Campaign Supplement

Ye Olde Shoppe
© 2009 M. C. Planck

Patric Mitchell (order #2310125)


OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or coadaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content, You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15.COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Product Identity Copyright 2009, Micheal C. Planck; Cover illustration © Sara Creasy; Cover graphic © Shanna Korby – © 2009 Micheal C. Planck All rights reserved. No part of this book may be reproduced in any manner whatsoever without written permission, except in the case of brief quotations embodied in critical articles and reviews. All OGL material is in italics or in the Character Sheets section. All other material is Product Identity and protected by copyright.

Patric Mitchell (order #2310125)


So many monsters… only one engineer.
Christopher Sinclair goes out for a walk and never comes back. A successful engineer transported to a world of swords and sorcery, he’s not interested in having adventures. He just wants to go home to his wife. But before he can find a way home, he has to survive in a world where the basis of power is the consumption of other people’s souls. Magic is real and wonderful—or terrifying, depending on who is using it and what they’re using it for. The feudal hierarchy is endowed with supernatural powers that defy belief. And it needs those powers. Because just over the border of civilized lands is the Wild, where unthinkable monsters lurk, ready to pounce on any sign of weakness. Not that there aren’t enough monsters inside the Kingdom of the Rock, where Good and Evil live side by side in the King’s Court, and thugs with the distinction of rank swagger and take what they want. Christopher finds himself dependent on the Church of the Bright Lady for shelter and protection from a dangerous world he does not understand. Until a sword shows up. An ordinary sword, of common metal, but it arrives as either an astounding coincidence or the will of the gods—no one is really quite sure—in the nick of time. Christopher is surprised to find himself a swordsman in the defense of pacifists, a warrior fighting for healers. He turns magic and skill to the task of making firearms, raises an army of teenage peasants, and sets off to change the world. But, of course, it’s never that simple…

Read the novel that inspired the World of Prime!

Sword of the Bright Lady
by M. C. Planck

Patric Mitchell (order #2310125)


Patric Mitchell (order #2310125) 1 .

................................................. 5 Wild Weapons .................. 22 Land ................ 59 Precious materials ............................................................... 39 Sewing Shop ............................................................................................................................................................................................................................. 39 Inns and Dens...................................................................................... 35 Music Shop........................................................ 49 Wages ... 10 Armorer’s Shop. 15 Horses ............................................... 54 Businesses................ 59 Gems ......................................................................................................................... 38 Materials...................... 11 Armor .................................................................... 2 Weapon-smithy ............ 18 Mason’s Guild ............... 41 Spell-casting ...................................................................................................................................................................................................................................... 9 Armorer’s Shop.......... 26 General Store .... 31 Scriptorium .............. 12 Shields.............................................................. 32 Locksmith............. 52 Soldiers ........................................................................................ 52 Craftsmen . 22 Siege Engines........................................................................................................... 47 Lifestyles................................................................... 15 Draft and Riding animals........................................................................................................ 55 Shops...................................................................................................................................................................................................... 58 Livestock ........................... 16 Flying mounts........................................................... 37 Common items .................................................. 25 Shipyard.................................................... 29 Class Kits .. 38 Trimmings................... 40 Meals.................................................................................................. 34 Pottery Kiln ............................................................................................ 41 Magic Shop.. 59 Patric Mitchell (order #2310125) 1 .............. 59 Stones .. 1 Crafting Rules ...... 40 Entertainment .................. 59 Cloth. 56 Merchants...................................................................................................... 44 Alchemy .........................................................................Contents Introduction ............ 58 Metals............................................................. 56 Mines..................... 56 Bulk Goods.............................................................. 55 Farms ................. 19 Buildings .. 15 Exotic mounts .................................................................................................................. 55 Hotels............................................................................. 58 Food ............ 32 Hardware Store ......................... 36 Luxuries......................................... 19 Roads ................. 36 Tailor’s Shop ........................................................................................................................................................................ 30 Illuminatiorium ................ 12 Stables ............... 29 Luggage ............................................................................................................................................. 23 Cartwright’s Yard ................................................................................................... 3 Primitive Weapons.............................................................................................................................................. 44 Items................................................................................................................. 37 Custom Items........................................................................................................................................................ 41 Ceremonies ....... 7 Civilized Weapons .................................................. 33 Furniture Mart ........................... 40 Lodgings....................................................................................................................................... 40 Temples.................................... 44 Spells ..................................................................................................................................... 29 Camping Gear...................................................................................................................................... 40 Drinks ............... 17 Tack and Services ... 46 Poisons ........................... 19 Mason’s Guild ......

Patric Mitchell (order #2310125) 1 .

” Primitive societies have no metal production.worldofprime. Civilized societies produce so much metal that it is common and thus used for everything. This is a labor intensive process. They may be different in construction. +2 to Bluff/Diplomacy +1 to hit +2 Circumstance bonus to appropriate skill use. Technology For our purposes. and fudge the price a bit. by its marketplaces. Charlemagne’s France. When customizing these lists of goods for your adventures. technology basically means “metal-working. such as a smith making fine steel out of iron or a woodworker divining for knots or flaws in the wood. using wood or bone instead of metal. which are presented in separate sections for each technology. Tutankhamun’s Egypt Imperial Rome. Size and Weight Most objects are designed for Medium-sized creatures (except where noted). Wild societies can produce iron and steel in limited quantities. in part. but they will serve the same purposes. Saladin’s Arabia Medieval technology stops before the Renaissance. Athenian Greece. Most goods can be purchased regardless of technology. change the name. To move up or down the scale. Armor Weapon Other +150 gp +300 gp +50 gp or x5. just pick the closest Patric Mitchell (order #2310125) 1 . or +4 to relevant DCs World of Prime © 2009 M C Planck 1 Ye Olde Shoppe www. at best they use bits scavenged from meteorites or lucky finds. If you need something not on the list. This chiefly means weapons and armor. whichever is greater -1 to Armor check Penalty. for cultural or legal reasons. In general assume that a higher-level technology can and will produce any item from a lower level. Items that require a certain level of technology will be noted. feel free to declare any item unavailable at any price. double or half the weight and cost. politics and sociology. What you can and can’t buy says more than a dozen dusty tomes on culture. China’s Warring States. These items are made using the secret techniques (or magical abilities) of the craftsman.Introduction A society is measured. after clockwork but before gunpowder. Mayans Vikings. Size Small Medium Large Huge Weight x½ x1 x2 x4 Cost x½ x1 x2 x4 Masterwork Quality Superior quality (Masterwork) requires a Craft Grade of Master to produce. thus accounting for long production times and hence high costs of these items. Aztecs. Iroquois. Technology Primitive Wild Civilized Examples Israelites.

a Master smith earns 5 silver a day. Time is a precious resource that even the rich cannot buy. The final produce will have the same quality as the overseer’s skill. so it requires 410 days for a Master smith to create it. Note that not all laborers can produce all products. Siege Engineers follow special rules (see Siege Weapons). If multiple workers cooperate on a single object. Masterwork items are as much art as they are science. These numbers are designed to produce reasonable approximations of the wages for craftsmen. 2 at Expert. This cost includes more than just the materials delivered to the customer: there are also additional materials used in the production process. Masterwork quality items require Master level craftsmen. This may seem like a long time. divide the labor cost of the item by the daily wage of the laborer.000 days to build the castle. if each gang was composed of a Master mason and 30 Journeymen workers. Rome was not built in a day.000 gp value of the object. add their labor together. nor were its legions armed in an afternoon. so the final price won’t change but the item will get done quicker. you’ll realize it’s not unreasonable at all. Large objects (like castles) can have multiple groups working on them.Crafting Rules To estimate how long it will take to manufacture an item. Construction crafts (Masons and Architects) can oversee 10 times as many workers. Thus. they also produce less. washes. not until Wizards with Fabricate spells are available. Most craftsmen can oversee apprentices or associates equal to their rank (1 at Journeyman. Labor Labor = Price – Raw Materials The other 2/3 of the price is for labor. So building a castle could have 25 work-gangs. Assume a work-group is possible for every 10. you should modify this Patric Mitchell (order #2310125) 1 . A longsword costs 15 gold. acids. Time Days = Labor / Daily Wage To find out how long it takes to make something. World of Prime © 2009 M C Planck 2 Ye Olde Shoppe www. such as fluxes. So it takes him 20 days to make the weapon. making a Masterwork longsword costs 315 gp because it costs a Master smith 105 gps in materials and just over a year of labor. its labor component is 10 gold. Only the simplest items can be made by Apprentices. use the formulas below. and wear and tear on tools. and use that to calculate the time and effort. At least.worldofprime. In general try to imagine how much the item would cost if made of dross. Raw Materials Raw Materials = Price / 3 Assume 1/3 of the final price of the product is in raw materials. Complex or unusual products such as Exotic weapons require Experts. Ordinary items such as Martial weapons can be made by Journeymen. and 3 at Master). A masterwork longsword costs 315 gold. then it would take the 775 man workforce over 1. For precious metals or other unusual raw materials. temporary supports or molds. but once you watch pig iron being hammered into a steel katana by hand. Although the assistants cost less.

and allow a 25% chance to stabilize every round. apply x1. grants x1. they suffer a -4 to attack foes that are close to them. Requires two hands to use. Reach (R): Reach weapons can attack a foe 10 ft away instead of merely adjacent (5 ft away). Bludgeoning weapons are much less likely to cause bleeding. Range The range increment for a weapon. Thrown weapons use DEX as a modifier to hit and STR for bonus damage. the weapon-smith is always a prestigious figure. Some melee weapons have a range increment. Close (-): Most melee weapons are Close range (shown as a -). Piercing weapons mostly make small holes in things. If used two-handed. Composite bows can be built that require extra STR to use.worldofprime. Melee weapons use STR as a modifier to hit and for bonus damage. Whether it’s a wise old shaman carefully selecting stones. which tend to cause deep internal injuries.Weapon-smithy Every adventurer’s first stop is the Patric Mitchell (order #2310125) 1 . although some melee weapons are also designed to be thrown. one step for each size change: Smaller 1d2 1d3 1d4 1d6 1d8 or 2d4 1d10 1d12 or 2d6 3d6 4d6 Larger 6d6 8d6 Type The type of damage: Bludgeoning. Damage The base amount of damage the weapon does. Hands ½ 1 2 A light weapon that can be used while grappling or as an offhand weapon. Ranged weapons use DEX as a modifier to hit and do not allow a STR bonus to damage. Slashing. Piercing weapons. Bludgeoning weapons can be used to smash stone walls. usually for a missile weapon. or Piercing. only allow a 5% chance per round. Each range increment beyond the first imposes a -2 to hit. Slashing weapons can be used to cut ropes. meaning they can be thrown. Bludgeoning weapons cannot be poisoned (except with Contact poisons). even though they require two hands to use. However. These weapons are usually used in Phalanx World of Prime © 2009 M C Planck 3 Ye Olde Shoppe www. Slashing weapons provide the normal 10% per round chance to stabilize. for a Medium sized wielder.5 STR as bonus damage. a powerfully built smith hammering deadly form out of a lump iron. due to their shallower application.5. Can be used normally in one hand. thus allowing a STR Bonus to damage. This means they can only attack adjacent targets (5 ft away for a medium-sized creature using a medium-sized weapon: much larger creatures may treat 10 or even 15 ft as Close range). Slashing weapons grant a +2 circumstance bonus to any save vs. not x1. poison. Poisoning: Piercing weapons are best for delivering poisons. However. Weapons made for different size characters move up or down this scale. Stabilizing: The type of damage also affects a victim’s chance to stabilize.5 STR bonus to damage. after all. they only receive x1 STR bonus. or a clever craftsman applying the secrets of metal-craft to make steel. Gains no damage bonus from two-handed use. The best defense is a good offense.

simple magic. the penalty for using a reach weapon at close range is only -2. applies a -4 to hit penalty when used in melee combat. a character can learn to use a reach weapon at 5 ft or 10 ft with no penalty. With the Phalanx feat. but bypass the DR of some kinds of creatures (such as Demons and Fey). this weapon provides a +1 AC This weapon can be used to make trip attacks This weapon gains a +2 on disarm attacks and checks. and plenty of old-fashioned hard work. They weigh half as much as normal. These weapons are normally only used in Phalanx formation. Against melee attacks. nets. slings. At 10 ft or 5 ft they have a -4 to attack. but Bludgeoning weapons do not.formations.worldofprime. The Exotic Weapon Proficiency that allows the Longspear to be used in one hand also includes the Reach feat for that weapon. Mithril weapons have hardness of 15 and 20% more hit points than regular weapons. superior materials. only trained characters are familiar with Martial weapons. This polearm can be Set with a ready action. where three rows of soldiers can attack. Only intended to be thrown. Proficiency The skill required to use the weapon. The cost is 500 gp per lb. They grant a +1 to hit (that does not stack with magic enhancements) and cost an additional 300 gp. except their optimal attack range is 15 ft instead of 10 ft. and bypass any DR that is bypassed with silver. Cold Iron weapons cost twice as much as ordinary metal weapons. cost 500 gp per lb. Slashing and Piercing weapons suffer a -1 to damage rolls. They have hardness of 20 and 33% more hit points. Exotic Proficiency allows this weapon to be used with one hand instead of two. With the Reach feat. and have all the benefits of Masterwork quality. The cost is 25 gp per pound. where careful training allows the second row of warriors to attack over the shoulders of the first row. Virtually everyone is familiar with Simple weapons. Any kind of weapon can be made from adamantium except flexible weapons (bows. Special Materials Adamantium weapons bypass up to 20 points of hardness (Damage Reduction) and are equivalent to Masterwork quality. Special Qualities Masterwork weapons are made by master smiths with secret techniques. Double Reach (RR): Double reach weapons are the same as reach weapons. Against charging foes it does double damage. Silvered weapons are coated with silver to bypass some forms of DR (like lycanthropes). Exotic weapons require a specific feat to Patric Mitchell (order #2310125) 1 . and in a Phalanx formation. Notes @ E AC T D S -4 See description for details. World of Prime © 2009 M C Planck 4 Ye Olde Shoppe www. lassos and whips). Owning one is often a sign of status as much as it is a combat strategy.

Also. Pierce Bludg. of varying sizes.Primitive Weapons Primitive weapons are generally not as good as more technologically advanced weapons. or scalping fallen foes. or stone. @ Fist A standard medium-sized person does this much damage when punching someone.worldofprime. Knife More of a tool than a fighting weapon. Bludg. Its only attraction is its low. Note that the Boulder receives x1. Range 15 ft 10 ft 20 ft 30 ft 20 ft Proficiency Simple Simple Simple Simple Simple Simple Simple Simple Simple Simple Simple Martial Exotic Note -4 -4 S. Maul The humble wooden stick. it imposes a -4 to hit due to its poor design for that purpose. they are cheap. copper. Intended to be thrown as an opening shock just before melee combat. Club. although you could beat someone with a rock if you really felt like it. low cost. Bludg. Boulder These are normally thrown. stone. iron. and all of them can be made without metal. bronze. Melee Fist Rock Boulder Baton Knife Tomahawk Javelin Stone Mace Club Spear Maul Macuahuitl Grain Flail Cost 0 0 0 1 gp 2 gp 1 gp 3 gp 0 3 gp 3 gp 15 gp 1 gp Weight 1 lb 10 lb 1 lb 1 lb 2 lb 2 lb 6 lb 3 lb 3 lb 20 lb 15 lb 3 lb Hands ½ ½ 2 ½ ½ ½ ½ 1 1 1 2 2 ½ Damage 1d2 1d2 1d4 1d3 1d3 1d4 1d4 1d6 1d4 1d6 1d8 1d8 1d6 Critical x2 x2 x2 x2 x2 x2 x2 x2 x2 x2 x2 x2 x2 Type Bludg. Slash Bludg. but also suitable for delivering Patric Mitchell (order #2310125) 1 .5 STR bonus damage. chopping wood. they are simple enough that almost anyone can employ them effectively. Suitable for throwing. Baton. bronze. or steel. May be made of flint. If you have to use one as a melee weapon. obsidian. made of iron. @ E D Ranged Dart Blowgun Sling Atlatl Bolas Net Cost 1 sp 5 gp 1 gp 2 gp 1 gp 10 gp Weight 1 lb 2 lb 1 lb 2 lb 2 lb 6 lb Hands ½ 1 1 1 1 2 Damage 1d2 1d2 1d4 +1 1d2 - Critical x2 x3 x2 - Type Pierce Pierce Bludg - Range 20 ft 30 ft 30 ft +10 ft 20 ft 10 ft Proficiency Simple Simple Simple Martial Exotic Exotic Note @ T T. Clobbering with a boulder is much more difficult unless the victim is prone or otherwise defenseless (Boulders used in melee impose a -4 to hit). Slash Slash Pierce Bludg. Rock. or iron. Javelin May be tipped with lead. Bludg. Bludg. Tomahawk A small hatchet. However. World of Prime © 2009 M C Planck 5 Ye Olde Shoppe www.

World of Prime © 2009 M C Planck 6 Ye Olde Shoppe www. A net made of better material (such as silk or metal-reinforced wire) requires Civilized technology. Entangled creatures take a -2 penalty on attack rolls and a -4 penalty to Dexterity. expensive and difficult to maintain. but the heavier. can move at only half speed. but cost 1 cp each. bulkier 10 lb net imposes a -2 to hit and costs 20 gp. Although it is thrown. Escape Artist 25 and Strength 30. Adds +1 damage and +10 ft to the range increment. The net can also be destroyed with 10 points of slashing damage. powered by the user’s breath. Macuahuitl A broad wooden paddle studded with bits of obsidian as a cutting edge. With an Exotic Weapon Proficiency feat it can be used in one hand. hard to learn. and cannot charge or run.worldofprime. Is primary purpose is to kill small game or deliver poison. Atlatl Used to throw a spear. After it is thrown. Dart A bit of feathered wood tipped with stone or metal. This weapon could also represent a firehardened spear. When you throw a net. For a full round action. In a pinch. The DCs increase to Concentration 20. Blowgun A hollow tube that shoots darts. javelin. it only has Close range but you can use a shield in the other hand. it takes two rounds to fold the net and make it ready to throw again. However. bound with leather thongs. the sling is not particularly easy to use. Thus. Spellcasting requires a DC 15 Concentration check. Used two-handed. it can’t be used by Undead or constructs. it is so light it does not receive a STR bonus to damage. Commonly used in each hand as a two- weapon fighting style. Spear The spear was the standard weapon of the soldier for thousands of years because of its incredible versatility. Used one-handed. Bolas Three or four weights joined by cords. it can inflict surprising amounts of damage in the right hands. Crude but effective. Simple to make. but provides a very powerful attack. it is so cheap and ubiquitous that anyone who wants to use one can easily obtain and practice with it. make a ranged touch Patric Mitchell (order #2310125) 1 . although such a primitive weapon should do only 1d4 damage. Grain Flail Also called the nunchaka. this is the weapon favored by stylish cave-men. a DC 20 Escape Artist check can escape the net. Stones are free: lead bullets grant a +1 to damage. it can strike at Reach (10 ft) or Close (5 ft) for no penalty. Although this weapon does little damage. you can throw it. Net A net is used to entangle enemies. a DC 25 Strength check can burst it.Stone Mace A rock on the end of a stick. Although it is fragile. or dart. it does allow ranged trip attacks. this is two lengths of wood joined by a piece of rope. Sling A simple leather cord that launches rocks or stones.

cold iron. they are not necessarily less effective. mithril. silver. Bronze. The most interesting aspect of the light mace is that it can be made out of almost any kind of material. wizards and pacifists. Silver maces are particularly popular in areas infested with Undead or lycanthropes. Scimitar A wickedly curved sword. Slash Slash Slash Pierce Pierce Slash Pierce Bludg. iron and steel are most common. Bludg. but stone. However. Range 10 ft R RR R RR R/RR Proficiency Simple Simple Simple Simple Martial Martial Martial Martial Martial Martial Martial Exotic Note AC S. Anyone with a STR less than 12 should not even try to wield this weapon. 7 Ye Olde Shoppe www. Battleaxe A wider cutting edge with less mass and a haft designed for one handed-use make this weapon very different from its humble cousin the wood axe. copper. the length and versatility of this weapon grants a +1 to AC when used in melee combat. or adamantium are all equally suitable. @ Ranged Shortbow Composite Shortbow Longbow Composite Longbow Arrows (20) Lasso Cost 10 gp 35 gp 15 gp 50 gp 1 gp 1 gp Weight 2 lb 3 lb 3 lb 4 lb 1 lb 6 lb Hands 2 2 2 2 1 Damage 1d6 1d6 1d6 1d8 - Critical x3 x3 x3 x3 - Type Pierce Pierce Pierce Pierce - Range 60 ft 70 ft 100 ft 110 ft 30 ft Proficiency Martial Exotic Martial Exotic Exotic Note @ @ T. @ Dagger A favorite of back-stabbers and poisoners. Light Mace A heavy weight on the end of a wooden handle. thin bladed weapon receives a +2 Sleight of Hand check when trying to hide it.worldofprime. Greataxe The massive double-bladed axe of legend. Melee Dagger Shortsword Light Mace Quarterstaff Battleaxe Scimitar Greataxe Longspear Lance Glaive Pike Whip Cost 2 gp 10 gp 5 gp 2 gp 10 gp 15 gp 20 gp 5 gp 10 gp 8 gp 8 gp 1 gp Weight 1 lb 3 lb 6 lb 4 lb 6 lb 4 lb 15 lb 9 lb 10 lb 10 lb 15 lb 1 lb Hands ½ ½ ½ 2 1 1 2 2 2 2 2 1 Damage 1d4 1d6 1d6 1d6 1d8 1d6 1d12 1d8 1d8 1d10 1d6 1d3 Critical 19-20/x2 19-20/x2 x2 x2 x3 18-20/x2 x3 x3 x4 x3 x2 19-20/x2 Type Pierce Slash Bludg. the scimitar is hard to use correctly. but can occasionally dish out tremendous damage. this long.Wild Weapons These weapons require less metal and less metal-working skill to produce. Quarterstaff A favorite weapon of priests. Shortsword This category covers everything from extremely large knives to the wakazashi and the famous gladius. D. Anyone that knows how to use a knife can use a shortsword. E @ S S World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . Plenty of societies with the technology to produce Civilized weapons will still employ these cheaper alternatives.

but do not threaten those areas. or follow them. Composite Shortbow. meaning it strikes 15 ft away. meaning it strikes 15 ft away. let go of the rope. Composite Longbow Made of bone and sinew to improve its strength. With an opposed Strength check you can block the target’s movement away from you. If the mount is charging. the lance inflicts double damage. Longbow The ancient recurve bow and the more modern longbow. Heavier versions can be made that require more STR and do more damage (but the to-hit bonus still comes from DEX). The glaive is a Reach weapon. you can use a shield in the other hand with no penalty. it cannot be used against targets that are closer. it can be Set against a charge. The rope can be escaped the same way a net can. World of Prime © 2009 M C Planck 8 Ye Olde Shoppe www. Although the lance is listed as requiring two hands (and receives x1. However. These weapons are cheap enough to equip whole armies with. just like throwing any other unsuitable weapon). but allow both Trip and Disarm attacks at 5. They can be used at both ranges with no minus. this weapon can be used 1-handed and at 5 ft or 10 ft with no minus.5 STR bonus to damage). Glaive A shortsword on the end of long stick. Like other polearms. you can either pay out more rope (up to the maximum of 30 ft). The weapon has double reach. Whip Whips are difficult to use. They cannot damage any target with +2 AC or better armor (although they can still Trip or Disarm). although the Macedonians called it a sarissa. Normally it is used in Phalanx format. allowing three ranks of men to attack at Patric Mitchell (order #2310125) 1 . Under any other condition they impose a -4 to hit. 10. it is not intended to be thrown (apply a -4 penalty. The lance has double-reach. Shortbow. or 15 ft.Longspear The weapon of the Greeks: the spear taken to its greatest perfection. Lance Lances are only intended to be used from the back of a mount. Often the blade is curved for better cutting power. Improved Composite Shortbow Damage Cost Weight Min STR 1d6+1 75 gp 4 lb 12 1d6+2 150 gp 5 lb 14 1d6+3 225 gp 6 lb 16 1d6+4 300 gp 7 lb 18 Improved Composite Longbow Damage Cost Weight Min STR 1d8+1 100 gp 5 lb 12 1d8+2 200 gp 6 lb 14 1d8+3 300 gp 7 lb 16 1d8+4 400 gp 8 lb 18 Lasso Make a ranged touch attack to lasso a target.worldofprime. It can be Set against charging foes. Unlike other reach weapons. Typically matched with a large shield and used in Phalanx formation. and can be Set against charging foes. Pike Both the Swiss and the Macedonians used this weapon to deadly effect. If you fail the check. With an Exotic Proficiency feat. At closer range it imposes a -4 to hit (the Reach feat can remove this).

and gains a +1 to hit whenever it is used against a target wearing metal armor. With heroic training (and an Exotic Weapon Proficiency feat) this weapon can be used one-handed. Melee Flanged Mace Warhammer Morningstar Longsword Rapier Bastard sword Dire Flail Greatsword Halberd Sai (Fork) Cost 12 gp 12 gp 8 gp 15 gp 20 gp 35 gp 15 gp 50 gp 10 gp 5 gp Weight 8 lb 8 lb 6 lb 4 lb 2 lb 10 lb 15 lb 15 lb 15 lb 1 lb Hands 1 1 1 1 1 2 2 2 2 ½ Damage 1d8 1d8 1d8 1d8 1d6 1d10 1d10 2d6 1d10 1d4 Critical x2 x2 x2 19-20/x2 18-20/x3 19-20/x2 x2 19-20/x2 x3 19-20/x2 Type Bludg.000 gp. overly complex and difficult to use. This weapon gains a +1 to hit whenever it is used against a shield-bearing foe. It packs the greatest wallop of any Simple weapon. steel ball on an iron chain. designed to pass all possible forms of Damage Reduction: one of steel.worldofprime. but knowing you can hurt anything is sometimes worth the price. this weapon has several heavy flanges of iron or steel at the end of a short metal handle. Longsword The staple of heroic weaponry. Slash Any Bludg. one of Alchemical Silver and one of Adamantium. This weapon is specially designed to defeat heavily armored foes. Warhammer A heavy hammer with a spike on the back. the longsword is both effective and stylish. Rapier A very thin blade primarily used for stabbing. Slash Pierce Slash Bludg. Most versions are pointed and can be used to cause 1d6 piercing damage instead of slashing if desired. Making this weapon requires even more technical skill than making Patric Mitchell (order #2310125) 1 . Bludg. Bastard sword An extra-large longsword. these weapons can be expensive. World of Prime © 2009 M C Planck 9 Ye Olde Shoppe www. T D. Range Proficiency Simple Martial Martial Martial Martial Martial Martial Martial Martial Exotic Note @ @ AC E T. they can also be extremely effective. D S. The Shrewsbury Mace is a +1 Ghost Touch weapon with four flanges. It costs 10. intended to kill horses or break open shield walls. Dire Flail One to three spiked balls attached by chains to a metal haft. The Dire Flail gains a +2 bonus to Disarm checks and can be used to make Trip attacks. Morningstar A spiked.Civilized Weapons Like much else of the civilized world. AC Ranged Crossbow Arbalest Quarrels (10) Cost 35 gp 50 gp 1 gp Weight 6 lb 9 lb 1 lb Hands 2 2 - Damage 1d8 1d10 - Critical 19-20/x2 19-20/x2 - Type Pierce Pierce - Range 80 ft 130 ft - Proficiency Simple Martial - Note @ @ Flanged Mace An improvement over the Stone mace. Bludg. Greatsword A massive sword used in both hands. Properly employed. one of Cold Iron.

Improved Crossbow Damage Cost Weight 1d8+1 70 gp 7 lb 1d8+2 105 gp 8 lb 1d8+3 140 gp 9 lb 1d8+4 175 gp 10 lb Reload Time 1 round 2 rounds 3 rounds 4 rounds Arbalest A steel crossbow that requires a winch (and an entire round) to reload. It provides a +1 AC when used in melee combat. Crossbow A wooden crossbow that can be reloaded by hand in ½ a round (a Move action). The halberd has a multifaceted head and can do any kind of damage: Bludgeoning. spike and hook all on the end of a pole. Improved versions can be made that cause additional damage (effectively the same as a STR bonus). Using two Sai will grant a +2 to AC (but still only a +2 to Disarm checks). Slashing. blade. Heaver versions can be reloaded with a winch. as it can be used to Set against a charge and then used to pull the rider from his horse (a Trip attack). It is so heavy and dangerous to use that it requires military training.Halberd A hammer. It can also use prodds as ammunition. Sai This over-sized fork is designed to disarm and defend. The halberd is particularly effective against cavalry.worldofprime. You can load any crossbow with prodds (metal balls) to do 1d4 Bludgeoning damage instead of 1d8 Piercing. or Piercing. The simple point-and-click interface makes it suitable for anyone to use. Improved Arbalest Damage Cost 1d10+1 100 gp 1d10+2 150 gp 1d10+3 200 gp 1d10+4 250 gp Weight 10 lb 11 lb 12 lb 13 lb Reload Time 2 rounds 3 rounds 4 rounds 5 rounds World of Prime © 2009 M C Planck 10 Ye Olde Shoppe Patric Mitchell (order #2310125) 1 . doing 1d6 Bludgeoning damage.

The Tower shield imposes a limit of +2. but their only benefit is to reduce the Skill Penalty by 1. Move Silently. The skill penalty for shields and armor stacks together. and stacks with the failure chance of the armor you are wearing. and adds a +2 Circumstance bonus to skill checks where looking rich and important would matter (usually Bluff and Diplomacy). Shields inflict a failure chance of 5% times the AC bonus. There is a base 5% chance. -10 ft for creatures that move normally move 30-40 ft per round. This may be a blacksmith. If you hit. Make a touch attack and deal 1d3 Bludgeoning damage. World of Prime © 2009 M C Planck 11 Ye Olde Shoppe www. Tech The technology level needed to make this kind of armor. and -5 ft for creatures that normally move 20 ft per round. but the proprietor will have only slightly less prestige than the weaponsmith. Also. Special Qualities Masterwork armor costs an extra 150 gp. HPs (Shields) Damage Reduction and Hit Points. Hide. CHA-based casters (Bards and Sorcerers) can ignore this for armors they have the Proficiency feat for. CHA-based casters cannot avoid the shield penalty (hiding behind a shield is not very charismatic). Sleight of Hand and Tumble. make an opposed STR check to knock your foe back 5 Patric Mitchell (order #2310125) 1 . A character who wears armor and/or uses a shield with which he or she is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks. However. Masterwork shields cost an additional 50 gp. a leatherworker. but increases the Max DEX Bonus by 1. when you run you only triple your normal speed instead of quadrupling it. you lose the shield’s benefit to AC for the round you attacked with it.Armorer’s Shop The next visit is always to the armorer’s shop. Bash (Shields) You can bash your foes with some shields.worldofprime. use the worst modifier for shield or armor. Arcane Spell Failure Casting arcane spells with somatic components in armor is likely to fail. especially against highly armored targets. Jump. Max DEX Bonus This is the maximum DEX bonus to AC that the wearer can take advantage of. that the spell will fail and be wasted. or both. Climb. plus 5% per point of Skill Penalty. reduces the Skill Penalty by 1 and the Arcane Spell failure by 5%. DR. Escape Artist. Higher technology societies will still use the lower level armors. Sundering the enemy’s shield is a valid tactic. Proficiency The ability needed to be able to effectively wear the armor. Skill Penalty This penalty is applied to certain skills checks: Balance. because they are cheaper. Move Penalty Heavy or medium armor (and/or a Tower shield) imposes a movement penalty of -20 ft for creatures that move more than 40 ft per round.

electricity. Only metal armor and shields can be made from adamantium. Silk armor costs 150 gp plus 25 gp per point of AC protection. Mithril armor is half the weight of normal metal armor. has DR 20 and 33% more hit points against sundering attacks. The cost is twice as much as a Masterwork suit of ordinary material.000 gp per point of AC protection (or 1. hide. Dragon hide armor is always Masterwork quality. It has hardness 15 and 20% more hit points than normal armor. It is always Masterwork quality. Only metal armor and shields can be made from mithril. The cost is 2.500 gp Weight 10 lb 15 lb 30 lb 20 lb 30 lb 35 lb 25 lb 30 lb 50 lb 50 lb AC +1 +2 +3 +3 +4 +6 +4 +5 +7 +8 Move Penalty Y Y Y Y Y Y Max DEX Bonus 8 6 4 5 3 1 4 3 0 1 Skill Penalty 0 0 -3 -1 -4 -6 -2 -4 -7 -6 Proficiency Light Light Medium Light Medium Heavy Light Medium Heavy Heavy Tech Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Civilized Shields Shields Rattan Round Target Tower Buckler Heater Kite Cost 1 gp 3 gp 7 gp 30 gp 7 gp 9 gp 20 gp Weight 3 lb 5 lb 10 lb 30 lb 5 lb 8 lb 15 lb AC +1 +2 +3 +4 +1 +2 +3 DR 3 5 5 5 10 10 10 HPs 2 3 5 10 0 2 5 Skill Penalty -1 -1 -2 -10 0 -1 -2 Tech Primitive Primitive Wild Wild Civilized Civilized Civilized Note Bash @ @ Bash Bash World of Prime © 2009 M C Planck 12 Ye Olde Shoppe www. Dragon hide: if you were crazy enough to wear it.Special Materials Silk is half the weight of normal cloth. fire. It has hardness 4 and 20% more hit points than ordinary. and is always Masterwork quality (with all associated benefits). It is always Masterwork quality. you could make any kind of armor out of dragon hide.worldofprime.000 gp per point of AC protection (or 500 gp per AC for a shield). leather. but that’s just for the labor – you have to supply the dragon hide yourself (such a rare commodity can’t be bought).000 gp per AC for a shield). and Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. and subtracts 1 from each die of damage done by the appropriate kind of attack (acid. and the Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. Armor Armor Cloth Leather Hide Studded Leather Scale mail Banded mail Chainmail Breastplate Half-plate Full plate Cost 5 gp 10 gp 15 gp 25 gp 50 gp 250 gp 100 gp 200 gp 600 gp 1. The cost is 1. or cold). or studded armor. Adamantium armor grants DR 1/2/3 for Light/Medium/Heavy Patric Mitchell (order #2310125) 1 .

Not normally found in non-primitive societies. it is the best armor primitive societies can make. which makes it inferior to many other forms of armor. This also represents soft leather armor like jackets or coats. the more flamboyant the better.worldofprime. Chainmail Small loops of metal wire intermeshed together. However. Hide Armor made from cured animal hides. sewn and stitched into armor. It corresponds to the Roman lorica segmentata. this armor consists of strips and plates of metal. Half-plate Plate armor. The head is protected by a good hat.”) Breastplate A cuirass or chest-plate made from a single piece of Patric Mitchell (order #2310125) 1 . A separate coif covers the head and neck. Not very good armor. The leather gloves might have studs sewn into the back of the hand for decoration. individual articulated fingered gauntlets and sabatons (metal boots). suitable for executioners or fancy-dress parties. Comes with a stylish leather hood. clumsy and hot. Bulky. with the joints and gaps covered by chainmail. like Scottish kilts or the Greek linothorax. This armor is extremely heavy but can be manufactured by low skilled workers. The Bucket helmet is a Norman cap with cheek plates for more protection. and the best nonmetal armor available. This armor is weighty but extremely flexible. Full plate Armor plate so finely made it doesn’t require chainmail to seal the gaps. It includes a Bucket helmet. complete with fangs and glass eyes. This armor does not allow a DEX bonus.Cloth Cloth folded. Includes a full Bascinet helmet. Heavy. (Note: in some realms this armor is referred to as a “Chain Shirt. The extra 150 gp for Masterwork grade armor is applied 13 Ye Olde Shoppe www. Studded Leather Disks or studs of metal sewn to a leather backing. World of Prime © 2009 M C Planck Banded mail The premiere armor for this level of technology. with greaves and vambraces for the legs and arms. and still allows a +1 DEX bonus. Masterwork Half-plate only costs 750 gp. which is good enough for most warriors. Leather Armor made from cured leather. a plated mitten gauntlet and a heavy Sallet helmet with full face protection. A tunic covers the arms to the wrists and the legs down to the knees. Includes a Barbute helmet. metal-plated leather boots. but excellent protection. Small vambraces and greaves help protect the arms and legs. A Norman metal cap with a short nosebar comes with it. Scale mail Overlapping scales of metal mounted on a leather backing. but better than nothing. The helmet is often a skinned and cured animal head. often by boiling it in wax to make it hard. This kind of armor is often Masterwork simply for the style factor. like a Bucket helmet but extending further down the back of the neck and with a longer nosebar. Includes thick boots and heavy leather gloves (as does all armor until HalfPlate and Plate). like scale mail. Heavy shoes and light leather (or silk) gloves complete the outfit.

by resizing the armor to custom-fit the wearer. oblong. it doesn’t hold up to abuse very long. extending down the left side to cover the leg (since the other leg is protected by the horse). often diamond shaped. This wood has been hand-sawn and carefully warped to maximize strength and durability. Even Patric Mitchell (order #2310125) 1 . +4 for no DEX bonus). Still. Target shield A larger. The shield is sometimes asymmetrical. because they came apart so quickly under the weight of battleaxe blows. or diamond. it may be worth something to force your foes to demolish your shield before they demolish you. Buckler shield A small metal plate originally worn as an elaborate belt-buckle. Strong and light. World of Prime © 2009 M C Planck 14 Ye Olde Shoppe www. Tower shield A moveable wooden wall. although your attacks will be at a -1 if you do so. the tower shield imposes a -2 to all attacks. At that point striking the shield is as easy as hitting a wall (AC 10. Vikings were allowed up to three shields in a duel. this is a warrior’s best friend. The shield can be used as Cover. such as square. Heater shield A normal sized shield made of metal. Kite shield A larger. Sturdy and strong. cannot be used from a mount. Rattan shield Made of wicker-weave.after the armor is created. A warrior will need a new one for every battle. sturdier wooden shield. heavier kite-shaped version of the Heater. Comes in many shapes. round. Round shield Made of split-planks (wood that has been split off the beam instead of sawn). imposes a move penalty if you don’t already have one (just like Heavy armor).worldofprime. originally designed for horsemen. but only if you give up your attacks and cower behind it. Advanced versions will have a metal boss and rim to make them last longer. rectangular. and does not allow more than a +2 DEX bonus to AC. The advantage to the buckler is that you can gain its protection and still use a two-handed weapon.

Small characters average about 50 lb. Horses Mule A cross between a donkey and a horse. Cheap. Load Carry Weight x1 x2 x3 Max DEX Bonus 3 1 Skill Penalty -3 -6 Movement Penalty -10 ft -20 ft Light Medium Heavy* Medium characters usually weigh between 100 and 200 lb. One ox can feast 500 men. any barding and the rider.Stables Every upscale adventurer needs a fancy horse – or better. Many of these creatures are dangerous combatants in their own right. and you can eat them if you have to. Draft and Riding animals Animal Sled dog Donkey Mule Ox Cost 5 gp 25 gp 50 gp 50 gp Feed 1 cp 2 cp 3 cp 4 cp Size Medium Medium Large Large HPs 1d8+2 2d8+2 3d8+9 6d8+6 Move 40 ft 40 ft 40 ft 20 ft Carry 35 lb 50 lb 250 lb 500 lb Sled dog Normally used for pulling dog sleds. Donkey Includes llamas. and since larger warriors will pick the larger mounts. effective labor. Some creatures have to be fed World of Prime © 2009 M C Planck 15 Patric Mitchell (order #2310125) 1 . Ox Immensely strong. The last three in the table are trained for war. you can just assume an average of 150 lb. Also good eating. and not noted for its loyalty or obedience. but very slow. due to being for a Medium creature instead of for a Large one). Horses are valuable tools and status symbols. Remember to add the weight of saddles. but you can put pack saddles on them too (the pack costs and weighs ½ as much. Strong but not so fast. not including stabling fees. Since individual mounts will differ slightly in size and strength. Horses Pony Palfrey Draft horse Warpony Courser Destrier Cost 50 gp 75 gp 100 gp 100 gp 150 gp 400 gp Feed 2 cp 3 cp 4 cp 3 cp 5 cp 8 cp Size Medium Large Large Medium Large Large HPs 2d8+2 3d8+6 4d8+6 2d8+4 3d8+9 4d8+12 Move 40 ft 60 ft 50 ft 40 ft 60 ft 50 ft Carry 75 lb 150 lb 200 lb 100 lb 225 lb 300 lb Ye Olde Shoppe www.worldofprime. Carry This is the Light load for the creature. tack. *Flying mounts cannot carry a Heavy load. including all of his armor and gear. Refer to the Monster section in the SRD for their abilities. Feed The cost per day to feed the animal.

as they tend to be uncontrollably violent. or a good working horse like the American Quarter-horse. Warpony Tougher and sturdier than an ordinary pony. One solution is the Animal Friendship spell.000 gp 4.500 lb Boar These animals make good war mounts because they like attacking things. Palfrey Traditionally a woman’s riding horse. usually ridden by halflings or children. these animals are suitable for hobliars: men who ride to battle but dismount to fight. Some of these mounts can only be found in certain geographical climates. Ridgebacks and Newfoundlands. World of Prime © 2009 M C Planck 16 Ye Olde Shoppe www.Pony A small horse. Exotics Boar Wolf Dire Wolf Dire Boar Deinonychus Rhinoceros Elephant Triceratops Cost 200 gp 150 gp 3. Dire Boar Like their smaller cousins.000 gp 4. medieval warhorses were valued at the lives of three grooms – because that’s how many they would kill during their training. Dire Wolf. Fast and vicious. It is unlikely that any civilized society would employ these creatures. At least they are cheap to feed – they’ll eat anything. Huge. Deinonychus The only really suitable riding dinosaur. and thus their ownership might require legal permission or social status. it makes an excellent mount. Destrier The legendary Patric Mitchell (order #2310125) 1 . strong and willing to fight. Unfortunately no one has figured out how to train a herd of boar to just be attack animals: they need to be ridden and guided by Small riders.000 gp 3. These creatures can be trained to fight as a pack. but they can survive off bread and scraps. however. suitable for pulling plows or wagons full of ale. Draft horse A huge. Wolf Includes large war-trained dogs like German Shepards. They don’t make good eating.worldofprime. Courser The Arabian hot-blooded racing horse. Dogs will eat meat if they can get it. could be problematic. Convincing one not to eat you. however. All of these creatures are trained for battle. trained for war. heavy Clydesdale.000 gp 7. or can be ridden by Small characters. only larger and meaner.000 gp Feed 1 cp 2 cp 10 cp 10 cp 100 cp 100 cp 200 cp 500 cp Size Medium Medium Large Large Large Large Huge Huge HPs 3d8+9 2d8+4 6d8+18 7d8+21 4D10+12 8d8+40 11d8+55 16d10+112 Move 40 ft 50 ft 50 ft 40 ft 60 ft 30 ft 40 ft 30 ft Carry 100 lb 75 lb 250 lb 400 lb 200 lb 700 lb 1. The extra Exotic mounts mobility on the march and the battlefield can be worth the price. the meat is as tough as old shoe-leather.000 lb 1.000 gp 9.

they demand much finer fare – no Pegasus will settle for one apple when he could easily fly up to the orchard and eat a bushel. rather than fly to some place of safety where its rider might be healed. if you can get them to stop eating your Patric Mitchell (order #2310125) 1 . their ownership is likely to be restricted to certain social groups by law or tradition. and since they cannot fly blind.500 gp Feed 10 cp 25 cp 50 cp 25 cp 200 cp Size Medium Large Large Large Large HPs 2d8+2 4d10+4 3d10+9 4d10+12 7d10+21 Move 60 ft 80 ft 100 ft 120 ft 80 ft Carry 75 lb 200 lb 250 lb 300 lb 200 lb Giant Hawk Suitable for Small characters. Some evil societies may use constant mindcontrol effects to maintain their own enslaved herd of Pegasi. Elephant Bowmen in the howdah will defend the creature from spearmen. because they are the fastest and strongest flying mount possible.000 gp 8. Also suitable for large giants to ride. the griffon will likely continue to attack on its own. They are also intelligent. partly due to their Chaotic nature. but its HPs are higher. World of Prime © 2009 M C Planck 17 Ye Olde Shoppe www. Giant Eagle These creatures are intelligent. This is due to careful training. These animals are exceptionally intelligent and will remember and resent ill treatment. with bad sight and terrible hygiene. and able to detect Evil at will. and its talons do 1d4 damage. The cost associated with them is not so much a purchase price (Good societies don’t buy and sell sentient beings) as an expression of how much effort it requires to raise one to maturity. If their riders are incapacitated in combat. no matter how much money you have to spend. Even if they are.Rhinoceros Large enough to carry ogres or hill giants. while the driver directs it to trample anything in the way. Griffon A cross between a lion and a bird of prey. they tend to charge at the drop of a hat. Can also be used Flying mounts to perform considerable manual labor.000 gp 4. so they will only be found in Good societies. Hippogriff A bizarre cross between horse and bird. so using them as mounts is either voluntary on their part. griffons are powerful combatants in their own right. Triceratops You can practically build a castle on the back of these (or a double-sized howdah). these aggressive creatures make excellent war mounts. Because the birds lack hands. Although they only eat as much as a horse. Flying Giant Hawk Giant Eagle Hippogriff Pegasus Griffon Cost 2.000 gp 4. they cannot undo these avian bridles. Shorttempered. There are societies that control the birds with special blindfolds that snap shut when not operated by a rider. Pegasus The legendary winged horses are the most prized of all aerial cavalry. This creature fights like a Hawk.worldofprime. or an act of enslavement. and lots of it.000 gp 5. its AC is one lower (16). These even more exotic war mounts are not necessarily available in any given area. dragging and lifting logs with their powerful trunks. studies show that griffons that leave the battlefield with unconscious riders tend to become bored and eat them. Griffons will only eat meat. they are effectively chained.

causing almost any creature to stop moving. Allows the mount to carry up to ½ its Light load in equipment and gear. reduce the cost/weight by ½. Allows the mount to carry its full Heavy load in cargo. the blindfolds snap shut. sleigh. exotic animal like an elephant or triceratops. Exception: the howdah is already weighted and priced for a Huge. you can’t dismount without spending 2 rounds untying yourself. Necessary to allow the animal to pull a wagon. No mount can use a shield. There is no place for a rider to sit. Provides cover for 4 Medium or 8 Small characters (Huge mount only). these are blindfolds over the eyes. Flying Saddle Saddle bags Pack Saddle Stabling Shoeing Howdah Barding 50 gp 4 gp 5 gp 4 gp 4 gp 200 gp varies 20 lb 8 lb 15 lb 500 lb varies The weight and cost is given for a Large animal. Barding comes in all the same forms as Patric Mitchell (order #2310125) 1 . If the rider is not actively manipulating the reins. Necessary once a year for horses or other hoofed animals being ridden on packed. Be sure to protect that valuable addition to your stables. This is the price per year to lease or maintain a stable for a horse. but still leave room for a rider. You can be tied into the saddle so you can’t fall off. On the other hand. World of Prime © 2009 M C Planck 18 Ye Olde Shoppe www. or plough. or otherwise civilized roads.Tack and Services Tack Bit and bridle Riding Saddle Military Saddle Yoke Blinding bridle Cost 2 gp 10 gp 20 gp 3 gp 2 gp Weight 1 lb 25 lb 30 lb 50 lb 1 lb Description Riding checks are -4 unless the mount is intelligent. Grants a +2 Circumstance bonus to Ride checks.worldofprime. paved. so for Medium ones. and Flying mounts can’t wear Medium or Heavy barding. Rather than a bit in the mouth. Riding checks are -4 without a saddle of some kind.

000 gp 50.000 ft 40 ft tall x 20. 3 stories 350 x 350 ft.000 gp 5.000 ft 30 ft tall x 20.000 gp 100.000 ft 10 ft deep x 1.000 ft AC Bonus +6 +8 +2 +4 +6 +6 +5 +6 +7 +8 +3 +4 +5 +6 +1 Tech Primitive Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Primitive Wild Civilized Civilized Wild Material Stone Stone Wood Wood Stone Stone Stone Stone Stone Stone Wood Stone Stone Stone - World of Prime © 2009 M C Planck 19 Ye Olde Shoppe Patric Mitchell (order #2310125) 1 . 1 story 20 x 20 ft. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed. 3 stories 500 x 500 ft.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft. up to x4 as many soldiers or refugees can occupy the building for weeks at a time.000 gp 4. 1 story 30 x 40 ft.000 gp 1. Occupancy This is the number of people who can live comfortably in the building.000 ft 20 ft tall x 10. While individuals can use any wall as cover or concealment. entire military units can gain this AC bonus when fighting other armies. 1 story 20 x 20 ft.000 gp 1. 2 stories 50 x 80 ft. In times of war or emergency.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own. 1 story 50 x 50 ft.000 gp 400. 3 stories 15 ft tall x 4.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1.000 gp 5.000 gp 1. Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1. The mason’s guild is the place to go for buildings. 1 room 50 x 50 ft.000 gp 15. 1 story 250 x 500 ft.000 gp 100. 2 stories 20 x 20 ft.000 gp 500. 1 story 50 x 80 ft. Cost Maintenance on a building is approximately 1% per year. Rent is typically 5%.000 gp 250. fortifications and other improvements. 3 stories 500 x 500 ft.000.worldofprime. 2 stories 200 x 200 ft. 1 story 100 x 100 ft. 4 stories 150 x 150 ft.000 gp 500. 3 stories AC Bonus +1 +1 +1 +0 +2 +3 +3 Tech Primitive Primitive Wild Civilized Civilized Civilized Civilized Material Wood Wood Wood Wood Wood Wood Wood Fortifications Cave Cavern Barracks Bailey Gatehouse Tower Keep Castle Citadel Fortress Wooden wall Stone wall Great wall Legendary wall Moat Cost 100. as well. roads.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft. AC Bonus This is the amount of military defense the structure adds.000 gp 10.000 gp 200.

com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . possibly with a loft. adobe.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft. 1 story 150 x 200 ft. Inns have larger rooms of higher quality. 10 Large.000 gp 200. with three to five rooms. shingles and tiles.000 gp 500. 3 stories AC Bonus +0 +1 +2 +4 +5 +3 +6 Tech Primitive Primitive Primitive Wild Wild Civilized Civilized Material Wood Wood Wood Stone Stone Wood Stone Businesses Tavern Inn Shop Large Shop Warehouse Academy University Cost 1. slate. and location Manor A two-story building with three to five rooms per floor.000 gp 5. you can’t actually build a cave. The gate is thick wood strengthened by iron bands. Cave A natural cave complex. Inn Simple rooms for 10 guests and the tavern keeper’s family. depending on quality. Mansion Three stories. Apartment Renting a room in a Manor house. Palace Luxurious accommodations for nobles and their servants. dirt.000 gp 2. 3 stories AC Bonus +1 +2 +1 +1 +1 +1 +2 Tech Wild Civilized Wild Wild Wild Civilized Civilized Material Wood Wood Wood Wood Wood Wood Wood Barn A barn houses 40 Medium. roofs vary from thatch. Unless you can employ dwarves or magic. 1 story 100 x 100 ft. 2 stories 50 x 80 ft.000 gp 50.worldofprime.000 gp 200 gp 500 gp 300 gp 5. 2 stories 200 x 250 ft. 2 stories 350 x 350 ft. Barracks Quarters and furnishings fit only for soldiers. separate kitchens. or brick. Obviously houses vary considerably in value. 1 story 50 x 80 ft. with extravagances such as ballrooms. usually on a large estate. Murder-holes allow the 20 Ye Olde Shoppe www. sawed planks. House construction varies according to the technology and civilization. beams. sod.000 gp 50. 1 story 250 x 250 ft. House A basic house. trees 50 x 80 ft. Walls are made from everything to logs.000 gp 50. Tavern. wattle and daub. 1 story 80 x 100 ft.Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost 1. Another 20 people can sleep in the common room in front of the fire. wine cellars. The price reflects its value. size. Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified entrance. Cottage A two-room hovel. 1 story 50 x 70 ft. or 2 Huge animals. 2 stories 40 x 50 ft. Cavern Huge caverns with many artificial tunnels and additions. Bailey A wooden fort surrounded by a 10 ft tall log wall. 2 stories 200 x 200 ft.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 ft.

A drawbridge over your moat is only 1. each 30 ft tall. Citadel A massive castle. gigantic spires and often a bell tower or two. made sacred by years of ceremony. Large Shop A small shop such as a tailor’s or bakery. they can be built in narrow passes or on bridges. 10 ft thick stone walls. surrounded by a 15 ft wall with battlements. Often attached to a castle or wall. Chapel A stone hall. stronger keep.000 gp. Wooden wall A wall of upright logs. Moat A 10 ft wide and deep moat around your castle. professor's housing. A city of a square mile will fit in this amount of wall. Sacred Grove A natural cove of trees. Temple A large stone hall. 15 ft thick stone walls. There are apartments for the priests in the back. Fortress Two layers of walls. For 5. A moat increases the effect defense of any structure by +1. For an extra 1. Great wall The capitals of nations are defended behind these 30 ft tall. 15 ft tall and 3 ft thick. classrooms.worldofprime. student dorms and perhaps a few shady groves for holding debates. The gatehouse is usually staffed by up to 40 soldiers during a battle. The finest touches the society can afford will be used: marble floors. Gatehouses are normally incorporated into larger fortifications. usually adorned with Patric Mitchell (order #2310125) 1 . Shop. Academy Apartments. Sept A main hall for worship and several apartments suitable for acolytes to live in. Castle A larger. Keep A strong stone keep with 15 to 25 rooms.000 gp you get an iron portcullis. with a 20 ft outer wall linking six to eight towers and two gatehouses. 21 Ye Olde Shoppe www. including storage space and a private well whenever possible. Men in armor and siege engines will find it difficult to pass. Stone wall A stone wall 20 ft tall and 5 ft thick. It includes a simple wooden gate. with apartments for the staff. but can also be a free-standing structure. and the stone overhang helps protect the gate from siege weapons.defenders to attack from above. for 2. A large shop serves as a general store or factory.000 it is covered by a layer of iron. University Lecture halls. Church A larger chapel with separate apartments and extra rooms like libraries and scriptoriums. World of Prime © 2009 M C Planck Legendary wall Imperial cities are defended by miles of these 40 ft tall. with multiple towers and gatehouses. however. It includes a simple wooden gate. with four towers and a gatehouse. the thick wooden gate is faced with stone. Tower A four-room stone tower with an interior winding staircase. Cathedral A massive structure built to impress and awe. and battlements on the top. stained glass. libraries and a kitchen.000 gp.

Land in prime locations may cost much more than the listed price. The surface is “metaled. Larger dams may be beyond the skill of ordinary craftsmen. hilly land that is usually only suitable for mining. otherwise.200 gp. A double-wide column of troops. as it is possible to eke a living out of it. either because the soil is poor or there is little irrigation or Patric Mitchell (order #2310125) 1 . Swampland is worth something. uncivilized land is free to claim. bad weather has little impact on its effectiveness. plowed. In many societies land will not be for sale to non-nobles. A simple beam design. Forests contain lots of trees which must be cleared before the land can be effectively farmed. or a wagon in each direction at the same time. animal. no wagons. Bad weather has little effect on highways. Traditionally a 9th level individual must build and inhabit a castle before people will consider the area “safe. Every city needs a forest close at hand to supply firewood and building materials. A sturdy arched bridge. fenced and properly watered. so even civilized realms will still contain many forests. or wagon wheel. paved with stones and mortar. A square mile of fully developed prime farmland would cost 3. location. Pasturage is flat. but unsurfaced.000 gp 1 cp Land Land Mountain Forest Pasturage Farmland Swamp Village Town City Desert Coastline Price per acre ½ gp 1 gp 2 gp 5 gp ½ gp 10 gp 100 gp 1. with enough space to pull over and let oncoming traffic pass. Highway 100 gp/mile Wooden Bridge Stone Bridge Canal Canal Lock Dam Tolls 100 gp 1. Wild. Strong and wide enough for 2 heavy wagons sideby-side. Plateaus or mesas will be valued as flat land of the appropriate type.000 gp 10. Two wagons side-by-side.000 gp 100 gp/mile 1. Highways and bridges may charge a toll of a cp per person. Nobody is going to labor in the fields unless they feel safe. Because it is so primitive. Allows a barge to be pulled or poled along. in bad weather it can become impassable. This is how canals deal with hills. The first three rules of real estate are location. but no one will buy it until it has been shown to be safe to live in. and the weather is generally wretched. or a single wagon. Farmland is developed land. not counting any buildings or improvements. This is a 100 ft wide dam. location. However.000 gp Free x2 Mountains are rocky. It is also within an hour’s walk of a fortified place that can protect the farmers. Compare this to the price of a magic sword. especially in cities. The road is clear and level.” that is.Roads Track Trail Road Cost 1 gp/mile 10 gp/mile Description Single-file foot or horse traffic. its productive value in either crops or lumber is small. traveling is difficult.worldofprime. locks are where traffic in different directions can pass each other. it’s just pasturage. Also.” World of Prime © 2009 M C Planck 22 Ye Olde Shoppe www. strong and wide enough for only one wagon at a time. or one in each direction. tilled. clear land not really suitable for farming.

With a full crew they can fire every 4th round. meaning a Ram can be built in day by an entire army. DR 5 Huge. and the target still gets a Reflex save unless it’s inanimate. at the place of the siege. For attacking fortifications. 20 hps. (Optional rule: the operator can add his or her Siege Engineering skill). Hitting smaller than Huge targets requires a natural 20. Siege Tower A Gargantuan mobile fortification. but they can be dragged 5 ft per round if necessary. it grants Cover (+4 AC) to the 20 attackers inside it. however. DC 15 Reflex save for half damage. 1d6 arrows strike each target for 1d6 damage. to turn the weapon to a new heading requires 10 rounds. 30 hps. It requires an engineer and a crew of 20 men five minutes (50 rounds) to reload. These weapons are popular on ships and castle World of Prime © 2009 M C Planck walls. the target can negate all damage with a DC 5 Reflex save. so only one or two can be mounted on large ships. rope. These siege engines are Huge and require a lot of space. Poisoned or spelltrapped javelins are also a possibility.) in addition to the soldier’s wages for the day. Ballistas can be mounted on a wheeled carriage and moved by hand up to 20 ft a round (as a full-round action). They can only shoot 45° to either side of where they are pointing. To attack a mobile target requires a Ranged Touch attack (the same as with a Ballista). Patric Mitchell (order #2310125) 1 . etc. the ship’s captain should make a Sailing skill check opposed by the Siege Engineer’s skill check instead of the DC 5 Reflex save to avoid damage. but it will still cost you 66 gp of materials (tools. It also grants a height advantage. nails. DR 5 Ram Rams can be operated by ordinary solders. More commonly they are mounted on a swivel that allows a 45° arc of fire.000 gp Damage 6d6 3d6 8d6 10d6 – – 100 Range Touch 100 ft 150 ft 200 ft 50 ft Touch Technology Primitive Civilized Wild Civilized Wild Primitive Primitive Crew 20 2 (E) 20 (E) 20 (E) 100+ 100 (E) 100 (E) Reload ½ 3 50 50 – – – Notes Large.Siege Engines Siege engines are often constructed as needed. heavy stones are used.. 40 hps.worldofprime. DR 5 Garg. it does not receive any bonuses from the operator’s BAB or DEX. DR 5 Large. which do not require crews and do damage based on the size of the ship. costs 5 gp). however. or anything that moves. Warships come equipped with rams. Siege Engine Ram Ballista Catapult Trebuchet Siege Tower Tunnel Sapping Cost 200 gp 500 gp 300 gp 500 gp 1. They can attack once per round. 30 hps. 10x10 ft area. 100 hps. but the target can negate all damage by making a Reflex saving throw at DC 5. Normally catapults do not move. and allows 23 Ye Olde Shoppe www. The crew is protected with Full Cover (+8 AC) by the roof and walls of the ram. If used against a ship. Trebuchet Catapults and trebuchets are all but useless against anything smaller than Huge. Well-equipped engineers can use a special bundle of arrows to deliver an area attack (no roll to hit. A Siege Engineer can employ 1. Only an immobile target can be attacked by a ram.000 unskilled men at this task. Ballista A ballista makes Ranged Touch attacks against targets. DR 5 Huge.

A hundred men can dig 50 ft of tunnel a day. Siege towers are 40 ft tall. Once you reach the enemy walls. Wooden building’s DR is normally bypassed by fire. However. if you have men and shovels. so destroying a large structure requires immense amounts of Patric Mitchell (order #2310125) 1 . Fortification values Inflicting the listed hit point damage to structure creates a breach. or you can try to undermine their walls. If built into a ship. More men can’t dig faster. you can either tunnel up into their courtyard. but the enemy may detect your efforts and take counter-measures. A Sapping attack requires 1 day of work by the digging crew and does 100 pts of damage to a wall. allowing entry with no more difficulty than crossing rough ground. Pushing it faster makes it fall over.500 2. Masterwork buildings have DR +2 and 25% more hit points. but they can dig other tunnels (or protect the diggers from attacks). it inflicts a -2 to all Sailing checks.200 Walls None None None None None 40 ft 40 ft 10 ft 15 ft 20 ft 30 ft 10 ft 15 ft 20 ft 20 ft 15 ft 20 ft 30 ft 40 ft World of Prime © 2009 M C Planck 24 Ye Olde Shoppe www. You can build up multiple sapping attacks before triggering them all at once. Sapping Digging a tunnel is free. Tunnels.soldiers to climb the ladders inside to the edge of the enemy walls. Fortification Forest Wooden building Fortified camp Bailey Stone building Siege tower Tower Keep Castle Citadel Fortress Wooden gate Stone-faced gate Iron-bound gate Iron portcullis Wooden wall Stone wall Great wall Legendary wall DR – 5 5 5 8 5 8 8 8 8 8 5 8 10 10 5 8 8 8 HP – 60 120 500 90 100 500 750 1. Pushing one 10 ft per round requires at least 80 medium-sized creatures.000 1. The extra deck space also allows more soldiers to fight on your ship. it gives a height advantage and its AC to the soldiers inside when attacking other ships (or defending their own). Tunnels and Sapping attacks require an engineer to oversee their execution.000 80 120 160 180 300 450 720 1. These hit points are normally per 10 x 10 ft section.worldofprime.

World of Prime © 2009 M C Planck 25 Ye Olde Shoppe www. all other vehicles assume Large animals.000 lb 2. trying to Run with a wagon imposes a -4 penalty to any Riding checks. up to four horses can be attached for maximum speed. with a superior suspension designed for comfort and speed. You can push it at 20 ft per round. Wheel-barrow A one-wheeled cart with handles. that equals the weight of the chariot plus two warriors in full battle gear. traveling at top speed. but you can’t run with it. A Wagon would allow the same horse to pull 1. Suitable for going to Grandmother’s house.000 lb as a Heavy load (but the wagon itself already weighs 1. Patric Mitchell (order #2310125) 1 . However. a Large wagon can have up to eight horses. Carriage An enclosed cab. or an open-faced spiked-wheel war machine. with a harness for one creature. Chariot Either a fancy surrey with a fringe on top. a Pack Saddle allows a Draft horse to carry 200 lb as a Light load and 600 lb as a Heavy load. designed to be pulled by two to eight dogs. Trying to Run with a cart imposes a -4 skill check penalty. From one to four horses can be attached to a wagon. so a 1. Large Wagon The most efficient pulling mechanism possible. you know it’s time to visit the cartwright’s yard and buy a wagon.worldofprime. One or two horses are normal. Vehicles Wheelbarrow Travios Dog sled Sleigh Pack Saddle Cart Chariot Wagon Large Wagon Carriage Cost 10 gp 1 gp 10 gp 20 gp 5 gp 15 gp 50 gp 35 gp 50 gp 100 gp Weight 20 lb 20 lb 50 lb 400 lb 15 lb 200 lb 400 lb 1. Sled A dog sled. but only on snowy days.000 lb 2. Cart A small two-wheeled cart.000 lb).Cartwright’s Yard When you have so much loot you can’t carry it all.000 lb wagon can carry an additional 3. Carry This is the multiplier for the creature in the harness. The animal cannot Run or double move without destroying the travois. with anywhere from one to eight horses in front. In general vehicles can carry a maximum of three times their own weight. Wagon.000 lb Carry 200 lb x1 x2 x2 x1 x2 x2 x5 x5 x5 Tech Wild Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Sleigh The popular one-horse open sleigh. Four Coursers would allow up to 900 lb as a light load. With two draft horses this would only be a Medium load.000 lb as a Light load and 3. Or a surrey with a fringe on top. Travios Two poles that drag on the ground from the animal’s back. Only works over snow. This is the only vehicle priced for Medium-sized animals.000 lb of cargo.

worldofprime. However. Remember to count the weight of any passengers (but not the crew. The number of siege weapons that can be mounted based on ship length. A ram attack does 1 pt of damage for every hit point of the attacking ship. Most ships are ¼ as wide as they are long (rafts and barges are exceptions. Crew. plus an hour per point of CON bonus of the crew. Length The length of the vessel. Masterwork ships would grant a +2 if you could afford them. Rams do vastly more damage when powered by a ship. at two per 5 ft. Almost all vessels have a DR of 5 due to their wooden construction. often being completely square). or Charge. Note this is not the complete destruction of the ship but merely compromising its ability to float. Carry How much weight the vessel can carry. Failing by 5 or less inflicts 10–80% damage to the ship. beyond any chance of repair. Archers can occupy the deck. as they are built to do this. Some ship designs impose additional penalties. Ships can be equipped with siege engines at the expense of useable deck space. ships cannot usually go up rivers. inflicting x3 this much damage results in effectively complete destruction. The captain’s skill is the most important.Shipyard Watercraft are divided into two categories: boats and ships. Only the late medieval period is listed: the magnificent creations of the Age of Sail (Galleons and Man-O’-Wars) represent a significant advance in technology. HPs The number of hit points of damage the vessel can take before Patric Mitchell (order #2310125) 1 . failing by more causes the ship to sink. given deck space and carrying capacity. this means a Trireme will cut a Galley in half with a single deadly lunge. Boats are anything small enough to be carried on a shi. Run. depending on the severity of the storm. Passengers This is the maximum number of passengers possible. which is already calculated in). can only have half as many siege weapons installed. Weathering a storm is a DC 10 to 30 check. Move This is the maximum movement per turn or per hour. The vessel could conceivably be repaired by magic or crew action before it actually goes under water. Sailing checks are used to control watercraft. Boarding planks and grappling hooks are included with the price of warships. Watercraft cannot Double-Move. Max The minimum number of crew necessary to avoid a -4 penalty to Sailing checks. Normally the ship doing the ramming does not suffer any damage. Make an opposed Sailing check to ram a foe (although you must be approaching them from the side). Siege Weapons The usual mode of combat with ships is ramming or closing for boarding with marines. inflicting an World of Prime © 2009 M C Planck 26 Ye Olde Shoppe www. although he can gain a +2 from an exceptional crew or a -4 from an inept/inadequate crew. due to their narrow construction. Each medium-sized passenger is the equivalent of 200 tons of cargo. Longships. Oar-powered vessels can only travel at top speed for an hour.

Cost Maintenance is typically 10% of the purchase price per year. Canoe If it’s made out of leather. or Patric Mitchell (order #2310125) 1 . it only has DR 1 but it weighs so little one man can pick it up and walk with it. Rowboat (-2 Sailing checks) A rowboat or skiff. Fishing boat Big enough to spend all day at sea. It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks.000 gp 3. Inflicts a -8 to any Sailing checks.additional 10 pts of damage per point you beat the enemy captain’s roll by. oars. If it’s made out of wood. Pinnace A light.worldofprime. a simple sail. -2 to all Sailing checks. Powered by oars. Siege Weapon Ram Ballista Catapult Trebuchet Siege Tower Length of ship occupied 20 ft 10 ft 20 ft 30 ft 40 ft AC If you wind up using this vessel as a fighting platform. Boats Raft Canoe Rowboat Fishing boat Launch Pinnace Cost 5 gp 10 gp 50 gp 100 gp 100 gp 500 gp Length 20 ft 10 ft 8 ft 15 ft 12 ft 20 ft Crew 1 1 1 1 2 2 Passengers 10 3 4 5 8 10 Move 10 ft / 1 mph 20 ft / 2 mph 15 ft / 1½ mph 20 ft / 2 mph 15 ft / 1½ mph 30 ft / 3 mph Carry 2 tons ½ ton 1 ton 1½ tons 2 tons 3 tons HPs 50 5 10 15 20 30 Tech Primitive Primitive Wild Wild Civilized Civilized AC +0 +0 +0 +0 +0 +0 Ships Barge Keelboat Longship Galley Bireme Trireme Sloop Carrack Warship Cost 1. and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process.000 gp 15. this is how much its defenses are worth to you. Includes a large fishing net.000 gp 25.000 gp 10. World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www. since it reflects the vessel’s ability to absorb damage). it has DR 5 but weighs at least 500 lb. Rams ignore DR of 5 or less.000 gp 30.000 gp 20.000 gp Length 40 ft 50 ft 75 ft 60 ft 90 ft 120 ft 60 ft 80 ft 100 ft Crew 10 15 50 100 150 200 10 20 80 Passengers 200 100 120 100 150 250 50 200 160 Move 10 ft / 1 mph 10 ft / 1 mph 30 ft / 3 mph 20 ft / 2 mph 30 ft / 3 mph 40 ft / 4 mph 30 ft / 3 mph 20 ft / 2 mph 25 ft / 2½ mph Carry 50 tons 40 tons 50 tons 50 tons 100 tons 150 tons 50 tons 150 tons 100 tons HPs 150 50 75 100 200 300 75 100 250 Tech Primitive Wild Wild Wild Civilized Civilized Civilized Civilized Civilized AC +0 +0 +1 +2 +3 +4 +1 +0 +3 Raft (-8 Sailing checks) As simple as a bunch of logs tied together.000 gp 5. Powered by a sail. Sometimes used as a shiptender (a shuttle servicing a larger ship). or long poles used to push against the river bottom. fast sailboat. powered by oars.000 gp 10.

or be dragged onto the beach by its crew.worldofprime. Its rapid 40 ft movement only applies during combat. Bireme A larger galley. Can travel up rivers. Powered by a sail for travel and oars for combat. this monster galley has three decks of oars. with an advanced designed for deep ocean travel rather coast hugging. Galley (-2 Sailing checks) An open-decked warship. Trireme The pinnacle of the ship-building craft. so it doesn’t need a loading dock. Barges have shallow drafts and can travel up wide rivers. Powered by sails and oars. Powered only by sails. or sails. Warship A sturdier version of the carrack. Still. Powered only by sails. Galleys might be able to navigate particularly deep rivers. World of Prime © 2009 M C Planck 28 Ye Olde Shoppe www. with two decks of oars instead of one. but it can go up rivers as well as out to sea. light sailing ship. fat. May be powered by poles. designed for speed and combat durability rather than cargo capacity. oars. it is sturdy enough to cross oceans in. it only moves at 20 ft.Barge (-4 Sailing checks) Heavy and durable. The Keelboat inflicts a -2 penalty to sailing Patric Mitchell (order #2310125) 1 . Longship The famous Viking raiding craft. but also slow and unmanageable. Carrack (-4 Sailing checks) The classic cargo craft of the late medieval age. Under sail power it moves at 20 ft. Mostly used for shipping cargo. ungainly and slow (-4 to all Sailing checks). but not particularly sea-worthy (-4 to Sailing checks). but sturdy and carries plenty of soldiers. Not particularly fast or maneuverable (-2 to Sailing checks). Sloop A fine. or lakes. Powered only by sails. When being sailed instead of rowed. small seas. Keelboat (-2 Sailing checks) A small. flat-bottomed ship powered by sails.

Houses up to 6 Medium characters. 5 torches. and a STR 30 check to break free. wedge. Imposes a -4 to Hide checks due to its large size. a shovel and a Wilderness Lore check. herbal medicines. Can also be lock-picked open at a DC 15. various spell components Pup tent. 50 ft of silk rope and soft cloths to wrap your boots in. A Teepee is much more durable than a tent. loaded dice. Holds up to 12 Medium characters in tight quarters. Wigs. Flint and Steel Mess Kit 1 sp 5 sp ¼ lb 1 lb World of Prime © 2009 M C Planck 29 Ye Olde Shoppe www. healing kit: bandages. It also requires tinder. magnifying glass. false teeth. Crowbar. quill pens. hair and skin dye. flint and steel. waterskin Holy symbol. hatchet. houses up to 20 ordinary people or 1 rich noble. a fine scale. Bottles. retorts.) Lighting a fire with flint and steel takes 1d6 full rounds. Reflex DC 20. Patric Mitchell (order #2310125) 1 . fish hooks. suffer a -2 to your Wilderness Lore checks. Class Wizard Cost 30 gp Weight 10 lb Contents Spellbook. beakers. A tin bowl and plate. 25% chance of having any given antidote.General Store Class Kits Class kits contain everything a character needs to perform that class’s function. bed-roll. 50 ft twine. and provokes AoOs. Appraise and Gambling +2 to Smashing and Looting +2 to Alchemy Fighter Alchemy lab Cosmetics bag Artisan’s tools 5 gp 100 gp 30 lb 40 lb 50 gp 5 gp 8 lb 10 lb +2 to Disguise Employment Camping Gear Everything an adventurer needs to live in the wild. mess kit. Adventurers planning to spend a lot of time outdoors may wish to invest in a Ranger’s kit. If you don’t have shelter and the weather turns bad. reagents. suitable for eating and cooking on. Move Silently. A huge tent. Effect Spell usage Ranger 10 gp 15 lb +2 to Wilderness Lore Cleric 50 gp 10 lb +2 to Healing Rogue 30 gp 5 lb +2 to Hide. makeup. mortar and pestle. knife. 1d6 bludgeoning. A collection of tools a tradesman needs to perform his job. Pick Locks. lotions. concentration. small steel mirror. (Ordinary snares and pits can be made with rope. Lockpicks. sledgehammer. 5 large sacks. elbow and knee pads. Holy book. mountebank’s purse. 10 ft pole.worldofprime. and can last a lifetime when properly cared for. an hour glass and a small metal stove. low wind. twine. Item Pup Tent Tent Pavilion Tent Teepee Bear trap Cost 2 gp 10 gp 100 gp 20 gp 10 gp Weight 5 lb 20 lb 200 lb 100 lb 20 lb Description Protects 1 Medium person. marked cards. several bottles of ink.

suffer a -2 to Wilderness Lore checks. or built into the walls/floors of a building or ship. Crates Basket Box Trunk Chest Stone Box Stone Trunk Stone Chest Steel Box Steel Trunk Steel Chest Cost 4 cp 2 sp 1 gp 2 gp 5 gp 10 gp 20 gp 10 gp 20 gp 40 gp Weight ½ lb 5 lb 10 lb 25 lb 50 lb 100 lb 250 lb 15 lb 30 lb 60 lb Carry 10 lb / 2 cu ft 20 lb / 2 cu ft 50 lb / 3 cu ft 100 lb / 4 cu ft 50 lb / 2 cu ft 150 lb / 3 cu ft 250 lb / 4 cu ft 100 lb / 2 cu ft 300 lb / 3 cu ft 500 lb / 4 cu ft DR 5 5 5 8 8 8 10 10 10 HP 5 10 15 10 15 20 5 15 30 Sacks Burlap bag Burlap sack Leather sack Leather sack Backpack Saddle bags Mountebank’s purse (many pockets. Crates (boxes.worldofprime. This can result in boxes very hard to break Patric Mitchell (order #2310125) 1 ./ 10 cu ft 2 lb 5 lb 5 lb 5 lb World of Prime © 2009 M C Planck 30 Ye Olde Shoppe www. and costing an extra 250 gp per lb (but remember.5 sp 10 sp 15 gp Weight ½ lb 1 lb 2 lb 5 lb 2 lb 8 lb - Carry 20 lb / 2 cu ft 50 lb / 3 cu ft 100 lb / 3 cu ft 150 lb / 3 cu ft . but it can also result in boxes that are worth more than anything they could possibly contain./ 4 cu ft . They may also be chained in place. Grants a +2 to Wilderness Lore checks near streams or water. trunks and chests) often have locks attached to them. gaining the appropriate DR (15 or 20) and extra HPs (20% or 33%). Holds 1 gallon If the weather turns cold and you are sleeping outside without a bedroll. ideal for storing spell components) Linen pouch with brass clasp Woolen pocket purse. silver clasp Silk purse with gold clasp Cost 3 cp 5 cp 5 sp 2 gp 2 gp 4 gp 5 gp 1. Masterwork crates cost an extra 50 gp. and have DR+2. Luggage Every adventurer needs something to carry or store his loot in. See the Locksmith section for details. Steel crates can be made out of sturdier materials such as mithril or adamantium. mithril objects weigh half as much).Trail rations (1 day) Waterskin Bed-roll Fish hook 5 sp 1 gp 1 sp 1 sp 1 lb 4 lb 5 lb - So you don’t have to move at half speed while traveling through the wild.

burns a pint of oil in 3 hours.without a penalty. 10 gal. burns a pint of oil in 3 hours. holds one dose of a potion. but makes an impressive statement in your main hall. Comfortable to wear and not likely to break. Holds fifty candles. with a stopper. Stained glass windows are also the same price. Price varies from 50 to 100 gp. low wind. 1 sp 1 sp 1 gp 10 gp 100 gp 1 gp per 1 ft pane 5 gp 1 lb ¼ lb ½ lb ½ lb 10 lb 5 lb 1 lb World of Prime © 2009 M C Planck 31 Ye Olde Shoppe www. or will fuel a lamp for 6 hours.Liquids Vial Flask Bottle Jug Bucket Amphora Keg Barrel Wineskin Cost 1 gp 3 sp 2 gp 3 cp 5 sp 1 gp 3 gp 12 gp 1 gp Weight 1/10 lb 1½ lb ½ lb 9 lb 2 lb 30 lb 20 lb 100 lb 4 lb Carry 1 oz. and provokes AoOs. pint Flint and Steel Mirror. Holds five candles. Clay. Silver backing on a clear glass plate.worldofprime. unbroken plates. as making small pieces of glass is easier than making single. It also requires tinder. Open-faced wooden bucket. reading. Will not go out in strong winds. 7 gal. Illuminates 30 ft cone. steel Mirror. Useful for peering around corners or shaving (but imposes a -2 to spot checks). it’s clear glass that’s hardest to make. Reasonably fragile. 1 pint ½ gal. Colored glass is the same price. in fact. Illumination allows fine work. A wooden barrel. reinforced with iron bands. 5 gal. but also much more fragile. but holds more. illuminates a 15 ft radius for 1 hour. Can cover 5x5 ft and burns for 2 rounds. 1 gal. Illuminates a 20 ft radius for 1 hour. A masterwork glass grants a +4. Illuminates a 30 ft radius. depending on the magic abilities of the local populace. burns a pint of oil in 6 hours. concentration. Lighting a fire with flint and steel takes 1d6 full rounds. Description Made of metal and extremely durable. Illuminates a 20 ft radius forever. A wooden keg. illuminates a 30 ft radius for 1 hour. silvered Mirror. with a stopper. Illuminatiorium Light is a preoccupation of workers and adventurers. Too delicate to carry on an adventure. Shadowy illumination generally imposes a 20% miss chance and allows people to hide without needing cover. Not quite as durable or well-made. Glass. Grants a +2 to Appraise checks. Light sources create shadowy illumination in twice the radius they create full illumination. This is perhaps the most common magical item in the entire world. Item Candle Candelabra Chandelier Torch Lamp Lantern Storm Lantern Everburning Torch Oil. 1 gal. 50 gal. Illuminates a 15 ft radius. Much cleaner image than a steel mirror. A huge clay jug designed for shipping liquids. large Glass windows Magnifying glass Cost 1 cp 5 sp 5 gp 2 cp 1 sp 1 gp 5 gp 80 gp Weight 1/10 lb 5 lb 50 lb 1 lb 1 lb 2 lb 3 lb ½ lb Effect A candle illuminates a 5 ft radius and burns for 1 Patric Mitchell (order #2310125) 1 . or any other activities – such as fighting .

000 gp 2. breaking into a locked chest is a good way to ruin the contents. colored inks are twice the price. paper Book. which in many places is also the local magic shop or monastery. 100 blank paper pages (50 sheets). You can double the number of pages for +10 gp and +1 lb. Magical traps and symbols can also be keyed to a lock mechanism.000 lb Locksmith Traps or Alarms can be keyed to locks. A map is a double or quarto-sized piece of parchment. A Masterwork library is x5 as large and grants a +4. and popularity of the manuscript. bound in leather. A sheet of scraped lambs-hide. Price varies depending on number of pages. bound in leather. Grants a +2 on all Knowledge checks. A single sheet of paper. but heavier and more difficult to write on. so that correctly opening the lock does not trigger the trap. If you are lucky enough to find a masterwork tome (for 50-250 gp). Useful for making magic circles on stone Patric Mitchell (order #2310125) 1 . A steel trunk with a good lock can foil amateur thieves. World of Prime © 2009 M C Planck 32 Ye Olde Shoppe www. not including the price of the materials. Item Ink Quill Paper Parchment Sealing wax Stamp Chalk Spell book. Protect your valuable scrolls from wear. parchment Spell book. cut to the right length. Made from wood and treated leather. tear and water. Writing the magic formula for a spell requires using magical inks. Colored chalks are twice as expensive. The price depends on rarity and quality. A collection of at least 500 books. A goose quill. it will provide a +2 to a specific Knowledge skill check. More robust than paper. Holds up to 7 single loose sheets.5 gp ½ lb Scribing Scribing a spell Scroll case 1 cp 5 gp 1 gp ½ lb Library 5. A book like this can be tied or buckled shut to the point of being waterresistant. often being merely stiff leather. This price is per page.worldofprime. Per page. Nobles will often use their signet rings. 100 blank parchment pages (50 sheets).50 gp 1-5 lb Map 1 . or one really long sheet rolled up tightly. prepared by a secret process known only to mages. library or holy Cost 1 gp 1 cp 4 sp 2 sp 1 sp 1 sp 1 cp 15 gp Weight ½ lb 1 lb 3 lb Description Black ink. Plain white chalk. Also. who may not be able to pick it or break into it without making a huge ruckus. The bindings are rarely as sturdy as spell-books. 25 gp 1 lb 10 . This is enough ink for 100 pages.Scriptorium The book-seller’s. For twice the price you can get colors other than dull yellow. quality and color of illustrations. and each spell requires 1 page per level. Let everyone know who sealed this letter. or triple it for +20 gp and +2 lb. Doors are the most obvious place to put locks. For the fashion (and weight) conscious wizard. but chests and trunks are good choices too. so that forcing the lock triggers the trap. A treasure map sells for whatever price the market will bear.

but halve the DR of stone. Hammering nails or pitons. two-handed tools will do 1d6 damage. Cutting through hard metal… slowly. Most of the cost is in finding a blacksmith who will make them without asking too many questions. DC 20 DC 25 DC 30 DC 40 (This is a Masterwork item) Reflex DC is the same as the lock. the victim must make another Reflex save at DC 15 or suffer a permanent loss of 1 DEX (due to losing fingers). using a crowbar to force open a door or chest). Digging for treasure. if roll is failed. makes a noise up to 50 ft away Reflex DC is 5 lower than the lock. Drilling out locks that are too hard to pick. Keys are custom-made for a given Patric Mitchell (order #2310125) 1 . Nailing shut coffins. Can also be lock-picked open at a DC 15. DC 26 STR to break. and DC 25 to pick.worldofprime. Cutting soft metal. If you’re really worried about people breaking them. Inflicts no damage. Used against an immobile object. Prying open small boxes. Suitable for medium creatures. Most tools can be used as an improvised weapon. Masterwork manacles cost 55 gp and are +2/+5/+15 to the DCs. such as digging a ditch or making firewood. Inflicts 1d4 Slashing damage. makes a loud noise Reflex DC is the same as the lock. Masterwork tools grant a +2 Circumstance bonus and cost 55 gp. Masterwork tools cost +50 gp and grant an additional +2. DC 30 Escape artist to slip out of. Tunneling. enough to eventually crack even steel chests. doing 1d4 of an appropriate type of damage and inflicting a -4 to-hit penalty. Chopping down doors. Smashing anything. Reflex DC 20. The function listed below is from the adventurer’s perspective: ordinary tradesmen will use the tool as part of their craft. Large. use mithril(+9 DC to break) or adamantium (+14 DC to break). but may inject a poison. Many tasks. doors and windows. 1d4 bludgeoning and a STR 20 check to break free. Bits of metal suitable for picking locks. Tool Crowbar Shovel Spade Pick Awl or Wedge File Axe Hammer Tongs Sledgehammer Saw Hack saw Hand drill Nail Cost 2 gp 2 gp 2 gp 3 gp 1 gp 1 gp 5 gp 5 sp 1 gp 2 gp 5 gp 10 gp 15 gp 1 cp Weight 5 lb 8 lb 8 lb 10 lb 1 lb 1 lb 6 lb 2 lb 3 lb 10 lb 5 lb 2 lb 3 lb Function Prying treasure chests and doors open. reflects any mechanism that requires a special key or tool to operate.Lock Basic mechanism Simple lock Average lock Good lock Superior lock Bell alarm Silent alarm Blade trap Cost 5 sp 1 gp 2 gp 5 gp 25 gp 1 gp 10 gp 7 gp Weight 1 lb 1 lb 2 lb 3 lb 4 lb 5 lb 5 lb 7 lb Description DC 15. a sledge can do 2d6 damage. Cutting wood to build a siege engine. are effectively impossible without a suitable tool. Also for making air holes. Reflex DC is 5 lower than the lock. World of Prime © 2009 M C Planck 33 Ye Olde Shoppe www. picks do 2d4 damage. Catch trap Needle trap Key Manacles 5 gp 20 gp 1 sp 5 gp 10 lb 1 lb 2 lb Lockpicks 5 gp - Hardware Store All tools grant a +2 circumstance bonus when used as part of an appropriate ability check (for instance. Handling things too dangerous to touch. Digging for treasure in hard soil. If a 4 is rolled for damage.

stringing lutes. DC 11 to break. wardrobes. hit points 1. Hardness 8. Exquisite works of art or antiques can cost much. coat-. Useful for cracking open small boxes under controlled conditions. Lets you climb any wall you can throw something over. much more. Folds up to only 10 ft long.worldofprime. 2 hit points. hit points 30. Hardness 10. However. hamming pitons takes 1d6 rounds and makes noise. cupboards. or enslaving giants. dragging ships. rough wood Furniture. Requires 2 men to operate. Societies that can’t make glass use conch shells. tables. Chain has a hardness of 10 and 5 hit points. 50 ft Piton Cost 5 gp 15 gp 150 gp 1 sp 1 gp 10 gp 1 sp Weight ¼ lb 2 lb 200 lb 1 lb 10 lb 5 lb ½ lb Grappling hook 1 gp 4 lb Description Useful for setting trip wires. 50 ft Rope. 1 hit point. Some examples are: beds. has to be turned once an hour. Needs to be wound once a Water clock Mechanical clock Furniture. it can be burst with a DC 24 Strength check. Stained glass windows are also the same price. 4 hit points. DC 16 to break (Masterwork is DC 20). Made with pins. It can be burst with a Strength check DC 26 (Masterwork chain is DC 30).Vise 5 gp 10 lb Anvil 20 gp 100 lb Bellows Pump 20 ft ladder 10 ft pole 10 gp 50 gp 3 gp 1 sp 10 lb 50 lb 30 lb 2 lb Crushing small objects or holding them in place while you saw at them. or catching fish. Wild technology. wrought iron Furniture. For people who can’t climb ropes. 10 ft Twine. Do you need to ask? Ropes and Chains Wire. Item Hourglass Cost 25 gp Weight 1 lb Description Primitive technology. ship. Remember to attach a rope before throwing. Inexpensive and durable but nigh-immobile. or mine of water. Effectively Masterwork. silk. puts on a performance of ringing bells each hour. Ye Olde Shoppe www. Turn a roaring fire into an inferno. 10 ft Giant chain. 50 ft Rope. DC 50 to break (Masterwork is DC 54). 10 ft Chain. or carved stone. gourds. or weapon-racks. Rarely made out of exotic materials. it can be burst with a DC 23 Strength check. couches. chests of drawers. Furniture Mart Furniture prices are for a typical piece. hat-. nails and glue. Useful for blocking rivers. shoes. needs to be filled twice a day. carved stone Chamberpot Glass windows 100 gp 500 gp 5 gp 10 gp 50 gp 15 gp 1 gp 1 gp per 1 ft pane 200 lb 25 lb 150 lb 200 lb 150 lb 500 lb 2 lb 5 lb World of Prime © 2009 M C Planck 34 Patric Mitchell (order #2310125) 1 . Colored glass is the same price. Held together by ropes. this rope grants a +2 on all rope-related skill checks. or enslaving pixies. A huge lump of cheap pig iron. but useful for tying up parcels. Civilized technology. A piton every 5 ft grants a +2 to Climbing checks and allows climbing surfaces (like walls) that can’t normally be climbed. polished wood Furniture. in fact. benches. adventurers will mostly drop them on people. chairs. With satin or leather coverings. even in wealthy houses. Empty your boat. unbroken plates. hemp. wine closets. it’s clear glass that’s hardest to make. stools. bookshelves. Can only support 20 lb. Smiths use them as a platform for hammering and shaping metal. as making small pieces of glass is easier than making single.

Cookery Mixing bowl Fireplace spit Stewpot Griddle Fire pit Cost 1 sp 1 sp 5 gp 2 gp 1 gp Weight 2 lb 2 lb 10 lb 10 lb - Fireplace Brick oven 25 gp 100 gp 1. without a handle. horn. with a handle and possibly a lid. Well-to-do peasants have a stone fireplace in their house. A flat frying iron to put over a stove or fire. Made out of pottery. World of Prime © 2009 M C Planck 35 Ye Olde Shoppe www. or glass. A thick. The smoke went up and through the thatched roof. A large silver tray with a domed cover.000 lb Description A large wooden bowl. which serves as kitchen. Used for roasting over an open fire or in a fireplace. Made of silver. A large bowl. A porcelain bowl. which almost always meant a good knife. heater and gathering place. it also helped protect the thatching from insect damage. Gold ones cost 10x as much. Suitable for baking bread. A porcelain Patric Mitchell (order #2310125) 1 . A wooden cup. Spoons are not normally used. Vikings had a hole in the middle of their dirt floor to hold their fire. square plate made of wood. pewter (silver mixed with lead). brandy snifter. one drinks soup straight from the bowl. so occasionally it’s useful to know how much it costs. A crystal champagne flute. A pottery plate. A large iron pot. or other spices. made out of pottery. While this meant the house was always smoky.000 lb 1. pepper. Usually made out of silver. Salt cellars were items of status. Poor people either dig a hole in the ground and fill it with coals. Rich people will have a fancy knife that is useless for anything but eating.worldofprime. A wide-lipped wooden bowl. instead. Medieval diners brought their own silverware. Stores salt. A large mug. or wine glass. Tableware None Knife Table-knife Trencher Mazer Mug Platter Basin Tankard Plate Bowl Wine glass Salt cellar Serving tray Serving ladle or fork Cost 10 sp 10 gp 1 cp 2 cp 2 cp 1 sp 2 sp 2 sp 1 gp 1 gp 3 gp 100 gp 50 gp 10 gp Weight 1 lb ½ lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb ¼ lb 2 lb 5 lb 1 lb Description Poor or primitive people eat with their hands. so they were elaborately carved and often gilded. or live without baking.Pottery Kiln Adventurers are always smashing crockery.

audible several miles away. Can also represent violins. Instrument Whistle Fife Drum Cymbal Lyre Harp Horn Gong Mandolin Flute Bell Harpsichord Sheet music Cost 1 cp 1 sp 5 sp 1 gp 5 gp 25 gp 2 gp 100 gp 5 gp 3 gp 300 gp 500 gp 5 sp Weight ¼ lb 1 lb 5 lb 1 lb 3 lb 50 lb 4 lb 100 lb 3 lb 1 lb 300 lb 1. or rouge. but ordinary folk can enjoy a bit of music. Luxury Soap Make-up Wig Perfume Razor Pipe Dice Dice. in a variety of shapes. A huge.Music Shop Mostly of interest to bards. A vial of an exotic scent.000 lb +2 to Diplomacy/Bluff/Intimidate checks. A stringed instrument that is strummed. in a variety of shapes and musical keys. A huge brass gong that can be heard a mile away. A simple wooden flute with finger-holes. haven’t been invented yet. gong. Who doesn’t need a fistful of these? +2 to Gambling checks. Women and men use perfume regularly.000 lb Tech Primitive Primitive Primitive Primitive Wild Wild Wild Wild Civilized Civilized Civilized Civilized Civilized Description The simplest of wooden flutes.000 gp 1. Price is per page. carved into amusing shapes. mostly because they don’t use soap regularly. loaded Deck of cards Deck of cards. A flute with mechanical keys. A church bell. +2 to Gambling checks. The use of soap is restricted to semi-annual Patric Mitchell (order #2310125) 1 . it only produces one note. Harder soaps. Often gold-plated or otherwise ostentatiously decorated.worldofprime. a concert requires 100 pages. or bell that rings when struck. Already done up in an elaborate arrangement. Leather stretched over a wooden barrel or box. A small metal disk. Luxuries Everything an adventurer needs to live in style. stringed instrument that is plucked. too. A fancy stringed instrument. A brass horn. marked Throne Cost 5 sp 1 gp 20 gp 10 gp 2 gp 7 sp 1 sp 1 gp 5 gp 5 gp Weight 1 lb ¼ lb ¼ lb ¼ lb Description A pound of soft soap. dye. A large. Useful for losing or telling fortunes. delicate mechanism that plucks strings (rather than hammering them like a modern piano). Clay with a wood stem. strummed or plucked. 1. World of Prime © 2009 M C Planck 36 Ye Olde Shoppe www. lotion. A small pot of powder. A folding knife with a delicate but extremely sharp blade.

clay buttons Burlap peasant dress Fancy demin dress Linen dress. You’ll also need jewelry. stout boots trimmed in rabbit fur Gloves Burlap work gloves Canvas work gloves Leather gloves Long lace gloves Silk opera gloves. silk sash and long silk slippers with gold studs. Magic rings not included. gloves and a floppy hat. silk trousers. Silk doublet and jacket with gold buttons. silk purse with gold clasps. gold and pearl inlay Footwear Burlap sandals Leather shoes Soft leather boots lined with rabbit fur Suede boots. a woolen cloak trimmed in fox fur. suede purse with silver clasps. canvas trousers. lace collar Silk tights Blouse and skirt. fox-fur Silk slippers w/ mink High. Canvas tunic and leggings with fired-clay buttons. heavy leather belt and suede boots with silver buckles. a velvet hat trimmed in fox fur. gold buttons. silk. with gilded lace Wool mittens Cost 1 cp 2 sp 15 sp 3 gp Cold-weather gear Heavy doubled burlap poncho Sheep-skin coat with brass buttons Rabbit-fur cloak lined with linen Wool coat w/silver buttons and fox fur Lion-fur cloak with gold buttons and a gold brooch clasp Heavy leather coat.Tailor’s Shop Outfit Slave Serf Freeman Artisan Noble Cost 1 cp 1 sp 1 gp 5 gp 75 gp Description Rags tied up with rope. linen tunic with fired-clay buttons. rabbit fur trim Accessories Canvas belt with wooden buckle Leather belt with a brass buckle Fancy suede belt with a silver buckle Silk sash with a gold and pearl clasp Cost 2½ sp 12 sp 6 gp 16 gp 60 gp 20 gp Cost 1 cp 2 sp 10 sp 5 gp 15 gp 2½ gp Cost 1 cp 5 cp 2 sp 2 gp 15 gp 1 gp 4 gp Cost 5 cp 1 sp 1 gp 10 gp World of Prime © 2009 M C Planck 37 Ye Olde Shoppe www. wide-brimmed leather hat. woolen trousers. Burlap tunic and leggings with wood buttons. Sturdy leather coat with many pockets and brass buttons. Wool doublet and jacket with silver buttons.worldofprime. lace trim and pearls Ceremonial Robes. silvered and feathered Brocade head-piece. Linen tunic and leggings with brass buttons. Gems and jewelry are extra. brass buttons. as is the crown. burlap-strip sandals. silk gloves trimmed in lace. belt with a brass buckle. gold buttons Silk doublet. with silver studs and a peacock feather. a huge brocade hat. lace gloves. lace trim Evening Patric Mitchell (order #2310125) 1 . with rabbit-fur ear flaps Velvet chapeau. light leather shoes. brocade and studded with valuable stones Cost 6 cp 3 cp 3 sp 6 sp 25 sp 25 sp 2 gp 25 gp 50 gp 10 gp 7 sp 1 sp 10 sp 40 sp 50 gp 100 gp Headgear Straw hat Leather widebrimmed hat Woolen cap. heavy leather belt with a brass buckle. at least a signet ring. light leather boots. Peer 200 gp Adventurer 10 gp Common items Clothing Serf’s burlap tunic Burlap leggings Canvas blouse with leather laces Denim trousers with brass buttons Fine linen tunic with brass buttons Cheap woolen leggings Fancy linen blouse Wool jacket and trousers. a lion or bear fur cloak. demin. linen pouch. stout leather boots trimmed in squirrel fur.

hard-soled with wood.5 gp 5 gp 1½ 1 1 1 World of Prime © 2009 M C Planck 38 Ye Olde Shoppe www. Pants. An ordinary dress. Elegant. finely woven for fancy clothes. A heavy duty cloth. or fancy dress parties depending on the material. or other academics.Custom Items Item Blouse Tunic Doublet Vest Leggings Trousers Smock Skirt Dress Gown Fabric/yards 1 2 4 1 1 2 2 1 3 5-15 Description An ordinary shirt. A winter garment A more primitive and exotic winter garment. Anything from leather work gloves to silk opera gloves. for cold weather. A fancy. pouches and scabbards. usually made from cotton. silks. Materials Burlap Canvas Cost 1 cp 2. soft. Kingly head-pieces can consume two to five times as much fabric. ½ 1 Yard 1 1 Description Cheap. May be trimmed with furs. This might also represent a high-grade cotton or medium-grade wool. and is soft enough to make bedsheets out of. although the styles are different. May be soft-soled (like moccasins). Leather or cloth straps wrapped around the foot (and sometimes a wooden sole). or even steel-toed for greater protection. worn with a blouse or tunic. High leather boots. Small enough to hide under your other clothes. Depending on the locale. feathers. and be studded with rare furs. Extremely fancy gowns use two or three times as much cloth. protection. or gems. Often made of fur to show its value. the best quality. A difficult and expensive weave. May also be a poncho (a blanket with a hole cut in it). which can be used as materials for tailoring or treasure. usually made from cotton or wool. Often called denim when made soft enough for clothing. Sheep’s hair. Good for holding things. lined tunic. A gown suitable for fancy dress parties. Long robes suitable for priests. Leather shoes with wooden soles. Leg-warmers and wrappings.worldofprime. possibly with a pocket or two. Generally leather. possibly with buttons. wizards. rough cloth made from jute or vegetable fibers. Waist-length coat. A handbag or pouch worn on its own strap. Linen is made from the flax plant. like pants. Hats range from the practical to the absurd. and have jewels sewn into the fabric. it may also be made from the poorest quality of wool (that cannot even be dyed to a different color) or other fibers. or velvet. A long shirt that hangs beneath the waist. Worn by men and women.5 sp Patric Mitchell (order #2310125) 1 . Used for decoration or as a baldric to hold a scabbard. An ell of silk (25 yards) is worth more than a master craftsman makes in a year. impractical footwear. worn in the front to protect your clothes while working. Linen 1 gp ½ 1 Velvet Wool 2. Robe Jacket Coat Cloak Belt Sash Pouch Purse Sandals Shoes Boots Slippers Hat Gloves 4 2 3 4 1/5 ½ 1/10 1 ¼ ½ 2 1 ½ ¼ Materials This is the price per yard for bulk materials. A short skirt.

5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 5 cp 5 sp 5 gp 50 gp ½ ¼ 1 1 3 1 ¼ ½ ½ 12 1 1 1 1 1 1 1/10 1/10 1/10 4 The finest possible use of linen or cotton.Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide 7. Buttons and clasps made from gold or silver and set with jewels. Item Scissors Thimble Needle Spool of thread Skein of yarn Spinning wheel Loom Cost 4 sp 1 sp 5 sp 1 sp 2 cp 10 gp 20 gp Weight ¼ lb 1/10 lb 1/10 lb 20 lb 50 lb Description Small metal scissors. yard on a sheep. a bull will produce 3. double or more the ordinary labor cost for the item. The complete fur from a large animal such as bear or lion. Normally a steel needle. The fur of one small domestic creature such as a rabbit or squirrel. Fine wool yarn will cost 1 sp per skein. or ceramic. World of Prime © 2009 M C Planck 39 Ye Olde Shoppe www.worldofprime. Trimmings Decorative stitching Lace Swan feathers Peacock feathers Rabbit fur Fox fur Mink fur Wood Clay Brass Silver Gold Jewels Cost x2-x5 labor 1 gp 1 sp 1 gp 5 cp 5 sp 5 gp 1 cp 5 cp 5 sp 5 gp As much as you care to spend Sufficient for one item or for 1 yard Patterns and designs stitched into the cloth. harder to obtain. The most prized of all cloths. here are some prices for objects they’ll never use. Buttons and clasps made from brass. A rare and exotic fur. Used for turning thread into cloth. specially grown and treated. Sewing Shop Adventurers will probably resort to magic to repair their clothes. A cow will produce 2 sq. A rare and exotic fur. There is about ½ a sq. Silver or gold thread is 1 gp to 10 gp a spool. Used for turning fibers into thread. A thimble of metal. wood. Buttons and clasps made from silver. strong and comfortable in heat or cold. Trimmings Do not include Trimmings as part of the price for calculating creation times. or calf. Buttons and clasps made from gold. Prices will vary wildly depending on local availability. A wild Patric Mitchell (order #2310125) 1 . you can always add more. Handmade with complex patterns and exacting detail. However. Thicker. Buttons and clasps made from wood. in primitive societies. Soft. A thin. Enough trim for a lace collar or neckline. Silk intricately woven with patterns of silver and gold threads. light leather such as calfskin or sheepskin. Buttons and clasps made from fired clay or carved stone. stronger leather such as bull-hide. Feathers from ordinary birds. it will be made of bone. the tailor normally buys these items from other suppliers and merely adds them to the outfit. A wild fur. harder to obtain. Smooth. goat. Feathers from rare and exotic birds. The fur of one small domestic creature such as a rabbit or squirrel. But in case they don’t. fine leather. yards.

Dining in stray inns and odd taverns is often an adventure in Patric Mitchell (order #2310125) 1 . with pastries Roast capon. Normal adventurers will spend about 1 gp per day. 1 evening Tavern wench. if you like it Mummer’s farce. 1 evening Private circus.Inns and Dens Most adventurers will spend most of their time on the road. 1 night Courtesan. Poor travelers can expect to spend 1 sp a day. warhorse Stable and Feed. flute Cost 1 cp 3 cp 5 cp 1 sp 1 gp 2 gp Note: any of these entertainments may be unavailable or illegal. Exotic mount Cost 1 cp 2 sp 5 sp 2 gp 1 sp 2 sp 1 gp Entertainment Entertainment Chewing tobacco Smoking tobacco Narrowleaf Flower of the Poppy Puppet show. 1 seat Tavern bard. 1 song of your choice Bard. Rich vagabonds can live in high style for 5 gp a day. private performance Musical troupe. and carry the risk of being arrested during a police raid. chicken or mutton and cheese Pork platter. Illegal entertainments are twice as expensive. glass Brandy. all you can drink Beer. 1 evening Penny-pitching game Dice game Card game Cockroach races Dog races Horse races Fist-fighting Cost 1 sp 2 sp 5 sp 1 gp 1 cp 2 cp 1 sp 1 gp 2 gp 10 gp 1 sp 1 gp 1d10-4 cp 1d10-4 sp 1d10-4 gp 1d20-8 cp 1d20-8 sp 1d20-8 gp Free Meals Description A bowl of porridge flavored with peas A bowl of stew with a slice of bread Bread.worldofprime. Lodgings Description A spot in the common room Small private room Large private room with bath Hotel suite with fireplace Stable and Feed Stable and Feed. depending on local rules. goblet Champagne. with a side of vegetables A slab of steak or roast. stein Ale. mug Wine. World of Prime © 2009 M C Planck 40 Ye Olde Shoppe www. prime rib 12-course gourmand’s feast Cost 2 cp 4 cp 7 cp 1 sp 2 sp 1 gp 10 gp Drinks Description Water Tea. goose liver pate.

they charge more for spells that don’t obviously advance their cause. If you are of the same faith. the rulers and the gods. Equally often. Launching a ship. and of the same basic alignment (Good or Evil). and will generally put them ahead of you in line for his spells. they can heal. obtaining their services is always a personal favor. Another standard ceremony is the weekly casting of a divination. World of Prime © 2009 M C Planck 41 Ye Olde Shoppe www. and in any case they usually wait until the child reaches adulthood to claim them for the faith. Keep in mind that the priest already has a full-time job healing and curing his flock. and the price will be high enough to make sure you don’t waste the priest’s time with frivolities (10 gp times the spell’s level. The prices below assume you are a stranger. Towns will almost always have a Church and a caster who can Remove Disease. Few faiths practice baptism. The prices also assume the priest can cast the spell any time in the next 24 hours. tidal waves. “Are we going to be invaded this week?” This is equally valuable for earthquakes. then even Good churches might refuse to help you at any price. However. without a good or bad reputation. Double the price for house calls or quick service. except in those places where the rulers are the local clergy. with at least one first-level priest in attendance. Ceremonies Priests often officiate at ceremonies. Life-saving spells will be subsidized (except for the material component) even to peasants. Some communities of mixed faiths will legally compel priests to treat all comers. attempting to foresee and prepare for any catastrophes in the next week. blizzards and plagues. and doesn’t have to leave his temple to do so. Priests will charge lower prices for spells that advance their religious cause – such as Detect Alignment and Atonement. A dead peasant can’t work. On the other hand. Conversely. Having a Bless cast over your wedding is considered as de rigeur as a white dress and a fancy cake. Even Evil priests will only fleece their flocks for what they can afford. Obtaining other spells will require a Diplomacy or Bluff check. Most villages will have a Shrine.worldofprime. with the incredible benefits a 9th level priest brings (like Raise Dead). at government established rates. never a transaction in gold. raise the dead. if you are a member of an opposed religion. The priest will perform the ceremony for free.Temples Priests play a huge role in society. It is exceedingly difficult to invade a city by surprise when the High Priest is regularly casting Divination with the question. Invariably he will take the opportunity to preach his faith to a captive audience. Weddings and funerals are the most common ceremonies. casters over 9th level are exceedingly rare. Cities or Royal courts will strive to have a Cathedral. Rulers everywhere will seek the support of the local clergy. cure. as long as he’s invited to the banquet (and paid for his spell). Spell-casting Pricing spells at a temple is problematic. predict the Patric Mitchell (order #2310125) 1 . and a sick one might make others sick. starting a new business. or building a house are also frequent requests for a blessing. the local rulers are stretched to the limit maintaining peace between competing faiths. tornadoes. Imperial cities or metropolises might have several Cathedrals of different faiths. while others will let the temples freely compete for the public’s approval. and tell when you’re lying. Not only are they wise. plus any material components). then the price will be adjusted according to your need and your ability to pay. acting as a witness for the community.

for adventurers they like. however. It will require a Diplomacy/Bluff check at -10 to get a priest to cast this spell without asking a lot of very uncomfortable questions. just in case. volcanic islands. it takes all day. The local priest may also refuse to heal trouble-makers or violent folk. It’s hard to imagine what you need mended for this price that can’t be fixed cheaper by a tradesman or craftsman. Holy water does 2d4 damage to undead and outsiders (Unholy water heals undead and outsiders) Made of wood. for those too cheap to pay for magical healing. Only 1 point of healing. water and bed rest. or local materials. Evil priests still want Holy water: they have Undead problems. or arctic ice shelves. the ability to ignore the effects of weather for an entire day could be important during blizzard season. Having a trained nurse on call and the advice of a physician allows you to heal x2 your level per day. World of Prime © 2009 M C Planck 42 Ye Olde Shoppe www. cheap metal. but it stops all Patric Mitchell (order #2310125) 1 . artistic quality of workmanship will vary considerably. Also.Shrine (1st level) Hospital care 1 sp per day Cure Minor Wounds 2 sp Bless Mending Detect Magic 1 gp 1 gp 1 gp Detect Poison 1 gp Cure Light Wounds Comprehend Languages Endure Elements Detect Alignment Holy/Unholy Water 1 gp 5 gp 1 gp 1 sp 25 gp per pint Holy Symbol 1 sp Plain food. For those who can’t wait for natural healing. that a priest is going to be reading your secret treasure map/ancient historical prophecy/vampire porn.worldofprime. Generally only available in extreme climates like deserts. Obviously you can only get this at the appropriate temple. Usually cast at ceremonies like weddings or baptisms. meaning they can’t cast any other spells. they’re willing to make an exception. Be careful what you talk about. A handful of Novices means that women no longer die in childbirth. Usually hand-made by the local priest. too. However. To settle private disputes or seal contracts. Usually cast on an object such as a bottle of wine. Useful for people who feel they may be straying from the path. Hiring a priest to oversee your duels and make sure no one bleeds out is the responsible thing to do. be prepared for an Evil priest to try and cheat you out of rare magic items. they consider it a waste of magic. or the priest may have to file a report with his superiors or the local ruler. It may require a Diplomacy/Bluff check to get the priest to stop asking why you think you might be the target of a poisoner. Particularly invaluable for ordinary accidents or work-related injuries. Often prescribed for chronic conditions such as over-eating or partying too hard. Chapel (3rd level) Gentle Repose 2 gp per day Lesser 5 gp Restoration Make Whole 10 gp Undetectable 20 gp Alignment Zone of Truth 5 gp Potion of Cure Light Wounds 25 gp +25 gp Particularly valuable when you’re waiting for the High Priest to get around to raising your friend. Simple folk believe the effect lasts longer than a few rounds. Be prepared for a Good priest to report the presence of any really powerful and scary auras to his superiors. If you have a good reason. if you wait long enough. If you really want to put your mother’s favorite vase back together. Usually priests will have a little of this on hand. Priests don’t usually like to make potions. they’ll sell it to you for the cost to make it. However. Repeat castings of this spell are the cheapest way to heal. hoping that having to heal naturally will force them to rethink their life choices. Not so obviously. Why bother translating texts when the priest can do it easily and perfectly? Keep in mind. Restoring ability damage that will probably go away on its own. Includes an hour of analysis and counseling.

though. The priest will not spy on people who scare him. cause. Shopkeepers have a legitimate right to protect their premises. so you need to make your own arrangements for the return trip. He may choose to impose an additional penance as a condition of the atonement. However. Then it’s an expensive trip to the local priest. You still have to come up with the material component. the priest will probably take that as an omen that he shouldn’t be trying to foresee that particular future. state.000 gp +500 gp 500 gp +500 gp 100 gp 50 gp 500 gp Raise Dead Scrying Mark of Justice Plane Shift Works for events up to a week distance. You’ll have to pay for all of them. for emergencies. don’t expect them to sell items to members of different faiths. In some places this spell is standard practice at funerals. The color of the light will be tinted towards the priest’s alignment.worldofprime. This is the same price as an Everburning torch. For custom colors. The advantage to this spell is that it can be cast on you. Why would they want to arm the competition? Cathedral (9th level) Divination 50 gp +25 gp Restoration Sending Neutralize Poison Tongues Atonement Break Enchantment Commune 25 gp +100 gp 25 gp 25 gp 25 gp 0 gp +500 gp 50 gp 1. In many cities. or wizards. Good luck explaining why you need to hide an object from Scrying for 8 hours. expect Good priests to put non-lethal spells into their glyphs. In some places. expect to pay a lot more. Diplomacy/Bluff check at -20 to convince the priest your petty questions are worth his god’s time. so you can read your ancient documents without letting the priest read them too. Just remember – he’s not coming with you. too. Usually only used by law enforcement to search for stolen goods. Don’t even bother with the Bluff check. Diplomacy/Bluff check to explain why you need to spy on someone. The priest is going to know what you did. but if you buy the spell from the priest. Most priests have several copies of this on a scroll. Priests often waive their part of the fee for those who have died in the service of the faith. Certainly not for you. you can have it cast on whatever object you Patric Mitchell (order #2310125) 1 . This is the level at which priests can begin making magic weapons and armor. If you need the attention of a higher-ranked priest. Fix almost any ability damage and negative level drains. And if you let a child set it off. The priest is not going to bother his patron for anything less than the safety of the community. Expect to pay for the scroll if you are in a hurry. and b) contagious. see a Wizard. like his rulers. World of Prime © 2009 M C Planck 43 Ye Olde Shoppe www. Chances are the priest isn’t familiar with anyone you want to talk to. If the spell fails. Remember that the priest is going to hear your questions and answers. his church. However. being convicted of a crime will require you to pay for your own Mark of Justice to ensure you don’t commit the crime again. the spectacle of the priest parading around town tends to give thieves a chance to smuggle the goods out of range. Expect a lecture on the foolishness of playing with Undead. However. You can probably get a hefty discount on this spell if you can convince the priest that you’re a) poor.Church (5th level) Remove Blind/Deaf Remove Disease Obscure Object Speak with Dead Dispel Magic Glyph of Warding Locate Object 5 gp 5 gp 25 gp 25 gp 10 gp 25 gp +200 gp 25 gp Continual Flame Magic weapons and armor 30 gp +50 gp Varies It’s all fun and games until someone loses an eye. it is illegal to buy private divinations. It may take several attempts to free you from that cursed item (chances of finding a priest over 9th level are slim). expect to pay a stiff fine. superiors. Not as useful as you’d think. There is a high price on this spell to stop you from asking the priest to find trivialities like your keys. or himself. or defense of the community.

Magic Shop
Wizards rarely affect the lives of ordinary people. They cater to the wealthy and the powerful: merchants, artisans, nobles and adventurers. Only low-rank wizards will sell to commoners, and they will mostly deal in alchemy: charms, herbal potions and other scams. Higher rank wizards (5th and up) will tend to earn their keep making magic items. The market for such items is small, being restricted to really rich people, so the wizard will probably only make a few a year. However, the profit margin is such that he can spend the rest of his time studying, investigating and practicing his arcane arts. Alchemy The craft of alchemy is a favorite pastime of wizards. Many of them are convinced that there is a formula to transform lead or other base metals into gold. Who knows – they might be right!
Formulation Lucky charm Cost 1 cp – 1 gp Description A rare and exotic feather, a bit of colored stone, a rabbit’s foot, or some other object imbued by magic with supernatural influence. Superstitious folk believe these objects are like Luckstones, only not as reliable. Wizards encourage this kind of nonsense, and will often be found selling specialty charms claimed to ward off specific diseases or misfortunes. Like lucky charms, these potions have as much effect as the user expects them to have. The most common potion is a “love” potion, intended to arouse desire in the target. Other popular formulations are against minor but chronic complaints such as arthritis (the sorts of things priests – who are healing actual injuries – can’t be bothered with). Some of these potions may have a noticeable effect, but only because they tend to be heavily alcoholic. Useful for opening locks, if you have a drill bit and plenty of time. You can also throw it as a weapon, making a ranged touch attack with at 10 ft range increment for 1d6 acid damage (and everyone within 5 ft takes 1 point of splash damage). A thick, sticky liquid that burns hot, Greek fire is extremely hard to put out, so this substance is the choice of discriminating arsonists everywhere. It can also be used as a ranged touch attack (10 ft increment) for 1d4 fire damage (and everyone within 5 ft takes 1 point of splash damage). The target must then spend a fullround action to extinguish the flames (either by rolling on the ground or tearing off the affected clothing) or suffer an additional 1d4 damage. Grants a +5 bonus on Fortitude saving throws against a specific poison. The effect lasts for up to an hour, so if you know in advance what poison you are likely to suffer, you can take it beforehand. Low-rank wizards will often manufacture and sell supplies to higher rank wizards who can’t be bothered. Collecting and preparing these components is an apprentice’s job. Buying spell components costs 1 gp per spell, but you can cast the spell dozens of times before needing new components.

Herbal potion

1 cp – 1 gp


1 gp per flask 1 gp per flask

Greek fire


1 gp per dose 1 gp per spell

Mundane Material components

Spells The most common spell sold by wizards is Prestidigitation. The many uses of this spell allow beginning wizards to make a living off of their magic. The only difficulty is the short duration of the color/flavor effect, but some wizards will double this by the use of the Extend Spell metamagic feat.

World of Prime
© 2009 M C Planck


Ye Olde Shoppe

Patric Mitchell (order #2310125)


Assuming you need other spells, the base rate is 10 gp times the wizard’s level. Wizards don’t get to sell spells very often (unlike priests), so they have to sell them for a lot to make ends meet. Also, they don’t like surprises, unusual requests, or unpredictable adventurers, so they charge a stiff fee to keep these things at bay.
Cantrip Drycleaning Teeth polishing Brewing Flavoring Cost 1 cp per item 5 cp 1 sp 1 sp Description (Prestidigitation) Up to 30 items (or 15 pieces of armor) per spell. Guaranteed not to damage delicate fabrics. (Prestidigitation) The wizard can treat up to six patients per spell. Few wizards can stomach staring into people’s mouths, however. (Prestidigitation) Turn 2 gallons of wine into 1 gallon of brandy by removing unwanted water. (Prestidigitation) Add any imaginable flavor to 1 lb of flour and sprinkle it over a meal. Must be used within the hour, so just before mealtime the house-boys will be running from the wizard’s shop to their master’s kitchens. Sometimes the very rich will have a private wizard cook. (Prestidigitation) Completely change the color of an outfit of clothes – while you are wearing them. Add color to your cheeks, dye your hair and darken and thicken eyelashes. Court ladies will hire a wizard to decorate them for the formal ball; they will retire every hour or two for a few minutes, and return in a completely different color scheme. The Dowager Empress was once said to have worn 30 outfits in a single night, each with its own (fake) set of gemstones. Wizards are more willing than priests to fix objects, since they can’t use their magic to fix people. The wizard will check a whole sack of items for you – but he’ll charge you for each one. He’s not charging you for the spell; he’s charging you because he has to waste his time talking to you. A wizard will ask a lot less questions than a priest, because he just doesn’t care.


1 gp per engagement

Mending Detect Magic Detect Poison Spell Comprehend Languages (1st) Hypnotism (1st)

1 sp 1 sp per item

1 sp per item

Cost 1 gp

1 gp

Identify (1st)

100 gp + 100 gp

Phantom Trap (2nd)

50 gp + 50 gp

Dispel Magic (3rd)

50–90 gp

Description Wizards are happy to translate ancient texts or incomprehensible messages. They’ll memorize the contents and add the knowledge to their own library after you leave. Having trouble stopping smoking? Wizards will implant an auto-hypnotic suggestion for a small fee. Effectiveness will vary depending on how much you actually want to quit smoking, drinking, gambling, whoring, snoring, or whatever vice drove you the desperate straights of asking a wizard for help. Wizards will charge a hefty fee for this spell. They have a monopoly on the service, the value of information it returns is phenomenal, and handling unknown magic items can be fatal. Not only cursed items are dangerous – accidentally discharging a Wand of Fireballs in your work-room is likely to ruin your day. At least the wizard will do his very best to answer your questions, and for this much money, you can usually count on his discretion – he won’t be tattle-telling to others what your nifty new toy can do. It is very common for wizards to have this cast on their spell-books. Merchants will also find it cheaper and almost as effective as real traps. Again, you’re paying for discretion – a fake trap is no use if the wizard goes around blabbing about it. A high-rank wizard might be able to disable that cursed item for a few rounds, so you can take it off. Unfortunately, finding a wizard over 9th level who will even talk to you is unlikely – and probably just as well.

World of Prime
© 2009 M C Planck


Ye Olde Shoppe

Patric Mitchell (order #2310125)


Nondetection (3rd) Break Enchantment (5th) Contact Other Planes (5th)

30 gp + 50 gp 90 gp

This is a lot of money to pay for a few hours of protection – unless you’re a thief hiding from a Locate Object spell. At least the wizard won’t give you a lecture while he’s trying to extricate you from that cursed item (or more likely, reverse a Curse/Flesh to Stone/Geas spell). The hard part is convincing the wizard to take the risk of being reduced to a drooling idiot for a few weeks. Since this would expose him to his enemies, you first have to convince him you’re not one of them. However, the friendship only goes one way: the wizard doesn’t really care if the information you receive is true or false. It’s strictly caveat emptor; you pays your money and you takes your chances. One of the few socially useful things a wizard can do is make walls, roads and bridges. Simply turn good solid rock to mud, pour it into wooden molds, and then turn it back into rock. Wizards like showing off, and this spell is not dangerous, so they’ll be happy to make a living off of fortifying your city.

500 gp (Astral) 5,000 gp (Deity)

Transmute Mud to Rock (5th)

50 gp

Item Scrolls (1st) Cost Unlikely Description Why would a wizard sell you a scroll? You could just copy it into your own spell book and then what would you need him for? Scrolls are made for the wizard’s own personal use, or manufactured at the command of their master. Buying them on the open market is unlikely except in the most magic-rich societies. This is the price for having the spell cast on an item of your selection, in your choice of color. Some cities will hire junior wizards on a long-term contract to make street lighting, typically paying them a flat fee (1,200 gp a year) for 300 castings (the city still has to provide the material component). In those places Everburning Torches will sell for as little as 55 gp. Many wizards will make potions to order. It’s a safe and profitable business. The only problem is that there are few customers: usually only adventurers want to turn pounds of gold into momentary combat advantages. This is the bread and butter of the wizard trade. Making wondrous items is safe, fun, and unlikely to lead to any recriminations, so wizards will make them whenever they can. Wizards are not really that keen on making weapons for their perhaps least favorite group of people - fighters. However, huge sacks of cash can occasionally convince them to set aside their prejudices. Wizards are even less keen on sharing their unique abilities with non-wizards. Usually they only make wands for their own defense. However, some advanced magocratic societies will manufacture wands for military use. It is an oft-forgotten fact that the ability to make rings does not come until the 12th level. This means there are extremely few wizards who can make rings, and none of them is going to waste their time begging gold pieces from adventurers. Rings are occasionally found, looted, or won; but almost never bought.

Continual Flame (2nd)

30 gp +50 gp

Potions (3rd) Wondrous Items (3rd) Magic weapons and armor (5th) Wands (5th) Rings (12th)






World of Prime
© 2009 M C Planck


Ye Olde Shoppe

Patric Mitchell (order #2310125)


and is relatively safe. technology and skills available. and Bludgeoning weapons cannot use Injected poisons. Snake Venom. Any alchemist who can make a poison can also make the antidote (at the same difficulty level) – unless for some reason the materials simply aren’t available. Wasp Venom. Exposure to multiple doses of a poison inflicts multiple saves and damage rolls. Ability damage is temporary (it returns at the rate of 1 per day).worldofprime. Spider Venom. A natural fumble on an attack roll requires a DC 15 Reflex save to avoid poisoning oneself (or a nearby ally). Scorpion Venom. Masterwork poisons cost x5 as much and have a save DC that is 2 higher. Primitive tribes will equip their soldiers with poison. Slashing attacks grant a +2 on the save. Ingesting the appropriate antidote before making the save grants a +5 (or +7 for a Masterwork antidote). Poison Ivy paste Mercury's Curse Mage-slayer oil Alcohol Arsenic Crumbs of a Lich Ergot Night-watch Narrowleaf Flower of the Poppy Dreamer's smoke Ragedust Venom.Poisons Poisons vary wildly from area to Patric Mitchell (order #2310125) 1 . Piercing attacks are best for delivering Injected poisons. or other environmental effects will also ruin the poison. Worm Venom. but even in those tribes it is probably illegal to use poison on a fellow tribesman. in which case it is permanent. After the first successful hit. Manufacturing poisons is part of the Alchemy skill (the skill check to make a poison is the same as its Save DC). extended sunlight. unless the saving throw was critically fumbled (a natural 1). Wyvern Antitoxin Cost 10 gp 50 gp 30 gp 3 cp 12 gp 100 gp 10 gp 9 gp 5 sp 1 gp 20 gp 150 gp 1 gp 2 gp 5 gp 20 gp 21 gp 70 gp 300 gp 1 gp Type Contact Contact Contact Ingested Ingested Ingested Ingested Ingested Inhaled Inhaled Inhaled Inhaled Injected Injected Injected Injected Injected Injected Injected Ingested Fort DC 14 20 16 11 13 15 14 20 11 11 16 18 11 12 14 18 18 24 17 +5 Primary 1d4 DEX 1 CON 1d6 CON 1 WIS 1d4 CON 1d10 HPs 1d8 INT 1d2 STR 1 INT 2 WIS 1d4 CHA 1d4 WIS 1d2 DEX 1d2 STR 1d4 STR 1d6 STR 1d6 DEX 1d6 STR 2d6 CON Secondary 1d4 DEX Daily 2d12 HPs 2d4 CON Death 1d10 CON Sleep +2 CON 2d4 CHA 2d4 WIS 1d4 HPs 1d4 CON 1d6 STR 1d6 DEX 1d6 STR 2d6 CON - World of Prime © 2009 M C Planck 47 Ye Olde Shoppe www. Poisons inflict their primary damage immediately and their secondary damage 10 rounds (1 minute) later. Exposure to water. These poisons are selected because they have no strong flavor or smell. Only a single dose can be applied to a weapon at a time. to make up for their lack of metal weaponry. Sneaking Ingested poisons into someone’s food or drink requires the Sleight of Hand skill. The one constant is that they are almost always illegal (at least. for private use). depending on the materials. the poison is expended. Centipede Venom. Using Injected or Contact poisons on weapons or items is purely a matter of dexterity and caution.

this poison requires a save once a day. This also means you do not recover temporary ability damage without magical help. While under the effect of this poison. With a little planning. so it can't be turned into an Ingested poison. Flower of the Poppy Smoking this substance increases CON. make a DC 15 Will save to avoid becoming addicted. However. acrid Patric Mitchell (order #2310125) 1 . However. Antitoxin Grants a +5 bonus on Fortitude saving throws against a specific poison.worldofprime. The first successful save ends the curse. each time you use it. Good lucking finding a Wyvern to milk. brings on hallucinations and sometimes death. Wyvern One of the most fatal poisons known. Once a concentration has built up the victim must suddenly make his saving throw. Arsenic Can be administered in small. unconsciousness lasts for 8 hours. World of Prime © 2009 M C Planck Narrowleaf A narrow green leaf smoked like tobacco. Ironically. it was probably invented by a mage. At least they’re tasteless. The effect lasts for up to an hour. Dreamer's smoke A 10 ft radius of stupefying smoke that reduces victims to torpidity and placidness. but it will make you easier to kill. An addict must smoke Poppy at least once a day or suffer 1d10 CON damage. Has a distinctive. This poison can occur on its own. 48 Ye Olde Shoppe www. the effects of the stupid things you did while you were drunk may have permanent consequences. although you can take several different ones. you can be across town establishing your alibi when they collapse. you can take it beforehand. Does not inflict secondary damage. Venom. Crumbs of a Lich Crumbling liches is probably more fatal than eating them. and makes the user extremely boring. Venom. Mercury's Curse Made from the liquid metal. Venom. Venom. Ergot Made from improperly stored grain. Worm poison is made from brightly colored giant maneating worms. the victim probably won't realize he's been affected until too late. Scorpion/Wasp/Worm Harvested from giant-sized insects. the substance is highly addictive. The potion has a very subtle onset. Spider It probably won't kill you. Night-watch Used as a sleep-inducing medicine. not ordinary earthworms.Ivy paste Concentrated past of everyone's least favorite ivy. in the sense that it makes one almost immune to pain. Venom. Ragedust A 5 ft sq cloud of powder that madly enrages its victims. all temporary damage from this substance is recovered 24 hours later. stimulates appetite. Leaves tell-tale painful red blotches for days. mildly addictive. Centipede Cheap but not terribly effective. so if you know in advance what poison you are likely to suffer. you do not heal through non-magical means. Multiple doses of the same antitoxin do not stack. Alcohol Unlike other poisons. he’s free – until he starts smoking again. Snake You don't even have to kill the snake to make this poison. If the damage doesn’t kill him. Mage-slayer oil So-named because mages have few HPs. hard to detect doses over a period of time. It is pleasantly narcotic.

use bits of wood as buttons. Lifespan The effect this lifestyle has on the average lifespan of an individual. The figures for the Peer class represents the minimum amount a head of state would spend. Nobles are ranked individuals. there is.000 gp 400 gp Food Porridge Bread Chicken Mutton Pork Beef Beef Cloth Rags Burlap Canvas Linen Wool Silk Leather Fittings None Wood Clay Brass Silver Gold Brass Lodgings Barracks Cottage House Manor Mansion Castle Inns Lifespan ½ ¾ 1 1 1 1¼ 1 Slaves are wretches whose lives are misery and degradation. while peasants eat porridge for breakfast and lunch. but their life span is often cut short by the nature of the work they do.worldofprime. clothes. The Artisan class represents upper-level craftsmen such as Experts or above. Food A representative example of what you could find on their dinner table. Double this expense if you are maintaining an ordinary-sized family. no maximum. Artisans are successful craftsmen or businessmen who enjoy the best life a working man can hope for. Cloth The kind of cloth normally associated with this station in life. are footloose wanderers living in inns when they’re not sleeping in the woods or camping in dungeons. higher ranks will be expected to live and entertain more lavishly. of course. and various academics or businessmen like bankers and importers. Expense How much it costs per year to maintain this lifestyle. In some areas this may be a legal restriction. dishes and general house-wares. Slaves. Adventurers. World of Prime © 2009 M C Planck 49 Ye Olde Shoppe www. They eat well and wear first-rate equipment. Only Peers can normally afford to decorate their clothes with gold buttons and buckles. Serfs are poor and oppressed. The Noble class is the 1st rank of nobility. with salaries or land holdings. on the other hand.Lifestyles An approximation of the various qualities of life that people can expect. Fittings For furniture. they can usually afford something else for dinner. Style Slave Serf Freeman Artisan Noble Peer Adventurer Expense 10 gp 20 gp 30 gp 60 gp 200 gp 2. Slaves are so poor they eat porridge twice a day and nothing else. Freemen are merely poor. of Patric Mitchell (order #2310125) 1 . This is useful for putting the wildly extravagant life-style of the typical adventurer into context. and Serfs may well have family heirlooms of silver. Jewelry is usually a step up: even Freemen can often afford a tiny bit of gold for a ring or pendant. Peers are major nobles and heads of state.

An ordinary House. leaving little time for self-improvement (characters cannot learn new skills while working as a serf). Soft shoes made of leather. Hobbies such as philosophy and art can be a part of enjoying life. A Manor house with rooms for servants as well as family. but flavored with vegetables. Serf Food Clothing Quarters Family Fun Effects 20 gp Porridge three times a day. and parents may be harsh. sewing and knitting circles for the women. People living in these conditions suffer a penalty of -2 to all attributes. porridge twice a day. bone dice for the grownups. usually shared with chickens or other farm animals. Crude wooden toys for the children. Chores abound for everyone. but only for their education. Artisan Food Clothing Quarters Family Fun Effects 60 gp Porridge is served only for breakfast. possibly with beer. Linen with shiny brass buttons.worldofprime. Tunics of burlap or other coarse fibers. pork and beef on holidays and special occasions. There is time and energy left over to think about improving one’s lot in life though education or investment. but normal family relationships are possible. Children may have pets such as ponies or cute little dogs. Children are well-fed. Life-expectancy is 64 years. Wood is too valuable to waste. or leaky huts for the rest. filthy Barracks for the lucky ones. they will be sent to institutions of higher learning. stone. Ale is served with dinner. damp caves. Chicken or fowl once a week. Life-expectancy is only 32 years. Beer is served with dinner once a week or so. Rags. Dinner and sometimes lunch is bread and mutton. either of clapboard. Dinner is often bread and chicken. Only the fact that the slave-owner stands to profit from them keeps them alive. hats and purses. or clay.Slave Food Clothing Quarters Family Fun Effects 10 gp Bare survival. Shoes are just more rags wrapped around the feet. and you’re lucky to get it. Freeman Food Clothing Quarters Family Fun Effects 30 gp Porridge is still served for breakfast and lunch. in cold weather. World of Prime © 2009 M C Planck 50 Ye Olde Shoppe www. If possible. An occasional trip to town to see the mummers or bards. with a well-thatched roof. at least for the adults. the feet are wrapped in rags before putting the sandals on. but with cheese or bread for dinner. Guildmasters and such are expected to feast their lesser workers several times a year. or musical instruments to practice on. Canvas tunics with fired-clay buttons. Animals are normally kept in the barn. Children are a burden on families this poor. Life-expectancy is 64 years. if not well-clothed. Children are often put to work in the family business. A scrap of bread or cheese is worth fighting for. a piece of meat is worth killing for. Tea is served at meals. Odds and ends of rope or string serves for belts and ties. Buttons and clasps are made of wood. Children may have well-made toys of wood. Soft boots with gloves. This is a hard life of constant labor. Ale in the tavern once a week or so for the more well-to-do. Ale in the tavern on weekends for the men. but only once a week. Winter wear may be a blanket with a hole in it. Footwear is limited to sandals made of burlap straps. due to work and war. Dances and dinner parties on regular occasions. Tightly packed. Story-telling around the fire. After age six or so they will be expected to work for a living. Children are prized and generally given some kind of education until early adolescence. not for any expectation of Patric Mitchell (order #2310125) 1 . Life-expectancy is 48 years. ruined hovels. A Cottage for the family. cast-offs and scraps.

Life-expectancy is 64 years. Hunting. jewels may be incorporated into clothing as well as jewelry. A Mansion with rooms for family. and in many places. Bread and meat are served at every meal. Each outfit consists of many items. Courtesans.000 calories a day. Stray odds and ends may be found in their heavy-duty packs. Children are valued assets of the State.Nobility Food Clothing Quarters Family Fun Effects 200 gp Nobles don’t eat porridge. They will be educated in their chosen profession. and baked or sweet desserts are common. every Patric Mitchell (order #2310125) 1 . and only frightens the locals. Wool with silver accoutrements. such as dress jackets and gloves. Bards and other entertainers will be brought in for special occasions. Adventurer Food Clothing Quarters Family Fun Effects 400 gp Adventurers eat 5. Slippers made of impractical materials. but it does not include the army that should be living in your castle if you intend to remain a Peer for very long. Children are expected to carry on the family legacy. they have parties. not just brown. The study of literature or politics is often a required activity. gambling and drinking. Dinner parties at other noble’s houses almost every week. war. Nobles eat like Americans. or monster attacks. usually pork. such as fine roasts. ignoring events such as assassination. This means meat at every meal: bacon for breakfast. Also. Well-made. Adventurers are notoriously restless and easily bored. Living on the road.” To share experience from a battle is a sacred ritual far more binding than sharing bread with a stranger or wine with a guest. Only the pressures of war interrupt the peerage’s pursuit of pleasure. who are fiercely loyal to each other. The only advantage of this lifestyle is that it leaves all of your time free for adventuring. Imported wines are served at special occasions. A popular saying is. Good luck with that. diminishes your mystique. Life-expectancy is 80 years. Wine is served with every meal. musicians. like a formal academic robe or a fantastic hat. Meat is always available. Wine is served with dinner. capons cooked inside turkeys. Mixing with the commoners exposes you to infiltration. alcohol is a good source of calories too. Adventurers generally buy private rooms or suites for their party. World of Prime © 2009 M C Planck 51 Ye Olde Shoppe www. Lifeexpectancy is nominally 64 years. In other words. The expense includes the minimum necessary servants to maintain this kind of lifestyle (usually two or three per family member). dancing and partying every night. but XP is thicker than blood. Gold buttons. Peer Food Clothing Quarters Family Fun Effects 2. Adventurers don’t have families. and a slab of steak for dinner.000 gp Every meal is a gourmet event. Bread is often white. in taverns and inns. you can’t trust the water. half a chicken for lunch. buckles and threads are used liberally. Silk and fur. sturdy clothes of durable materials. as every adventurer knows. exotic fish. A Castle. High boots made for walking. hawking. Peers hire other people to study literature and politics for them. servants and entertainment such as ballrooms or music rooms. “Blood may be thicker than water.worldofprime. or pork wrapped in bacon and served on ham.

However. Soldiers. but it quite often applies to soldiers. a Guard could use a simple weapon. the employer can deduct ¼ of the worker’s pay by providing his tools. Skill Points These are the number of skill points the soldier can be expected to apply to the fighting profession. hired to stand around more than to fight. Spot. however. if they fight well enough. Soldiers The quality of soldier you receive depends on the amount of money you are willing to pay.Wages The average wage of a worker is equal to the cost maintaining a family and his taxes. this usually only applies to military men. such as holidays and gifts. The table shows skills and feats for humans. Again. Warrior. The yearly wages include the expected bonuses for long-term employment. or Barbarian). Guards are little more amateurs. Light Armor and Shields. you can still use these tables to reflect common soldiers of different quality. which keeps the workers in line and the patrons in charge. Squires are warriors almost equal to Knights. Traditionally. because they know their lord depends on them. Privates form the backbone of most armies. craftsmen usually prefer to spend that money on luxuries like clothing and food. including arms. the actual amount of gold distributed to the soldiers can be quite low. meaning they can spend their skill points on useful skills like Wilderness Lore. they do trust their lord to advance them. who are expected to occupy fortifications as part of their duties. they may have racial proficiencies or skill bonuses. Everyone starts with one Simple weapon proficiency. who prefer to own and maintain their own tools. Gaining an advancement in grade is usually a gift from a rich patron such as a noble or guild-master. Thus. Also. If you are not using Apprentice grades. Finally. Well. Corporals and Sergeants provide basic leadership. The employer may also deduct ¼ of the worker’s pay for room and board. This explains why soldiers rarely support families. This means that although the capital outlay of maintaining a body of men. and the fact that they tend to die a lot. Most workers cannot get ahead on their own. In addition. especially if the lord wants them better armed than their own meager resources can provide. as they do not trust their employers to place the same value on their personal advancement as they do. the employer may deduct ¼ of the wage if he provides for their advancement. This is the basis of the feudal system: everyone owes their position to their patron. Craftsmen almost never accept this arrangement. non-humans receive 2/4/6/8 skill points and a maximum of 1 feat. Workers who work for a daily wage will tend to be poorer than those with regular jobs.worldofprime. quarters and supplies. will freely accept this deal. Apprentice grade soldiers get their class proficiencies for free (usually Fighter. expecting that a share of the booty after a battle will greatly exceed any salary they could hope to Patric Mitchell (order #2310125) 1 . no matter how hard they try. expensive equipment. Lancers are good enough to equip with horses or other exotic. This usually does not apply to craftsmen. or Move Silently. can be quite high. Hide. World of Prime © 2009 M C Planck 52 Ye Olde Shoppe www. additional proficiency feats costs 1 skill point.

Soldiers who have invested in training and practice are sturdier fighters. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection. The rates below represent how much it costs just to feed. room and board. Men and women of Peerage rank (6th or higher) are not usually employed. Feat 3. and entertain high-rank nobility for a year. or CON. and can have a few attributes that are higher. However. you could potentially pay a soldier as little as 10 gp a year. 14.600 gp 2.400 gp 2. 14 16. These are almost always STR.Attributes Normal attributes are 10 each. but do not think this means you can stint on the cost. as will the costs for their personal retinues.600 gp 4. 12 14.12 The cost for employing ranked warriors is much. 2x Feats 6. although it will still cost you close to 40 gp a year to maintain him. and this requires treating them well. or even CHA. or Patric Mitchell (order #2310125) 1 . 2x Feats 9.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www. Title Knight Banner Baronet Viscount Marquis Baron Count Duke Earl Prince Rank 1 2 3 4 5 6 7 8 9 10 Yearly pay 400 gp 800 gp 1. 2x Feats 12. equipment and advancement will be extra. DEX. Thus. 14 16. You can reduce their pay by providing the necessities for them. so they have the proficiencies of their class and the attributes suitable for a hero. Maintaining their loyalty is always necessary. Viscounts and Marquis expect to be second in command and possibly heir to the land.5 sp 2 sp 3 sp 4 sp 5 sp Yearly Pay 40 gp 60 gp 80 gp 120 gp 160 gp 200 gp Guard Private Corporal Sergeant Lancer Squire All 10’s 12. these stats can also be INT.worldofprime. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3. house. if you are hiring spell-casters or spies. They receive their money directly from the tax collector. 2xFeats Attributes Daily Pay 1 sp 1. much higher. one gives them land to manage and accepts their fealty in return.200 gp 1. 12 14. WIS. All of these individuals have a full class rank. after all. Employing nobility over the third rank is unlikely.000 gp 2. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. The one advantage soldiers have is that they do not pay taxes.800 gp 3. instead.200 gp 3.

as you aren’t raising your next generation yourself. Attribute Bonus This is the bonus to skill the worker receives for having either a 12. you’ll have to pay him for those days as well. then you can spend half as much and reap twice as much profit. counting all of his bonuses. Skill Level This is the final skill level of the worker. depending on their station in life. pay 1/3 more gp in taxes. Feat. Poor societies will have mostly Apprentice level workers.worldofprime. or STR. However. if your period of employment stretches over any holy days or traditional celebrations. Taxes The profit a lord can collect from the workers that live under his protection. craft techniques don’t lend themselves to as straight-forward improvement as making a soldier faster. If your slaves don’t have families. WIS. Title Slave Serf Freeman Laborer Novice Apprentice Journeyman Expert Master Skill Level 0 2 4 0 1 2 4 8 13 Craft Grade 0 0 0 0 0 1 2 3 4 Skill Points 0 2 2 0 0 1 2 3.5 sp 3 sp 1 sp 1. Master craftsmen have such a wide-ranging grasp of their subject that they enjoy a Synergy bonus to their skill checks. Slaves don’t receive pay. then your farmers will benefit greatly. Serfs and Freemen will make 1/3 more gp a year.75 sp 1. Feat 4.Craftsmen Workers and Craftsmen come in different grades. Farmers tend to pay 1/3 of their income in taxes. MW tools Attribute Bonus 0 0 +2 0 +1 +1 +2 +3 +3 Daily Pay . Only Expert level workers and above are expected to have mastered the Skill Focus feat for their craft. Usually this is DEX. Workers are not as motivated to master their professions as soldiers are (since failure is not so obviously linked to dying). and other traditional gifts and bonuses. and move up one step on the lifestyle table. However. 14. this number represents how much it costs to keep a slave and his family alive. advanced civilizations will have greater and greater percentages of higher-grade craftsmen. If your society has regular access to the Plant Growth spell. Synergy.5 sp 2 sp 3 sp 4 sp 5 sp Yearly Pay 30 gp 60 gp 120 gp 40 gp 60 gp 80 gp 120 gp 160 gp 200 gp Taxes 10 gp 20 gp 40 gp 10 gp 15 gp 20 gp 30 gp 40 gp 50 gp Ye Olde Shoppe www. Pay The daily pay is provided in case you want to hire a worker by the day. resulting in a larger tax base and superior equipment for their armies. rather. or 16 in the appropriate attribute. that means you need to find new slaves when these wear out. The type of workers that make up the bulk of the workforce is determined by the government and economic model. while townsmen manage to sneak by with 1/4. The yearly cost already assumes all of those days. or World of Prime © 2009 M C Planck 54 Patric Mitchell (order #2310125) 1 . Also. but it may be INT. Skill Points These are the number of skill points the worker has spent on his chosen profession. stronger. CHA. usually levied as fees on services like grain milling or imports.

city fathers. there is little reason for them to give you a cut of their paycheck. and so on make wages or profits according to their skill and station. Profiting from the labor of others is a modern concept: medieval barons made their money from owning things or having rights. Since most workers provide their own tools. meaning a typical wheat farm will make 4 tons of wheat instead of 3. Even if these men or women work in another’s shop. which doubles its profitability (from 1 ton to 2 tons per year of wheat above the 2 tons the farmer and his family eat to survive). A farm with the Plant Growth spell will produce 33% more crops. This will increase both tax revenues and quality of life for the peasantry. plow (5 gp) seed (10 gp) 420 gp Cottage (100 gp) 40 acres of good farmland (200 gp) draft horse (100 gp) bit and bridle (2 gp). plow (5 gp) seed (10 gp) 420 gp Cottage (100 gp) 80 acres of pasture (160 gp) Herd of 80 sheep (160 gp) Operations 40 gp / year Serf family (40 gp) 40 gp / year Serf family (40 gp) Revenue 60 gp / year 1. Business Fishing boat Capital 200 gp Cottage (100 gp) Fishing boat (100 gp) 420 gp Cottage (100 gp) 40 acres of good farmland (200 gp) draft horse (100 gp) bit and bridle (2 gp). Usually they sell the goods they produce directly from their work-rooms: buying a sword from a smith while standing in his smithy gives you a sense of the quality of his work. potters. Typically 75% of a medieval population is engaged in agriculture. sell wine. yoke (3 gp). Farms The heart of any medieval economy is food production. or buy wool).500 lb of fish 60 gp / year 3 tons of wheat Farm Farm (Plant Growth) 40 gp / year Serf family (40 gp) 80 gp / year 4 tons of wheat Sheep Ranch 40 gp / year Serf family (40 gp) 60 gp / year 800 lb of mutton 400 lb of fleece World of Prime © 2009 M C Planck 55 Ye Olde Shoppe www. yoke (3 gp). then you can run a shop for a profit because you can sell goods for more than it costs to make them.worldofprime. Selling or leasing a license to provide a good or service is a common practice (such as the exclusive right to mill Patric Mitchell (order #2310125) 1 . Shops Individual crafts such as smiths. farms will also produce vegetables. The listed revenue is only the taxable income. Expect to pay special fees and taxes when the local rulers notice you are making a profit. If you can purchase an exclusive right.Businesses Owning or investing in a business may require the permission of the local nobles. carpenters. they will expect the guild standard rate of pay. Farmers are assumed to have free access to at least 1 acre of forest for fuel and building materials. or both. chickens and other raw materials for their own consumption.

at varying expense.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1. An inn at a crossroads will do very well.000 lb of beef 4 sq. Liquor or gaming licenses may be required.200 gp / year General Store 300 gp / year Importer 1. Using medieval technology.000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 .000 gp Inn (2. and occasionally be robbed. Although this quality of ore is rare.Cattle Ranch Mill 1. The value of this ore depends on its quality. Establishment Tavern Capital 1.worldofprime. It will probably require a license. and how much it costs to refine it. iron as a whole is not.000 gp) Operations 120 gp / year Journeyman merchant (120 gp) 160 gp / year Expert merchant (200 gp) 400 gp / year Master merchant (200 gp) 5 Guards (200 gp) 1.000 gp) License (?) 2.000 gp / year Money-lender 5. the same inn on a dank moor will barely survive.000 gp) License (?) Operations 200 gp / year Freeman family (200 gp) 400 gp / year Freeman family (200 gp) 5 servants (200 gp) Revenue 400 gp / year Inn 800 gp / year Merchants The buying and selling of goods – as opposed to producing and selling goods – is an unusual business. A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1. what kind of ore it is.000 gp Tavern (1. a good miner can produce up to 600 lb of ore a day.000 gp / year Mines Mines are unique in that the profit they generate depends less on the labor expended than on the quality of the mining site.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1.000 gp Gatehouse (10. cause undue suspicion. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe Patric Mitchell (order #2310125) 1 . yds of leather 1.200 gallons of milk 900 gp / year 45 tons of flour (30 farms’ worth) 400 gp / year Master miller (200 gp) 5 Apprentices (200 gp) Hotels The revenue listed is only an average value.000 gp) Capital (100. be subject to special taxes or forfeitures.

tough and brave.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7.500 gp / year 900 lb of silver Gold 45.120 gp / year 50 serfs (3.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4. Mine Patric Mitchell (order #2310125) 1 . average 3.400 gp / year 50 serfs (3. In all cases.000 gp / year 60 tons of iron Silver 3. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining).000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war).000 gp / year 50 freemen (6. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1. rich 6.000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. Refining the ore requires at least four times as much labor and consumes whole forests. Gold and platinum can be mined at similar rates. Good miners are hard to come by: they have to be strong. because it was still cheaper and easier than shipping metal all the way from Rome.600 lb of ore. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks.worldofprime.500 gp / year 50 slaves (1.200 gp / year 50 freemen (6. The Romans mined ore in English bogs.000 gp / year 20 tons of iron Iron. poor Capital 2. Viking farmers often mined and smelted their own ore. but veins of these precious metals are much rarer. shovels and wheelbarrows (75 gp) 10 axes (50 gp) 50 slaves (?) 50 manacles (250 gp) 500 ft of chain (750 gp) A supply of whips (20 gp) Barracks (1.000 gp) Engineer (200 gp) 12.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www.000 gp / year 10 tons of iron Iron. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. mining the ore is the easy part.000 gp) Engineer (120 gp) 4.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks. despite the poor quality of ore.

1 8 8 8 2 2 1 oz 1 oz 1 oz 1 oz Prepared Food Sausage Honey Butter Cheese Bread Pastry Trail rations (1 day) Cost 4 cp 1 sp 2 cp 4 cp 4 cp 1 sp 5 sp Lbs. Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal.000 lb 2. or wheat per day. and people will do almost anything to augment it. but animals require 2% of their weight per day.000 lb Cost 2 sp 1 sp 2 sp 4 sp 1 gp 10 gp 1 sp 2 sp 5 sp 1 gp Lbs. Humans and other medium-sized humanoids require at least 2 lb of oats. Warhorses and such are often fed barley because it is easier to carry and more nutritious. 10 4 1 1 1 1 1 1 1 1 1 1 1 1 8 2 1 1 1 1 1 1 1 1 Intoxicants Tea (10 gal) Beer (1 gal) Ale (1 gal) Wine (1 gal) Brandy (1 bottle) Champagne (1 bottle) Chewing tobacco Smoking tobacco Narrowleaf Flower of the Poppy Livestock Livestock Chicken Rabbit Goose Goat Sheep Pig Cow Ox Cost 5 cp 1 sp 1 gp 2 gp 2 gp 5 gp 25 gp 50 gp Weight 3 lb 2 lb 15 lb 50 lb 150 lb 250 lb 1.) Eggs (12) Chicken Goose Goat Mutton Pork Beef Venison Fish Cost 1 cp 1 cp 1 cp 1 cp 1 cp 2 cp 2 cp 5 cp 1 sp 1 gp 1.worldofprime.Bulk Goods Food Hay is cheap.000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1. but animals only require 1% of their weight per day. This is a miserable subsistence diet.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe Patric Mitchell (order #2310125) 1 . 1 1 1 1 1 0. rice. Barley is more expensive.5 gp 5 gp 10 gp 15 gp 2 cp 2 cp 2 cp 8 cp 3 cp 4 cp 6 cp 10 cp 12 cp 4 cp Lbs. Note that you must provide your own containers for these goods (except for bottled drinks).

½ 1 ½ 1½ 5 1 ½ ¼ 1 1 3 1 2¼ 4½ 4½ 12 Precious materials Material Marble Coral Ivory Cost per lb 1 gp 10 gp 100 gp World of Prime © 2009 M C Planck 59 Ye Olde Shoppe www.006 gp 0.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.004 gp 0.2 gp 0.1 gp 1 gp 2 gp 5 gp 5 gp Gems Gem Jacinth Onyx Ruby Topaz Emerald Sapphire Pearl Amethyst Diamond Color Orange Black Red Yellow Green Blue White Purple Clear Cost per carat 10 gp 25 gp 500 gp 50 gp 750 gp 250 gp 1 gp 100 gp 1.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.002 gp 0.01 gp 0.5 sp 1 gp 2.4 gp 0.1 gp 0.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.worldofprime.008 gp Patric Mitchell (order #2310125) 1 .5 gp 5 sp 5 gp 7.5 gp Lbs.3 gp 0.000 gp Stones Stone Carnelian Obsidian Sardonyx Amber Jade Turquoise Moonstone Garnet Quartz Color Orange Black Red Yellow Green Blue White Purple Clear Cost per lb 10 gp 1 gp 5 gp 20 gp 10 gp 25 gp 2 gp 50 gp 1 sp Cloth Materials Burlap Canvas Linen Velvet Fleece (raw wool) Wool Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide Cost per yard 1 cp 2.

Sign up to vote on this title
UsefulNot useful