4 dex)

Attacks: 2 hooves +3 melee

Damage: Giif 1d6+2

Face/Reach: 5x 10’ / 5’

Special Attacks: - 

Special Qualities: - scent, empathy

Saves: Fort +5 Ref +8, Will +3

Abilities: Str 15, Dex 17, Con 15, Int 10 , Wis 12 , Cha 14

Skills: Listen +6, Spot +6

Feats:

 

Climate/Terrain: plains and light forest in temperate and warm zones

Organization: herd

Challenge Rating: 2

Treasure: none

Alignment: usually chaotic good

Advancement: 4-5 HD

 

Elven Horses are very horselike in appearance, but their coloration lies somewhere between standard horses and mage-horses. They tend to be palomino, blood bay or silver grey, with strikingly white, black or streaked manes. Some are midnight black or pure white (not albino). A few are more unusual colors, such as blue-grey or rosy-cream. They are marked like ordinary horses. They have large silver or green or blue eyes. They have a larger cranium than a standard horse. 

 

Elven horses are of the “medium” class (see horse) but always have a 60 speed. They can carry up to 240 lbs at light load, 360 lbs at moderate, and 480 at maximum. Elven horses prefer fruits and vegetables to eat, but can endure on grass and grain without hardship for weeks or even months. They do best shod as normal horses. They dislike stables and buildings but will enter them if commanded. They very much dislike caves and the underground.

 

Elven horses are intelligent and easily trained. They are very loyal to their riders, and look on them as “family”. Elven steeds will fight for their riders if need be, and will protect a downed rider with their lives. They will obey many simple verbal commands, and even carry out simple instructions. Much like a mage-steed, they can follow those orders for as much as 24 hours.

 

Beyond that, elven-horses have a kiita-like empathy with their riders. This empathy is not telepathy, and words may not be conveyed. However, emotions are easily felt and shared. With long familiarity, this can develop into simple commands of one word, such as “come”, “flee”, “dance” or “stand”. This empathy has a 1/2 mile range, and is only non-functional if the rider is dead, unconscious, on another plane, or magically severed from the horse.

 

Elven Steeds are very rare;  Prince Starbow owned one, as do a few rare adventurers. Several dozen more are owned by elves who have come from Avenvole.  A small herd is being bred on Aermon point of the Delvin plains. Potential riders who go there will be inspected and chosen or not chosen by the horses themselves.

 

Kiita

Medium Animal

Hit Dice: 3d8 

Initiative: +1

Speed: 50

AC: 15 (+4 natural, +1 dex)

Attacks: +3 hooves, +3 bite

Damage: 1d4 each hoof, 1d4 bite

Face/Reach: 5x10 /5’

Special Attacks: none

Special Qualities: telepathy

Saves: Fort +3, Ref +3, Will +4

Abilities: Str 13 , Dex 13 , Con 14, Int 9, Wis 14, Cha 9

Skills: +6 spot, +4 listen, +2 hide

Feats: none

 

Climate/Terrain: temperate and cool climate, hills and mountains

Organization: family 2-6 members

Challenge Rating: 2

Treasure: none

Alignment: usually lawful good

Advancement: none

 

Kiita are intelligent creatures who sometimes choose to align themselves with powerful humans and demi-humans. They accept these friends as riders, but only within certain limits and never with saddle and bridle. Because of their skills, intelligence and loyalty, Kiita are highly prized mounts. 

Kiita prefer rangers and clerics as partners, and very rarely join other types. Kiita only join with PCs of similar alignment and greater intelligence than their own. They will stay with other people for no more than a few days. 

Kiita try to meet possible partners but attempt to carefully choose the time and place to avoid putting themselves in danger. They prefer elves and half-elves over other races. Once a rider has been chosen by a kiita, a limited telepathic bond begins to form with his or her rider. This requires 1-4 weeks to establish. Once the bond is established, while the two remain within 1 mile and neither is unconscious, badly wounded (below 50% HP) or weakened by some serious illness or other cause, they can “speak” to each other. This is a wordless speech not quite as clear as verbal communication. In addition, the kiita can scan some of the topmost surface thoughts of other demihumans and humans within 20’. This is limited to immediate intentions and clearly conceived but non-verbalized thoughts.

Kiita will only remain with a partner for between 4-8 years before deciding to depart to return to their home-land to breed. Kiita live far to the west of Greenvale, even beyond Avenvole, in the forests and the plains that lie there. A small group of kiita families live in Laigladen. They live about 40 years. Kiita are not herd animals, living in small family groups in proximity to each other. As many as 20 families may dwell in a 30 mile radius.

Kiita are able to twist their necks far enough to look over their own shoulders straight into a rider’s face. They will wear light barding, up to leather-weight, but not saddles nor bridles. A kiita will never accept being more than moderately encumbered. They can carry up to 300 lbs on their backs, but may pull up to 1,200 lbs in a well-balanced wagon or cart.

 

Kiita make very few noises, limited to soft clicks and snaps, or a shrill whinny-like cry. They are temperate and subarctic creatures with little toleration for heat or humidity. Cold is not much of a hardship for a Kiita, and they can go longer without food than most quadrupeds of similar size. Kiita dislike going underground, and will only enter large open caves. They dislike barns and other man-made buildings but will enter if invited by their partners. Kiita have small, fairly soft hooves which require careful tending. They will not wear shoes, and dislike very much to travel over hard, rocky or paved terrain for more than a few hours. They can digest almost anything but live best on grains and vegetables. There is no appreciable difference between male and female kiita, and all have keen hearing and sense of smell. 

 

Because Kiita will not accept bridle or saddle, their riders are at a distinct disadvantage in combat. A kiita rider must use both hands to hold on when their mount is in combat or traveling at a speed above a careful trot or slow canter. 

 

Kiita have expressive faces with small eyes and broad mouths. Their necks are long and fairly flexible. They have thin, wiry bodies with heavy furry coats. Their fur is a pale blue-grey color usually, but some are as dark as soot and others as pale as milk. They have a distant resemblance to llamas, but their ears are more elven, and their muzzles are shorter and wider. They usually stand about 13-15 hands tall. Kiita have no mane, but their fur is thickest on the shoulders and whithers. Males have a goatlike “beard”. 

 

Kiita are very rare in Greenvale. There are perhaps a few dozen owned by rangers, elves and adventurers. They are greeted with awe, amusement, and confusion by ‘Valers.

 

Mage Horse

Large Animal

Hit Dice: 3d8 +6 (19)

Initiative: +1dex

Speed:60

AC: 13 (-1 size, +3 natural, +1 dex)

Attacks: 2 hooves +2 melee

Damage: hoof 1d4+1

Face/Reach: 5x10/5

Special Attacks: none

Special Qualities: SR 5

Saves: Fort +5,  Ref +4, Will +5

Abilities: Str 13 , Dex 13, Con 15, Int 10, Wis 13, Cha 9

Skills: Listen +6, Spot +6

Feats: none

 

Climate/Terrain: plains and grasslands

Organization: solitary

Challenge Rating: 3

Treasure: none

Alignment: usually neutral

Advancement: none

 

Mage-horses would be the most ordinary looking of the non-standard mounts, except for their unique colors (most are burgundy, or blue-black or nearly gold or a deep moss-green) and large eyes. They have full, luxurious manes and tails of complementary colors. They are not particularly strong nor enduring. In this area, treat them as normal horses. They fall into the “light” category.

 

Mage-horses have some spell resistance. This applies to any person or object which is in physical contact with the horse, but not a person who is touching a person touching the animal. Mage horses are bright and learn tricks and commands rapidly and thoroughly. They will recognize up to a dozen other people by name, and can be trusted to carry out short (under 20 word) sets of instructions without supervision, so long as it does not take more than about 24 hours to carry them out. 

 

Mage horses are endowed with minor magical abilities or enhancements. Any given animal will have 1d3 of the following cantrip-like capabilities: 

 

Clean - the animal remains mud and sweat-free even under the filthiest conditions. It never needs brushing or currying. This does not protect hooves from rocks or lameness.

 

Umbrella - the animal has the ability to cause rain to divert from itself and its rider. This in no way protects from any cold or humidity. Ice, sleet and hail will penetrate the umbrella, but rain, snow and freezing rain will not. 

 

Protection from Sun - this acts much like umbrella, preventing undue sun exposure. It will provide the effect of partial shade as from a leafy tree. This minimizes sunburn, reduces chances of heat exhaustion to some degree, but cannot completely prevent either one.

 

Exterminate - the horse naturally keeps itself, its gear and its rider free of body-borne lice, ticks, fleas and other small insects. It cannot protect very well at all from flies or other traveling pests. Once per day all recently gained pests are killed.

 

Color - once per day for up to an hour, the horse may change its coloration. It may adopt a normal horse color, the color of its surroundings, or any other coloration it chooses. It may adopt simple patterns, such as normal horse markings, stars, stockings, etc... or patches, stripes, etc... of color.

 

Tie/Untie - once per day the horse can fasten or unfasten a single tied rope, string, etc.... as long as it is touching them or they can touch it. This ability does not extend to buckles, locks or even simple hasps or clasps.

 

Mage-horses are nearly unique. There are perhaps five in all of Greenvale. One is owned by the head of the House of Ivorr. Most people cannot differentiate between them and elven steeds.

 

Sable

Medium Animal

Hit Dice: 2d8 +2

Initiative: +1 dex

Speed: 40

AC: 13 (+1 dex, +2 natural)

Attacks: 2 hooves +2 melee

Damage: hoof 1d3+1

Face/Reach: 5x5/5

Special Attacks: none

Special Qualities: scent

Saves: Fort +4, Ref +4, Will +0

Abilities: Str 13, Dex 13, Con 12, Int 4, Wis 11, Cha 6

Skills: Listen +5, Spot +5, Hide +2

Feats: none

 

Climate/Terrain: temperate and cool

Organization: small herds (2-12)

Challenge Rating: 1

Treasure: none

Alignment: usually neutral good

Advancement: none

 

Sables are smallish animals resembling horses. They have shorter faces and heavier necks. Their coats are a rich black-brown just slightly thicker and a good bit longer than a horse’s. Sables live in most every climate and terrain which are inhabited by their favored demihuman riders - halflings and gnomes. 

Sables are friendly, patient, curious and fairly bright (as compared to horses!). They are sturdy creatures, being able to carry up to about 250 lbs weight at most, but carrying it easily all day long. Light encumbrance is under 50 lbs, moderate is up to 125 lbs. They need little special care, preferring wild grass, hay and occasional oats or carrots to eat. However, they have been known to survive even on a diet of meat when nothing else is available.

Sables are comfortable underground and are often used by dwarves as mining animals or underground beasts of burden. However, they must sometimes return to the surface or they will grow unhappy and unhealthy. They are also favored by the wealthy as mounts for children as their intelligence makes them a fairly safe pet.

Sables stand about 10 to 12 hands high at the shoulder, and have good sturdy legs and hooves. They are frequently shod if used as beasts of burden, but when kept as pets or lightly used mounts are capable of being left unshod. They live about 15-20 years.

 

Sables are uncommon; they are owned by a fair number of hobyt-families in Old Greenvale but are looked upon as a curiosity by most ‘big people’ who see them. There are a few thousand total in Greenvale, but numbers are increasing amongst the hobytlan who love them. It is said that they are common in the southern lands.

 

VOR

Large Animal

Hit Dice: 5d8 +16 (40 hp)

Initiative: +0

Speed: 50

AC: 15 (-1 size, +6 natural)

Attacks: 2 hooves +6 melee, bite +1 melee

Damage: hoof 1d6 +4, bite 1d4+2

Face/Reach: 5x10/5

Special Attacks: bellow

Special Qualities: scebt

Saves: Fort +8, Ref +5, Will +3

Abilities: Str 18 , Dex 11, Con 17, Int 3, Wis 13, Cha 6

Skills: Listen +7, Spot +7

Feats: none

 

Climate/Terrain: any land

Organization: herd

Challenge Rating: 3

Treasure: none

Alignment: usually neutral

Advancement: none

 

Vor are strong and placid, sure-footed but not quick. They are valued for their immense carrying and pulling capacity. A full-grown Vor can easily carry 700 lbs on his back at moderate encumbrance, and pull loads of up to 3,000 lbs. A vor is considered to be lightly encumbered if his load is under 300 lbs. However, they are slow and not good in combat. Being of only animal intelligence, they recognize only good treatment and food, though long ownership will cause them to develop some rider loyalty.

Vor are very tractable, easily-trained beasts, and are usually calm and trustworthy. They are favored by the Romani for their caravans. Vor have some natural dislike of dwarves, but not of hobbyts. They are easy to catch and breed, and are fairly disease resistant. They live in temperate regions and prefer grasslands, where they rove in small herds, often in rocky uplands. Vor are distantly related to horses, but cannot cross-breed. 

Vor are usually the size and weight of a heavy warhorse, but can carry significantly more and can even climb steep grades while fully burdened. Vor will enter cave-mouths but are claustrophobic and clumsy in tight spaces. Most Vor are not kept in barns or stables for this reason. 

In melee, Vor can only attack head-on. They attack only on the second and succeeding rounds of melee, as it takes them a moment to decide to act. Vor will let out a tremendous bellow when wounded or when charging. Any one within 10’ of the front of the Vor must save vs breath weapon or be stunned for 1 round. 

Vor are very faithful to masters who care for them well, and will stay at the sides of dismounted riders until they are driven away or killed. 

Other than their ability to roar, the Vor has only one other special capability. They are very adept at recognizing poisoned or spoiled food. If the food is brought close to the vor it will turn away, refuse to sniff the food, and if forced, it may push the food away or kick at the bearer. 

Vor require special saddles,tack and barding- ones fitted to their large size and with heavy strapping to bear the loads they carry. Their gear costs 120% of normal horse cost.

Vor are six-legged horselike beasts standing 16-20 hands in height. They have red-brown to orangy-buff coats. Their heads are horselike, with long ears. They are typically handsome animals. Their hooves are large and hard, requiring little care and no shoes. They have a short, stubby but not ineffective horn at their poll. Vor have very thick manes and tails, and live about 30 years.

 

Vor are uncommon; there are a few thousand owned in Old Greenvale by wealthier landholders, lords and Counts. There are a few breeding farms, and the Vor are gaining in popularity as their numbers increase. A wild herd roams the Devlin plain, and the folk of Seastorm Barony catch and train them. They are said to be common in Daintall and elsewhere in Mistland

 

 

 

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