Farewell Count Strahd von Zarovich

Farewell Count Strahd von Zarovich

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
  • Smith’s 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 Player’s 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 size—all 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

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

    • 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)
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    • 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)

Modifiers for Mithral and Adamantine

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




    Services

    • 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

Comments

  1. 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!

    ReplyDelete
    Replies
    1. Thanks 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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