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This page includes all types of supplies which are of use when adventuring or surviving in the wilderness including food, drink, and various forms of illumination.

Comfort and Shelter

Table: Adventuring Gear - Comfort and Shelter

ItemCost (gil)Weight
Bathtub, collapsible1520 lbs.¹
Bedroll0.105 lb.¹
Blanket0.053 lb.¹
Chair, folding210 lbs.¹
Ladder, folding220 lb.
Cot130 lbs.¹
Hammock0.103 lbs.¹
Soap0.010.5 lb.
Tent, small1020 lbs.¹
Tent, medium1530 lbs.¹
Tent, large3040 lbs.¹
Tent, pavilion10050 lbs.¹
Tent, hanging2015 lbs.

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

Bathtub, Collapsible

Price 15 gil; Weight 20 lbs.

After 10 minutes of assembly, this collection of wooden slats provides support for a cylindrical watertight canvas cloth. It can hold enough water to allow 1 Medium creature to bathe in comfort without any of the risks that might come from entering lakes, rivers, or other bodies of water.

Bedroll

Price 10 gros (0.10 gil); Weight 5 lbs.

This consists of two woollen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

Blanket

Price 5 gros (0.05 gil); Weight 3 lbs.

This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.

Chair, Folding

Price 2 gil; Weight 10 lbs.

This simple folding chair has a wooden frame and canvas seat and back, making it easy to transport and set up wherever you wish. It folds up easily and fits in a handy carrying bag. The chair can support up to 250 pounds with ease.

Ladder, Folding

Price 2 gil; Weight 16 lbs.

The hook, pole, and rungs of this 10-foot ladder are hinged, allowing you to fold it into a 3-foot-by-1-foot-by-1-foot bundle. Folding or unfolding it is a standard action.

Cot

Price 1 gil; Weight 30 lbs.

This elevated camp bed is made of wood and canvas, and is particularly useful when the ground is wet or rocky. It is large enough for a full-grown hume, but folds down into a 4-foot-by-9-inch cylindrical bag.

Hammock

Price 1 gil; Weight 3 lbs.

This blanket or net is attached to strong ropes, allowing you to hang it from a heavy branch or two trees and sleep above the ground. Climbing into or out of a hammock is a full-round action. A successful DC 5 Dexterity check reduces this to a move action.

Soap

Price 1 gros (0.01 gil); Weight 0.5 lbs.
You can use this thick block of soap to scrub clothes, pots, linens, or anything else that might be dirty. A bar of soap has approximately 50 uses.

Tent

Tents come in a variety of sizes and accommodate between one and 10 people. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it.

Small/Normal: A small tent holds one Medium creature and takes 20 minutes to assemble.

Medium: A medium tent holds two creatures and takes 30 minutes to assemble.

Large: A large tent holds four creatures and takes 45 minutes to assemble.

Pavilion: A huge open-air canopy, plus stakes, poles, and ropes. A pavilion holds 10 creatures and takes 90 minutes to assemble. Pavilion tents are large enough to accommodate a small fire in the center.

Hanging Tent A hanging tent is a small tent (able to comfortably house a single Medium creature) with a teardrop shape, which hangs from a sturdy anchor rope. The rope can be tied to a tree limb, grappling hook, or even a piton hammered into a cliffside. Hanging tents are used primarily in mountainous terrain (where no flat surface may be available for camping) and swamps (where no dry ground may be available). Climbing in or out of a hanging tent is a full-round action that requires a DC 10 Climb check. Failure indicates another attempt must be made, while failure by 5 or more indicates the camper has fallen from the tent.

Hunting and Fishing

Table: Adventuring Gear - Hunting and Fishing

ItemCost (gil)Weight
Fishhook (10)0.10
Fishing Tackle205 lb.
Net, bell22 lbs.
Net, butterfly52 lbs.¹
Netting, camouflage205 lbs.
Fishing net, 25 sq. ft.45 lb.

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

Fishhook

Price 10 gros (0.10 gil); Weight

These metal hooks are little more than stiff, bent needles, coming in boxes of 10.

Fishing net (25 sq. ft.)

Price 4 gil; Weight 5 lbs.

A net for fishing.

Fishing Tackle

Price: 20 gil; Weight: 5 lb.

More than a mere fishhook, this set includes birch poles, silk line, sinkers, hooks, lures, and tackle box. It grants a +1 circumstance bonus on Survival checks when gathering food around bodies of water that contain fish.

Net

Bell Net Copper bells hang at each the corners of this 5-foot-by-5-foot wire net. A bell net is designed to blanket gear while you sleep, hunt, cook, or otherwise can’t give it your full attention, raising an alarm if your possessions are disturbed. Creatures attempting to access gear protected by a bell net must succeed at a DC 25 Sleight of Hand check to avoid chiming the bells. Hearing the chiming bells of a bell net requires a DC 0 Perception check. Because the many bells chime when you move, traveling with a bell net gives you a –2 penalty on Stealth checks. Price 2 gil; Weight 2 lbs.

Butterfly net One end of this 6-foot-long pole supports a wide metal hoop covered by a thin mesh net. You can use this to sift objects from material capable of passing through the net, such as sand or water. You can also use a butterfly net to capture Fine or Diminutive creatures as if it were a net (weapon), though you don’t need to re-fold the butterfly net if you miss, and you use the handle of the butterfly net like you would the rope of a net weapon. Price 5 gil; Weight 2 lbs.

Fishing net This net measures 5 feet by 5 feet, and can be used to cover a pit or to block Tiny or larger creatures from entering an area. Price 4 gil; Weight 5 lbs.

Camouflage netting This loose mesh of twine and varicolored cloth is used to disguise the presence of creatures or large objects. Camouflage netting must be manufactured to provide camouflage in a single type of terrain, such as snow, sand, forest, grass, swamp, urban, or water. When you hide under the netting in the appropriate terrain, you gain a +4 circumstance bonus on Stealth checks as long as you remain immobile and prone. Covering up with camouflage netting is a full-round action requiring a DC 10 Survival check (failure means you do not cover yourself correctly with the netting and do not gain its bonus on Stealth checks). You have the entangled condition when using the netting, except your Dexterity penalty does not affect your initiative or Stealth checks. Taking off camouflage netting is a move action, or a swift action if combined with a move action to stand up from a prone position.

You may spend 1 minute covering an object with camouflage netting. Make a Survival check with a –10 penalty and use the total as the Stealth check result for the object. Creatures who fail a Perception check against this Stealth DC do not recognize what the object is and usually treat it as a natural part of the terrain. For example, you can conceal a wagon as a rock or patch of brush. Covering a Large object requires two nets. Covering a Huge or Gargantuan object requires five nets and takes 10 minutes of work, and the Survival check penalty is –20 instead of –10. Camouflaging a Colossal object depends on its shape but generally requires at least 10 camouflage nets and takes 1 hour of work, and the Survival check penalty is –30 instead of –10.

A creature with the scent ability ignores the effect of camouflage netting and makes checks against your actual Stealth roll when in scent range. Any creature within 10 feet of a Large or larger object hidden by camouflage netting automatically recognizes it as an object covered in camouflage. Price 20 gil; Weight 5 lbs.

 

Misc. Outdoors Gear

ItemCost (gil)Weight
Bell1
Block and tackle55 lb.
Caltrops12 lb.
Chain (10 ft.)302 lb.
Chalk, 10 pieces1
Compass101/2 lb.
Crowbar25 lb.
Detonator5001 lb.
Flasks (empty) (10)110 lb.
Hammer0.502 lb.
Horn, powder31 lb.
Horn, signal12 lbs.¹
Map502 lbs.
Mirror, small steel101/2 lb.
Rope, hemp (50 ft.)110 lbs.
Rope, silk (50 ft.)105 lbs.
Rope, spider’s silk (50 ft.)1004 lbs.
Star Charts2001/2 lb.
String or twine (100 ft.)11/2 lb.
Whetstones (5)15 lb.
Whistle, signal0.8
Whistle, silent0.9
Piton (10)15 lb.
Pole, 10-foot16 lb.

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

Bell

Price 1 gil; Weight —.

This handbell can produce only one loud note.

Block and Tackle

Price 5 gil; Weight 5 lb.

Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.

Caltrops

Price 1 gil; Weight 2 lb.

A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2- pound bag of caltrops covers an area 5 feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. Caltrops may not be effective against unusual opponents.

Chain

Price 30 gil; Weight 2 lb.

Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.

Compass

Price 10 gil; Weight 0.5 lb.

An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.

Crowbar

Price 2 gil; Weight 5 lb.

A crowbar it grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Detonator

Price 500 gil; Weight 1 lb.

A detonator is a small device that can be used to trigger cranial bombs, cylex, and other explosives remotely. While an explosive is being set, the user can key the explosive to a detonator with a standard action that costs the detonator one charge. Once the explosive is keyed, as a standard action the user can push a button to trigger the explosive. A typical detonator has a range of 1,000 feet though some may have a reduced range (intentionally or otherwise) and others might be enhanced by a signal booster.

Hammer

Price 50 gros (0.50 gil); Weight 2 lb.

If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size.

Horn, signal

Price 1 gil; Weight 2 lb.

Sounding a horn requires a DC 10 Perform (wind instruments) check and can convey concepts such as “Attack!”, “Help!”, “Advance!”, “Retreat!”, “Fire!”, and, “Alarm!” The report of a signal horn can be clearly heard (Perception DC 0) up to a half-mile distant. For each quarter-mile beyond, Perception checks to hear the horn suffer a –1 penalty.

Map

Price 50 gil; Weight 2 lb.

A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.

Mirror

Price 10 gil; Weight 0.5 lb.

A small steel mirror.

Piton

Price 1 gil; Weight 5 lb.

A piton is an iron spike with a loop or ring on the end so you can tie a rope to it.

Rope

Hempen The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check. This rope has 2 hit points and can be burst with a DC 23 Strength check. Price 1 gil; Weight 10 lbs.

FYI: The Equipment Trick feat provides a number of options for using this item in combat.

Silk Rope This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check. Price 10 gil; Weight 5 lbs.

Spider’s Silk Rope This 50-foot length of rope is woven of strands of silk from monstrous spiders. Rare to virtually nonexistent on the surface world, it is commonly used by the dark elves, though shorter spider’s silk rope scraps (generally no more than 10 feet long) occasionally appear among goblins. Spider’s silk rope has 6 hit points and can be broken with a DC 25 Strength check. Price 100 gil; Weight 4 lbs.

Star Charts

Price 200 gil; Weight 0.5 lb.

Many viera live in large cities or communities where they find it difficult to commune with nature. While some go on long sojourns to the wilderness, others spend their evenings on high, lonely rooftops, gazing at the stars. These lonely souls use star charts to track the movement of the stars and other celestial bodies. Anyone referencing one of these charts on a clear night can attempt a DC 20 Knowledge (geography) check to determine her approximate location and the month. In addition, these charts grant a +2 circumstance bonus on Survival checks made to avoid getting lost at night with a clear sky.

String or Twine

Price 1 gil; Weight 0.5 lb.

Sold in balls or spools of 100 feet, string and twine are useful for rigging traps and alarms and are a vital component of grappling bolts and arrows. String or twine has hardness 0, 1 hit point, and a break DC of 14.

Whetstone

Price 1 gil; Weight 5 lb.

A whetstone allows you to sharpen a blade by sliding it against the stone at a precise angle. Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.

Whistle

Signal Whistle With a DC 5 Perform (wind instruments) check, you can use a whistle to signal the same sorts of situations as signal horns. A whistle’s piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle take a –2 penalty. Silent whistles that only animals and other creatures with keen hearing can hear also exist. Price 80 gros (0.8 gil); Weight —;

Silent Whistle Only animals and other creatures with keen hearing can hear this whistle. Price 90 gros (0.9 gil); Weight —;

Illuminations

This section includes various forms of illuminations, fireworks, and firewood.

Table: Adventuring Gear - Illuminations

ItemCost (gil)Weight
Candle0.01
Candle, helmet24 lbs
Candle lamp51 lb.
Candlestick (10)0.010.5 lb.
Firewood (per day)0.0120 lb.
Lamp, common0.11 lb.
Lantern, bullseye123 lb.
Lantern, hooded72 lb.
Lantern, waterproof+5 gil
Moonrod101 lb.
Oil, Lamp0.11 lb.
Sunrod21 lb.
Thurible503 lbs.
Torch0.011 lb.
Torch, everburning1101 lb.

Candle

A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light). A candle cannot increase the light level above normal light. A candle burns for 1 hour. Price 1 gros (0.01 gil); Weight

Candle, Helmet This device consists of a helmet with a short, thin spike on top upon which a candle is stuck, freeing your hands for other tasks. Price 2 gil; Weight 4 lbs.

Candle Lamp A candle lamp is a small lantern-like device with glass panels and a slot to hold a candle. It protects the candle from drafts and catches wax drippings. It provides the same light as a candle, but can be shuttered such that it only illuminates 1 to 3 adjacent squares. You can use a candle lamp to keep your hands warm. Price 5 gil; Weight 1 lb.

Candlestick This saucer-like object has a flat bottom, a handle, and a spike on top. You can affix a candle onto the spike (up to 3 inches in diameter) and hold the candlestick by the handle. The flat bottom means you’re able to set it down and not worry about the candle falling over and extinguishing itself. A typical candlestick is crafted from baked clay or a cheap metal such as copper, but elaborate and expensive ones exist. Price 1 gros (0.01 gil); Weight 1 lb.

Firewood

Price (per day) 1 gros (0.01 gil); Weight 20 lbs.

This bundle of dry wood includes twigs and logs.

Lamp

Price 10 gros (0.10 gil); Weight 1 lb.

A common lamp illuminates a small area, providing normal light in a 15-foot radius and increasing the light level by one step for an additional 15 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A lamp does not increase the light level in normal light or bright light. A lamp burns for 6 hours on 1 pint of oil. You can carry a lamp in one hand.

Lantern

Bullseye Lantern A bullseye lantern provides normal light in a 60-foot cone and increases the light level by one step in the area beyond that, out to a 120-foot cone (darkness becomes dim light and dim light becomes normal light). A bullseye lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on 1 pint of oil. You can carry a lantern in one hand. Price 12 gil; Weight 3 lbs.

Hooded Lantern A hooded lantern sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A hooded lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on 1 pint of oil. You can carry a lantern in one hand. Price 7 gil; Weight 2 lbs.

Waterproof Lantern Meant to shelter its flame from both water and wind, this lantern treats severe winds as strong winds, windstorms as severe winds, and hurricanes as windstorms for the purpose of determining whether they extinguish its flame. It holds enough air to burn underwater for 5 rounds before going dark. Price +5 gil; Weight

Moonrod

Price 10 gil; Weight 1 lb.

This 1-foot-long, silver-tipped tin rod glows dimly when struck as a standard action. It sheds dim light in a 30-foot radius. However, the light given off by a moonrod is particularly easily to perceive for creatures with low-light vision. For such creatures, a moonrod increases the light level by one step (to a maximum of normal) for a 60-foot radius. It glows for 6 hours, after which the silver tip is burned out and worthless.

Sunrod

Price 2 gil; Weight 1 lb.

This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.

The Equipment Trick feat provides a number of options for using this item in combat.

Editor’s Note

Q: Can adding additional sunrods to an area of darkness increase the light level?

A: No, sunrods can never increase the light level of an area of darkness because they are not magical sources of light. In such an area, it automatically defaults to the ambient natural light level, and then reduces it one step.

Thurible

Price 50 gil; Weight 3 lbs.

When filled with coal and common herbs worth 1gil, this miniature brazier fills an area 30 feet in diameter with light smoke for 1 hour. Any creature in the area of this smoke gains a +2 circumstance bonus on Fortitude saves to resist inhaled diseases.

Torch

Price 1 gros (0.01 gil); Weight 1 lb.

A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

Everburning Torch This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon. Price 110 gil; Weight 1 lb.

Food and Drink

This section includes all manner of edible goods, beverages, foodstuffs, and eating utensils and such.

These prices are for meals and beverages in an average city or town. Unless otherwise specified, the amount received for the listed price is presumed to be a standard meal serving for a single person.

Beverages (Alcoholic)
ItemPrice (gil)Weight
Absinthe (glass or bottle)3-30— (glass) 1-1/2 lbs. (bottle)
Ale, Gallon0.208 lbs.
Ale, Mug0.041 lb.
Ale, Dwarven Stout0.041/2 lb.
Applejack, Gallon0.408 lbs.
Applejack, Mug0.081 lb.
Baijiu102 lbs.
Bufo12 lbs.
Cauim12 lbs.
Kumis0.051-1/2 lbs.
Mead, gallon28 lbs.
Mead, mug0.051/2 lb.
Pulque0.101/2 lb.
Rumboozle0.101/2 lb.
Tepache0.051/2 lb.
Wine, common0.026 lbs.
Wine, fine101-1/2 lbs.
Wine, sealord151/2 lb.
Beverages (Nonalcoholic)
ItemPriceWeight
Coffee, common0.011/2 lb.
Coffee, exotic0.031/2 lb.
Coffee, desert0.021/2 lb.
Milk0.051/2 lb.
Milk, powdered0.101 lb.
Tea0.021/2 lb.
Tea, ceremonial0.041/2 lb.
Foods
ItemPriceWeight
Bread, per loaf0.021/2 lb.
Caviar50
Cheese, hunk of0.101/2 lb.
Chocolate51/2 lb.
Fortune cookie0.01
Haggis0.101-1/2 lbs.
Honey11/2 lb.
Ice cream0.10
Maple syrup11/2 lb.
Meal, banquet (per person)10
Meal, good0.50
Meal, common0.30
Meal, poor0.10
Meat, chunk of0.301/2 lb.
Meat, street0.011/2 lb.
Rations, trail (per day)0.501 lb.1
Rations, Dwarven trail11-1/2 lbs.*
Rations, Vieran trail11 lb.*
Rations, Orc trail11 lb.*
Rations, Wandermeal (per serving)11/2 lb.
Travel cake mix0.101 lb.
Yogurt0.101/2 lb.

Beverages (Alcoholic)

Absinthe

Price 3–30 gil; Weight varies

  • Glass
  • Bottle

This green alcoholic drink, made from wormwood, is rumored to enhance creativity, which makes it a favored beverage of artists and eccentrics.

Ale

Price 4 gros (0.04 gil) – 20 gros (0.20 gil); Weight 0.5 lb – 8lbs.

  • Gallon
  • Mug

The listed prices are for a tavern or restaurant in an average city.

Ale, Dwarven Stout

Price 4 gros (0.04 gil); Weight 0.5 lb.

More a family of beers than one single drink, dwarven stout is known by different names around the world. Dwarven stouts are dark beers characterized by a slightly burnt flavor and a foamy head; they are said to be as filling as a meal.

The listed prices are for a tavern or restaurant in an average city.

Applejack

Price 8 gros (0.08 gil) – 40 gros (0.40 gil); Weight 1 lb.–8 lbs.

  • Gallon
  • Mug

This even stronger version of hard cider is typically made by allowing hard cider to freeze during the winter cold, then removing the ice to extract much of the water from the cider and concentrate the alcohol.

Baijiu

Price 10 gil; Weight 2 lbs.

This clear alcoholic beverage, distilled from sorghum, is extremely potent, and is often regarded as an acquired taste due to its corrosive flavor.

Bufo

Price 1 gil; Weight 2 lbs.

This drink is a favorite of goblins, boggards, and other primitive humanoids. It is made by soaking a poisonous toad or frog (or its eggs) in weak beer, or by “milking” these animals for their poison and mixing it with the beer (which allows the animal to be used over and over again). Some tribes use wide-mouthed jugs and leave the dead animal inside as a crunchy treat for eating once the drink is gone. A creature drunk on bufo has the dazzled condition in addition to the normal intoxication effect.

Cauim

Price 1 gil; Weight 2 lbs.

This beer-like drink, made from manioc root or corn, requires extensive chewing as part of its production.

Kumis

Price 5 gros (0.05 gil); Weight 1-0.5 lbs.

This alcoholic beverage, made from fermented horse milk, has approximately the same potency as typical beer. It is served cold.

Mead

Price 5 gros (0.05 gil) – 2 gil; Weight 0.5 lb.–8 lbs.

  • Gallon
  • Mug

This alcoholic beverage is made by fermenting honey and water. It may be flavored with spices, fruit, or hops.

Pulque

Price 10 gros (0.10 gil) – 50 gros (0.50 gil); Weight 0.5 lb.– 2 lbs.

  • Gallon
  • Mug

This nutritious milk-colored alcoholic beverage is fermented from the heart of the agave or century plant.

Rumboozle

Price 10 gros (0.10 gil); Weight 0.5 lb.

A potent drink featuring rum, wine, ale, eggs, sugar, and spices, rumboozle is served warm in finer taverns around the Inner Sea.

The listed prices are for a tavern or restaurant in an average city.

Tepache

Price 5 gros (0.05 gil); Weight 0.5 lb.

This mildly alcoholic beverage is made of beer, pineapple (or other tropical fruit), sugar, and cinnamon, then fermented a few days and served cold with chili powder. It is sweet and pleasant but common only in warmer climates.

Wine

Price 2 gros (0.02 gil); Weight 6 lbs.

  • Common (pitcher)
  • Fine (bottle)

The listed prices are for a tavern or restaurant in an average city.

Wine, Sealord

Price 15 gil; Weight 0.5 lb.

These red and white wines grown in certain coastal vineyards have a sweet-tart flavor valued by nobles in many lands.

Beverages (Nonalcoholic)

Coffee

Price 1 gil; Weight 0.5 lb.

This drink is brewed by pouring boiling water through crushed, roasted coffee beans. A very strong form is potent enough to reduce the penalties from the fatigued condition from –2 to –1 for 1 hour.

Note that to gain any special benefits, a drinker typically must consume two cups.

The listed prices are for a tavern or restaurant in an average city.

Special Blends and Varieties

The listed prices are for a tavern or restaurant in an average city.

Coffee, Desert

Price 1 gros (0.01 gil); Weight 0.5 lb.

Desert coffee is served with generous helpings of milk, sugar, and spices to counteract its natural bitterness. This beverage is drunk throughout the day, both at home and at coffeehouses. The grounds left in the bottom of a cup are sometimes used for fortune-telling.

Coffee, Exotic

Price 3 gros (0.03 gil); Weight 0.5 lb.

This coffee brewed has a wine-like acid taste that is too strong for a novice palate.

Tea

Price 2 gros (0.02 gil); Weight 0.5 lb.

A popular beverage in most civilized regions, tea is usually served with milk, sugar, or spices.

The listed prices are for a tavern or restaurant in an average city.

Tea, Ceremonial

Price 4 gros (0.04 gil); Weight 0.5 lb.

This dark, hot tea comes from the east, and its brewing is part of the classical tea ceremony. Knowing the proper steps of preparing and participating in a tea ceremony requires a successful DC 15 Knowledge (nobility) skill check. A ceremonial tea set includes a tray, teapot, and four tiny cups and spoons.

The listed prices are for a tavern or restaurant in an average city.

Foods

Bread

Price 2 gros (0.02 gil); Weight 0.5 lb.

The listed prices are for one loaf in a tavern or restaurant in an average city.

Cheese

Price 10 gros (0.10 gil); Weight 0.5 lb.

The listed prices are for one hunk of cheese in a tavern or restaurant in an average city.

Meal

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.

  • 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.
  • Banquet A banquet meal includes several food courses, good drinks, and servants to bring the food and take away empty plates. The listed price is for having a banquet at a restaurant (though some restaurant owners can be hired to serve a banquet at a private location). The price listed above is per person. Price 10 gil; Weight

The listed prices are for a tavern or restaurant in an average city.

Meat

Price 10 gros (0.10 gil); Weight 0.5 lb.

The listed prices are for a tavern or restaurant in an average city.

Rations, Trail

Price 50 gros (0.50 gil); Weight 1 lb.

The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.

Rations, Dwarven Trail

Price 1 gil; Weight 1.5 lbs.

Dwarven trail rations consist of smoked sausages and salted meat, rounded out with hard biscuits and dried vegetables. If you are a dwarf who subsists on nothing but these rations for at least 1 week, you can hustle or make a forced march for an additional hour without ill effects, but cannot do both in the same day. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.

Rations, Vieran Trail

Price 1 gil; Weight 1 lb.

Viera favor soft trail bread made of oats mixed with other grains, berries, and nuts and sweetened with honey. They supplement this trail bread with dried fruits and nuts. If you are an vieran who subsists on nothing but these rations for at least 1 week, you receive a +2 bonus on checks and saves that benefit from the Endurance feat. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.

Rations, Orc Trail

Price 1 gil; Weight 1 lb.

A typical orc trail ration consists of coarse black bread, thin sausages as hard as leather that must be chewed slowly to soften them, dried meat of uncertain origin, and pungent peppers. If you are an orc or half-orc who subsists on nothing but these rations for at least 1 week, you add +2 to the DC to resist any Intimidate checks you make. This bonus lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.

Food & Lodging (aka Monthly Cost of Living)

An adventurer’s primary source of income is treasure, and his primary purchases are tools and items he needs to continue adventuring—spell components, weapons, magic items, potions, and the like. Yet what about things like food? Rent? Taxes? Bribes? Idle purchases?

You can certainly handle these minor expenditures in detail during play, but tracking every time a PC pays for a room, buys water, or pays a gate tax can swiftly become obnoxious and tiresome. If you’re not really into tracking these minor costs of living, you can choose to simply ignore these small payments. A more realistic and easier-to-use method is to have PCs pay a recurring cost of living tax. At the start of every game month, a PC must pay an amount of gold equal to the lifestyle bracket he wishes to live in—if he can’t afford his desired bracket, he drops down to the first one he can afford.

Destitute (0 gil/month): The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself.

Poor (5 gil/month): The PC lives in common rooms of taverns, with his parents, or in some other communal situation—this is the lifestyle of most untrained laborers and commoners. He need not track purchases of meals or taxes that cost 1 gil or less.

Average (15 gil/month): The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 2 gil or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gil or less.

Wealthy (150 gil/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 7 gil or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 15 gil.

Extravagant (1,500 gil/month): The PC lives in a mansion, castle, or other extravagant home—he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any non-magical item worth 37 gil or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 150 gil.