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 .

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

Patric Mitchell (order #2310125) 1 .

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

Complex or unusual products such as Exotic weapons require Experts. World of Prime © 2009 M C Planck 2 Ye Olde Shoppe www. So it takes him 20 days to make the weapon. not until Wizards with Fabricate spells are available. so it requires 410 days for a Master smith to create it. and use that to calculate the time and effort. Note that not all laborers can produce all products. At least.000 gp value of the object. nor were its legions armed in an afternoon. temporary supports or molds. Masterwork items are as much art as they are science. Siege Engineers follow special rules (see Siege Weapons). washes. add their labor together. Labor Labor = Price – Raw Materials The other 2/3 of the price is for labor.Crafting Rules To estimate how long it will take to manufacture an item. and 3 at Master). If multiple workers cooperate on a single object. making a Masterwork longsword costs 315 gp because it costs a Master smith 105 gps in materials and just over a year of labor. Assume a work-group is possible for every 10.000 days to build the castle. and wear and tear on tools. use the formulas below. Construction crafts (Masons and Architects) can oversee 10 times as many workers. This cost includes more than just the materials delivered to the customer: there are also additional materials used in the production process. they also produce less. Although the assistants cost less. Time is a precious resource that even the rich cannot buy. For precious metals or other unusual raw materials. Rome was not built in a day. The final produce will have the same quality as the overseer’s skill. Most craftsmen can oversee apprentices or associates equal to their rank (1 at Journeyman. So building a castle could have 25 work-gangs. A masterwork longsword costs 315 gold. In general try to imagine how much the item would cost if made of dross. you should modify this appropriately. 2 at Expert. Masterwork quality items require Master level craftsmen. Time Days = Labor / Daily Wage To find out how long it takes to make something. Thus. a Master smith earns 5 silver a Patric Mitchell (order #2310125) 1 . its labor component is 10 gold. but once you watch pig iron being hammered into a steel katana by hand. Large objects (like castles) can have multiple groups working on them. you’ll realize it’s not unreasonable at all.worldofprime. then it would take the 775 man workforce over 1. such as fluxes. A longsword costs 15 gold. acids. This may seem like a long time. Ordinary items such as Martial weapons can be made by Journeymen. Raw Materials Raw Materials = Price / 3 Assume 1/3 of the final price of the product is in raw materials. if each gang was composed of a Master mason and 30 Journeymen workers. divide the labor cost of the item by the daily wage of the laborer. Only the simplest items can be made by Apprentices. so the final price won’t change but the item will get done quicker. These numbers are designed to produce reasonable approximations of the wages for craftsmen.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

000 gp 1.000 gp 250. 1 room 50 x 50 ft. 1 story 30 x 40 ft.000 ft 20 ft tall x 10. Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1. 3 stories 15 ft tall x 4.000 gp 4. 1 story 100 x 100 ft. AC Bonus This is the amount of military defense the structure adds. entire military units can gain this AC bonus when fighting other armies. 1 story 50 x 80 ft. 4 stories 150 x 150 ft. 1 story 20 x 20 ft. up to x4 as many soldiers or refugees can occupy the building for weeks at a time. roads. Cost Maintenance on a building is approximately 1% per Patric Mitchell (order #2310125) 1 . In times of war or emergency. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed.worldofprime.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft.000 gp 50.000. as well.000 gp 200.000 gp 500. 1 story 50 x 50 ft. While individuals can use any wall as cover or concealment.000 gp 5.000 gp 10. 1 story 20 x 20 ft. 2 stories 200 x 200 ft. Occupancy This is the number of people who can live comfortably in the building.000 gp 400.000 gp 100. 3 stories 500 x 500 ft.000 ft 30 ft tall x 20.000 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. Rent is typically 5%.000 gp 1. The mason’s guild is the place to go for buildings.000 ft 40 ft tall x 20.000 gp 15.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1.000 gp 100.000 gp 1.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own. 2 stories 20 x 20 ft.000 ft 10 ft deep x 1.000 gp 5. 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 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft. 1 story 250 x 500 ft. fortifications and other improvements.000 gp 500. 2 stories 50 x 80 ft. 3 stories 350 x 350 ft. 3 stories 500 x 500 ft.

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

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

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

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

These hit points are normally per 10 x 10 ft section.000 1. Sapping Digging a tunnel is free. Pushing one 10 ft per round requires at least 80 medium-sized creatures. Tunnels and Sapping attacks require an engineer to oversee their execution. A hundred men can dig 50 ft of tunnel a day. so destroying a large structure requires immense amounts of damage. You can build up multiple sapping attacks before triggering them all at once.soldiers to climb the ladders inside to the edge of the enemy walls. you can either tunnel up into their courtyard. it inflicts a -2 to all Sailing checks. Once you reach the enemy walls.000 80 120 160 180 300 450 720 Patric Mitchell (order #2310125) 1 . The extra deck space also allows more soldiers to fight on your ship.worldofprime. Pushing it faster makes it fall over. If built into a ship. More men can’t dig faster. Tunnels. Fortification values Inflicting the listed hit point damage to structure creates a breach. if you have men and shovels. it gives a height advantage and its AC to the soldiers inside when attacking other ships (or defending their own). allowing entry with no more difficulty than crossing rough ground.500 2.200 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. or you can try to undermine their walls. Siege towers are 40 ft tall. Masterwork buildings have DR +2 and 25% more hit points. but they can dig other tunnels (or protect the diggers from attacks). However. A Sapping attack requires 1 day of work by the digging crew and does 100 pts of damage to a wall. but the enemy may detect your efforts and take counter-measures. 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. Wooden building’s DR is normally bypassed by fire.

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

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

worldofprime. World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www.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. Powered by oars. powered by oars. Cost Maintenance is typically 10% of the purchase price per year. 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. it only has DR 1 but it weighs so little one man can pick it up and walk with it.000 gp 30.000 gp 3. -2 to all Sailing checks.000 gp 20.000 gp 15. Canoe If it’s made out of leather. 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. Fishing boat Big enough to spend all day at sea.additional 10 pts of damage per point you beat the enemy captain’s roll by. Pinnace A light.000 gp 25. it has DR 5 but weighs at least 500 lb. Inflicts a -8 to any Sailing Patric Mitchell (order #2310125) 1 . If it’s made out of wood. Sometimes used as a shiptender (a shuttle servicing a larger ship). or both. Powered by a sail. Rowboat (-2 Sailing checks) A rowboat or skiff. fast sailboat. or long poles used to push against the river bottom. Includes a large fishing net.000 gp 5.000 gp 10. a simple sail. oars. It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks. since it reflects the vessel’s ability to absorb damage).000 gp 10. and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process. this is how much its defenses are worth to you. Rams ignore DR of 5 or less.

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

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

/ 10 cu ft 2 lb 5 lb 5 lb 5 lb World of Prime © 2009 M C Planck 30 Ye Olde Shoppe Patric Mitchell (order #2310125) 1 . Holds 1 gallon If the weather turns cold and you are sleeping outside without a bedroll. but it can also result in boxes that are worth more than anything they could possibly contain. and costing an extra 250 gp per lb (but remember.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. Steel crates can be made out of sturdier materials such as mithril or adamantium. Luggage Every adventurer needs something to carry or store his loot in. ideal for storing spell components) Linen pouch with brass clasp Woolen pocket purse. trunks and chests) often have locks attached to them. silver clasp Silk purse with gold clasp Cost 3 cp 5 cp 5 sp 2 gp 2 gp 4 gp 5 gp 1. They may also be chained in place. Masterwork crates cost an extra 50 gp. Crates (boxes.worldofprime. Grants a +2 to Wilderness Lore checks near streams or water. or built into the walls/floors of a building or ship.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 . This can result in boxes very hard to break into./ 4 cu ft . suffer a -2 to Wilderness Lore checks. gaining the appropriate DR (15 or 20) and extra HPs (20% or 33%). See the Locksmith section for details. and have DR+2. 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. mithril objects weigh half as much).

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

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

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

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

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

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

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

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

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

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

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

or arctic ice shelves. If you really want to put your mother’s favorite vase back together. it takes all day. hoping that having to heal naturally will force them to rethink their life choices. However. World of Prime © 2009 M C Planck 42 Ye Olde Shoppe www. or the priest may have to file a report with his superiors or the local ruler. Be prepared for a Good priest to report the presence of any really powerful and scary auras to his superiors. If you have a good reason. artistic quality of workmanship will vary considerably. Usually priests will have a little of this on hand. volcanic islands. Hiring a priest to oversee your duels and make sure no one bleeds out is the responsible thing to do. Obviously you can only get this at the appropriate temple. Restoring ability damage that will probably go away on its own. cheap metal. if you wait long enough. 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. Repeat castings of this spell are the cheapest way to heal. Only 1 point of healing. be prepared for an Evil priest to try and cheat you out of rare magic items. for adventurers they like. water and bed rest. Why bother translating texts when the priest can do it easily and perfectly? Keep in mind. for those too cheap to pay for magical healing. Be careful what you talk about. Often prescribed for chronic conditions such as over-eating or partying too hard. meaning they can’t cast any other spells. The local priest may also refuse to heal trouble-makers or violent folk. Also. It’s hard to imagine what you need mended for this price that can’t be fixed cheaper by a tradesman or craftsman. 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. that a priest is going to be reading your secret treasure map/ancient historical prophecy/vampire Patric Mitchell (order #2310125) 1 . Not so obviously. Evil priests still want Holy water: they have Undead problems. too. 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. however. but it stops all bleeding. Usually cast at ceremonies like weddings or baptisms. or local materials. Usually cast on an object such as a bottle of wine. Generally only available in extreme climates like deserts. the ability to ignore the effects of weather for an entire day could be important during blizzard season. Particularly invaluable for ordinary accidents or work-related injuries. Simple folk believe the effect lasts longer than a few rounds.worldofprime. they consider it a waste of magic. Priests don’t usually like to make potions. Useful for people who feel they may be straying from the path. To settle private disputes or seal contracts. Having a trained nurse on call and the advice of a physician allows you to heal x2 your level per day. Usually hand-made by the local priest. 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. Includes an hour of analysis and counseling. However. just in case.Shrine (1st level) Hospital care 1 sp per day Cure Minor Wounds 2 sp Bless Mending Detect Magic 1 gp 1 gp 1 gp Detect Poison 1 gp Cure Light Wounds Comprehend Languages Endure Elements Detect Alignment Holy/Unholy Water 1 gp 5 gp 1 gp 1 sp 25 gp per pint Holy Symbol 1 sp Plain food. For those who can’t wait for natural healing. they’ll sell it to you for the cost to make it. they’re willing to make an exception.

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

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

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

Lifespan The effect this lifestyle has on the average lifespan of an individual. no maximum. Cloth The kind of cloth normally associated with this station in life. on the other hand. Double this expense if you are maintaining an ordinary-sized family. Style Slave Serf Freeman Artisan Noble Peer Adventurer Expense 10 gp 20 gp 30 gp 60 gp 200 gp 2. of course. The figures for the Peer class represents the minimum amount a head of state would spend. Serfs are poor and oppressed. but their life span is often cut short by the nature of the work they do. they can usually afford something else for dinner. clothes. Expense How much it costs per year to maintain this lifestyle. while peasants eat porridge for breakfast and lunch. higher ranks will be expected to live and entertain more lavishly. Food A representative example of what you could find on their dinner table. The Noble class is the 1st rank of Patric Mitchell (order #2310125) 1 . They eat well and wear first-rate equipment. Nobles are ranked individuals. Freemen are merely poor. Fittings For furniture. and various academics or businessmen like bankers and importers. Artisans are successful craftsmen or businessmen who enjoy the best life a working man can hope for. of course. In some areas this may be a legal restriction. The Artisan class represents upper-level craftsmen such as Experts or above. there is. World of Prime © 2009 M C Planck 49 Ye Olde Shoppe www. dishes and general house-wares.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. with salaries or land holdings. Adventurers. Slaves.Lifestyles An approximation of the various qualities of life that people can expect. Jewelry is usually a step up: even Freemen can often afford a tiny bit of gold for a ring or pendant. Slaves are so poor they eat porridge twice a day and nothing else. use bits of wood as buttons. Only Peers can normally afford to decorate their clothes with gold buttons and buckles. This is useful for putting the wildly extravagant life-style of the typical adventurer into context. and Serfs may well have family heirlooms of silver.worldofprime. are footloose wanderers living in inns when they’re not sleeping in the woods or camping in dungeons. Peers are major nobles and heads of state.

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

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

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

400 gp 2.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www. you could potentially pay a soldier as little as 10 gp a year.200 gp 3. or even CHA. Men and women of Peerage rank (6th or higher) are not usually employed. Maintaining their loyalty is always necessary. and entertain high-rank nobility for a year. but do not think this means you can stint on the cost. 2x Feats 6.200 gp 1. after all.000 gp 2. 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. 14 16. 14 16. They receive their money directly from the tax collector. DEX. The rates below represent how much it costs just to feed. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. one gives them land to manage and accepts their fealty in return. Soldiers who have invested in training and practice are sturdier Patric Mitchell (order #2310125) 1 . 12 14. Employing nobility over the third rank is unlikely.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. as will the costs for their personal retinues. these stats can also be INT.worldofprime. much higher. 12 14. and this requires treating them well. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3. Viscounts and Marquis expect to be second in command and possibly heir to the land. if you are hiring spell-casters or spies. The one advantage soldiers have is that they do not pay taxes. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection.12 The cost for employing ranked warriors is much.Attributes Normal attributes are 10 each.800 gp 3. You can reduce their pay by providing the necessities for them. 2x Feats 12. or advancement.600 gp 2. instead. 2xFeats Attributes Daily Pay 1 sp 1. or CON. 14. However. equipment and advancement will be extra. house. These are almost always STR. so they have the proficiencies of their class and the attributes suitable for a hero. Thus. although it will still cost you close to 40 gp a year to maintain him. All of these individuals have a full class rank. WIS. and can have a few attributes that are higher. room and board. Feat 3. 2x Feats 9.600 gp 4.

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

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

Using medieval technology.worldofprime. a good miner can produce up to 600 lb of ore a day. and occasionally be robbed.000 gp Gatehouse (10.000 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. at varying expense.200 gp / year General Store 300 gp / year Importer 1.Cattle Ranch Mill 1. Although this quality of ore is rare. 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.000 gp Tavern (1. Establishment Tavern Capital 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) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1. what kind of ore it is. iron as a whole is not. Liquor or gaming licenses may be required.000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 .com Patric Mitchell (order #2310125) 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) 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 Inn (2.000 gp / year Money-lender 5. and how much it costs to refine it. The value of this ore depends on its quality. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www. An inn at a crossroads will do very well.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110. the same inn on a dank moor will barely survive. yds of leather 1.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1. be subject to special taxes or forfeitures.000 lb of beef 4 sq.000 gp) Capital (100. It will probably require a license. cause undue suspicion.

200 gp / year 50 freemen (6.000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. Good miners are hard to come by: they have to be strong. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks. The Romans mined ore in English bogs. rich 6. Mine Iron. Viking farmers often mined and smelted their own ore.600 lb of ore.120 gp / year 50 serfs (3. Gold and platinum can be mined at similar rates. Refining the ore requires at least four times as much labor and consumes whole forests.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining).000 gp) Engineer (120 gp) 4. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war). average 3. mining the ore is the easy part. despite the poor quality of ore. because it was still cheaper and easier than shipping metal all the way from Rome.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7.000 gp / year 20 tons of iron Iron.000 gp) Engineer (200 gp) 12.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4. tough and brave.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations Patric Mitchell (order #2310125) 1 .500 gp / year 900 lb of silver Gold 45.000 gp / year 10 tons of iron Iron. but veins of these precious metals are much rarer.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. shovels and wheelbarrows (75 gp) 10 axes (50 gp) 50 slaves (?) 50 manacles (250 gp) 500 ft of chain (750 gp) A supply of whips (20 gp) Barracks (1.000 gp / year 50 freemen (6. In all cases.000 gp / year 60 tons of iron Silver 3.500 gp / year 50 slaves (1. poor Capital 2.worldofprime.400 gp / year 50 serfs (3.

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. Warhorses and such are often fed barley because it is easier to carry and more nutritious. Humans and other medium-sized humanoids require at least 2 lb of oats.000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1. rice. Barley is more expensive. and people will do almost anything to augment it. Note that you must provide your own containers for these goods (except for bottled drinks). This is a miserable subsistence diet.000 lb 2.worldofprime.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe www. 1 1 1 1 1 0.000 lb Cost 2 sp 1 sp 2 sp 4 sp 1 gp 10 gp 1 sp 2 sp 5 sp 1 gp Lbs.Bulk Goods Food Hay is cheap. or wheat per day.) 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. but animals only require 1% of their weight per Patric Mitchell (order #2310125) 1 . Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal. 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. but animals require 2% of their weight per day. 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.

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.3 gp 0.worldofprime.01 gp 0.4 gp 0.5 gp Lbs.008 gp 0.5 gp 5 sp 5 gp 7.004 gp 0.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.2 gp 0.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.000 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 Patric Mitchell (order #2310125) 1 .1 gp 1 gp 2 gp 5 gp 5 gp Gems Gem Jacinth Onyx Ruby Topaz Emerald Sapphire Pearl Amethyst Diamond Color Orange Black Red Yellow Green Blue White Purple Clear Cost per carat 10 gp 25 gp 500 gp 50 gp 750 gp 250 gp 1 gp 100 gp 1.5 sp 1 gp 2.1 gp 0.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.002 gp 0.006 gp 0.

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