Showing posts with label character creation. Show all posts
Showing posts with label character creation. Show all posts

Saturday, September 22, 2018

Spells by Keyword

Another diversion...  In order to help myself in creating new weird spells I came up with the following method and four d100 lists of keywords.  The idea is to make a random spell name and riff off of it.  You will get some (plenty of) nonsense, but that usually happens with three or four word combinations.  Drop a word, move words around, switch parts of speech, hell rewrite the rules.  Some examples: Minor Chromatic Teeth, Sap Serpent, Acidic Smoke, Sensual Protection Warrior(!), Ethereal Spider Elemental, One Thousand Bursts, and my favorite Inverse Alchemic Armor Petals.  I post this in the odd chance that someone will find it useful, have fun if you do.


Monday, September 10, 2018

GLOG Wizard - Jellimentalist

Another GLOG class I've been thinking about for quite a while.  Apparently the most exciting classes for me are the ones with pun names.  What can I say?  I'm weak.  This is probably another class that would make a better NPC than PC, since it takes a special kind of person to want to be a Slime Wizard. 

As usual the GLOG is a Goblin Punch invention, and my spells are greatly informed by Coins and Scrolls' various spell lists.  Spells marked with * are pre-existing GLOG spells, though Blubber! Ball and Gelatinous Form have been changed slightly.  It is great fun to make specialist wizard classes.



Jellimentalist


The Jellimentalists, the Ooze Wizards, are another newer school from Booezor, the city of riches... or rather the Oldcity sewers below it. They are by nature recluses and outcasts, even among solitary wizardkind. Their magics make them masters of slime, ooze, mucous, jelly, and acid, and their powers are those of transformation, destruction, and defense. While powerful, their spells will not function unless they keep from drying out, like elementalists. This confines them to the dark, wet, underground spaces where they keep company with the ameboid life they celebrate and emulate.


Perk


Enzymatic Resistance – You have a +3 bonus to saves vs. acidic or enzymatic damage, or the effects of ooze, slime, and jelly creatures.


Drawbacks

Slimeball – You have a disturbing appearance and exhibit constant moistness. -2 to charisma rolls against anyone who isn't also slimy and disgusting.


Friend of Filth – You have great difficulty bringing yourself to destroy a slime, jelly, or ooze creature. Make a charisma save to do so.

Moisturize Me! – You are unable to cast spells if you are dehydrated. You can use the Grease spell on yourself to prevent this effect for [dice] hours.
"HUG IT"


Cantrips


1. Dirty – (at will) – You may leave staining marks wherever you touch on a non- magical object, or pollute water or food.


2. Etch – (at will) – You can scour a small surface with acidic secretions from your fingertip. You can control the width of the line you make, allowing for fine designwork or a scrawled arrow. With practice, you can use this to do detailed etching, but only as fast as well-trained professional could.


3. Luminous Blob – (at will) – You create a softly glowing lump of jelly in any color you like. It is adhesive enough to be attached to any surface, but can be easily unstuck. The lump dimly illuminates a 15' area, and you may only create one at a time.


Spells


*1. Grease – R: 50', T: object, D: [dice]x2 rounds
Can be cast directly on a creature or [sum]10' x 10' surfaces. Creatures moving across the area must Save vs Dexterity or drop held objects, or, if moving, drop prone.

*2. Gelatinous Form – R: touch, T: self, D: [sum] minutes

Your flesh and clothing become gelatinous. You can squeeze through gaps as small as keyhole with a great deal of effort. You take no damage from bludgeoning weapons for the duration of the spell. Any acid damage you take heals HP instead. Items you are not wearing will be uneffected.


3. Glue – R: touch, T: object, D: [dice] hours
You secrete a powerful adhesive from your hand onto a single object or creature, the next thing that touches the area is affixed for the duration. If you invest 4 or more [dice] the duration is permanent.


4. Gout of Acid – R: 100' jet, T: creature, D: 0
You spray a jet of acidic slime from your palm or mouth that deals 1d6 + [dice] damage each round for [dice] rounds. The acid eats through paper, cloth, and fur in 1 round unless scraped off, leather and wood objects in 2 rounds, metal in 3 rounds, and mineral matter in 4 rounds. It is inefficient for digging through materials. The gout is messy and splashes regularly at close range.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

5. Stone to Ooze – R: 50', T: stone, D: permanent
Stone transforms into ooze or mud in [dice] 10'x10'x10' areas. Creatures standing on newly formed ooze get a dexterity save to avoid sinking in. Sunken creatures save vs. constitution or suffocate.

*6. Blubber! Ball – R: touch, T: point, D: [sum] rounds
A small green sphere of goo appears in your hand and may be thrown at enormous speed, or immediately attached to an object/creature.
Any creatures struck must Save or be stunned for 1 round. If you cast this spell outside, or in a very large room with multiple exits, you strike 1 target before the spell vanishes into the distance. If you cast this spell indoors, in a room with a limited number of exits, the sphere is trapped and begins to bounce around at high speed. The effects depend on the room size. 400 square feet or less (20'x20'): all creatures must Save or be stunned each round for the spell's duration. All objects that could be shattered or broken have a 20% chance of breaking each round. This includes potions, flimsy furniture, windows, etc. 1600 square feet or less (40'x40'): creatures have a 20% chance per round to be hit. Objects have a 10% chance of breaking each round. Any larger rooms: creatures have a 5% chance per round to be hit. Objects have a 5% chance of breaking each round. These chances may be adjusted by the GM depending on the room size and contents. If you invest 3 [dice] or more in this spell, creatures that fail their Save also take 1 damage. If you invest 4 [dice] or more, creatures that fail their Save are also knocked prone.
If the sphere is attached to an object it creates a super-bouncy surface. Weapons fly out of hands, feet bounce wildly off of floors, if you spend 2 [dice] or more you may create two attachable spheres.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

7. Pudding Polymorph Potion Prison – R: touch, T: creature, D: permanent
You make a touch attack against any ooze, slime, or jelly creature which then gets a save vs. spell at – [dice]x2. If the creature fails, it flows into an empty flask (required by the spell) and is transformed into a random potion.

*8. Thicken Air – R: 50', T: [sum]x5 squares 50' high, D: [sum] rounds
Air in an area you select becomes as dense as water. You can still breathe it, but you can also swim in it. Projectiles passing through the area count as moving twice as far for range penalties. Flying creatures entering the area must Save or be stunned for one round. If you invest 3 or more [dice] the spell's duration becomes a year and a day.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

9. Cone of Goo – R: [dice]x10' cone, T: area, D: 0
A huge cone of green-blue goo sprays from your hand. It's as dense as porridge, but tastes like play doh. Creatures inside must save vs. constitution or begin to drown unless they struggle free. Any creatures covered in the thick slime have -2 to attack until they can wash.

10. Acid Rain – R: 200', T: 20' diameter, D: [dice]
All objects in area take [sum]-[dice] acid damage per round for [dice] rounds.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

11. Jelly Baby – R: touch, T: area, D: [dice] hours
You create a 6” tall humanoid shape of living gelatin with proportional strength. Physical attacks do no damage, but force the homunculus to reform in the next round, all other types of damage will destroy it. The baby can read and write and has an effective intelligence of 8.

12. Create Ooze – R: 50', T: area, D: permanent
You permanently create an ooze, slime or jelly creature that obeys one initial command. It will leave you be unless you attack it, but only you. The creature created is determined by the number of dice used: 1 die = grey ooze, 2 dice = gelatinous cube, 3 dice = ocher jelly, 4 dice = black pudding.


Mishaps

1. Magic Dice only return to your pool on a 1-2 for 24 hours.

2. Take 1d6 damage.

3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.

4. You are slimed! You must struggle out from the goo or drown, your attacks are at -2 until you wash.

5. You continuously secrete a fluid that greases your entire body, the effect lasts one whole day. It is difficult to hold anything, walk across very smooth or very uneven surfaces, etc.

6. Everywhere you go the ground below sucks at your feet like mud for three days, your movement is halved, you are always considered flat-footed.


Dooms

1. All secretions from your body become uncontrollably acidic. All of your possessions save vs. acid each round of contact or are destroyed.

2. Your bones become the consistency of soft cartilage or rubber. You can move ¼ of your movement rate but only for your constitution score in rounds. You will probably need assistance for many actions. You are still able to cast spells, but certainly can't attack.

3. You are permanently transformed into an unintelligent slime creature.



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That's it for now, but keep posted, I am quite close to done with another post.  Next time, back to Random Encounters by Terrain... Mountains!

Wednesday, August 8, 2018

Ordinary Starting Item / “I Search the Body” Table (d00)

A table of one hundred starting items for character creation or searching bodies.  Each item is worth 1d6 x 10gp to an appropriately interested person, and invaluable to clever problem solvers.  Heavily influenced by Against the Wicked City's "When All You Have is a Hammer", but designed for a more primal campaign with less technological sophistication.
This post sent me down a lot of rabbit holes where I tried to justify thoughts like "Wait, where do plums grow?  What's in a tinderbox really?  What is the oldest recorded music notation?"  Now that I've purged myself of this latest dalliance I can return to the megadungeon and encounter table work from earlier.  Till then, enjoy.



Ordinary Starting Item / “I Search the Body” Table (d00)

01 Telescopic Pole – a three foot bamboo rod that telescopes to ten feet.
02 Umash Teeth – the upper sixteen teeth of one of the baboon-like Umash in a leather bag, a divinatory aid.
03 Red Fireflies – glass bottle of the red light-casting waste fireflies, their light is capable of revealing certain invisible creatures.
04 Heavy Tinted Glasses – goggles made from darkened glass, excellent eye protection from bright lights.
05 Prizing Knife – short curved blade designed to open shellfish and hook out their meat.
06 Tuning Tines – twelve inch amask steel acoustic resonator.
07 Hrassacock Feather – the uniquely beautiful red, blue, green, and yellow tail plume of the hrassacock, a much desired hat decoration and magical component.
08 Small Accurate Map – very detailed map of a random nearby location.
09 Umash Kakuluk – medium sized bongo instrument.
10 Fasinaa Reed Flute – nimble instrument that produces flute and kazoo type sounds.
11 Goboda Bwamanna – three-stringed gourd instrument.
12 Spidersilk Rope – fifty foot length of excellent quality weave.
13 Flask of Jen Jandy – plain flask full of highly alcoholic spirits, has a flavor similar to spicy root beer.
14 Bottle of Lo Plum Wine – sweet soporific wine made from the fruit of the Lo plum trees that grow in the southeastern delta land.
15 Bag of Blue Herbs – one eighth of an ounce of smokeable herbage, analgesic, promotes feelings of well-being.
16 Fasinaa Machete – finely built steel machete, perfectly suited to hacking through the sticky eastern jungles.
17 Plush Peeper Doll – a child's wool-stuffed toy made to (poorly) resemble one of fluffy mountain prosimians called Peak Peepers.
18 Agate Marbles – fifteen blue, brown, and orange marbles, one slightly larger than the rest.
19 Vuus Hair Thread – spool of incredibly fine thread made from the hair of the Vuus tribe of iele, strong enough to fish with.
20 Violet Lady Mushroom – single fast-acting psychotropic mushroom, maintains potency if carefully dried.
21 Dried Spirit Pepper – a pungent chili spicy enough to burn in the ethereal plane.
22 Animal Pheromone – the concentrated musk of a random animal from a nearby environment.
23 Sea Salt – leather bag of crystallized sea salt, about two cups worth.
24 Umash Crackle Sticks – three somewhat dangerous “sparklers”.
25 Female Hensnake – two foot long tubby-bodied domesticated snake, lays one delicious unfertilized egg once each morning.
26 Cuttle Ink – blue-black writing ink harvested from a coastal cuttlefish.
27 Finely Carved Walking Cane – cane made from rare wood and carved with tiny scenes of decadent city life.
28 Shard of Cursed Glass – radioactive material from the Glass Waste, only dangerous if held over the course of years.
29 Lodestone – fist-sized rock with a powerful magnetic force.
30 Merchant's Scale – portable bronze scale with a selection of weights, all contained in a ten inch wooden box.
31 Large Inaccurate Map – poorly detailed or scaled map of a random nearby location.
32 Ceramic Pot of Lolsanthi Honey – quality honey harvested from the bees pollen-maddened by Lolsanthi nectar.
33 Crystallized Sugar – small packet of sugar crystals, attracts insects.
34 Fetish Doll – crude humanoid figure with a set of pins, currently unattached to a victim.
35 Barbed Fishing Net – thrown fishing net with barbed iron hooks.
36 Ara Leaf Oil – insect repellent made from the Ara bush.
37 Set of Gaming Dice – three six sided bone dice.
38 Seeing Tube – primitive telescope, one end makes things look smaller, one end makes things look bigger.
39 Solidified Amber – an insect trapped within hardened resin.
40 Resin Incense – a small wooden box of rich-scented incense with a heavy languorous smoke.
41 Colored Chalk – set of five different colors.
42 Fur Blanket – heavy blanket made from woolly rhinoceros hide.
43 Oyeb Seeds – pouch of the incredibly fast growing oyeb vine, a strangling gourd.
44 Nuncia Bird – tiny message carrying bird.
45 Puzzle Box – small simple release wooden puzzle box.
46 Hollow Bracelet – copper bracelet with a secret compartment.
47 Oiled Hooded Cloak – nearly waterproof cloth outer covering.
48 Lye Soap – large bar of harsh soap for serious washing up.
49 Pallenseil Poppy Seeds – from the eastern plains and hills, can be planted or eaten as a pain reliever.
50 Minor Noble Finery – association with a random noble wizard house.
51 Sachet of Scouring Sand – razor sharp particulate, good for permanently damaging eyes or lungs.
52 Cloud Lotus Powder – when made into tea or a paste for the chest brings a heavy, restful sleep impossible to resist.
53 Tapping Spile – a steel tap that can be pounded or drilled into liquid storing vegetation.
54 Heavy Heat Resistant Gloves – insulated hand wear able to resist heat and open flames.
55 Wooden Yoyo – carved wooden toy, useful as a diversion or an improvised weapon.
56 Quartz Prism – five inches of clear, faceted quartz crystal.
57 Low Quality Rickshaw – foot powered conveyance for a single passenger.
58 Presis Conch Shell – beautiful pastel colored sea snail shell, nearly as large as a man's head.
59 Vial Necklace – chain necklace with a metal vial that can be filled with a small amount of powder or liquid.
60 Clay Funerary Mask – placid and nearly featureless white clay funerary mask.
61 Deck of Divining Cards – most decks contain only the prime arca, the face cards.
62 Loppett Shears – wool cutting scissors used to shear herds of loppetts.
63 Three Small Colored Bean Bags – good for juggling or kicking about.
64 Raku Tea Set – simple but beautiful teapot and cups for two.
65 Back Strap Loom – personal and portable loom.
66 Idol of Se'vensaera / Immacula – lapis or jade idol of one of the more hopeful of the eight goddesses.
67 Dry Compass – sensitive portable compass.
68 Pack of Dominoes – twenty eight gaming bones.
69 Skywatch Pamphlet – detailing the threat of the Shem and the city's complacency.
70 Stegotetrabelodon Ivory – six inch piece of uncarved elephant kin ivory.
71 Shrunken Iele Head – the dried and shrunken head of an iele man, created by a remote tribe to trap the soul.
72 Bronze Oil Lamp – oil burning decorative lamp in the Form of Naude, goddess of mysteries.
73 Abacus – stone beads in a wooden frame.

74 Bronze Hookah – decorative bronze personal hookah with snake skin hose.
75 Stuffed Tree Shrew – taxidermy of a fearsomely posed omnivorous tree shrew.
76 Tinderbox – flint, pyrite, and amadou.
77 Wax Tablet with Iron Stylus – re-writable surface and implement.
78 Iron Choke Collar with Leash – good for medium and some large size animals or people.
79 Sack of Sponges – large cloth bag full of dried natural sea sponges.
80 Tin of Bitumen – small container of viscous tar.
81 Song of Hours – carved, words and music, into a wooden cylinder.
82 Cipher Key – simple code based on the iele common language.
83 Barbed Iron Arrowheads – five wickedly hooked arrowheads.
84 Bag of Snake Vertebrae – nine of the bones in a felt bag, used for divining.
85 Performance Cosmetics Kit – bold makeup including face white, rouge, and kohl.
86 Leg Irons – reinforced steel leg restraints, able to fit any medium sized humanoid.
87 Mamun Coin – a large gold coin from an ancient civilization, one side shows the sun, the other a man's face.
88 Fief Farm Bell – small but loud bronze bell commonly used to keep track of domesticated animals like loppetts or crenchies.
89 Medicinal Leeches – glass jar of “polite” leeches, applying one to a fresh wound will drain venom.
90 Stone-working Chisels – four chisels in various sizes with various heads.
91 Jeweler's Loupe – low quality single eye magnification device.
92 Steel Crampons – sharp and sturdy steel crampons.
93 Rolling Stone – an insect larva encased in stone, rolls the stone around when hot enough.
94 Bird Cage – finely woven wicker animal cage, capable of holding up to three tiny creatures.
95 Container of Grease – oily animal fat grease.
96 Pamphlet of Minor Sigils – protections for the common man.
97 Goboda Relic – a tarsal bone of a minor saint, a blessed traveler who fell while walking the great wheel.
98 Skeleton Key – generic key that will unlock a family of simple locks.
99 roll twice, re-rolling 99 - 00
00 roll three times, re-rolling 99 - 00



Wednesday, June 6, 2018

GLOG Wizard - Numismagus

 My first foray into creating a GLOG class, a new wizard school.  Since Skerples made it so easy to do yourself in a recent post I had been thinking about my Numismagi (it's just too good of a word not to be a class).  Tell me what you think, I'll be back to finish off those minor dungeon encounter tables soon.



 
GLOG Wizard - Numismagus

The Numismagi, the Coin Wizards, are a newer school from Booezor, the city of riches. They are by nature nobles and social climbers, most comfortable in a world where money equals power. Their powers function best against other people rather than monsters, and their general level of magical strength is comparable to an Orthodox Wizard.


Perk(s)

Lucky Coin – You start with a lucky coin that is your magical focus, you may never spend it or give it away.
Mo' Money - Containers you personally open contain 1d6x10% more coinage.


Drawback(s)

Insufferable Skinflint – Your love of money is so great that you must make a save to purchase any non-essential item, if you fail you may still purchase the item if you can negotiate at least a 50% discount in price.
Penny for Your Trouble – All your spells consume a coin per MD used if no other cost is mentioned.


Cantrip(s)

1. Conjure Useful Coin – (1/hour) – creates a real copper coin in a local currency, if this is your only coin, it becomes your lucky coin.
2. Sense Cache – (at will) – You can sense large accumulations (100+) of coins within 100'.
3. Numismancy – (at will) – You know the validity, origin, and value of any coin. You are familiar with the face imagery of all known coins.


Spells

1. Glittering GlamourR: 0, T: self, D: [dice] hours
The caster's appearance grows in opulence, and gains +2x[dice] bonus to saves vs Domination, Charm, or Fear effects. The caster appears as a person of a higher social station, and inspires fear in those of a lower caste.
2. Speaking Coin – R: touch, T: one gold coin, D: [dice] hours
The caster breaks a gold coin into the two face halves. Sounds within 10' of the tails side can be heard by the holder of the heads side and vice versa. If you invest 4 [dice] or more into this spell, the duration becomes permanent.
3. Light – R: touch, T: object or creature, D: [dice]x2 hours
Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. You can chose the color of the light. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or more the light can be purest octarine, although it will only last for 1 round. Octarine light is extremely dangerous.
4. Coin Toss – R: 200', T: creature, D: 0
You flip a coin and call the result, if your face comes up the target takes [sum] damage and saves vs. dexterity or is stunned for one round, if your face does not come up you and the target each take one damage. You may flip the coin again and act as if the spell is cast with one fewer MD until you have no MD left.
5. Command Coins – R: 30’, T: [sum]x100 coins, D: [dice] hours
Coins will leap up and obey your single-word commands. Affects all unattended coins in 30' of you and lasts 1 hour. Coins can be commanded to follow you, hide in crevices, or serve as rollers for heavy statues, but they are mindless and feeble.
6. Scrying Coins – R: touch, T: coins, D: 10 minutes
Ask [dice] number of questions of a handful of strewn coins. Older and more valuable coins have more amassed knowledge. Using more coins can also be helpful
7. Charm Person – R: 50', T: person, D: [dice] hours
The person regards you as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this spell, the duration becomes permanent.
8. Knock – R: 50', T: [dice] objects, D: 0
Object is opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone. Treat this as a Strength check made with Str 10 + [dice]x4. If target is an armored creature, Save or armor falls off. If target is an unarmored creature, Save or vomit for 1d4 rounds.
9. Coin Cloak – R: touch, T: person, D: 10 minutes
Creates a scaled cloak of glittering golden coins. Reduce all physical damage the target takes by [dice]x2. The target cannot swim, jump, or run.
10. Coin of Fortune – R: touch, T: coins, D: [dice] hours
You create [dice] magic coins, each can be flipped once by the bearer for advantage on any roll.

11. Gold Piece Rain – R: 200', T: 20’ diameter, D: 0
Does [sum] damage. As fireball except that the caster flips a coin into the air, which becomes a rain of giant glowing coins that disappear on impact, and the damage is all crushing damage. Doesn't work in places with low ceilings (less than 100').
12. Coin Collector – R: touch, T: creature, D: [dice] hours
The target is transformed into a gold coin whose face side bears their likeness. Unwilling targets save vs. spells with a penalty of -2 for each MD invested after the first. If you invest 4 [dice] or more into this spell, you may have the duration become permanent.


Mishaps
1. Magic Dice only return to your pool on a 1-2 for 24 hours.
2. Take 1d6 damage.
3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
4. Your money spills from its various containers on your person, 1-30% is lost.
5. You have a sudden compulsion for reckless gambling that lasts three sleepless days.
6. All your money-making endeavors fail for one week.


Dooms

1. Lose all your current money, both stored and on hand.
2. You become the target of a dedicated guild of expert thieves. Every time you make money, they seem to find out immediately and rob you blind at the next opportunity.
3. Your lucky coin tarnishes black, you cannot Conjure Useful Coin. Any money you acquire crumbles to dust.



Tuesday, May 29, 2018

Currency Exchange and Equipment Tables

 Nearly done with several more minor dungeon encounter tables (the Giant Termite Mound and the Labrynthyne), but in the meantime here's some information on money and equipment. 

Currency Exchange & Equipment Tables


Currency
CR
SB
GP
DC
Copper Rings
1
1/10
1/100
1/1,000
Steel Bars
10
1
1/10
1/100
Gold Pieces
100
10
1
1/10
Diamond Chips
1,000
100
10
1





= available in Secondmarket tier and above.
= available in Lighttown tier and above.
Weapon
Cost
Weapon
Cost
Item
Cost
Arrows
1 gp
Hammer, Light
2 gp
Sling
1 sb
Arrows, Fine
10 gp
Handaxe
5 gp
Sword, Bastard
35 gp
Ax, Throwing
8 gp
Javelin
5 sb
Sword, Short
10 gp
Battleaxe
10 gp
Kama
2 gp
Sword, Two-Bladed †
100 gp
Blowgun
10 gp
Kukri
8 gp
Trident
5 gp
Bolts, Crossbow †
1 gp
Lance, Heavy
10 gp
Warhammer
15 gp
Bolts, Repeating Crossbow †
1 gp
Lance, Light
6 gp
Whip
2 gp
Bullets, Sling
1 sb
Longbow
50 gp
Armor
Cost
Chain, Spiked
20 gp
Longspear
5 gp
Banded Mail
250 gp
Club
1 sb
Longsword
15 gp
Breastplate
400 gp
Crossbow, Hand
150 gp
Mace, Heavy
12 gp
Buckler
15 gp
Crossbow, Heavy †
60 gp
Mace, Light
5 gp
Chain Shirt
100 gp
Crossbow, Light †
35 gp
Maul
10 gp
Chainmail
150 gp
Crossbow, Repeating †
300 gp
Morningstar
15 gp
Full Plate †
1500gp
Dagger
2 gp
Net
1 gp
Half Plate †
750 gp
Dart
5 cr
Nunchaku †
2 gp
Hide Armor
10 gp
Falchion
75 gp
Pick, Heavy
5 gp
Leather Armor
10 gp
Flail, Heavy
15 gp
Pick, Light
2 gp
Padded Armor
5 gp
Flail, Light
8 gp
Quarterstaff
2 sb
Scale Mail
50 gp
Gauntlet
2 gp
Ranseur
10 gp
Shield, Large
12 gp
Gauntlet, Spiked
5 gp
Rapier
25 gp
Shield, Small
6 gp
Glaive
20 gp
Sap
1 gp
Shield, Tower
30 gp
Greatax
30 gp
Scimitar
25 gp
Splint Mail
200 gp
Greatclub
2 sb
Scythe
18 gp
Studded Leather
30 gp
Greatsword
50 gp
Shortbow
25 gp




Guisarme
9 gp
Shortspear
1 gp




Halberd
20 gp
Shuriken †
1 gp




Halfspear
1 gp
Siangham
3 gp




Hammer, Hooked
20 gp
Sickle
2 gp








Item
Cost
Item
Cost
Item
Cost
Abacus
2 gp
Fishing Tackle
1 gp
Pouch
5 sb
Acid †
25 gp
Flask / Tankard
2 cr
Quiver
1 gp
Antitoxin
50 gp
Grapple
2 gp
Ram, Portable
4 gp
Arcane Focus
20 gp
Hammer
1 gp
Rations
5 sb
Backpack
2 gp
Hammer, Sledge
2 gp
Rations (fine)
1 gp
Ball Bearings †
1 gp
Healer's Kit
5 gp
Robes
1 gp
Barrel
2 gp
Holy Symbol
5 gp
Rope, Hemp
1 gp
Basket
4 sb
Holy Water / Air / Dust / etc. †
30 gp
Rope, Silk
10 gp
Bedroll
1 gp
Hourglass †
25 gp
Sack
1 sr
Bell
1 gp
Hunting Trap
5 gp
Scale, Merchant's
5 gp
Blanket
5 sb
Ink
10 gp
Sealing Wax
5 sb
Block & Tackle
1 gp
Ink Pen
2 cr
Shovel
2 gp
Book (poor)
10 gp
Jug / Pitcher
2 cr
Signal Whistle
5 cr
Book †
25 gp
Ladder
1 sb
Signet Ring †
5 gp
Book (fine) †
100 gp
Lamp
5 sb
Soap †
2 cr
Bottle, Glass
2 gp
Lantern, Bullseye
12 gp
Spellbook
50 gp
Bucket
5 cr
Lantern, Hooded
7 gp
Spikes, Iron
1 gp
Caltrops
1 gp
Lock
10 gp
Spyglass †
1000gp
Candle
1 cr
Lock, Fine †
50 gp
Tent (single)
1 gp
Case, Bolt
1 gp
Magnifying Glass †
100 gp
Tent (double)
2 gp
Case, Scroll
1 gp
Manacles
2 gp
Tent (party)
10 gp
Chain
5 gp
Mess Kit
2 sb
Tinderbox
5 sb
Chalk
1 cr
Mirror, Steel
5 gp
Torch
1 cr
Chest
5 gp
Mirror, Glass †
30 gp
Vial
1 gp
Chest (fine) †
50 gp
Oil
1 sb
Waterskin
2 sb
Climber's Kit
25 gp
Paper †
2 sb
Whetstone
1 cr
Clothing, Common
5 sb
Parchment
1 sp
Marbles
5 sb
Clothing, Costume †
5 gp
Perfume †
5 gp
Alchemic Lab †
1000gp
Clothing, Fine †
15 gp
Pheremone
50 gp
Sewing Needle
5 sb
Clothing, Lighttown
75 gp
Pick, Miner's
2 gp
Thieves' Tools
75 gp
Clothing, Noble
200 gp
Piton
5 cr
Musical Instrument, Simple
20 gp
Clothing, Traveler's
2 gp
Poison, Common
100 gp
Musical Instrument, Complex †
100 gp
Component Pouch
25 gp
Poison, Rare †
400 gp




Crowbar
2 gp
Pole, 10'
5 cr




Druidic Focus
10 gp
Pot, Iron
2 gp






Animal/Food
Cost
Animal/Food
Cost
Drug
Cost
Axebeak
45 gp
Salt
1 sb
Pafossfas – smokeable lichen
6 sb
Diprotodon
20 gp
Spice, Common
1 gp
Cosabasira – standard herbage
4 sb
Antelope
10 gp
Spice, Fine
3 gp
Gradt – poor herbage.
2 sb
Shardleeches, Shelled
1 sb
Spice, Rare
15 gp
Fomic Fuzz – excellent herbage
1 gp
Fireflies, Yellow
2 sb
Monitor Lizard
7 sb
Evers Cubes – smokeable resin, time dialation
25 sb
Fireflies, Red
3 gp
Gliding Squirrel
1 gp
Black Monkey Pluzst – syrup
12 sb
Fireflies, UV
25 gp
Wallaby
1 gp
Reptilian/Mammalian/Avian Steroids – liquid steroids, injected or ingested
5 gp
Ghostflies
50 gp
Fruit Bat
5 cp
Hurts – dark blue 2.5”+ splinters
15 sb
Kereza Antelope
1o gp
Emu
7 gp
Mondur Succor – nasal goo, weak hallucinogen, pain killer
7 sb
Chancas Elk
20 gp
Iguana
2 sn
Star Straw – hollow reed with dried larva inside, smoked. strong hallucinogen for 30 min
15 sb
Biniki Antelope
12 gp
Honeycomb
5 gp
Jibabba – awful tasting stimulant gum
5 sb
Moa
35 gp
Indricotherium
400 gp
Pline – powder of inhaled moth wing scales, visual and auditory distortions, pleasure
2 gp
Crocodile
20 gp
Fish, Fresh
2 gp
Ig Scab – hardened blood of the flesh city Ig, dissolves in saliva
1 gp
Lobo Worm
15 gp
Fish, Rare
10 gp
Lower Tea – foot bath
9 sb
Loppett
2 gp
Fish, Dried 5 sb




Crenchie
5 gp
Hensnake
5 cr




Parrot
12 gp
Ash Elk
40 gp




Babirusa
6 gp