Goods And Services

Table 1: Goods and Services

Food, Drink, Lodging Cost Weight
Ale, gallon 2 sp 8 lb.
Ale, mug 4 cp 1 lb.
Banquet (per person) 10 gp
Bread, per loaf 2 cp 1/2 lb.
Cheese, hunk of 1 sp 1/2 lb.
Inn stay (per day)
Good 2 gp
Common 5 sp
Poor 2 sp
Meals (per day)
Good 5 sp
Common 3 sp
Poor 1 sp
Meat, chunk of 3 sp 1/2 lb.
Wine, common (pitcher) 2 sp 6 lb.
Wine, fine (bottle) 10 gp 1-1/2 lb.
Service Cost
Coach cab 3 cp per mile
Hireling, trained 3 sp per day
Hireling, untrained 1 sp per day
Messenger 2 cp per mile
Road or gate toll 1 cp
Ship’s passage 1 sp per mile
Spell, 0-level Caster level x 5 gp2
Spell, 1st-level and up Caster level x spell level x 10 gp2

— No weight, or no weight worth noting.

1 These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.

2 See spell description for additional costs. If the additional costs put the spell’s total cost above 3,000 gp, that spell is not generally available.

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 raised, heated floor, the use of a blanket and a pillow. Good accommodations consist of a small, private room with one bed, some amenities, and a covered chamber pot in the corner.

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.

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 someone anywhere he needs 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. See Henchmen, Hirelings, and Followers for more details.

Hireling, Untrained: The amount shown is the typical daily wage for laborers, porters, cooks, maids, and other menial workers. See Henchmen, Hirelings, and Followers for more details.

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).

Ship’s 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 someone. This cost assumes that the character 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 he wants to bring the spellcaster somewhere to cast a spell, he'll need to negotiate with the spellcaster, 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 ability burn. If the spell includes a material component, add the cost of that component to the cost of the spell.

If the spell has a focus (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell. If the spell has ability burn, add 100 gp per point of damage.

Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that the character can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn’t certain). In the case of spells that transport the caster and characters over a distance, the character will likely have to pay for two castings of the spell, even if he isn't returning with the caster.

In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, a character must travel to a population center of the appropriate size (see below) to be reasonably assured of finding a spellcaster capable of casting the proper spell.

Spell Level Town Size
1st Small town
2nd Large town
3rd-4th Small city
5th-6th Large city
7th-8th Metropolis
9th Metropolis (50% chance)

Not all spellcasters will take gold as payment – some might take a marker to be called in as a favor later, or require a favor immediately.

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