Books | Inks and Writing Utensils | Things to Write, Paint, or Draw On | Other Writing Supplies and Tools
Books, paper, and writing supplies also includes inks, quills, chalk, chalkboards, and other equipment either for writing, to store written things, or similar items.
|Book, adventurer’s chronicle||50 gp||1 lb.||PZO9226|
|Book, arcane family workbook||300 gp||3 lbs.||PZO1121|
|Book, blue||5 gp||1 lb.||PZO1123|
|Book, cypher||150 gp||2 lbs.||PZO1123|
|Book, footprints||50 gp||3 lbs.||PZO1115|
|Book, heritage||50 gp||2 lbs.||PZO1123|
|Book, hollow||15 gp||3 lbs.||PZO1134|
|Book, journal||10 gp||1 lb.||PZO1123|
|Book, obsession log||25 gp||1 lb.||PZO1121|
|Book, of letters||50 gp||3 lbs.||PZO1123|
|Book, of puzzles||50 gp||1 lb.||PZO1129|
|Book, of War Prayers||50 gp||1/2 lb.||PZO1129|
|Book, portrait||10 gp||3 lbs.||PZO1115|
|Book, dream prophecies||75 gp||10 lbs.||PZO9410|
|Book, traveler’s dictionary||50 gp||2 lbs.||PZO1123|
|Book, Dungeon Guide (“Grave Journal“)||4,600 gp||?||PPC:DHB|
|Book, Dungeon Guide (“Observations of the Drowned City“)||3,500 gp||?||PPC:DHB|
|Book, Dungeon Guide (“A Thread Of Silver“)||6,700 gp||?||PPC:DHB|
|Spellbook||15 gp||3 lbs.||PZO1110|
|Spellbook, compact||50 gp||1 lb.||PZO1121|
|Spellbook, traveling||10 gp||1 lb.||PZO9410|
|Book Lariat||3 sp||1/2 lb.||PZO1129|
|Inks and Writing Utensils|
|Chalk (1 piece)||1 cp||—||PZO1110|
|Charcoal (1 stick)||5 sp||—||PCS:SOS|
|Ink, ghost||25 gp||—/20||PCS:SOS|
|Ink, glowing (vial)||5 gp||—||PZO9410|
|Ink, invisible (simple)||2 gp||—||PZO9410|
|Ink, invisible (average)||10 gp||—||PZO9410|
|Ink, invisible (good)||25 gp||—||PZO9410|
|Ink, invisible (superior)||75 gp||—||PZO9410|
|Ink, light fire (vial)||40 gp||—|
|Ink, stink||5 gp||1 lb.||PZO1121|
|Ink, stink (arcane)||special||1 lb.||PZO1121|
|Ink, fire||1 gp||??||PZO1121|
|Things to Write, Paint, or Draw On|
|Chalkboard||1 gp||2 lbs.||PZO1115|
|Paper (1 sheet)||4 sp||—||PZO1115 / PZO9410|
|Paper, rice (1 sheet)||5 cp||—||PZO1115 / PZO9410|
|Parchment (1 sheet)||2 sp||—||PZO1115 / PZO1110|
|Other Writing Supplies and Tools|
|Case, map or scroll||1 gp||1/2 lb.||PZO1110 / PZO1115|
|Printing press (1 page)||250 gp||150 lbs.||PZO9410|
|Quill, Poisoned||30 gp||—||PPC:P&P|
|Sealing wax||1 gp||1 lb.||PZO1110|
Adventurer’s Chronicle Numerous volumes and editions of the Adventurer’s Chronicles exist. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), an Adventurer’s Chronicle grants a +2 circumstance bonus on a specific Knowledge check. Each Adventurer’s Chronicle grants this bonus to a different type of Knowledge, but regardless of which type that particular chronicle is focused on, the overall cost of the book remains the same. Price 50 gp; Weight 1 lb. Source PZO9226 *Are you looking for the “official” version of this item? Click here to find it!
Arcane Family Workbook The elven predilection for becoming wizards and the social benefits that elven wizards enjoy often encourages families to dedicate themselves to wizardly studies for multiple generations. Older elven wizards take note of their own insights into the secrets of arcane magic and compile these thoughts with the ideas of earlier generations to form family workbooks. When used as a reference (an action that typically takes 1d4 full rounds of searching the text), an arcane family workbook grants a +2 circumstance bonus on a Spellcraft checks. This bonus increases to +4 if 1d4 hours are spent referencing the book. Price 300 gp; Weight 3 lbs. Source PZO1121
Blue Book This book details the seedier entertainment establishments in one major city. It contains the names of brothels, burlesque houses, and gambling halls in that city. By consulting the book for 1 hour, for the next 24 hours you gain a +2 circumstance bonus on Knowledge (local), Bluff, and Diplomacy checks to gather or use information in that city. At the GM’s discretion, you can use it in settlements near that city for a +1 bonus. Price 5 gp; Weight 1 lb.
Book of Letters This portfolio contains examples of official letters along with proper forms of address, etiquette, and turns of phrase. Used by bureaucrats, diplomats, and clerks, it’s also useful for counterfeiting official correspondence. It provides a +2 circumstance bonus on Diplomacy checks when dealing with city officials and a +2 circumstance bonus on Linguistics checks when creating forgeries. A book of letters is only accurate for a particular region, such as a country or even a town, and only provides its bonus relating to that region. Price 50 gp; Weight 3 lbs.
Book of Puzzles Each book contains 10 puzzles made to test the mind and stir the intellect. Solving a single puzzle requires at least an hour and a successful DC 10 Intelligence check, though every 5 points by which you exceed the check reduces the amount of time you need to solve the puzzle by 10 minutes (to a minimum of 10 minutes to solve an individual puzzle). Once you solve a puzzle, for the next 24 hours you can choose to roll twice on a single Disable Device, Knowledge, or Sense Motive skill check and take the higher result. Once all the puzzles are solved, the book is useless, though you can purchase another puzzle book with different puzzles. Price 50 gp; Weight 1 lb. Source PZO1129
Book of War Prayers This small, leather-bound collection of war prayers features pages of fine vellum. If you have a Charisma of 13 or higher, or at least 1 rank in Perform (oratory), you can read aloud prayers from the book before battle to hearten others for the trials to come. Reading prayers for this effect takes 10 minutes. You grant those who hear your prayers a +2 morale bonus on the next saving throw against fear they attempt, as long as that saving throw is made in the next 24 hours. Price 50 gp; Weight 1/2 lb. Source PZO1129
Cypher Books These books, always sold in identical pairs, contain numbered grids on each page which simply and easily catalog random lists of words. This allows a user to write messages which substitute letters and numbers that reference the page, row, and column of a particular word found within the cypher book. A creature without access to the appropriate cypher book takes a –10 penalty on Linguistic checks made to decipher each page of a coded message. Writing a message using the cipher takes 10 times as long as writing an uncoded message, and decoding it with the cipher book takes as much time as writing the original coded message. Price 150 gp; Weight 2 lbs.
Dream Prophecies Book This is the religious text of a group who worship the ideals of cleanliness and sexual abstinence. It details the extremely strict dietary, sexual, and clothing restrictions which followers must follow. Price 75 gp; Weight 10 lbs. Source PZO9410 *Are you looking for the “official” version of this item? Click here to find it!
Footprints Book (APG) This 50-page tome contains accurate drawings of various common animal, humanoid, and monster tracks, as well as notes on stride length, tread depth, and similarly useful information. The book gives you a +2 circumstance bonus to identify a creature by its tracks, though the use of shoes makes identifying many humanoids difficult or impossible. Though the book can’t help you identify unique individuals, it can help you tell an ogre footprint from a troll footprint, or an elf’s track from an orc’s. Books sold in different areas may have different footprints, depending on what creatures are common to that location. Price 50 gp; Weight 3 lbs. Source PZO1115
Footprints Cast (ACG) TThis quick-drying cast is perfect for preserving a set of footprints in order to examine them later. By spending 1 minute setting the cast and waiting for it to dry, you can copy footprints, allowing others to examine them without traveling to the scene, and preventing the DC of the Survival check to analyze them from increasing because of time or weather. Price 2 gp; Weight 1 lb. Source PZO1129
Holy Text This is the religious text of a particular religion, with a title, text, and detailed rites specific to that faith. The cheap variety is a small, light book with no illustrations, printed or written on thin paper, and with a cover made of canvas or thin leather. A typical holy text for an experienced adventuring priest is durable, with a leather cover, chapter illustrations, quality paper; it costs 25 gp and weighs 2 pounds. The most expensive versions have detailed illustrations, gilded initials and border decorations, covers made of fine leather, wood, or even metal, and are often oversized and difficult to carry around. Price 1–100 gp; Weight 1–20 lbs.
Heritage Book This collection of genealogical tables, descriptions of common traits found in particular noble families, heraldry, scurrilous rumors, and ancestral deeds provides readers with a great deal of insight into the aristocracy. Consulting this book grants a +2 circumstance bonus on Knowledge (nobility) checks. Price 50 gp; Weight 2 lbs.
Journal This is a blank, lightweight book with an oilskin cover. It has 50 paper pages. Price 10 gp; Weight 1 lb.
Obsession Log Gnomes use these small books to record information about their obsessions. When a gnome consults her obsession log (taking 1 minute), she gains a +2 circumstance bonus on the next Craft or Profession check she makes, as long as that skill was the one chosen for her obsessive racial trait. Price 25 gp; Weight 1 lb. Source PZO1121
Portrait Book This 100-page book contains face drawings of male and female dwarves, elves, gnomes, half-elves, half-orcs, halflings, and humans. By selecting an appropriate drawing and adding hair, beard, or other small features such as moles or scars, even a poor artist can quickly create a reasonable likeness of a specific person— for example, an inquisitor making wanted posters of a half-elven witch. Price 10 gp; Weight 3 lbs. Source PZO1115
Tome of Epics This hefty book is bound in oilskin and decorated with scenes of glorious combat between ancient heroes and ferocious monsters. It contains several tales of valor, defeat, and victory, all with brightly colored illustrations. After consulting the book for 1 hour, for the next 24 hours you gain a +2 bonus on Perform (oratory) and Perform (sing) checks and a +2 circumstance bonus on Knowledge (nobility) checks pertaining to heroic lineages. Price 50 gp; Weight 3 lbs. Source PZO1129
Traveler’s Dictionary Each of these books references a specific language and has two sections. The first presents a wide variety of useful phrases and words in Common (arranged by category) followed by a phonetic representation of the same in the language that the book deals with. The second section provides an alphabetical (by phonetic spelling) collection of words and phrases in the second language and their approximate Common translation. Using this book does not grant a bonus on rolls to communicate, but at the GM’s discretion it can negate or reduce a penalty if the other creature is patient enough to wait for the translation. Price 50 gp; Weight 2 lbs.
While mundane and magical research are paramount to the planning stages of any expedition, the ultimate prize in dungeon research is undoubtedly a dungeon guide. Each of these valuable books is about a different dungeon of either wide-spread or local fame, and contains all manner of convoluted hints and ideas about its supposed locale—sometimes even maps. A dungeoneering group in possession of such a rare and unusual boon has a much better chance of seeing the light of day once again after its expedition.
Vast dungeons, megalithic towers, and submerged tombs are the focus of generations of scholarship and research. Any number of books have been written about these forsaken places—most, it must be said, scribed by sages who haven’t been within a hundred miles of the sites in question. After all, few adventurers have the time or inclination to write scholarly tomes about their experiences, so it falls to researchers and chroniclers to piece together dungeon guides. To do so, they draw on books of lore and accounts of dungeons before the sites became the abodes of monsters, scour the diaries and reminiscences of retired adventurers, consult extraplanar intelligences, and fill in the gaps with wild guesswork.
Dungeon guides vary in their reliability. Some read like tour guides of famous dungeons, dwelling on gory tales of monsters and exaggerated claims about treasure. Others are obsessive collections of picayune details, with hundreds of pages on honored animal cremation rituals or gnome pottery. Truly reliable guides are extremely rare, and some dungeon guides have become legends in their own right.
A dungeon guide serves two functions. First, adventurers can consult it to obtain information regarding specific areas of the dungeon. Second, a dungeon guide can provide its reader bonuses on up to three skill checks. Anyone can consult the guide for information on the dungeon, but only readers who possess ranks in the skill associated with the text can benefit from the guide’s skill bonuses.
A PC may consult a dungeon guide whenever he enters a new room or area of the dungeon to learn more about his current location, similar to how one gains information by making a Knowledge check. Consulting a dungeon guide takes 10 minutes, and a dungeon guide may only be consulted once in a given area. A dungeon guide only makes sense in context, and thus cannot be consulted outside of the relevant dungeon except for the briefest and most general information about the dungeon in question.
When a PC consults a dungeon guide, the GM makes an accuracy check for the guide by secretly rolling a d20 and adding the guide’s accuracy modifier to the roll. The GM then compares the result of the accuracy check to the DC of the information being sought (see the Accuracy Check DCs table). A GM may modify these DCs at her discretion. If the result is equal to or greater than the accuracy check DC, the GM should give the PC a clue or some knowledge about an aspect of the area in question. For example, the book might mention some historical detail of the room’s original purpose, how to disarm an obstructive mechanism, where an exit leads, or if the area is a good place to rest.
If the dungeon guide’s accuracy check fails by 4 or less, the book doesn’t have any relevant information on the area in question. If the dungeon guide fails the check by 5 or more, the GM should provide the PC with seemingly true information that is actually inaccurate or dangerous in some way. For example, the guide might reveal that there is a trap in the room, but give the wrong location for it.
If a PC possesses ranks in the dungeon guide’s associated skill, he may attempt a skill check with the associated skill each time he consults the guide. If his check surpasses the guide’s associated skill DC, the guide receives a +2 bonus on its next accuracy check and the PC cannot receive inaccurate information from the guide should it fail this accuracy check by 5 or more (in this case the PC simply receives no pertinent information from consulting the text that time).
|20||Determine a mechanism’s function|
|20||Determine whether an area is a safe place to rest|
|25||Fill in the next area of the map|
|25||Get a hint on how to solve a puzzle|
|20||Get a vague idea of nearby rooms|
|10 + creature’s CR||Identify a commonly encountered dungeon denizen|
|10||Identify a room’s original purpose|
|10 + trap’s CR||Locate a hidden trap|
|15||Locate a nearby source of food or water|