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 .

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

Patric Mitchell (order #2310125) 1 .

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

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

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

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

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

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

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

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

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

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

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

com Patric Mitchell (order #2310125) 1 . leather. Silk armor costs 150 gp plus 25 gp per point of AC protection.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. electricity. It has hardness 15 and 20% more hit points than normal armor. It has hardness 4 and 20% more hit points than ordinary. Only metal armor and shields can be made from adamantium. The cost is 2.Special Materials Silk is half the weight of normal cloth.000 gp per point of AC protection (or 500 gp per AC for a shield). Dragon hide: if you were crazy enough to wear it. Mithril armor is half the weight of normal metal armor. The cost is 1. It is always Masterwork quality. or studded armor. Adamantium armor grants DR 1/2/3 for Light/Medium/Heavy armors. It is always Masterwork quality. The cost is twice as much as a Masterwork suit of ordinary material. Dragon hide armor is always Masterwork quality. and the Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3.000 gp per AC for a shield). but that’s just for the labor – you have to supply the dragon hide yourself (such a rare commodity can’t be bought). and is always Masterwork quality (with all associated benefits).000 gp per point of AC protection (or 1. you could make any kind of armor out of dragon hide. Only metal armor and shields can be made from mithril.worldofprime. fire. and subtracts 1 from each die of damage done by the appropriate kind of attack (acid. or cold). has DR 20 and 33% more hit points against sundering attacks. Armor Armor Cloth Leather Hide Studded Leather Scale mail Banded mail Chainmail Breastplate Half-plate Full plate Cost 5 gp 10 gp 15 gp 25 gp 50 gp 250 gp 100 gp 200 gp 600 gp 1. hide. and Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3.

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

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

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

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

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

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

000 gp 400.000 gp 15.000 ft 10 ft deep x 1.000 gp 500. While individuals can use any wall as cover or concealment. Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1. 3 stories 500 x 500 ft. fortifications and other improvements. 3 stories 350 x 350 ft. 1 story 50 x 80 ft. 2 stories 50 x 80 ft. AC Bonus This is the amount of military defense the structure adds. 3 stories AC Bonus +1 +1 +1 +0 +2 +3 +3 Tech Primitive Primitive Wild Civilized Civilized Civilized Civilized Material Wood Wood Wood Wood Wood Wood Wood Fortifications Cave Cavern Barracks Bailey Gatehouse Tower Keep Castle Citadel Fortress Wooden wall Stone wall Great wall Legendary wall Moat Cost 100.000 gp 250.000 gp 5.000. 3 stories 15 ft tall x 4.000 gp 200.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft. In times of war or emergency. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed. 4 stories 150 x 150 ft. 1 room 50 x 50 ft.000 gp 1.000 gp 10.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1.000 gp 1. 1 story 250 x 500 ft. 1 story 30 x 40 ft. The mason’s guild is the place to go for Patric Mitchell (order #2310125) 1 .000 ft 40 ft tall x 20. Rent is typically 5%. 1 story 50 x 50 ft. as well.worldofprime.000 gp 50. 2 stories 200 x 200 ft. entire military units can gain this AC bonus when fighting other armies. Cost Maintenance on a building is approximately 1% per year. up to x4 as many soldiers or refugees can occupy the building for weeks at a time. Occupancy This is the number of people who can live comfortably in the building. 2 stories 20 x 20 ft. 1 story 20 x 20 ft. 3 stories 500 x 500 ft. 1 story 20 x 20 ft.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own.000 gp 1.000 gp 5. 1 story 100 x 100 ft.000 gp 100.000 ft 20 ft tall x 10.000 gp 500.000 ft AC Bonus +6 +8 +2 +4 +6 +6 +5 +6 +7 +8 +3 +4 +5 +6 +1 Tech Primitive Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Primitive Wild Civilized Civilized Wild Material Stone Stone Wood Wood Stone Stone Stone Stone Stone Stone Wood Stone Stone Stone - World of Prime © 2009 M C Planck 19 Ye Olde Shoppe www.000 gp 100.000 ft 30 ft tall x 20. roads.000 gp 4.

Palace Luxurious accommodations for nobles and their servants. and location Manor A two-story building with three to five rooms per floor. dirt.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft.000 gp 200. usually on a large estate. or brick.000 gp 2. with extravagances such as ballrooms.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 ft. 1 story 100 x 100 ft. 1 story 250 x 250 ft. House A basic house. slate. Mansion Three stories. Cottage A two-room hovel. with three to five rooms.Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . 10 Large. Barracks Quarters and furnishings fit only for soldiers. The price reflects its value. 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. Unless you can employ dwarves or magic. Walls are made from everything to logs. 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. separate kitchens. depending on quality. 1 story 50 x 80 ft. Obviously houses vary considerably in value.worldofprime. or 2 Huge animals. Bailey A wooden fort surrounded by a 10 ft tall log wall. 2 stories 200 x 250 ft. sod. 2 stories 50 x 80 ft. adobe. trees 50 x 80 ft. shingles and tiles.000 gp 50.000 gp 50.000 gp 200 gp 500 gp 300 gp 5. House construction varies according to the technology and civilization.000 gp 50. Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified entrance. wattle and daub. you can’t actually build a cave. Cavern Huge caverns with many artificial tunnels and additions. 1 story 150 x 200 ft. size. Cave A natural cave complex. 1 story 80 x 100 ft. Inns have larger rooms of higher quality. Another 20 people can sleep in the common room in front of the fire. The gate is thick wood strengthened by iron bands. 2 stories 350 x 350 ft. beams. 2 stories 200 x 200 ft. roofs vary from thatch. Inn Simple rooms for 10 guests and the tavern keeper’s family.000 gp 5. wine cellars. 1 story 50 x 70 ft. 2 stories 40 x 50 ft. Murder-holes allow the 20 Ye Olde Shoppe www. possibly with a loft. Tavern. sawed planks. Apartment Renting a room in a Manor house.000 gp 500.

Cathedral A massive structure built to impress and awe. including storage space and a private well whenever possible. and the stone overhang helps protect the gate from siege weapons. Chapel A stone hall. A large shop serves as a general store or factory.defenders to attack from above.worldofprime. but can also be a free-standing structure. There are apartments for the priests in the back. Keep A strong stone keep with 15 to 25 rooms. made sacred by years of ceremony. with a 20 ft outer wall linking six to eight towers and two gatehouses. It includes a simple wooden gate. World of Prime © 2009 M C Planck Legendary wall Imperial cities are defended by miles of these 40 ft tall. and battlements on the top. Church A larger chapel with separate apartments and extra rooms like libraries and scriptoriums. University Lecture halls. Academy Apartments. they can be built in narrow passes or on bridges. stronger keep. A moat increases the effect defense of any structure by +1. 10 ft thick stone walls. Often attached to a castle or wall. Great wall The capitals of nations are defended behind these 30 ft tall. A drawbridge over your moat is only 1. each 30 ft tall. For 5.000 gp you get an iron portcullis.000 gp. Citadel A massive castle. however. classrooms. with four towers and a gatehouse. 21 Ye Olde Shoppe www. For an extra 1. Temple A large stone hall. Wooden wall A wall of upright logs. Fortress Two layers of walls. with multiple towers and gatehouses. Castle A larger. Men in armor and siege engines will find it difficult to pass. 15 ft thick stone walls. A city of a square mile will fit in this amount of wall. The finest touches the society can afford will be used: marble floors. with apartments for the staff. Shop. Stone wall A stone wall 20 ft tall and 5 ft thick. for 2. the thick wooden gate is faced with stone. student dorms and perhaps a few shady groves for holding debates. surrounded by a 15 ft wall with battlements. Gatehouses are normally incorporated into larger fortifications. Sept A main hall for worship and several apartments suitable for acolytes to live in. Large Shop A small shop such as a tailor’s or bakery. gigantic spires and often a bell tower or two. It includes a simple wooden gate. The gatehouse is usually staffed by up to 40 soldiers during a battle. professor's housing.000 it is covered by a layer of iron. Tower A four-room stone tower with an interior winding staircase. stained glass. 15 ft tall and 3 ft thick. Moat A 10 ft wide and deep moat around your Patric Mitchell (order #2310125) 1 . libraries and a kitchen.000 gp. Sacred Grove A natural cove of trees. usually adorned with statues.

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

however. the target can negate all damage with a DC 5 Reflex save. Well-equipped engineers can use a special bundle of arrows to deliver an area attack (no roll to hit. DR 5 Large. but they can be dragged 5 ft per round if necessary. meaning a Ram can be built in day by an entire army. 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. 10x10 ft area. It also grants a height advantage. however. To attack a mobile target requires a Ranged Touch attack (the same as with a Ballista). With a full crew they can fire every 4th round. Trebuchet Catapults and trebuchets are all but useless against anything smaller than Huge. 30 hps. 40 hps. 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). Ballista A ballista makes Ranged Touch attacks against targets. 20 hps. If used against a ship. These siege engines are Huge and require a lot of space. Hitting smaller than Huge targets requires a natural 20. heavy stones are used. costs 5 gp). Warships come equipped with rams. rope. DR 5 Huge. They can attack once per round. so only one or two can be mounted on large ships. DR 5 Garg. Siege Tower A Gargantuan mobile fortification. or anything that moves.000 unskilled men at this task. it grants Cover (+4 AC) to the 20 attackers inside it..Siege Engines Siege engines are often constructed as Patric Mitchell (order #2310125) 1 . Only an immobile target can be attacked by a ram. DC 15 Reflex save for half damage. (Optional rule: the operator can add his or her Siege Engineering skill). It requires an engineer and a crew of 20 men five minutes (50 rounds) to reload. They can only shoot 45° to either side of where they are pointing. at the place of the siege. to turn the weapon to a new heading requires 10 rounds. and the target still gets a Reflex save unless it’s inanimate. For attacking fortifications. which do not require crews and do damage based on the size of the ship. These weapons are popular on ships and castle World of Prime © 2009 M C Planck walls. but it will still cost you 66 gp of materials (tools. 1d6 arrows strike each target for 1d6 damage.worldofprime. More commonly they are mounted on a swivel that allows a 45° arc of fire. etc. Poisoned or spelltrapped javelins are also a possibility. Siege Engine Ram Ballista Catapult Trebuchet Siege Tower Tunnel Sapping Cost 200 gp 500 gp 300 gp 500 gp 1.000 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. DR 5 Ram Rams can be operated by ordinary solders. nails. A Siege Engineer can employ 1. but the target can negate all damage by making a Reflex saving throw at DC 5. 100 hps. Normally catapults do not move. 30 hps. Catapult.) in addition to the soldier’s wages for the day. The crew is protected with Full Cover (+8 AC) by the roof and walls of the ram. and allows 23 Ye Olde Shoppe www. DR 5 Huge.

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

with a superior suspension designed for comfort and speed. or an open-faced spiked-wheel war machine. One or two horses are normal.000 lb). Wagon. Chariot Either a fancy surrey with a fringe on top. designed to be pulled by two to eight dogs. Thus.Cartwright’s Yard When you have so much loot you can’t carry it all. but you can’t run with it.000 lb 2. Trying to Run with a cart imposes a -4 skill check penalty. so a 1.000 lb of cargo. a Large wagon can have up to eight horses. that equals the weight of the chariot plus two warriors in full battle gear. a Pack Saddle allows a Draft horse to carry 200 lb as a Light load and 600 lb as a Heavy load. trying to Run with a wagon imposes a -4 penalty to any Riding checks. In general vehicles can carry a maximum of three times their own weight. Carry This is the multiplier for the creature in the harness.worldofprime. This is the only vehicle priced for Medium-sized animals. Travios Two poles that drag on the ground from the animal’s back. Large Wagon The most efficient pulling mechanism possible. up to four horses can be attached for maximum speed.000 lb wagon can carry an additional 3. with a harness for one creature. Suitable for going to Grandmother’s house. You can push it at 20 ft per round. all other vehicles assume Large animals. Only works over snow. but only on snowy days. Wheel-barrow A one-wheeled cart with handles. The animal cannot Run or double move without destroying the travois. With two draft horses this would only be a Medium load. World of Prime © 2009 M C Planck 25 Ye Olde Shoppe www.000 lb as a Light load and 3.000 lb 2. Cart A small two-wheeled Patric Mitchell (order #2310125) 1 . A Wagon would allow the same horse to pull 1. Or a surrey with a fringe on top. However. traveling at top speed. with anywhere from one to eight horses in front. Vehicles Wheelbarrow Travios Dog sled Sleigh Pack Saddle Cart Chariot Wagon Large Wagon Carriage Cost 10 gp 1 gp 10 gp 20 gp 5 gp 15 gp 50 gp 35 gp 50 gp 100 gp Weight 20 lb 20 lb 50 lb 400 lb 15 lb 200 lb 400 lb 1. Sled A dog sled.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. From one to four horses can be attached to a wagon.000 lb as a Heavy load (but the wagon itself already weighs 1. Four Coursers would allow up to 900 lb as a light load. you know it’s time to visit the cartwright’s yard and buy a wagon. Carriage An enclosed cab.

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

powered by oars. If it’s made out of wood. a simple sail. it only has DR 1 but it weighs so little one man can pick it up and walk with it. or both.000 gp 10. Boats Raft Canoe Rowboat Fishing boat Launch Pinnace Cost 5 gp 10 gp 50 gp 100 gp 100 gp 500 gp Length 20 ft 10 ft 8 ft 15 ft 12 ft 20 ft Crew 1 1 1 1 2 2 Passengers 10 3 4 5 8 10 Move 10 ft / 1 mph 20 ft / 2 mph 15 ft / 1½ mph 20 ft / 2 mph 15 ft / 1½ mph 30 ft / 3 mph Carry 2 tons ½ ton 1 ton 1½ tons 2 tons 3 tons HPs 50 5 10 15 20 30 Tech Primitive Primitive Wild Wild Civilized Civilized AC +0 +0 +0 +0 +0 +0 Ships Barge Keelboat Longship Galley Bireme Trireme Sloop Carrack Warship Cost 1.000 gp 20. fast sailboat.worldofprime.000 gp Length 40 ft 50 ft 75 ft 60 ft 90 ft 120 ft 60 ft 80 ft 100 ft Crew 10 15 50 100 150 200 10 20 80 Passengers 200 100 120 100 150 250 50 200 160 Move 10 ft / 1 mph 10 ft / 1 mph 30 ft / 3 mph 20 ft / 2 mph 30 ft / 3 mph 40 ft / 4 mph 30 ft / 3 mph 20 ft / 2 mph 25 ft / 2½ mph Carry 50 tons 40 tons 50 tons 50 tons 100 tons 150 tons 50 tons 150 tons 100 tons HPs 150 50 75 100 200 300 75 100 250 Tech Primitive Wild Wild Wild Civilized Civilized Civilized Civilized Civilized AC +0 +0 +1 +2 +3 +4 +1 +0 +3 Raft (-8 Sailing checks) As simple as a bunch of logs tied together.000 gp 30. Cost Maintenance is typically 10% of the purchase price per year. Rams ignore DR of 5 or less. it has DR 5 but weighs at least 500 lb. Includes a large fishing net. this is how much its defenses are worth to you. World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www. Fishing boat Big enough to spend all day at sea. Siege Weapon Ram Ballista Catapult Trebuchet Siege Tower Length of ship occupied 20 ft 10 ft 20 ft 30 ft 40 ft AC If you wind up using this vessel as a fighting platform.000 gp 5. Sometimes used as a shiptender (a shuttle servicing a larger ship).000 gp 25.000 gp 10. It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks. Rowboat (-2 Sailing checks) A rowboat or skiff.additional 10 pts of damage per point you beat the enemy captain’s roll by. Canoe If it’s made out of leather. -2 to all Sailing checks. Powered by a Patric Mitchell (order #2310125) 1 . Powered by oars.000 gp 15. since it reflects the vessel’s ability to absorb damage). oars. Inflicts a -8 to any Sailing checks. or long poles used to push against the river bottom.000 gp 3. Pinnace A light. and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process.

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

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

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

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

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

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

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

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

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

brass buttons. gold and pearl inlay Footwear Burlap sandals Leather shoes Soft leather boots lined with rabbit fur Suede boots. wide-brimmed leather hat. a huge brocade hat. silk trousers. belt with a brass buckle. Wool doublet and jacket with silver buttons. Burlap tunic and leggings with wood buttons. at least a signet Patric Mitchell (order #2310125) 1 . gloves and a floppy hat. silk sash and long silk slippers with gold studs.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. a woolen cloak trimmed in fox fur. light leather boots. silk purse with gold clasps. Silk doublet and jacket with gold buttons. clay buttons Burlap peasant dress Fancy demin dress Linen dress.worldofprime. stout leather boots trimmed in squirrel fur. woolen trousers. 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. linen tunic with fired-clay buttons. Gems and jewelry are extra. silk. as is the crown. a velvet hat trimmed in fox fur. linen pouch. with silver studs and a peacock feather. heavy leather belt with a brass buckle. fox-fur Silk slippers w/ mink High. canvas trousers. You’ll also need jewelry. Magic rings not included. Canvas tunic and leggings with fired-clay buttons. stout boots trimmed in rabbit fur Gloves Burlap work gloves Canvas work gloves Leather gloves Long lace gloves Silk opera gloves. with gilded lace Wool mittens Cost 1 cp 2 sp 15 sp 3 gp Cold-weather gear Heavy doubled burlap poncho Sheep-skin coat with brass buttons Rabbit-fur cloak lined with linen Wool coat w/silver buttons and fox fur Lion-fur cloak with gold buttons and a gold brooch clasp Heavy leather coat. lace gloves. silk gloves trimmed in lace. a lion or bear fur cloak. burlap-strip sandals. gold buttons Silk doublet. demin. light leather shoes. lace trim and pearls Ceremonial Robes. lace trim Evening gown. suede purse with silver clasps. Sturdy leather coat with many pockets and brass buttons. brocade and studded with valuable stones Cost 6 cp 3 cp 3 sp 6 sp 25 sp 25 sp 2 gp 25 gp 50 gp 10 gp 7 sp 1 sp 10 sp 40 sp 50 gp 100 gp Headgear Straw hat Leather widebrimmed hat Woolen cap. heavy leather belt and suede boots with silver buckles. lace collar Silk tights Blouse and skirt. 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. Linen tunic and leggings with brass buttons. silvered and feathered Brocade head-piece. gold buttons. with rabbit-fur ear flaps Velvet chapeau.

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

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

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

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

the ability to ignore the effects of weather for an entire day could be important during blizzard season. too. just in case. Obviously you can only get this at the appropriate temple. Usually cast on an object such as a bottle of wine. but it stops all bleeding. To settle private disputes or seal contracts. Useful for people who feel they may be straying from the path. Only 1 point of healing. if you wait long enough. Also. 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. For those who can’t wait for natural healing. Priests don’t usually like to make potions. It may require a Diplomacy/Bluff check to get the priest to stop asking why you think you might be the target of a poisoner. Particularly invaluable for ordinary accidents or work-related injuries. Having a trained nurse on call and the advice of a physician allows you to heal x2 your level per day. water and bed rest. Be prepared for a Good priest to report the presence of any really powerful and scary auras to his superiors. be prepared for an Evil priest to try and cheat you out of rare magic items. Generally only available in extreme climates like deserts. cheap metal.worldofprime. for those too cheap to pay for magical healing. However. Why bother translating texts when the priest can do it easily and perfectly? Keep in mind. hoping that having to heal naturally will force them to rethink their life choices. 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 porn. volcanic islands. Chapel (3rd level) Gentle Repose 2 gp per day Lesser 5 gp Restoration Make Whole 10 gp Undetectable 20 gp Alignment Zone of Truth 5 gp Potion of Cure Light Wounds 25 gp +25 gp Particularly valuable when you’re waiting for the High Priest to get around to raising your friend. Simple folk believe the effect lasts longer than a few rounds. Evil priests still want Holy water: they have Undead problems. however. they’re willing to make an exception. Be careful what you talk about. artistic quality of workmanship will vary considerably. or the priest may have to file a report with his superiors or the local ruler. It’s hard to imagine what you need mended for this price that can’t be fixed cheaper by a tradesman or craftsman. meaning they can’t cast any other spells. The local priest may also refuse to heal trouble-makers or violent folk. Usually hand-made by the local priest. or local materials. they’ll sell it to you for the cost to make it. Usually cast at ceremonies like weddings or baptisms. Includes an hour of analysis and counseling. Usually priests will have a little of this on hand. However.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. If you really want to put your mother’s favorite vase back together. or arctic ice shelves. A handful of Novices means that women no longer die in childbirth. they consider it a waste of magic. World of Prime © 2009 M C Planck 42 Ye Olde Shoppe www. Often prescribed for chronic conditions such as over-eating or partying too Patric Mitchell (order #2310125) 1 . Restoring ability damage that will probably go away on its own. If you have a good reason. Hiring a priest to oversee your duels and make sure no one bleeds out is the responsible thing to do. for adventurers they like. it takes all day. Not so obviously.

don’t expect them to sell items to members of different faiths. expect to pay a stiff fine. though. or defense of the community. There is a high price on this spell to stop you from asking the priest to find trivialities like your keys. 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. the priest will probably take that as an omen that he shouldn’t be trying to foresee that particular future. Expect to pay for the scroll if you are in a hurry. It may take several attempts to free you from that cursed item (chances of finding a priest over 9th level are slim). The priest will not spy on people who scare him. Priests often waive their part of the fee for those who have died in the service of the faith. The color of the light will be tinted towards the priest’s alignment. Certainly not for you. The priest is going to know what you did. his church. expect Good priests to put non-lethal spells into their glyphs. Just remember – he’s not coming with you. or wizards. so you need to make your own arrangements for the return trip. The priest is not going to bother his patron for anything less than the safety of the community. And if you let a child set it Patric Mitchell (order #2310125) 1 . The advantage to this spell is that it can be cast on you. You still have to come up with the material component. However. and b) contagious. expect to pay a lot more. like his rulers. If the spell fails. This is the same price as an Everburning torch. the spectacle of the priest parading around town tends to give thieves a chance to smuggle the goods out of range. too. superiors. In some places. Expect a lecture on the foolishness of playing with Undead. Chances are the priest isn’t familiar with anyone you want to talk to. Then it’s an expensive trip to the local priest. Diplomacy/Bluff check at -20 to convince the priest your petty questions are worth his god’s time. Fix almost any ability damage and negative level drains. Shopkeepers have a legitimate right to protect their premises. Usually only used by law enforcement to search for stolen goods.worldofprime. He may choose to impose an additional penance as a condition of the atonement.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. In some places this spell is standard practice at funerals.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. World of Prime © 2009 M C Planck 43 Ye Olde Shoppe www. Diplomacy/Bluff check to explain why you need to spy on someone. However. cause. state. If you need the attention of a higher-ranked priest. for emergencies. so you can read your ancient documents without letting the priest read them too. but if you buy the spell from the priest. However. see a Wizard. it is illegal to buy private divinations. you can have it cast on whatever object you want. 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. This is the level at which priests can begin making magic weapons and armor. or himself. Most priests have several copies of this on a scroll. You’ll have to pay for all of them. You can probably get a hefty discount on this spell if you can convince the priest that you’re a) poor. For custom colors. Remember that the priest is going to hear your questions and answers. In many cities. Don’t even bother with the Bluff check. Not as useful as you’d think. 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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to make up for their lack of metal weaponry. Wasp Venom. Ingesting the appropriate antidote before making the save grants a +5 (or +7 for a Masterwork antidote). extended sunlight. After the first successful hit. and Bludgeoning weapons cannot use Injected poisons. but even in those tribes it is probably illegal to use poison on a fellow tribesman. the poison is expended. Piercing attacks are best for delivering Injected poisons. 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. Ability damage is temporary (it returns at the rate of 1 per day).worldofprime. unless the saving throw was critically fumbled (a natural 1). These poisons are selected because they have no strong flavor or smell. The one constant is that they are almost always illegal (at least. Scorpion Venom. Snake Venom. Poison Ivy paste Mercury's Curse Mage-slayer oil Alcohol Arsenic Crumbs of a Lich Ergot Night-watch Narrowleaf Flower of the Poppy Dreamer's smoke Ragedust Venom. Poisons inflict their primary damage immediately and their secondary damage 10 rounds (1 minute) later. Centipede Venom. Exposure to water. Worm Venom. A natural fumble on an attack roll requires a DC 15 Reflex save to avoid poisoning oneself (or a nearby ally).Poisons Poisons vary wildly from area to area. or other environmental effects will also ruin the poison. 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. Masterwork poisons cost x5 as much and have a save DC that is 2 higher. Slashing attacks grant a +2 on the save. Exposure to multiple doses of a poison inflicts multiple saves and damage rolls. in which case it is permanent. Sneaking Ingested poisons into someone’s food or drink requires the Sleight of Hand skill. and is relatively safe. Manufacturing poisons is part of the Alchemy skill (the skill check to make a poison is the same as its Save DC). Only a single dose can be applied to a weapon at a time. Primitive tribes will equip their soldiers with poison. Using Injected or Contact poisons on weapons or items is purely a matter of dexterity and caution. depending on the Patric Mitchell (order #2310125) 1 . technology and skills available. Spider Venom. for private use).

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

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

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

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

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

However. Patric Mitchell (order #2310125) 1 . and entertain high-rank nobility for a year. Maintaining their loyalty is always necessary. Feat 3. or advancement. 14 16.5 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 12.000 gp 2. Thus. but do not think this means you can stint on the cost. 2xFeats Attributes Daily Pay 1 sp 1. 12 14. 2x Feats 12. They receive their money directly from the tax collector. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection. you could potentially pay a soldier as little as 10 gp a year. much higher. one gives them land to manage and accepts their fealty in return.800 gp 3. The one advantage soldiers have is that they do not pay taxes. equipment and advancement will be extra. and this requires treating them well. WIS. These are almost always STR. as will the costs for their personal retinues. Soldiers who have invested in training and practice are sturdier fighters.600 gp 2. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. if you are hiring spell-casters or spies.200 gp 1. room and board. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3.200 gp 3.600 gp 4. 2x Feats 6.12 The cost for employing ranked warriors is much.Attributes Normal attributes are 10 each. 12 14. although it will still cost you close to 40 gp a year to maintain him. 14. You can reduce their pay by providing the necessities for them.400 gp 2. these stats can also be INT. after all. 2x Feats 9. and can have a few attributes that are higher. Viscounts and Marquis expect to be second in command and possibly heir to the land. so they have the proficiencies of their class and the attributes suitable for a hero. or CON. 14 16. Men and women of Peerage rank (6th or higher) are not usually employed. DEX. instead.worldofprime. Employing nobility over the third rank is unlikely.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www. All of these individuals have a full class rank. 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. or even CHA. The rates below represent how much it costs just to feed.

com World of Prime © 2009 M C Planck 54 Patric Mitchell (order #2310125) 1 . you’ll have to pay him for those days as well. If your society has regular access to the Plant Growth spell.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. MW tools Attribute Bonus 0 0 +2 0 +1 +1 +2 +3 +3 Daily Pay .5 sp 3 sp 1 sp 1. then your farmers will benefit greatly. WIS. Skill Level This is the final skill level of the worker. Farmers tend to pay 1/3 of their income in taxes. Feat 4. usually levied as fees on services like grain milling or imports. pay 1/3 more gp in taxes. and move up one step on the lifestyle table. 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. counting all of his bonuses. then you can spend half as much and reap twice as much profit. Feat. if your period of employment stretches over any holy days or traditional celebrations. Master craftsmen have such a wide-ranging grasp of their subject that they enjoy a Synergy bonus to their skill checks. Taxes The profit a lord can collect from the workers that live under his protection. as you aren’t raising your next generation yourself. stronger. If your slaves don’t have families. that means you need to find new slaves when these wear out. advanced civilizations will have greater and greater percentages of higher-grade craftsmen. or STR. The type of workers that make up the bulk of the workforce is determined by the government and economic model. However. or tougher.worldofprime.Craftsmen Workers and Craftsmen come in different grades. Workers are not as motivated to master their professions as soldiers are (since failure is not so obviously linked to dying). but it may be INT. Pay The daily pay is provided in case you want to hire a worker by the day. this number represents how much it costs to keep a slave and his family alive. Also. CHA. while townsmen manage to sneak by with 1/4.75 sp 1. and other traditional gifts and bonuses. Synergy. depending on their station in life. 14. Only Expert level workers and above are expected to have mastered the Skill Focus feat for their craft. The yearly cost already assumes all of those days. However. rather. Attribute Bonus This is the bonus to skill the worker receives for having either a 12. Usually this is DEX. craft techniques don’t lend themselves to as straight-forward improvement as making a soldier faster. Poor societies will have mostly Apprentice level workers. resulting in a larger tax base and superior equipment for their armies. Skill Points These are the number of skill points the worker has spent on his chosen profession. Serfs and Freemen will make 1/3 more gp a year. Slaves don’t receive pay. or 16 in the appropriate attribute.

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

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.worldofprime. Establishment Tavern Capital Patric Mitchell (order #2310125) 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. a good miner can produce up to 600 lb of ore a day.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110. The value of this ore depends on its quality. what kind of ore it is. yds of leather 1.200 gp / year General Store 300 gp / year Importer 1. be subject to special taxes or forfeitures. Using medieval technology. and how much it costs to refine it. cause undue suspicion.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. and occasionally be robbed.000 gp Gatehouse (10.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 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 / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 . Although this quality of ore is rare. the same inn on a dank moor will barely survive.Cattle Ranch Mill 1. iron as a whole is not.000 lb of beef 4 sq. at varying expense. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www. Liquor or gaming licenses may be required. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1.000 gp) Capital (100.000 gp Tavern (1.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1. An inn at a crossroads will do very well. It will probably require a license.000 gp / year Money-lender 5.000 gp Inn (2.000 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.

tough and brave.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www. despite the poor quality of ore.000 gp / year 10 tons of iron Iron. rich 6.120 gp / year 50 serfs (3.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7. mining the ore is the easy part. shovels and wheelbarrows (75 gp) 10 axes (50 gp) 50 slaves (?) 50 manacles (250 gp) 500 ft of chain (750 gp) A supply of whips (20 gp) Barracks (1.000 gp) Engineer (120 gp) 4.000 gp / year 50 freemen (6. average 3. In all cases. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war). Viking farmers often mined and smelted their own ore.600 lb of ore. but veins of these precious metals are much rarer. because it was still cheaper and easier than shipping metal all the way from Rome.000 gp / year 60 tons of iron Silver 3.200 gp / year 50 freemen (6.000 gp) Engineer (200 gp) 12. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks. poor Capital 2. Mine Patric Mitchell (order #2310125) 1 . The Romans mined ore in English bogs. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining).000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2.500 gp / year 900 lb of silver Gold 45.worldofprime. Refining the ore requires at least four times as much labor and consumes whole forests.500 gp / year 50 slaves (1.400 gp / year 50 serfs (3.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks.000 gp / year 20 tons of iron Iron. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4. Gold and platinum can be mined at similar rates. Good miners are hard to come by: they have to be strong.

or wheat per day.000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1.worldofprime. but animals require 2% of their weight per day.000 lb Cost 2 sp 1 sp 2 sp 4 sp 1 gp 10 gp 1 sp 2 sp 5 sp 1 gp Lbs. 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 Patric Mitchell (order #2310125) 1 . 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.Bulk Goods Food Hay is cheap.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. Barley is more expensive.) 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 1.000 lb 2. rice.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe www. Humans and other medium-sized humanoids require at least 2 lb of oats. and people will do almost anything to augment it. 1 1 1 1 1 0. Note that you must provide your own containers for these goods (except for bottled drinks). This is a miserable subsistence diet. Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal. but animals only require 1% of their weight per day.

2 gp 0.3 gp 0.5 gp 5 sp 5 gp 7.01 gp 0.worldofprime.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.004 gp 0.1 gp 1 gp 2 gp 5 gp 5 gp Gems Gem Jacinth Onyx Ruby Topaz Emerald Sapphire Pearl Amethyst Diamond Color Orange Black Red Yellow Green Blue White Purple Clear Cost per carat 10 gp 25 gp 500 gp 50 gp 750 gp 250 gp 1 gp 100 gp 1.002 gp 0.5 sp 1 gp 2. 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.008 gp 0.1 gp 0.000 gp Stones Stone Carnelian Obsidian Sardonyx Amber Jade Turquoise Moonstone Garnet Quartz Color Orange Black Red Yellow Green Blue White Purple Clear Cost per lb 10 gp 1 gp 5 gp 20 gp 10 gp 25 gp 2 gp 50 gp 1 sp Cloth Materials Burlap Canvas Linen Velvet Fleece (raw wool) Wool Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide Cost per yard 1 cp 2.006 gp 0.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin Patric Mitchell (order #2310125) 1 .4 gp 0.5 gp Lbs.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.

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