Waterdeep - Goods and Services (DM Use)
Alchemical Goods
- Acid (vial): 25gp
- Alchemist's Fire (flask): 50gp
- Antitoxin (vial): 50gp
Business Goods
- Abacus: 2gp (x)
- Artisan's Tools: 5gp
- Book: Blank books of parchment, used as ledgers and notebooks; double price for vellum (Guild)
- Quarto (12" x 9"): 10 gp per 100 bound pages + cover (300 pages maximum)
- Octavo (9" x 6"): 5 gp per 100 bound pages + cover (200 pages maximum)
- Folio (15" x 12"): 50 gp per 100 bound pages + cover (500 pages maximum)
- Cover, Leather: Basic leather: no cost; Decorative leathers: 10-40 gp (based on size); Fine leathers: 20-80 gp (based on size)
- Cover, Cloth: Clothboard: -10% of cost; Ragcloth: -15% of cost
- Cover, Wood: Scrap wood: -5% of cost; Decorative woods: 10-30 gp (based on size); Fine woods: 12-50 gp (based on size)
- Cover, Metals: Decorative metals: 18-70 gp (based on size); Fine metals: 50-100 gp (based on size)
- Gilding: Silver: +10% of cost; Gold: +20% of cost
- Precious Metal & Gem Accents: Cost of gems and metals, plus 5-20 gp (based on size)
- Cover Artwork: varies
- Other Additions: Sealing cover: 20-50 gp (based on size); Key locks: 25gp (DC 15), 50gp (DC 20), 100gp (DC 25); Puzzle lock: 35gp (DC 15), 70gp (DC 20), 150gp (DC 25)
- Block and Tackle: 1gp
- Bucket: 5cp
- Case: 1gp (for map or scroll)
- Chain: (Guild)
- Ornamental: 1 gp/yard
- Harbor or Gate: 3-5 gp/yard
- Chalk: 1 cp/piece, or 1sp/dozen
- Cloth:
- Non-Wool: 5 sp to 10 gp/bolt, depending upon materials, demand, imported or local (Guild)
- Wool: 7 gp/bolt, fine spun but undyed (Guild)
- Drugs, medicinal: 1-8 gp/bottle (includes bottle, contents yield 3-6 doses, usually 4) (Guild)
- Fertilizer: (Guild)
- Manure: 5 gp/wagonload
- Fish or Bone Meal: 7 gp/wagonload
- Healer's Kit: 5gp
- Hooks, metal: (Guild)
- Fishhook: 1 cp
- Grappling or Meat: 4 gp
- Ink: sold in 2oz bottles (Guild)
- Plain Black: 2 gp, or 8 gp for non-fading
- Colors: 5-7 gp, or 16-20 gp for non-fading (reds and metallics at the upper end of cost)
- Magnifying glasses: 5-10 gp each (Guild)
- Maps: 25 gp in nine days, delivery to Waterdeep address included; rush jobs 18 gp. Cost may increase if map unusually large (Guild)
- Paper: Sheets tend to be 12" x 20" in size (Guild)
- Scrip or Rag-paper: 2 cp/sheet
- Parchment, average: 2 sp/sheet, up to 1gp for very large sheets
- Parchment, vellum: 4 sp/sheet, up to 2 gp for very large sheets
- Pens: (Guild)
- Quill: 2 cp each
- Metal Nib: 2-4 sp (varying with design)
- Rope: (Guild)
- Thin black waxed hempen cord: 1gp/50' length
- Silk braided cord: 10gp/50' length
- Scale, merchant's: 5gp
- Sealing wax: 5sp
- Signal whistle: 5cp
- Smiths tools: 70 gp (full and proper assortment; fine tempering is required)
- Tome:
- Common Lore (DC 15): 25gp
- Uncommon Lore (DC 20): 50 - 100 gp
- Rare Lore (DC 25): 150 - 500 gp (sometimes more)
- Weapon-harness: 1 gp per piece (e.g. belt, scabbard, baldric = 3 pieces) (Guild)
- Weapons, bladed: cost as per Players Handbook, plus 1 gp city fee (various Guilds)
Construction Goods
- Chain: 1 gp/yard (ornamental) to 5 gp/yard (harbor or gate) depending on size and strength (weight and method of joining links) (Guild)
- Crowbar: 2sp
- Glass pane: 4 cp for 4-inch-square pane to 6 gp for a 4-foot square pane (Guild)
- Hammer: 2sp
- Sledge: 5sp
- Ladder (10'): 1sp
- Lumber: 1 cp/board (2 × 4 × 8 long) and 2 cp/bar (4 × 4 × 8 long) to 1 sp/board and 12 sp/bar depending on type and condition; prices will vary with nonstandard sizes
- Miner's Pick: 5sp
- Pole (10'): 5cp
- Shovel: 5 sp
- Spike, Iron: 2sp/10
- Stone: 2 cp/block if purchased to do own work; 3 cp/block laid by Guild for repairs or additions; 4 cp/block laid by Guild when new structures built; 5 cp/block laid by Guild if marble, obsidian, or other finestone (Guild)
- Tiles: new: 1 cp to 3 cp each (varies with quality), laid: 1 cp each extra (or daily rate) (Guild)
- Window frame: wooden: see Building; metal, custom made to fit: 5 sp-10 sp unbarred, depending on size, 2 gp-10 gp if barred, depending on size, aesthetic design of the bars, and sturdiness (Guild)
Conveyance Goods
- Cart, new: 25 gp to 60 gp depending on sizeall have two wheels (plus a spare underneath), an open carrying bed, and trails for beasts; the more ornate have a seat for the driver, removable sides, etc. (Guild)
- Horse: 75gp
- Horseshoes, found: 1 cp to 3 cp, based on size and condition
- Sail: single lateen sail 500 to 700 gp (30% less if several months notice given) (Guild); non-Guild no guarantees sails sell as low as 200 gp for full rigging; refer to text under the Most Diligent League of Sail-Makers and Cordwainers
- Ships: 5,000 to 7,000 gp (minus 1,000 to 1,500 gp if used); for breakdown by type, see text under The Order of Master Shipwrights (Guild)
- Tote straps: 3 cp/strap (Guild)
- Wagons: 75-200 gp, varying with size, durability, style, and length of time given to build; custom or unusual sizes and style more expensive (Guild)
- Wheels, replacement (for wagons and carts): 2 gp to 6 gp per wheel, depending on size, design, difficulty of job and materials required; double if job is a rush or a dangerous one, involving travel outside the city walls (Guild)
Food & Drink
A jack and bottle hold roughly the same amount; a small key holds 2 gallons; a cask holds 12 gallons; a barrel holds 30 gallons; a butt holds 100 gallons; a tun holds 250 gallons
- Ale, Beer, Cider, Stout: (Guild, except Poor)
- Poor: 3cp/jack, 9cp/small key, 5sp/cask, 12sp/barrel, 4gp/butt, 8gp/tun
- Fair: 4cp/jack, 12-15cp/small key, 6-8sp/cask, 2gp/barrel, 6-7gp/butt, 10-15gp/tun
- Good: 1sp/jack, 2-3sp/small key, 1-2gp/cask, 25sp-5gp/barrel, 8-15gp/butt, 16-30gp/tun
- Bread, fresh baked: 1-4 cp/loaf (depending on size, quality)/waybread (older, hard baked): 2 cp/loaf
- Fish, fresh-caught: 1 cp to 12 cp per fish, depending on species, sizes, and condition
- Herbs: 5 cp to 8 gp/dry ounce (saffron is 40 gp/dry ounce)
- Liquors: (Guild, except Poor)
- Poor: 1-2sp/jack, 5-10sp/small key
- Fair: 3-6sp/jack, 15-30sp/small key
- Good: 3-6gp/bottle, 15-30gp/small key
- Fine: 15+gp/bottle
- Meat, fresh: 10 gp (whole carcass, average price), 17 gp (smoked carcass), varying with condition and size of carcass, type of animal (Guild)
- Pastries: 1 cp each, or if small, a dozen for 2 cp
- Wine: (Guild, except Poor)
- Poor:' 4-8cp/jack, 2-4sp/small key, 1-2gp/cask, 2-5gp/barrel, 8-15gp/butt, 20-40gp/tun
- Fair:' 8-14cp/jack, 4-7sp/small key, 2-4gp/cask, 5-8gp/barrel, 10-30gp/butt, 40-70gp/tun
- Good:' 3-6sp/bottle, 15-30sp/small key, 4-8gp/cask, 10-30gp/barrel, 30-60gp/butt
- Fine:' 10+gp/bottle, 50+gp/small key
- Zzar: 2 gp/jack, 7 gp/bottle, 40 gp/small key (Guild)
Garments
- Boots: (Guild)
- New: 3 gp
- Repair: 5-15 sp, with a bonus of up to 5 gp is customarily paid for same day service.
- Secondhand: 5 sp to 20 sp (markets)
- Clothing, Common: (Guild)
- Stock construction: 2-15 sp/outfit
- Secondhand: 5 cp to 4 sp per outfit
- Clothing, Fine: (Guild)
- Tailored, new: 5-15 gp/outfit
- Stock construction: 1-5 gp/outfit
- Secondhand: 5 sp to 2 gp per outfit if tailored, 2 sp to 1 gp if stock
- Clothing, Traveler's: (Guild)
- Tailored, new: 3-5 gp/outfit
- Stock construction: 1-2 gp/outfit
- Secondhand: 5 sp to 2 gp per outfit if tailored, 2 sp to 1 gp if stock
- Costumes: (Guild)
- Simple outfit: 5gp
- Ornate mask: 20-75gp
- Masks and suits of metal: 600-2000gp
- Gowns, fine: 30-100 gp, plus cost of materials and perhaps gems, provided or selected by client (Guild)
- Jewelry: Many Waterdhavians wear rings or belt buckles of worked gold worth 2-4gp (Guild)
- Costume Jewelry: cost in copper pieces
- Simple Jewelry: cost in silver pieces, plus cost of gems used
- Fine Jewelry: cost in gold pieces, plus cost of gems used
- Noble Jewelry: cost in tens-to-hundreds of gold pieces, plus cost of gems used
- Livery, Guild or other: 3 gp/suit, plus materials (Guild)
- Robes:
- Basic: 1gp
- Fine: 5 - 25gp
- Shoes: (Guild)
- New: 1 gp
- Repair: 2-7 sp, with a bonus of up to 3 gp is customarily paid for same day service.
- Secondhand: 2 sp to 10 sp (markets)
- Spectacles: 5-10 gp each pair (Guild)
- Suspenders: 2 cp each set
Household Wares- Barrel: 5 sp to 5 gp, depending on size (Guild)
- Basket, wicker: 24 cp depending on size, durability (Guild)
- Bells: (Guild)
- Wooden: 5 cp
- Cast metal: 1-15 gp, depending on size and tone
- Blanket: 5sp - 2 gp, depending on quality
- Bottles (glass): new: 1 gp per bottle, matching sets; 3-6 cp per bottle, odd bottles (Guild)/secondhand 1 or 2 cp
- Bowl, carved wooden: average price 2 cp (increases with size, finer workmanship, materials)
- Bowl, cast metal: average price 2 sp (increases with size, finer workmanship, materials) (Guild)
- Candles: (Guild)
- simple tallow: 1cp
- simple beeswax: 3cp
- fine (scented and colored): 2 sp each
- used stubs (6): 1-3 cp
- Crockery, earthenware: 1 cp-6 cp per item, depending on glazing, size, complexity, and durability
- Firewood: 5 sp to 1 gp/face cord (known in Waterdeep as a Stand), ranging according to the type and dryness of wood, and difficulty of procuring it (i.e. higher in deepest winter)
- Fishing Tackle Kit: 1gp
- Flask: 2cp
- Furniture, wooden: 1 sp to 15 gp per piece, depending on size, workmanship, and materials used; most normal chairs, standing shelves, and plain tables cost about 2-4 gp each (Guild)
- Hardware: metal work (latches, hinges, needles, spikes) sold by weight, usually 1 cp per ounce (Guild)
- Jug: 2cp
- Lamps & Lanterns: (Guild)
- Hand clay lamp: 4 cp
- Lantern, basic: 5sp
- Lantern, bullseye: 10gp
- Lantern, hooded: 5gp
- Lantern, waterproof: 50 gp
- Oil, Lamp:
- Bottle (2oz): 3 sp
- Flask: 1gp
- Small Key: 10gp (small barrel sealed with tar)
- Pots, cast metal: 1-10 sp, depending on size and quality (Guild)
- Sack: 1cp
- Soap: (Guild)
- Personal Supply: 2cp for one month
- Barrel (10 gal): 3 gp
- Tankards, cast:
- New: 10 sp to 1 gp, depending on size and workmanship (Guild)
- Secondhand: 3 cp
- Tinderbox: 5sp
- Torch: 1cp, or 1sp/dozen
- Vial: 5sp
- Waterskin: 2sp
- Whetstone: 1cp
- Wickerwork, small: 1 cp/piece (Guild)
Luxuries- Chain: 1 gp/yard (ornamental) to 5 gp/yard (harbor or gate) depending on size and strength (weight and method of joining links) (Guild)
- Gaming Set: 1gp
- Hourglass: 5 - 25gp, depending on size and time
- Jewelry: varies widely according to value of materials, from costume jewelry employing much brass, at 2-4 cp per piece, to elaborate pectorals worth up to 400,000 gp (Guild); many Waterdhavians wear rings or belt buckles of worked gold worth 2-4 gp
- Locks: (Guild)
- Basic (DC 15): 10gp
- Good (DC 20): 25gp
- High Quality (DC 25): 50gp
- Mirrors:
- Steel, handheld: 5gp
- Musical instruments:
- Custom: 1gp/day of crafting (most take 2-4 weeks)
- New:' 5gp (Guild)
- Secondhand: 5gp - 3gp average (varies widely with instrument and condition)
- Perfume: sold by the 2-ounce bottle, always including the bottle (sometimes quite ornate) and varying in cost from 1 cp to 30 gp, depending on quality and demand
- Pictures and likenesses: 2 gp each to 6 gp each (Guild)
- Seals: 12 gp for each design or likeness (Guild)
- Signet rings: 5 gp, for each design or likeness (Guild)
- Toys, metal: 5 cp to 5 gp (Guild)
Magical Goods- Component Pouch: 25gp
- Ink: sold in 2oz bottles (Guild)
- Spell Inks: 75 gp
- Orb: 20gp
- Paper: Sheets tend to be 12" x 20" in size (Guild)
- Parchment, Spellbook: x
- Rod: 10gp
- Scrolls: see Spells if magical, Paper if not (price is per ream, stitched together)
- Spells (scrolls): see text under The Watchful Order of Magists & Protectors (Guild) for prices; typically a 75% mark-up to non members (sold by individual Guild members, not by the Guild)
- Spellbook: Blank books of finest parchment (Guild)
- Quarto (12" x 9"): 75 gp per 100 bound pages + cover (300 pages maximum)
- Octavo (9" x 6"): 40 gp per 100 bound pages + cover (200 pages maximum)
- Folio (15" x 12"): 150 gp per 100 bound pages + cover (500 pages maximum)
- Cover, Leather: Basic leather: no cost; Decorative leathers: 10-40 gp (based on size); Fine leathers: 20-80 gp (based on size)
- Cover, Cloth: Clothboard: -10% of cost; Ragcloth: -15% of cost
- Cover, Wood: Scrap wood: -5% of cost; Decorative woods: 10-30 gp (based on size); Fine woods: 12-50 gp (based on size)
- Cover, Metals: Decorative metals: 18-70 gp (based on size); Fine metals: 50-100 gp (based on size)
- Gilding: Silver: +10% of cost; Gold: +20% of cost
- Precious Metal & Gem Accents: Cost of gems and metals, plus 5-20 gp (based on size)
- Cover Artwork: varies
- Other Additions: Sealing cover: 20-50 gp (based on size); Key locks: 25gp (DC 15), 50gp (DC 20), 100gp (DC 25); Puzzle lock: 35gp (DC 15), 70gp (DC 20), 150gp (DC 25)
- Spellbook Enchantments: (Guild)
- Minor Property: 150gp
- Arcane Locking: 250gp
- Arcane Words: 50gp
- Immunity: 100gp+50gp per additional type
- Illusory Appearance: 100gp (single appearance), 200gp (multiple appearances), 400gp (mutable appearances)
- Levitating: 75gp
- Staff: 10gp
- Wand: 10gp
Martial Goods- Boots: (Guild)
- Adventurer's Kit: 9gp
- Ammunition: Arrows, 20 (1gp), Bolts, 20 (1gp), Bullets, 20 (4cp), Needles, 50 (1gp) (Guild)
- Armor: (Guild)
- Light Armors: Padded armor (5gp), leather armor (10gp), dragon leather (500gp), mithral shirt (1500gp)
- Medium Armors: Hide armor (10gp), studded leather (25gp), scale male (50gp), studded dragon leather (500gp), dragon scale (500gp), mithral scale (4500gp)
- Heavy Armors: Ring mail (30gp), chain mail (75gp), splint (500gp), banded (750gp), plate (5000gp), mithral plate (9500gp)
- Shields: Buckler (5gp), shield (10gp)
C
- Bludgeoning Weapons:
- Simple: Club (1sp), great club (2sp), light hammer (2gp), mace (5gp), quarterstaff (2sp), sling (1sp)
- Martial: Flail (10gp), maul (10gp), warhammer (15gp), bolas (2gp)
- Caltrops (bag): 1gp
- Piercing Weapons: Blades tax (1gp) applies to all items marked with an asterix(*).
- Simple: Dagger (2gp), spear* (1gp); crossbow, light (25gp), dart (5cp), javelin (5sp), shortbow (25gp)
- Melee: Lance* (10gp), morningstar (15gp), pike (5gp); blowgun (10gp), crossbow, hand (75gp), crossbow, heavy (50gp), longbow (50gp)
- Ram, portable: 1gp
- Slashing Weapons: Blades tax (1gp) applies to all items marked with an asterix(*).
- Simple: Handaxe (5gp), sickle* (1gp)
- Martial: Battleaxe* (10gp), glaive* (10gp), great axe* (30gp), halberd* (10gp), longsword* (15gp), scimitar* (25gp), whip (2gp)
1/3 with Channel Divinity "Artisan's Blessing"
Mithral Cost Modifiers
Light armor +1,000 gp
Medium armor +4,000 gp
Heavy armor +9,000 gp
Shield +1,000 gp
Other items +500 gp/lb.
Remember mithral weighs half as much as it "should" so doubling the "bar value” might be appropriate.
Adamant is less simple. I might go with 750-1500 gp/lb. pound, since wourking it out of bar form might be costly in and of itself...
Adamantine Cost Modifiers
Ammunition +60 gp
Light armor +5,000 gp
Medium armor +10,000 gp
Heavy armor +15,000 gp
Weapon +3,000 gp
Shield +2,000 gp
- Pouches & Purses
- Purse on Straps: 5 sp
- Leather Satchel, with Drawstrings: 3 gp
- Pouch with Wooden Toggle Fastening: 1 gp
- Pocket: 2 sp - 2 gp (based on clothing quality), sewn onto clothing
- Pickpocket Defenses:
- Chainmail Lining: 2 gp
- Wire-bound Catch: 3 gp
- Wire-cored Straps: 1 gp
- Purse Bells: 1 gp
- Thiefsnapper: 5 gp
Religious Goods- Holy Symbol:
- Simple Amulet: 5sp - 1gp, depending on materials
- Consecrated: 5gp
- Holy Water (flask): 25gp
- Potion of Healing: 50gp
Roguish Goods- Ball Bearings (100): 1gp
- Disguise Kit: 25gp
- Grappling Hook: 2gp
- Manacles: 2gp
- Poison, basic: 100gp per vial
- Poisoner's Kit: 50gp
- Thieves' tools: 25gp
Traveling Goods- Backpack: 2gp
- Bedroll: 1gp
- Climber's Kit: 25gp
- Hunting Trap: 5gp
- Mess Kit: 1sp
- Navigator's Tools: 25gp
- Piton: 5cp
- Rations: 1sp/day
- Spyglass: 1000 gp
- Tent: 2gp
- Wages, Unskilled: 2 sp/day. Taking or issuing chits, blocking a shop exit, or similar unskilled jobs.
- Wages, Unskilled, Strong: 3 sp/day. Basic, unskilled tasks requiring strength, such as loading and unloading goods.
- Wages, Bearers of Responsibility: 5sp/day. For messengers and similar folk.
- Wages, Hired Bodyguards: 8sp/day to 1gp/day. Rate depends on armor, weapons, skill and reputation.
Business Services- Bookkeeping: 1 gp per day or portion of day spent on accounts (Guild)
- Law: professional witness, assistance of: 10 gp per day (double if hired to state against charges of "severe" crimes), payable in advance
- Loading/unloading, docks: 1 sp per man per hour, 2 sp per man per hour if cargo is dangerous (Guild)
- Night watchmen: 1 gp each/night, per building watched (unarmed; for armed men, "bodyguard" rates apply)
- Security: see "Night watchmen," "Spell guard," and text under "Wages" for bodyguards
- Signs, lettering: 5 gp/day (or part of a day) (Guild)
Coin & Wealth Services- Moneychanging: 10% fee, keeping "one coin in ten", for smaller amounts. Larger amounts tend to be nearer to 5%. Explicitly includes all minted currencies, gems, trade bars, furs and similar goods.
- Moneylending, under 100 gp: 15% interest, for one or two months. Written promise of collateral in the form of property required.
- Moneylending, over 100 gp: up to 30% interest, for one or two months. Written promise of collateral in the form of property required.
Construction Services- Builders (including repairs or additions): Stone: 10 gp/day per Guild workman and 3 gp/day per assistant plus 10 gp daily crew expenses fee, plus materials (Guild). See also Stone. Wood: 1 gp per man per day, plus 5 gp for a surveyor-chartist, plus 5 gp for a Guild engineer plus materials plus 10 gp/day crew needs fee (Guild). See also Lumber. (does not include Excavations, q.v.)
- Excavations: 2 gp per man per day (or part of day) plus materials, plus 10 gp/day crew head fee (Guild)
Conveyance Services- Carrying fare: 1 cp for a half-hour or less ride anywhere within city walls, in an open trotting-cart (and up, for better conveyance) (Guild)
- Ferrying (about harbor, to and from ship and shore): 2 cp per trip per person carried, plus an additional 1 cp per passenger if any accompanying luggage, pets, or goods are not wholly carried by the passenger (Guild)
- Guiding through city: 2 cp by day, 4 cp by night (Guild)
- Horses:
- Shoeing: 1 gp per shoe (includes making or fitting and shoeing) (Guild)
- Stabling:' 1 gp to 3 gp/night (includes night watch, feeding, watering, cleaning, and rubdown, exercise if necessary) (Guild)
- Lighting through city (without guiding): 3 cp/trip (if guiding, use "Guiding" entry) (Guild)
- Packing: 3 gp for 1 hour of crating and packing 1 person's typical belongings, readied for extended travel (Guild)
- Training, of mounts: 2 gp/day (2 weeks to 1 month required, depending on desired result)
Domestic Services- Chimney-cleaning: 10 sp-1 gp/chimney (wealthy are charged more)
- Dyeing, of cloth, provided by the client: 5 sp to 10 gp/bolt, depending on complexity and difficulty of desired result (Guild)
- Laundry: 2 sp/garment "while you wait," 1 sp/garment overnight (Guild)
- Medical care: 10-20 gp daily (includes nursing, splints, dressings, emergency medicines, etc.) (Guild)
Lore Services- Sage Consultation: 1gp
- Sage Research: 2gp - 10gp per day of research
Luxury Services
- Letters, written: 10 gp/page (includes materials) (Guild)
- Musicians, performing: 6 sp/day or occasion (whichever is the lesser time) for each musician (Guild)
Magical Services- Spellcasting Services | Spell Cost ---
- Cure wounds (1st level) | 15 gp Cure wounds (2nd level) | 40gp
- Identify | 20 gp
- Lesser restoration | 40 gp
- Prayer of healing (2nd level) | 40 gp
- Remove curse | 90 gp
- Speak with dead | 90 gp
- Divination | 210 gp
- Greater restoration | 450 gp
- Raise dead | 1,250 gp
I really appreciate you posting this as a resource. I am about to run this module and the sheer enormity of city details are a bit overwhelming. This helps immensely. Thanks!
ReplyDeleteThanks for reading and I'm glad it is of help. I'm still muddling through it myself, looking up stuff online all the time.
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