Campaign Supplement

Ye Olde Shoppe
© 2009 M. C. Planck

Patric Mitchell (order #2310125)


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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 .

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

Patric Mitchell (order #2310125) 1 .

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

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

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

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

or steel. Slash Slash Pierce Bludg. Club. @ Fist A standard medium-sized person does this much damage when punching someone. of varying Patric Mitchell (order #2310125) 1 . bronze. bronze. although you could beat someone with a rock if you really felt like it. Maul The humble wooden stick. However. Bludg. they are simple enough that almost anyone can employ them effectively. stone. If you have to use one as a melee weapon. Bludg. Suitable for throwing. or stone. 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. Rock. 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). it imposes a -4 to hit due to its poor design for that purpose. Bludg. Bludg. iron. they are cheap. copper.worldofprime. Pierce Bludg.5 STR bonus damage. Tomahawk A small hatchet. or scalping fallen foes. Note that the Boulder receives x1.Primitive Weapons Primitive weapons are generally not as good as more technologically advanced weapons. Also. but also suitable for delivering poison. or 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. Its only attraction is its low. Slash Bludg. Boulder These are normally thrown. and all of them can be made without metal. 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. Javelin May be tipped with lead. obsidian. low cost. Intended to be thrown as an opening shock just before melee combat. World of Prime © 2009 M C Planck 5 Ye Olde Shoppe www. May be made of flint. Knife More of a tool than a fighting weapon. Baton. chopping wood. made of iron.

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

Greataxe The massive double-bladed axe of legend. this long. iron and steel are most common. Scimitar A wickedly curved sword. Light Mace A heavy weight on the end of a wooden handle. Shortsword This category covers everything from extremely large knives to the wakazashi and the famous gladius. @ 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. Silver maces are particularly popular in areas infested with Undead or lycanthropes. 7 Ye Olde Shoppe www. 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. silver. The most interesting aspect of the light mace is that it can be made out of almost any kind of material. Anyone that knows how to use a knife can use a shortsword. Slash Slash Slash Pierce Pierce Slash Pierce Bludg.worldofprime. Anyone with a STR less than 12 should not even try to wield this World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . Bludg. E @ S S T. However. the scimitar is hard to use correctly. Quarterstaff A favorite weapon of priests. cold iron.Wild Weapons These weapons require less metal and less metal-working skill to produce. D. but stone. but can occasionally dish out tremendous damage. 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. the length and versatility of this weapon grants a +1 to AC when used in melee combat. copper. they are not necessarily less effective. wizards and pacifists. thin bladed weapon receives a +2 Sleight of Hand check when trying to hide it. mithril. Plenty of societies with the technology to produce Civilized weapons will still employ these cheaper alternatives. Bronze. 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. or adamantium are all equally suitable. @ Dagger A favorite of back-stabbers and poisoners.

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

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

It provides a +1 AC when used in melee combat. Using two Sai will grant a +2 to AC (but still only a +2 to Disarm checks). The halberd is particularly effective against cavalry. spike and hook all on the end of a pole. You can load any crossbow with prodds (metal balls) to do 1d4 Bludgeoning damage instead of 1d8 Piercing. Improved versions can be made that cause additional damage (effectively the same as a STR bonus). It is so heavy and dangerous to use that it requires military training. 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 www. The simple point-and-click interface makes it suitable for anyone to use.Halberd A hammer. It can also use prodds as ammunition. Slashing. The halberd has a multifaceted head and can do any kind of damage: Bludgeoning. or Piercing. 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 Patric Mitchell (order #2310125) 1 . Sai This over-sized fork is designed to disarm and defend. Heaver versions can be reloaded with a winch.worldofprime. Crossbow A wooden crossbow that can be reloaded by hand in ½ a round (a Move action). as it can be used to Set against a charge and then used to pull the rider from his horse (a Trip attack). blade. doing 1d6 Bludgeoning damage.

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

com Patric Mitchell (order #2310125) 1 . Silk armor costs 150 gp plus 25 gp per point of AC protection. has DR 20 and 33% more hit points against sundering attacks. 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. and subtracts 1 from each die of damage done by the appropriate kind of attack (acid. electricity. and the Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. Dragon hide: if you were crazy enough to wear it. but that’s just for the labor – you have to supply the dragon hide yourself (such a rare commodity can’t be bought). It has hardness 15 and 20% more hit points than normal armor.worldofprime. It is always Masterwork quality. The cost is 2. hide. The cost is 1. and Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. The cost is twice as much as a Masterwork suit of ordinary material. or studded armor. It is always Masterwork quality. Dragon hide armor is always Masterwork quality. Adamantium armor grants DR 1/2/3 for Light/Medium/Heavy armors.000 gp per AC for a shield). It has hardness 4 and 20% more hit points than ordinary. Only metal armor and shields can be made from adamantium. Only metal armor and shields can be made from mithril. or cold). fire. Mithril armor is half the weight of normal metal armor.000 gp per point of AC protection (or 500 gp per AC for a shield). and is always Masterwork quality (with all associated benefits). leather.Special Materials Silk is half the weight of normal cloth.000 gp per point of AC protection (or 1. you could make any kind of armor out of dragon hide.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.

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

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

com World of Prime © 2009 M C Planck 15 Patric Mitchell (order #2310125) 1 . Horses are valuable tools and status symbols. Feed The cost per day to feed the animal. and since larger warriors will pick the larger mounts. Cheap. Many of these creatures are dangerous combatants in their own right. 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.worldofprime. Ox Immensely strong. Carry This is the Light load for the creature. The last three in the table are trained for war. *Flying mounts cannot carry a Heavy load. due to being for a Medium creature instead of for a Large one). any barding and the rider. Some creatures have to be fed meat. Also good eating. Small characters average about 50 lb. 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. Remember to add the weight of saddles. you can just assume an average of 150 lb. Horses Mule A cross between a donkey and a horse. tack. effective labor. but you can put pack saddles on them too (the pack costs and weighs ½ as much.Stables Every upscale adventurer needs a fancy horse – or better. and not noted for its loyalty or obedience. Since individual mounts will differ slightly in size and strength. Donkey Includes llamas. Refer to the Monster section in the SRD for their abilities. not including stabling fees. 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. including all of his armor and gear. Strong but not so fast. but very slow. One ox can feast 500 men. and you can eat them if you have to.

000 gp 9. One solution is the Animal Friendship spell. At least they are cheap to feed – they’ll eat anything. All of these creatures are trained for battle. Courser The Arabian hot-blooded racing horse. as they tend to be uncontrollably violent.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. and thus their ownership might require legal permission or social status.Pony A small horse. only larger and meaner. these animals are suitable for hobliars: men who ride to battle but dismount to fight. Destrier The legendary warhorse. the meat is as tough as old shoe-leather. It is unlikely that any civilized society would employ these creatures.worldofprime. 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. or a good working horse like the American Quarter-horse. Patric Mitchell (order #2310125) 1 . These creatures can be trained to fight as a pack. medieval warhorses were valued at the lives of three grooms – because that’s how many they would kill during their training. suitable for pulling plows or wagons full of ale. World of Prime © 2009 M C Planck 16 Ye Olde Shoppe www. They don’t make good eating. Dire Wolf. Ridgebacks and Newfoundlands.000 gp 4. or can be ridden by Small characters. could be problematic. The extra Exotic mounts mobility on the march and the battlefield can be worth the price. Some of these mounts can only be found in certain geographical climates.000 lb 1. but they can survive off bread and scraps. Deinonychus The only really suitable riding dinosaur.000 gp 4. it makes an excellent mount. Huge.000 gp 3. Palfrey Traditionally a woman’s riding horse. Dogs will eat meat if they can get it. Fast and vicious. Draft horse A huge. trained for war. Warpony Tougher and sturdier than an ordinary pony. Convincing one not to eat you. Wolf Includes large war-trained dogs like German Shepards. Dire Boar Like their smaller cousins.000 gp 7. however. strong and willing to fight. heavy Clydesdale.500 lb Boar These animals make good war mounts because they like attacking things. usually ridden by halflings or children. Exotics Boar Wolf Dire Wolf Dire Boar Deinonychus Rhinoceros Elephant Triceratops Cost 200 gp 150 gp 3.

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

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

000 ft 40 ft tall x 20.000 gp 1.000 gp 50.000 gp 100.000 gp 200.000 gp 10.000 gp 100.000 gp 500. 1 story 100 x 100 ft. AC Bonus This is the amount of military defense the structure adds.000 gp 1. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed. Cost Maintenance on a building is approximately 1% per year. 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 100.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1. 1 story 50 x 80 ft. In times of war or emergency.000 gp 500.000 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 www. 3 stories 15 ft tall x Patric Mitchell (order #2310125) 1 .000 gp 1.000 ft 30 ft tall x 20. up to x4 as many soldiers or refugees can occupy the building for weeks at a time. While individuals can use any wall as cover or concealment.000 gp 250. roads.000 ft 10 ft deep x 1. 2 stories 200 x 200 ft.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft. 3 stories 500 x 500 ft.worldofprime.000 gp 5. 2 stories 20 x 20 ft. entire military units can gain this AC bonus when fighting other armies. 3 stories 500 x 500 ft.000 gp 4.000 ft 20 ft tall x 10. 1 story 30 x 40 ft.000 gp 400. 1 story 250 x 500 ft.000 gp 5. fortifications and other improvements. 1 room 50 x 50 ft. 3 stories 350 x 350 ft. 4 stories 150 x 150 ft. as well. 1 story 50 x 50 ft. 1 story 20 x 20 ft.000.000 gp 15.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft. 1 story 20 x 20 ft. Rent is typically 5%. Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1. 2 stories 50 x 80 ft. Occupancy This is the number of people who can live comfortably in the building. The mason’s guild is the place to go for buildings.

Another 20 people can sleep in the common room in front of the fire. Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified entrance. 2 stories 200 x 250 ft. 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. with extravagances such as ballrooms.000 gp 50. Walls are made from everything to logs. you can’t actually build a cave. separate kitchens. possibly with a loft. 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. adobe. and location Manor A two-story building with three to five rooms per floor. 1 story 50 x 70 ft. Cave A natural cave complex. depending on quality. 2 stories 40 x 50 ft. 1 story 150 x 200 ft.000 gp 50. 2 stories 50 x 80 ft.worldofprime. Barracks Quarters and furnishings fit only for World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . 1 story 80 x 100 ft.000 gp 5. The price reflects its value.000 gp 50. Unless you can employ dwarves or magic.Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost 1. Bailey A wooden fort surrounded by a 10 ft tall log wall. Apartment Renting a room in a Manor house. 2 stories 350 x 350 ft. wattle and daub. Cottage A two-room hovel.000 gp 200 gp 500 gp 300 gp 5. 2 stories 200 x 200 ft. or 2 Huge animals.000 gp 2. usually on a large estate. The gate is thick wood strengthened by iron bands. Palace Luxurious accommodations for nobles and their servants.000 gp 200. Obviously houses vary considerably in value.000 gp 500.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft. shingles and tiles. wine cellars. Inns have larger rooms of higher quality. sod. slate. trees 50 x 80 ft. or brick. 10 Large. Cavern Huge caverns with many artificial tunnels and additions. Murder-holes allow the 20 Ye Olde Shoppe www. House A basic house. House construction varies according to the technology and civilization. 1 story 100 x 100 ft. sawed planks.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 ft. 1 story 50 x 80 ft. Tavern. roofs vary from thatch. dirt. Mansion Three stories. 1 story 250 x 250 ft. Inn Simple rooms for 10 guests and the tavern keeper’s family. with three to five rooms. beams. size.

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

The road is clear and level. tilled. Highway 100 gp/mile Wooden Bridge Stone Bridge Canal Canal Lock Dam Tolls 100 gp 1. and the weather is generally wretched. traveling is difficult. animal. Land in prime locations may cost much more than the listed price.Roads Track Trail Road Cost 1 gp/mile 10 gp/mile Description Single-file foot or horse traffic. plowed. Compare this to the price of a magic sword. either because the soil is poor or there is little irrigation or rainfall. The surface is “metaled. fenced and properly watered. This is a 100 ft wide dam.” that is. Pasturage is Patric Mitchell (order #2310125) 1 . location. but no one will buy it until it has been shown to be safe to live in. uncivilized land is free to claim. It is also within an hour’s walk of a fortified place that can protect the farmers. However.000 gp Free x2 Mountains are rocky. Nobody is going to labor in the fields unless they feel safe. Allows a barge to be pulled or poled along. in bad weather it can become impassable. with enough space to pull over and let oncoming traffic pass. Traditionally a 9th level individual must build and inhabit a castle before people will consider the area “safe. Farmland is developed land. or one in each direction. otherwise.000 gp 100 gp/mile 1. This is how canals deal with hills. or a single wagon. Swampland is worth something. paved with stones and mortar. A sturdy arched bridge. so even civilized realms will still contain many forests. its productive value in either crops or lumber is small. Also. Wild. In many societies land will not be for sale to non-nobles. Plateaus or mesas will be valued as flat land of the appropriate type. Because it is so primitive. or a wagon in each direction at the same time. Every city needs a forest close at hand to supply firewood and building materials. as it is possible to eke a living out of it. Two wagons side-by-side. it’s just pasturage. location. Forests contain lots of trees which must be cleared before the land can be effectively farmed.” World of Prime © 2009 M C Planck 22 Ye Olde Shoppe www. hilly land that is usually only suitable for mining.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. locks are where traffic in different directions can pass each other. Strong and wide enough for 2 heavy wagons sideby-side. no wagons. clear land not really suitable for farming. A square mile of fully developed prime farmland would cost 3. Highways and bridges may charge a toll of a cp per person. but unsurfaced. A simple beam design. not counting any buildings or improvements. The first three rules of real estate are location. strong and wide enough for only one wagon at a time. bad weather has little impact on its effectiveness. especially in cities.worldofprime. A double-wide column of troops. Bad weather has little effect on highways.000 gp 10.200 gp. or wagon wheel. Larger dams may be beyond the skill of ordinary craftsmen.

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

Pushing one 10 ft per round requires at least 80 medium-sized creatures. Fortification values Inflicting the listed hit point damage to structure creates a breach. Wooden building’s DR is normally bypassed by fire. A hundred men can dig 50 ft of tunnel a day.soldiers to climb the ladders inside to the edge of the enemy walls. but the enemy may detect your efforts and take counter-measures.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. if you have men and shovels.worldofprime. you can either tunnel up into their courtyard. Tunnels. Sapping Digging a tunnel is free. or you can try to undermine their walls. If built into a ship.000 80 120 160 180 300 450 720 1. Masterwork buildings have DR +2 and 25% more hit points. it inflicts a -2 to all Sailing checks. Siege towers are 40 ft tall. A Sapping attack requires 1 day of work by the digging crew and does 100 pts of damage to a wall. it gives a height advantage and its AC to the soldiers inside when attacking other ships (or defending their own). but they can dig other tunnels (or protect the diggers from attacks).000 1. The extra deck space also allows more soldiers to fight on your ship. Pushing it faster makes it fall over. More men can’t dig faster. Tunnels and Sapping attacks require an engineer to oversee their execution. However. allowing entry with no more difficulty than crossing rough ground. These hit points are normally per 10 x 10 ft section. so destroying a large structure requires immense amounts of damage.500 2. You can build up multiple sapping attacks before triggering them all at Patric Mitchell (order #2310125) 1 . 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. Once you reach the enemy walls.

World of Prime © 2009 M C Planck 25 Ye Olde Shoppe www. Carry This is the multiplier for the creature in the harness. a Pack Saddle allows a Draft horse to carry 200 lb as a Light load and 600 lb as a Heavy load. From one to four horses can be attached to a wagon. you know it’s time to visit the cartwright’s yard and buy a wagon. Carriage An enclosed cab. The animal cannot Run or double move without destroying the travois. Four Coursers would allow up to 900 lb as a light load.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. Travios Two poles that drag on the ground from the animal’s back. that equals the weight of the chariot plus two warriors in full battle gear.worldofprime. up to four horses can be attached for maximum speed.000 lb 2. so a 1.Cartwright’s Yard When you have so much loot you can’t carry it all. or an open-faced spiked-wheel war machine. designed to be pulled by two to eight dogs. Chariot Either a fancy surrey with a fringe on top. Wagon. Only works over snow. 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. with anywhere from one to eight horses in front.000 lb of cargo. Cart A small two-wheeled cart. You can push it at 20 ft per round. With two draft horses this would only be a Medium Patric Mitchell (order #2310125) 1 . but you can’t run with it. a Large wagon can have up to eight horses. This is the only vehicle priced for Medium-sized animals. with a harness for one creature. but only on snowy days. One or two horses are normal. Large Wagon The most efficient pulling mechanism possible. Wheel-barrow A one-wheeled cart with handles. However. A Wagon would allow the same horse to pull 1. Or a surrey with a fringe on top. Trying to Run with a cart imposes a -4 skill check penalty. with a superior suspension designed for comfort and speed.000 lb as a Light load and 3.000 lb).000 lb 2. Suitable for going to Grandmother’s house. traveling at top speed. Sled A dog sled.000 lb as a Heavy load (but the wagon itself already weighs 1.000 lb wagon can carry an additional 3. In general vehicles can carry a maximum of three times their own weight. Thus. trying to Run with a wagon imposes a -4 penalty to any Riding checks. all other vehicles assume Large animals.

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

World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www. 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 1.000 gp 30.000 gp 25. or long poles used to push against the river bottom.additional 10 pts of damage per point you beat the enemy captain’s roll by. it has DR 5 but weighs at least 500 lb. -2 to all Sailing checks.000 gp 15. If it’s made out of wood. 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.000 gp 5.000 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. this is how much its defenses are worth to you. Includes a large fishing net. and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process. oars.000 gp 10. Pinnace A light. Rowboat (-2 Sailing checks) A rowboat or skiff. Rams ignore DR of 5 or less. Canoe If it’s made out of leather. a simple sail. Cost Maintenance is typically 10% of the purchase price per year. Sometimes used as a shiptender (a shuttle servicing a larger ship).com Patric Mitchell (order #2310125) 1 .000 gp 20. Inflicts a -8 to any Sailing checks. or both.000 gp 3. Powered by a sail. powered by oars. fast sailboat.000 gp 10. Fishing boat Big enough to spend all day at sea. it only has DR 1 but it weighs so little one man can pick it up and walk with it.worldofprime. since it reflects the vessel’s ability to absorb damage). It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks. Powered by oars.

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

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

or built into the walls/floors of a building or ship. Crates (boxes./ 4 cu ft .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. trunks and chests) often have locks attached to them. Steel crates can be made out of sturdier materials such as mithril or adamantium. 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. Luggage Every adventurer needs something to carry or store his loot in. suffer a -2 to Wilderness Lore checks. and costing an extra 250 gp per lb (but remember. This can result in boxes very hard to break into. Holds 1 gallon If the weather turns cold and you are sleeping outside without a bedroll. silver clasp Silk purse with gold clasp Cost 3 cp 5 cp 5 sp 2 gp 2 gp 4 gp 5 gp 1. but it can also result in boxes that are worth more than anything they could possibly contain. See the Locksmith section for details. mithril objects weigh half as much) 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. gaining the appropriate DR (15 or 20) and extra HPs (20% or 33%). ideal for storing spell components) Linen pouch with brass clasp Woolen pocket purse.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 . Masterwork crates cost an extra 50 gp. Grants a +2 to Wilderness Lore checks near streams or water. and have DR+2. They may also be chained in place.

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

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

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

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

A large silver tray with a domed Patric Mitchell (order #2310125) 1 . square plate made of wood. pewter (silver mixed with lead). it also helped protect the thatching from insect damage. Well-to-do peasants have a stone fireplace in their house. brandy snifter. instead. which almost always meant a good knife.worldofprime. Medieval diners brought their own silverware. A porcelain plate. one drinks soup straight from the bowl. or wine glass. A crystal champagne flute. without a handle. Vikings had a hole in the middle of their dirt floor to hold their fire.Pottery Kiln Adventurers are always smashing crockery. A wooden cup. Gold ones cost 10x as much. A pottery plate. which serves as kitchen. with a handle and possibly a lid. A wide-lipped wooden bowl. Usually made out of silver. Rich people will have a fancy knife that is useless for anything but eating. 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. A porcelain bowl. heater and gathering place. so they were elaborately carved and often gilded. Suitable for baking bread. While this meant the house was always smoky. A thick. Spoons are not normally used.000 lb 1. Made of silver. A large mug. Used for roasting over an open fire or in a fireplace. A large iron pot. Salt cellars were items of status. 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. or other spices.000 lb Description A large wooden bowl. Made out of pottery. Stores salt. A large bowl. made out of pottery. so occasionally it’s useful to know how much it costs. A flat frying iron to put over a stove or fire. The smoke went up and through the thatched roof. or live without baking. World of Prime © 2009 M C Planck 35 Ye Olde Shoppe www. or glass. horn. pepper. Poor people either dig a hole in the ground and fill it with coals.

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

gold buttons. fox-fur Silk slippers w/ mink High. wide-brimmed leather hat. heavy leather belt with a brass buckle. brass buttons. Gems and jewelry are extra. with rabbit-fur ear flaps Velvet chapeau. as is the crown. silk. burlap-strip Patric Mitchell (order #2310125) 1 . demin. suede purse with silver clasps. lace gloves. silk trousers. silk gloves trimmed in lace. Canvas tunic and leggings with fired-clay buttons. a velvet hat trimmed in fox fur. linen pouch. a huge brocade hat. light leather boots. gloves and a floppy hat. silk sash and long silk slippers with gold studs. You’ll also need jewelry. Wool doublet and jacket with silver buttons. at least a signet ring. 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. a lion or bear fur cloak. gold and pearl inlay Footwear Burlap sandals Leather shoes Soft leather boots lined with rabbit fur Suede boots. Magic rings not included. stout leather boots trimmed in squirrel fur. woolen trousers. silvered and feathered Brocade head-piece. gold buttons Silk doublet. stout boots trimmed in rabbit fur Gloves Burlap work gloves Canvas work gloves Leather gloves Long lace gloves Silk opera gloves. lace collar Silk tights Blouse and skirt. 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. lace trim Evening gown. a woolen cloak trimmed in fox fur. 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. 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. clay buttons Burlap peasant dress Fancy demin dress Linen dress. Burlap tunic and leggings with wood buttons. Silk doublet and jacket with gold buttons. Linen tunic and leggings with brass buttons. Sturdy leather coat with many pockets and brass buttons. lace trim and pearls Ceremonial Robes. light leather shoes. heavy leather belt and suede boots with silver buckles.worldofprime. with silver studs and a peacock feather.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. canvas trousers. linen tunic with fired-clay buttons. silk purse with gold clasps. belt with a brass buckle.

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

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

worldofprime. depending on local rules. 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. 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 evening Tavern wench. mug Wine. goblet Champagne. Normal adventurers will spend about 1 gp per day. Rich vagabonds can live in high style for 5 gp a day. if you like it Mummer’s farce. 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. 1 evening Private Patric Mitchell (order #2310125) 1 . Dining in stray inns and odd taverns is often an adventure in itself. flute Cost 1 cp 3 cp 5 cp 1 sp 1 gp 2 gp Note: any of these entertainments may be unavailable or illegal. 1 song of your choice Bard.Inns and Dens Most adventurers will spend most of their time on the road. and carry the risk of being arrested during a police raid. World of Prime © 2009 M C Planck 40 Ye Olde Shoppe www. all you can drink Beer. private performance Musical troupe. 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. with pastries Roast capon. 1 night Courtesan. chicken or mutton and cheese Pork platter. Illegal entertainments are twice as expensive. stein Ale. glass Brandy. 1 seat Tavern bard. warhorse Stable and Feed. goose liver pate. Poor travelers can expect to spend 1 sp a day. with a side of vegetables A slab of steak or roast.

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

the ability to ignore the effects of weather for an entire day could be important during blizzard season. but it stops all bleeding. Usually cast on an object such as a bottle of wine. 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. Only 1 point of healing. Particularly invaluable for ordinary accidents or work-related injuries. Usually cast at ceremonies like weddings or baptisms. Useful for people who feel they may be straying from the path. meaning they can’t cast any other spells. However. for those too cheap to pay for magical healing. Obviously you can only get this at the appropriate temple. or arctic ice shelves. Be prepared for a Good priest to report the presence of any really powerful and scary auras to his superiors. artistic quality of workmanship will vary considerably. just in case. Includes an hour of analysis and counseling. If you have a good reason. or local materials. Restoring ability damage that will probably go away on its own. if you wait long enough. Not so obviously. A handful of Novices means that women no longer die in childbirth. Holy water does 2d4 damage to undead and outsiders (Unholy water heals undead and outsiders) Made of wood. they consider it a waste of magic. 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. World of Prime © 2009 M C Planck 42 Ye Olde Shoppe www. Repeat castings of this spell are the cheapest way to heal. be prepared for an Evil priest to try and cheat you out of rare magic items. water and bed rest. For those who can’t wait for natural healing. Generally only available in extreme climates like deserts. that a priest is going to be reading your secret treasure map/ancient historical prophecy/vampire porn. hoping that having to heal naturally will force them to rethink their life Patric Mitchell (order #2310125) 1 .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. The local priest may also refuse to heal trouble-makers or violent folk. Evil priests still want Holy water: they have Undead problems. they’re willing to make an exception. However. Usually priests will have a little of this on hand. Often prescribed for chronic conditions such as over-eating or partying too hard. it takes all day. Hiring a priest to oversee your duels and make sure no one bleeds out is the responsible thing to do. volcanic islands. or the priest may have to file a report with his superiors or the local ruler. To settle private disputes or seal contracts. Usually hand-made by the local priest. too. Simple folk believe the effect lasts longer than a few rounds. It’s hard to imagine what you need mended for this price that can’t be fixed cheaper by a tradesman or craftsman. Why bother translating texts when the priest can do it easily and perfectly? Keep in mind. cheap metal. Also. Be careful what you talk about. they’ll sell it to you for the cost to make it. Having a trained nurse on call and the advice of a physician allows you to heal x2 your level per day. Priests don’t usually like to make potions. 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. If you really want to put your mother’s favorite vase back together.worldofprime.

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

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.

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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.

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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)






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Using Injected or Contact poisons on weapons or items is purely a matter of dexterity and caution.worldofprime. in which case it is permanent. extended sunlight. Wasp Venom. These poisons are selected because they have no strong flavor or smell. unless the saving throw was critically fumbled (a natural 1). Exposure to water. for private use). Poisons inflict their primary damage immediately and their secondary damage 10 rounds (1 minute) later. Piercing attacks are best for delivering Injected poisons. Centipede Venom. Scorpion Venom. Spider Venom. Masterwork poisons cost x5 as much and have a save DC that is 2 higher. A natural fumble on an attack roll requires a DC 15 Reflex save to avoid poisoning oneself (or a nearby ally). depending on the materials. and Bludgeoning weapons cannot use Injected poisons. Sneaking Ingested poisons into someone’s food or drink requires the Sleight of Hand skill. Worm Venom. Primitive tribes will equip their soldiers with Patric Mitchell (order #2310125) 1 . 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. Ingesting the appropriate antidote before making the save grants a +5 (or +7 for a Masterwork antidote). Manufacturing poisons is part of the Alchemy skill (the skill check to make a poison is the same as its Save DC). 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. technology and skills available. and is relatively safe. Snake Venom. Ability damage is temporary (it returns at the rate of 1 per day). 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. but even in those tribes it is probably illegal to use poison on a fellow tribesman.Poisons Poisons vary wildly from area to area. Only a single dose can be applied to a weapon at a time. Exposure to multiple doses of a poison inflicts multiple saves and damage rolls. to make up for their lack of metal weaponry. After the first successful hit. or other environmental effects will also ruin the poison. The one constant is that they are almost always illegal (at least. Slashing attacks grant a +2 on the save. the poison is expended.

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

with salaries or land holdings. clothes. are footloose wanderers living in inns when they’re not sleeping in the woods or camping in dungeons. This is useful for putting the wildly extravagant life-style of the typical adventurer into context. there is. Food A representative example of what you could find on their dinner table. Style Slave Serf Freeman Artisan Noble Peer Adventurer Expense 10 gp 20 gp 30 gp 60 gp 200 gp 2.000 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. and Serfs may well have family heirlooms of silver. Nobles are ranked individuals. The Artisan class represents upper-level craftsmen such as Experts or above. Fittings For furniture. Expense How much it costs per year to maintain this lifestyle. no maximum. higher ranks will be expected to live and entertain more lavishly. Slaves. of course. Lifespan The effect this lifestyle has on the average lifespan of an individual. Double this expense if you are maintaining an ordinary-sized Patric Mitchell (order #2310125) 1 . and various academics or businessmen like bankers and importers. In some areas this may be a legal restriction. but their life span is often cut short by the nature of the work they do. while peasants eat porridge for breakfast and lunch. Jewelry is usually a step up: even Freemen can often afford a tiny bit of gold for a ring or pendant.worldofprime. on the other hand. dishes and general house-wares. Serfs are poor and oppressed. The Noble class is the 1st rank of nobility. they can usually afford something else for dinner. Slaves are so poor they eat porridge twice a day and nothing else. Only Peers can normally afford to decorate their clothes with gold buttons and buckles. Adventurers. World of Prime © 2009 M C Planck 49 Ye Olde Shoppe www. Freemen are merely poor. Cloth The kind of cloth normally associated with this station in life. Artisans are successful craftsmen or businessmen who enjoy the best life a working man can hope for. use bits of wood as buttons. They eat well and wear first-rate equipment.Lifestyles An approximation of the various qualities of life that people can expect. Peers are major nobles and heads of state. of course. The figures for the Peer class represents the minimum amount a head of state would spend.

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

A Mansion with rooms for family. Nobles eat like Americans. World of Prime © 2009 M C Planck 51 Ye Olde Shoppe www. “Blood may be thicker than water. alcohol is a good source of calories too. Adventurer Food Clothing Quarters Family Fun Effects 400 gp Adventurers eat 5. dancing and partying every night. Mixing with the commoners exposes you to infiltration. Also. Life-expectancy is 80 years. The only advantage of this lifestyle is that it leaves all of your time free for adventuring. Peers hire other people to study literature and politics for them. Living on the road. Wool with silver accoutrements. This means meat at every meal: bacon for breakfast. gambling and drinking. Courtesans. and in many places. Imported wines are served at special occasions. In other words. or monster attacks. Well-made. and baked or sweet desserts are common. Only the pressures of war interrupt the peerage’s pursuit of pleasure. every night. like a formal academic robe or a fantastic hat.” To share experience from a battle is a sacred ritual far more binding than sharing bread with a stranger or wine with a guest. and a slab of steak for dinner. such as fine roasts. they have parties. Each outfit consists of many items. Bread is often white. capons cooked inside turkeys. Life-expectancy is 64 years. Adventurers generally buy private rooms or suites for their party. High boots made for walking. half a chicken for lunch. war. you can’t trust the water. Peer Food Clothing Quarters Family Fun Effects 2.000 gp Every meal is a gourmet event. as every adventurer knows. in taverns and inns. ignoring events such as assassination. and only frightens the locals.Nobility Food Clothing Quarters Family Fun Effects 200 gp Nobles don’t eat porridge. Hunting. Slippers made of impractical materials. Bards and other entertainers will be brought in for special occasions. Silk and fur. exotic fish. Gold buttons. sturdy clothes of durable materials. The expense includes the minimum necessary servants to maintain this kind of lifestyle (usually two or three per family member). diminishes your mystique. Dinner parties at other noble’s houses almost every week. Adventurers are notoriously restless and easily bored. Children are expected to carry on the family legacy. Lifeexpectancy is nominally 64 years. hawking. Wine is served with every meal. The study of literature or politics is often a required activity. A Castle. Good luck with that. such as dress jackets and gloves. Children are valued assets of the State. usually pork. not just brown. buckles and threads are used Patric Mitchell (order #2310125) 1 . A popular saying is. who are fiercely loyal to each other. Wine is served with dinner. but it does not include the army that should be living in your castle if you intend to remain a Peer for very long. servants and entertainment such as ballrooms or music rooms. Stray odds and ends may be found in their heavy-duty packs.worldofprime.000 calories a day. Adventurers don’t have families. They will be educated in their chosen profession. jewels may be incorporated into clothing as well as jewelry. or pork wrapped in bacon and served on ham. Meat is always available. Bread and meat are served at every meal. musicians. but XP is thicker than blood.

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

2xFeats Attributes Daily Pay 1 sp 1.600 gp 2. WIS.400 gp 2. 2x Feats 6. and this requires treating them well. Maintaining their loyalty is always necessary.800 gp 3. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3. or CON.Attributes Normal attributes are 10 each. You can reduce their pay by providing the necessities for them. The one advantage soldiers have is that they do not pay taxes. Feat 3.000 gp 2. Soldiers who have invested in training and practice are sturdier fighters. or advancement.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. house. All of these individuals have a full class rank. 2x Feats 9.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www. after all. so they have the proficiencies of their class and the attributes suitable for a hero. these stats can also be Patric Mitchell (order #2310125) 1 . 14 16. 12 14.200 gp 3. as will the costs for their personal retinues. However. 12 14. 2x Feats 12.12 The cost for employing ranked warriors is much. and entertain high-rank nobility for a year. one gives them land to manage and accepts their fealty in return. if you are hiring spell-casters or spies. These are almost always STR. 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.worldofprime. DEX. Men and women of Peerage rank (6th or higher) are not usually employed. and can have a few attributes that are higher. or even CHA. Thus. although it will still cost you close to 40 gp a year to maintain him. instead. Employing nobility over the third rank is unlikely. 14 16. much higher.600 gp 4. equipment and advancement will be extra. 14. They receive their money directly from the tax collector. room and board. Viscounts and Marquis expect to be second in command and possibly heir to the land. but do not think this means you can stint on the cost.200 gp 1. The rates below represent how much it costs just to feed. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. you could potentially pay a soldier as little as 10 gp a year.

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

there is little reason for them to give you a cut of their paycheck. 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. The listed revenue is only the taxable income. Profiting from the labor of others is a modern concept: medieval barons made their money from owning things or having rights. or both. 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. Farmers are assumed to have free access to at least 1 acre of forest for fuel and building materials. Shops Individual crafts such as smiths. then you can run a shop for a profit because you can sell goods for more than it costs to make them. Expect to pay special fees and taxes when the local rulers notice you are making a profit. sell wine. If you can purchase an exclusive right. Typically 75% of a medieval population is engaged in agriculture.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. 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). 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). they will expect the guild standard rate of pay. yoke (3 gp). Farms The heart of any medieval economy is food production.Businesses Owning or investing in a business may require the permission of the local nobles. chickens and other raw materials for their own consumption. A farm with the Plant Growth spell will produce 33% more crops. yoke (3 gp). farms will also produce vegetables. or buy wool).com Patric Mitchell (order #2310125) 1 . This will increase both tax revenues and quality of life for the peasantry. 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). Since most workers provide their own tools. Selling or leasing a license to provide a good or service is a common practice (such as the exclusive right to mill grain. city fathers. meaning a typical wheat farm will make 4 tons of wheat instead of 3. and so on make wages or profits according to their skill and station. carpenters. Even if these men or women work in another’s shop.worldofprime. potters.

000 gp Gatehouse ( Patric Mitchell (order #2310125) 1 . Liquor or gaming licenses may be required.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1. iron as a whole is not.000 lb of beef 4 sq. The value of this ore depends on its quality. and occasionally be robbed. cause undue suspicion. It will probably require a license.000 gp) License (?) 2.000 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. Although this quality of ore is rare.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1.000 gp) Capital (100. at varying expense. yds of leather 1. be subject to special taxes or forfeitures.Cattle Ranch Mill 1. Using medieval technology. and how much it costs to refine it. a good miner can produce up to 600 lb of ore a day.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 Tavern (1.000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 . what kind of ore it is. the same inn on a dank moor will barely survive. Establishment Tavern Capital 1. A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore.000 gp Inn (2. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1.000 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.200 gp / year General Store 300 gp / year Importer 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 Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110. An inn at a crossroads will do very well.worldofprime.000 gp / year Money-lender 5.

shovels and wheelbarrows (75 gp) 15 axes (75 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. rich 6.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www.000 gp / year 20 tons of iron Iron.000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.600 lb of ore.000 gp) Engineer (200 gp) 12. average 3.500 gp / year 900 lb of silver Gold 45. 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. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining).400 gp / year 50 serfs (3.000 gp / year 50 freemen (6.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2.500 gp / year 50 slaves (1. Viking farmers often mined and smelted their own ore. but veins of these precious metals are much rarer. In all cases. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1.000 gp / year 10 tons of iron Iron.000 gp) Engineer (120 gp) 4.120 gp / year 50 serfs (3.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks. The Romans mined ore in English bogs. because it was still cheaper and easier than shipping metal all the way from Rome. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war).000 gp) 5 Guards (200 gp) Engineer (200 gp) 7. tough and brave. poor Capital 2. mining the ore is the easy part. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. despite the poor quality of ore.worldofprime. Good miners are hard to come by: they have to be Patric Mitchell (order #2310125) 1 .000 gp / year 60 tons of iron Silver 3. Mine Iron. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks. Gold and platinum can be mined at similar rates.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4.200 gp / year 50 freemen (6.

Humans and other medium-sized humanoids require at least 2 lb of oats.worldofprime. but animals require 2% of their weight per Patric Mitchell (order #2310125) 1 .000 lb 2.) 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.Bulk Goods Food Hay is cheap. rice. but animals only require 1% of their weight per day. 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. 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. and people will do almost anything to augment it.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe www. 1 1 1 1 1 0. Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal. Note that you must provide your own containers for these goods (except for bottled drinks). Warhorses and such are often fed barley because it is easier to carry and more nutritious. Barley is more expensive.000 lb Cost 2 sp 1 sp 2 sp 4 sp 1 gp 10 gp 1 sp 2 sp 5 sp 1 gp Lbs.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.000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1. or wheat per day. This is a miserable subsistence diet.

006 gp 0.5 gp Lbs.worldofprime.5 sp 1 gp 2.004 gp 0.01 gp 0.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.002 gp 0.5 gp 5 sp 5 gp 7.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.2 gp 0. 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.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 Patric Mitchell (order #2310125) 1 .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 2.3 gp 0.4 gp 0.1 gp 0.008 gp 0.

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