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06:13, 29th March 2024 (GMT+0)

Gear, Services, and Hirelings.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 19 posts
Fri 29 Sep 2017
at 14:17
  • msg #1

Gear, Services, and Hirelings

Master Price Lists for All Standard Items
This message was last updated by the GM at 12:01, Sat 30 Sept 2017.
Dungeon Master
GM, 20 posts
Fri 29 Sep 2017
at 14:23
  • msg #2

Gear, Services, and Hirelings

ArmorPriceACEnc
Leather20gp13200
Scale30gp14300
Chain40gp15400
Banded50gp16500
Plate60gp17600
Shield, Small10gp+1100
Shield, Large20gp+2200
Barding, Leather50gp15300
Barding, Chain150gp15600
Barding, Plate300gp17900

Barding assumes prices for horses. Other mounts' barding may be more or less expensive depending on size and general body configuration. Most flying mounts may only use leather barding.
Dungeon Master
GM, 21 posts
Sat 30 Sep 2017
at 12:49
  • msg #3

Gear, Services, and Hirelings

WeaponPriceDamageEncRangeNotes
Arrows5gp--10 in quiver
Bardiche10gp1d10125 2H, pole arm
Battle Axe7gp1d860 2H
Bec-de-Corbin10gp2d4100 2H, pole arm, Skewer: save vs wands or take auto damage each round until removed
Blackjack5gp1d25 If target has no helmet it saves vs death ray: up to 4HD knocked out, more than 4HD stunned 1 round
Bola5gp1d2520/40/60Target hit must save vs death ray or be entangled
Bow, Long50gp1d68070/140/210 
Bow, Short25gp1d62050/100/150 
Club1gp1d450  
Crossbow, Heavy40gp2d48080/160/240Requires 1 round to reload
Crossbow, Light30gp1d65060/120/180Can only be fired once per round
Dagger3gp1d41010/20/30 
Dagger, Silver30gp1d41010/20/30 
Dart1gp1d3520/40/60 
Flail7gp2d450  
Glaive8gp1d875 2H, pole arm, Dismount: a mounted target hit must save vs wands or be dismounted and take an additional 1d6 damage
Halberd7gp1d10150 2H, pole arm, Hook: If the hook is used to attack, a standing target hit takes minimum damage and must save vs paralysis or fall prone and immobile until removed
Hand Axe4gp1d63010/20/30 
Javelin1gp1d62030/60/90 
Lance10gp1d8180 1H when mounted, 2H when standing, Charge: deals double damage when mounted and charging at least 60'
Mace5gp1d630  
Morning Star10gp1d880 2H
Net4gpnil4010/20/30Target hit must save vs death ray: man-size or smaller entangled, larger creatures slowed for 1d4 rounds
Pick7gp1d640  
Pike5gp1d10120 2H, pole arm, double damage if set to receive a charge
Quarrels10gp--10 Comes in case of 30
Scythe10gp1d880 2H
Sickle5gp1d630  
Silver Ammunition1gp--* One arrow, quarrel or sling stone made of silver, encumbrance is as normal for ammo type
Sling2gp1d42040/80/120Range halved if random stones picked up for ammo instead of proper sling stones
Sling Stones1gp--10 Bag of 30
Spear3gp1d63020/40/60Double damage if set to receive a charge
Staff5gp1d640 2H
Sword, Arming10gp1d860 Or cutlass, saber, rapier, broadsword, scimitar
Sword, Bastard15gp**80 1H: 1d6+1 dmg, 2H: 1d8+1 dmg, Or longsword, katana, falchion
Sword, Short7gp1d630  
Sword, Two-Handed15gp1d10100  
Throwing Hammer4gp1d42510/20/30 
Trident5gp1d62510/20/30Skewer: save vs wands or take auto damage each round until removed
War Hammer5gp1d650  
Whip10gp1d450 Can attack targets up to 10' away, Entangle: target hit takes no damage, must save vs death ray or be entangled

This message was last edited by the GM at 14:45, Thu 16 Aug 2018.
Dungeon Master
GM, 22 posts
Sat 30 Sep 2017
at 14:13
  • msg #4

Gear, Services, and Hirelings

Adventuring Gear
ItemCostEncCapacityNotes
Backpack5gp20400cn 
Belladonna4gp1 If used to treat lycanthrope wounds, patient may save vs poison to avoid contracting lycanthropy
Caltrops1gp20 bag, covers a 10' square area
Candle1cp1 10' radius light, burns for 4 hours, easily extinguished
Crowbar1gp50 +1 on d6 to force open doors or chests
Garlic5gp1 Vampires within 10' must save vs poison or leave area
Grappling Hook25gp80  
Hammer2gp10  
Holy Symbol25gp1  
Holy Water25gp1One vial1d8 damage to undead/unholy creatures
Iron Spikes1gp60 Twelve spikes
Lantern10gp30 30' radius light for 4 hours per flask of oil, has shutters to dim the light to a 10' radius
Mirror5gp5  
Oil2gp10 Burn in lantern, or spread on ground and light: 1d8 damage for 2 rounds
Pick3gp100  
Pole1gp100 10' long
Pot, Iron2gp100One gallon 
Pouch, Belt5sp250cn 
Rations, Iron15gp70 week's preserved food
Rations, Standard5gp200 week's fresh food
Rope1gp50 50' long
Sack, Large2gp5600cn 
Sack, Small1gp1200cn 
Scroll Case5gp510cn 
Shovel2gp80  
Sledgehammer1gp100  
Stakes and Mallet3gp10 Three wooden stakes and wooden mallet
Tent10gp200Four people 
Thieves' Tools25gp10 Needed to pick locks and disarm traps
Tinder Box3gp5  
Torches1gp120 Six torches, 15' radius light for 1 hour per torch, deal 1d4 fire damage if used as a weapon
Waterskin1gp5One quartEncumbrance 30 when full
Wineskin1gp5One quartEncumbrance 30 when full
Wolvesbane10gp1 Lycanthropes hit with wolvesbane must save vs poison or flee

This message was last edited by the GM at 02:23, Tue 17 Oct 2017.
Dungeon Master
GM, 23 posts
Sat 30 Sep 2017
at 14:18
  • msg #5

Gear, Services, and Hirelings

Clothing
ItemCost
Belt3sp
Boots, Hard2gp
Boots, Soft1gp
Breeches5sp
Cap1sp
Cape or Cloak5sp
Doublet1gp
Girdle2gp
Hat7sp
Jerkin3gp
Kilt2gp
Loincloth3sp
Robe or Dress6sp
Sandals1sp
Trousers4sp
Tunic and Hose1gp

Dungeon Master
GM, 24 posts
Sun 1 Oct 2017
at 05:42
  • msg #6

Gear, Services, and Hirelings

Hirelings and Specialists
Pay/Month prices are to hire retainers to help with tasks around town (non-adventuring).
Pay/Day costs are to hire retainers to go on adventures.

TypePay/MonthPay/DayNotes
Alchemist1000gp-Can duplicate existing potions or create new ones
Animal Trainer500gp-Specializes in one type of animal only
Armorer100gp-Forges weapons and armor
Blacksmith25gp-Forges other metal goods, other craftsmen such as carpenters or leatherworkers can be hired at this price
Engineer750gp-Oversees construction of buildings or fortifications
Guide20gp2gpHelps travelers reach destinations
Laborer5gp-Performs unskilled work
Linkboy10gp1gpTorch or lantern bearer
Man-at-Arms-10gpA hired warrior, has minimal equipment
Pack Handler30gp3gpTends mules, camels and draft horses
Porter20gp2gpCarries loads
Sage2000gp-Researches questions and solves mysteries
Sailor10gp-Trained ship's crewman
*Rower2gp-Untrained crewman for rowing galleys and longships
*Captain (ship's)250gp-Leader of a ship's crew
*Navigator150gp-Determines course for a ship
Spy500gp/mission-Infiltrates a group and brings back information
Teamster50gp5gpDrives carts or wagons

Dungeon Master
GM, 25 posts
Sun 1 Oct 2017
at 05:53
  • msg #7

Gear, Services, and Hirelings

Mounts and Related Gear
Capacity for mounts is movement at full speed/maximum load.
Capacity for carts is with 1 draft horse or 2 mules/2 draft horses or 4 mules pulling.
Capacity for wagons is with 2 draft horses or 4 mules/4 draft horses or 8 mules pulling.
ItemCostEnc.CapacityNotes
Camel100gp 3000/6000cn 
War Camel300gp 4000/8000cnTrained not to spook in combat
Draft Horse40gp 4500/9000cn 
Riding Horse75gp 3000/6000cn 
War Horse250gp 4000/8000cnTrained not to spook in combat
Mule30gp 3000/6000cnCan be led into dungeons, but have difficulty with stairs, tight passages, or other obstacles
Pony35gp 2000/4000cn 
War Pony175gp 3000/6000cnTrained not to spook in combat
Saddle and Tack25gp300200cn 
Saddle Bags5gp100800cn 
Cart, 2 wheels100gp 4000/8000cn 
Wagon, 4 wheels200gp 15,000/25,000cn 

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