Princes of the Apocalypse
Uses for Gold
A Modest living is 1 gold per day (most inns and other establishments prefer to take payment by the tenday for longer-term visitors). This includes a room, food and drink, and other necessities like maintenance of your gear, new clothes, etc.
If you are proficient in the Survival skill, you can provide for all of your basic needs at no monetary cost to yourself – but it requires time. Foraging, trapping, making your own clothes, and other chores leave time for little else but the occasional adventure. You will not be able to use your downtime for things like research, making connections, learning new skills or languages, or crafting.
Living like an aristocrat costs you at least 10 gold per day, and is necessary if you wish to make friends in high places… though it can attract thieves. Living at the poverty level can be cheaper, but invites disease, hunger, or other misfortunes, and should generally be avoided.
For a total of 4 gold per day (which replaces their normal living expenses), a character can maintain a wilder lifestyle of drinking, gambling, partying, or other similar activities. Often adventurers do this to celebrate victories or other important occasions, but some veterans of the trade may find such hedonistic habits necessary to cope with the constant peril they face during their travels.
Whether it lasts for a day or a week, a character who carouses must roll on the table on page 128 of the DMG to determine what happens (usually rolling after the festivities are concluded, however long they turn out to be). They might win money gambling, for example, or make enemies after getting into a tavern brawl.
You can hire NPCs to perform basic tasks for you, like giving you a ride on a wagon between two cities, carrying a message for you, or crafting fine items. The cost depends on the skill or time needed to perform the task (see page 159 of the PHB).
You can also enlist the talent of a spellcaster to cast a spell that your party doesn’t have access to, but finding an individual with mastery over spells higher than 2nd level is difficult. The fee may be anywhere from 10 to 50 gold pieces, but rarer or more powerful magics may require performing a service for the caster rather than simply paying them. Certain characters may be able to request spellcasting services for free, such as an Acolyte seeking help at a temple of his or her deity.
Whether or not you are charged a fee, you are always expected to compensate a caster for an expensive material component required by the spell you need.
To craft, you must be proficient in the use of tools related to the object you are trying to create (typically, artisan’s tools). You may also need materials or a special location, like a forge. For every day you spend crafting (an 8-hour affair), you can craft one or more items with a total market value not exceeding 5 gp, and you expend resources equal to half that value. If the object you are trying to create is worth more than 5 gold, you make progress each day in 5-gold increments. For example, crafting a suit of plate armor (value: 1500 gp) takes you 300 days to craft by yourself with a forge and smith’s tools, and costs you 750 gold. Multiple characters can combine their efforts to finish an item faster, provided they all have the necessary proficiencies.
Enchanting Magic Items
Spellcasters can enchant finished items with magical abilities. To do so, a character must be at least a 3rd-level caster (with rarer items requiring a higher-level character), and be able to cast all the spells that the finished item is able to create. For example, a wand of magic missles can only be created by an individual who can already cast magic missile.
Enchanting works much the same as Crafting, above, with a few exceptions.
- You make progress each day in 25-gold increments, not 5.
- You spend 25 gold each day, thereby saving no money on the finished product.
- If the item can create a spell effect that would normally require a costly material component, you must supply that component. If the item can cast the spell at-will, you must provide the component once for each day you spend crafting! Materials used in crafting are consumed, as normal. You must also expend one appropriately-sized spell slot each day.
Common items cost 100 gp, while uncommon items cost 300 gp. Consumable items like scrolls and potions cost half.
Adventurers who become particularly attached to a certain region of the world commonly become motivated to found their own guilds, fortresses, or even small nations; the first step on this path is to commission new buildings. Unless rare or unusual magic is used, though, quality construction often takes a good deal of time – and may be delayed by monster attacks or other phenomena if there are no heroes keeping a close eye out while the work is being done.
(costs below do not include land purchases; only materials and labor)
|Guildhall||5000 gp||60 days|
|Trading Post||5000 gp||60 days|
|Outpost or Fort||15,000 gp||100 days (3+ months)|
|Fortified Tower||15,000 gp||100 days (3+ months)|
|Noble estate with manor||25,000 gp||150 days (5 months)|
|Abbey||50,000 gp||400 days (1 year, 1+ months)|
|Temple||50,000 gp||400 days (1 year, 1+ months)|
|Keep or small castle||50,000 gp||400 days (1 year, 1+ months)|
|Palace or large castle||500,000 gp||1,200 days (3 years, 4 months)|