Campaign Supplement

Ye Olde Shoppe
© 2009 M. C. Planck

Patric Mitchell (order #2310125)


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

Patric Mitchell (order #2310125)


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

Read the novel that inspired the World of Prime!

Sword of the Bright Lady
by M. C. Planck

Patric Mitchell (order #2310125)


Patric Mitchell (order #2310125) 1 .

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

Patric Mitchell (order #2310125) 1 .

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

000 lb 1. Deinonychus The only really suitable riding dinosaur. heavy Clydesdale. but they can survive off bread and scraps. Warpony Tougher and sturdier than an ordinary pony. suitable for pulling plows or wagons full of ale. Destrier The legendary warhorse. Dire Wolf.000 gp 3. medieval warhorses were valued at the lives of three grooms – because that’s how many they would kill during their training. it makes an excellent mount. only larger and meaner. Huge. usually ridden by halflings or children. could be problematic.000 gp 9. Draft horse A huge. Wolf Includes large war-trained dogs like German Shepards. the meat is as tough as old shoe-leather.Pony A small horse. or a good working horse like the American Quarter-horse.000 gp Feed 1 cp 2 cp 10 cp 10 cp 100 cp 100 cp 200 cp 500 cp Size Medium Medium Large Large Large Large Huge Huge HPs 3d8+9 2d8+4 6d8+18 7d8+21 4D10+12 8d8+40 11d8+55 16d10+112 Move 40 ft 50 ft 50 ft 40 ft 60 ft 30 ft 40 ft 30 ft Carry 100 lb 75 lb 250 lb 400 lb 200 lb 700 lb 1. however. At least they are cheap to feed – they’ll eat anything. These creatures can be trained to fight as a pack.000 gp 7. and thus their ownership might require legal permission or social status. One solution is the Animal Friendship spell. The extra Exotic mounts mobility on the march and the battlefield can be worth the price. Ridgebacks and Newfoundlands. Dire Boar Like their smaller cousins. these animals are suitable for hobliars: men who ride to battle but dismount to fight. It is unlikely that any civilized society would employ these creatures. Fast and vicious.000 gp 4. Some of these mounts can only be found in certain geographical climates.500 lb Boar These animals make good war mounts because they like attacking things. All of these creatures are trained for battle. or can be ridden by Small characters. trained for war. 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. Courser The Arabian hot-blooded racing horse.worldofprime. Palfrey Traditionally a woman’s riding horse. as they tend to be uncontrollably violent. Exotics Boar Wolf Dire Wolf Dire Boar Deinonychus Rhinoceros Elephant Triceratops Cost 200 gp 150 gp 3. however. They don’t make good Patric Mitchell (order #2310125) 1 . Convincing one not to eat you. World of Prime © 2009 M C Planck 16 Ye Olde Shoppe www.000 gp 4. Dogs will eat meat if they can get it. strong and willing to fight.

World of Prime © 2009 M C Planck 17 Ye Olde Shoppe www. Griffons will only eat meat. Even if they are. the griffon will likely continue to attack on its own. These animals are exceptionally intelligent and will remember and resent ill treatment. Pegasus The legendary winged horses are the most prized of all aerial cavalry. they cannot undo these avian bridles. Giant Eagle These creatures are intelligent. Hippogriff A bizarre cross between horse and bird. Shorttempered. There are societies that control the birds with special blindfolds that snap shut when not operated by a rider. its AC is one lower (16). they tend to charge at the drop of a hat. because they are the fastest and strongest flying mount possible. Griffon A cross between a lion and a bird of prey.Rhinoceros Large enough to carry ogres or hill giants. This creature fights like a Hawk. Flying Giant Hawk Giant Eagle Hippogriff Pegasus Griffon Cost 2. with bad sight and terrible hygiene. no matter how much money you have to spend. griffons are powerful combatants in their own right. Triceratops You can practically build a castle on the back of these (or a double-sized howdah). dragging and lifting logs with their powerful trunks. Although they only eat as much as a horse. Some evil societies may use constant mindcontrol effects to maintain their own enslaved herd of Pegasi.000 gp 4.000 gp 4. This is due to careful training.500 gp Feed 10 cp 25 cp 50 cp 25 cp 200 cp Size Medium Large Large Large Large HPs 2d8+2 4d10+4 3d10+9 4d10+12 7d10+21 Move 60 ft 80 ft 100 ft 120 ft 80 ft Carry 75 lb 200 lb 250 lb 300 lb 200 lb Giant Hawk Suitable for Small characters. they are effectively chained. They are also intelligent. these aggressive creatures make excellent war mounts. or an act of enslavement. Because the birds lack hands. rather than fly to some place of safety where its rider might be healed. so they will only be found in Good societies. studies show that griffons that leave the battlefield with unconscious riders tend to become bored and eat them. If their riders are incapacitated in combat.000 gp 8. These even more exotic war mounts are not necessarily available in any given area. Also suitable for large giants to ride. if you can get them to stop eating your grooms. their ownership is likely to be restricted to certain social groups by law or tradition. while the driver directs it to trample anything in the way. 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.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. but its HPs are higher. and lots of it. and its talons do 1d4 damage. and since they cannot fly Patric Mitchell (order #2310125) 1 . partly due to their Chaotic nature. and able to detect Evil at will.000 gp 5. so using them as mounts is either voluntary on their part. Elephant Bowmen in the howdah will defend the creature from spearmen. Can also be used Flying mounts to perform considerable manual labor.

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

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.worldofprime. 1 story 30 x 40 ft. 2 stories 200 x 200 ft. 1 story 20 x 20 ft. Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed.000 gp 1.000 gp 100.000 gp 10.000 gp 1. 3 stories 500 x 500 ft. Rent is typically 5%.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own. 3 stories 15 ft tall x 4. 1 story 100 x 100 ft. In times of war or emergency. up to x4 as many soldiers or refugees can occupy the building for weeks at a time.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft. The mason’s guild is the place to go for buildings.000 gp 250. 3 stories 350 x 350 ft. 1 story 50 x 80 ft. AC Bonus This is the amount of military defense the structure adds. fortifications and other improvements. 1 story 250 x 500 ft. Cost Maintenance on a building is approximately 1% per year.000 gp 500. While individuals can use any wall as cover or concealment.000 gp 200.000 gp 400.000 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. roads.000.000 ft 30 ft tall x 20.000 gp 100.000 ft 40 ft tall x 20. 1 room 50 x 50 ft. 1 story 50 x 50 ft. 4 stories 150 x 150 ft. Occupancy This is the number of people who can live comfortably in the building. entire military units can gain this AC bonus when fighting other armies. 3 stories 500 x 500 ft.000 gp 1. 2 stories 20 x 20 ft.000 gp Patric Mitchell (order #2310125) 1 .000 gp 4.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft. 2 stories 50 x 80 ft.000 ft 10 ft deep x 1. as well.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1.000 gp 50.000 gp 15.000 gp 500. 1 story 20 x 20 ft.000 gp 5.000 ft 20 ft tall x 10.

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

A drawbridge over your moat is only 1. World of Prime © 2009 M C Planck Legendary wall Imperial cities are defended by miles of these 40 ft tall. but can also be a free-standing structure. A moat increases the effect defense of any structure by +1. For 5. Shop. 15 ft tall and 3 ft thick. Stone wall A stone wall 20 ft tall and 5 ft thick. stained glass. Fortress Two layers of walls. made sacred by years of ceremony. Great wall The capitals of nations are defended behind these 30 ft tall. stronger keep. Academy Apartments. The gatehouse is usually staffed by up to 40 soldiers during a battle. 10 ft thick stone walls. Wooden wall A wall of upright logs. Large Shop A small shop such as a tailor’s or bakery. Temple A large stone hall. and battlements on the top. with multiple towers and gatehouses.000 gp.000 gp you get an iron portcullis.000 gp. It includes a simple wooden gate. gigantic spires and often a bell tower or two. classrooms. Tower A four-room stone tower with an interior winding staircase. It includes a simple wooden gate.worldofprime. 15 ft thick stone walls. the thick wooden gate is faced with stone. and the stone overhang helps protect the gate from siege weapons. libraries and a kitchen. Often attached to a castle or wall. with apartments for the staff. There are apartments for the priests in the back. with four towers and a gatehouse. however. A large shop serves as a general store or factory. Chapel A stone hall. they can be built in narrow passes or on bridges. usually adorned with statues. Men in armor and siege engines will find it difficult to pass. The finest touches the society can afford will be used: marble floors. with a 20 ft outer wall linking six to eight towers and two Patric Mitchell (order #2310125) 1 . Sacred Grove A natural cove of trees. Cathedral A massive structure built to impress and awe. For an extra 1.000 it is covered by a layer of iron. student dorms and perhaps a few shady groves for holding debates. 21 Ye Olde Shoppe www. surrounded by a 15 ft wall with battlements. Moat A 10 ft wide and deep moat around your castle. including storage space and a private well whenever possible. Church A larger chapel with separate apartments and extra rooms like libraries and scriptoriums. Castle A larger. Gatehouses are normally incorporated into larger fortifications. professor's housing. A city of a square mile will fit in this amount of wall. Sept A main hall for worship and several apartments suitable for acolytes to live in. Keep A strong stone keep with 15 to 25 rooms. University Lecture halls. for 2. each 30 ft tall. Citadel A massive castle.defenders to attack from above.

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

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

worldofprime. 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. Sapping Digging a tunnel is free. More men can’t dig faster. so destroying a large structure requires immense amounts of damage. allowing entry with no more difficulty than crossing rough ground. Pushing it faster makes it fall over. Wooden building’s DR is normally bypassed by fire. it inflicts a -2 to all Sailing checks.000 80 120 160 180 300 450 720 1.000 1. Pushing one 10 ft per round requires at least 80 medium-sized creatures. but the enemy may detect your efforts and take counter-measures. A hundred men can dig 50 ft of tunnel a day. but they can dig other tunnels (or protect the diggers from attacks).500 2. Tunnels and Sapping attacks require an engineer to oversee their execution. A Sapping attack requires 1 day of work by the digging crew and does 100 pts of damage to a wall. Once you reach the enemy Patric Mitchell (order #2310125) 1 . If built into a ship. These hit points are normally per 10 x 10 ft section. Tunnels.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. The extra deck space also allows more soldiers to fight on your ship.soldiers to climb the ladders inside to the edge of the enemy walls. However. Siege towers are 40 ft tall. Masterwork buildings have DR +2 and 25% more hit points. if you have men and shovels. it gives a height advantage and its AC to the soldiers inside when attacking other ships (or defending their own). You can build up multiple sapping attacks before triggering them all at once. you can either tunnel up into their courtyard. or you can try to undermine their walls. Fortification values Inflicting the listed hit point damage to structure creates a breach.

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

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

worldofprime. fast sailboat. Rams ignore DR of 5 or less. a simple sail. Pinnace A light. Inflicts a -8 to any Sailing checks. Includes a large fishing net.000 gp 5. powered by oars. or long poles used to push against the river bottom. it has DR 5 but weighs at least 500 lb. World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www.000 gp Length 40 ft 50 ft 75 ft 60 ft 90 ft 120 ft 60 ft 80 ft 100 ft Crew 10 15 50 100 150 200 10 20 80 Passengers 200 100 120 100 150 250 50 200 160 Move 10 ft / 1 mph 10 ft / 1 mph 30 ft / 3 mph 20 ft / 2 mph 30 ft / 3 mph 40 ft / 4 mph 30 ft / 3 mph 20 ft / 2 mph 25 ft / 2½ mph Carry 50 tons 40 tons 50 tons 50 tons 100 tons 150 tons 50 tons 150 tons 100 tons HPs 150 50 75 100 200 300 75 100 250 Tech Primitive Wild Wild Wild Civilized Civilized Civilized Civilized Civilized AC +0 +0 +1 +2 +3 +4 +1 +0 +3 Raft (-8 Sailing checks) As simple as a bunch of logs tied together. Powered by a sail. If it’s made out of wood. Cost Maintenance is typically 10% of the purchase price per year. since it reflects the vessel’s ability to absorb damage).000 gp 10.000 gp 10. or both. Rowboat (-2 Sailing checks) A rowboat or skiff.000 gp 25.000 gp 30. it only has DR 1 but it weighs so little one man can pick it up and walk with it. this is how much its defenses are worth to you.additional 10 pts of damage per point you beat the enemy captain’s roll by. oars. Boats Raft Canoe Rowboat Fishing boat Launch Pinnace Cost 5 gp 10 gp 50 gp 100 gp 100 gp 500 gp Length 20 ft 10 ft 8 ft 15 ft 12 ft 20 ft Crew 1 1 1 1 2 2 Passengers 10 3 4 5 8 10 Move 10 ft / 1 mph 20 ft / 2 mph 15 ft / 1½ mph 20 ft / 2 mph 15 ft / 1½ mph 30 ft / 3 mph Carry 2 tons ½ ton 1 ton 1½ tons 2 tons 3 tons HPs 50 5 10 15 20 30 Tech Primitive Primitive Wild Wild Civilized Civilized AC +0 +0 +0 +0 +0 +0 Ships Barge Keelboat Longship Galley Bireme Trireme Sloop Carrack Warship Cost 1. and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process. 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. -2 to all Sailing Patric Mitchell (order #2310125) 1 . It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks.000 gp 15. Canoe If it’s made out of leather. Powered by oars. Fishing boat Big enough to spend all day at sea. Sometimes used as a shiptender (a shuttle servicing a larger ship).000 gp 20.000 gp 3.

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

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

silver clasp Silk purse with gold clasp Cost 3 cp 5 cp 5 sp 2 gp 2 gp 4 gp 5 gp 1./ 10 cu ft 2 lb 5 lb 5 lb 5 lb World of Prime © 2009 M C Planck 30 Ye Olde Shoppe www. gaining the appropriate DR (15 or 20) and extra HPs (20% or 33%). They may also be chained in place. trunks and chests) often have locks attached to them. mithril objects weigh half as much).Trail rations (1 day) Waterskin Bed-roll Fish hook 5 sp 1 gp 1 sp 1 sp 1 lb 4 lb 5 lb - So you don’t have to move at half speed while traveling through the wild. 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. and costing an extra 250 gp per lb (but Patric Mitchell (order #2310125) 1 . Masterwork crates cost an extra 50 gp. and have DR+2.5 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 . ideal for storing spell components) Linen pouch with brass clasp Woolen pocket purse. suffer a -2 to Wilderness Lore checks./ 4 cu ft . This can result in boxes very hard to break into. Crates (boxes. Luggage Every adventurer needs something to carry or store his loot in. 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. Grants a +2 to Wilderness Lore checks near streams or water. Holds 1 gallon If the weather turns cold and you are sleeping outside without a bedroll. See the Locksmith section for details.worldofprime. or built into the walls/floors of a building or ship.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Herbal potion

1 cp – 1 gp


1 gp per flask 1 gp per flask

Greek fire


1 gp per dose 1 gp per spell

Mundane Material components

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

World of Prime
© 2009 M C Planck


Ye Olde Shoppe

Patric Mitchell (order #2310125)


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


1 gp per engagement

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

1 sp 1 sp per item

1 sp per item

Cost 1 gp

1 gp

Identify (1st)

100 gp + 100 gp

Phantom Trap (2nd)

50 gp + 50 gp

Dispel Magic (3rd)

50–90 gp

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

World of Prime
© 2009 M C Planck


Ye Olde Shoppe

Patric Mitchell (order #2310125)


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

30 gp + 50 gp 90 gp

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

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

Transmute Mud to Rock (5th)

50 gp

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

Continual Flame (2nd)

30 gp +50 gp

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






World of Prime
© 2009 M C Planck


Ye Olde Shoppe

Patric Mitchell (order #2310125)


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

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

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

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

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

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

Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3. equipment and advancement will be extra. Feat 3. and this requires treating them well. 14 16.worldofprime. or advancement. DEX. 12 14. 2xFeats Attributes Daily Pay 1 sp Patric Mitchell (order #2310125) 1 . 14. one gives them land to manage and accepts their fealty in return. All of these individuals have a full class rank. much higher. These are almost always STR. so they have the proficiencies of their class and the attributes suitable for a hero.000 gp 2. The rates below represent how much it costs just to feed. and can have a few attributes that are higher. as will the costs for their personal retinues. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment.200 gp 3. Employing nobility over the third rank is unlikely. You can reduce their pay by providing the necessities for them. 2x Feats 6. Viscounts and Marquis expect to be second in command and possibly heir to the land. However. you could potentially pay a soldier as little as 10 gp a year.600 gp 2. if you are hiring spell-casters or spies. Maintaining their loyalty is always necessary. Men and women of Peerage rank (6th or higher) are not usually employed. 14 16. and entertain high-rank nobility for a year. these stats can also be INT. or CON. after all. although it will still cost you close to 40 gp a year to maintain him. room and board.Attributes Normal attributes are 10 each. Thus.12 The cost for employing ranked warriors is much. Soldiers who have invested in training and practice are sturdier fighters.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www. or even CHA. house. but do not think this means you can stint on the cost. 12 14.5 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. 2x Feats 9.200 gp 1.400 gp 2. Title Knight Banner Baronet Viscount Marquis Baron Count Duke Earl Prince Rank 1 2 3 4 5 6 7 8 9 10 Yearly pay 400 gp 800 gp 1. The one advantage soldiers have is that they do not pay taxes. 2x Feats 12. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection.800 gp 3.600 gp 4. WIS. They receive their money directly from the tax collector. instead.

Farmers tend to pay 1/3 of their income in taxes. advanced civilizations will have greater and greater percentages of higher-grade craftsmen. you’ll have to pay him for those days as well.worldofprime. Only Expert level workers and above are expected to have mastered the Skill Focus feat for their craft. However. while townsmen manage to sneak by with 1/4. Skill Points These are the number of skill points the worker has spent on his chosen profession. Pay The daily pay is provided in case you want to hire a worker by the day. Serfs and Freemen will make 1/3 more gp a year. or tougher. The yearly cost already assumes all of those days. Workers are not as motivated to master their professions as soldiers are (since failure is not so obviously linked to dying). pay 1/3 more gp in taxes. Poor societies will have mostly Apprentice level workers. stronger. Feat 4. but it may be INT. and other traditional gifts and bonuses. Slaves don’t receive pay. MW tools Attribute Bonus 0 0 +2 0 +1 +1 +2 +3 +3 Daily Pay .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. rather. resulting in a larger tax base and superior equipment for their armies. or 16 in the appropriate attribute. 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. Feat. Usually this is DEX. The type of workers that make up the bulk of the workforce is determined by the government and economic World of Prime © 2009 M C Planck 54 Patric Mitchell (order #2310125) 1 . However. craft techniques don’t lend themselves to as straight-forward improvement as making a soldier faster. WIS. and move up one step on the lifestyle table. as you aren’t raising your next generation yourself. then your farmers will benefit greatly. then you can spend half as much and reap twice as much profit. If your slaves don’t have families. Also. Attribute Bonus This is the bonus to skill the worker receives for having either a 12.75 sp 1. usually levied as fees on services like grain milling or imports. or STR. Synergy. CHA. Skill Level This is the final skill level of the worker. if your period of employment stretches over any holy days or traditional celebrations. this number represents how much it costs to keep a slave and his family alive. depending on their station in life. Master craftsmen have such a wide-ranging grasp of their subject that they enjoy a Synergy bonus to their skill checks.5 sp 3 sp 1 sp 1.Craftsmen Workers and Craftsmen come in different grades. that means you need to find new slaves when these wear out. If your society has regular access to the Plant Growth spell. Taxes The profit a lord can collect from the workers that live under his protection. 14.

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

000 gp) Capital (100. A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore. iron as a whole is not.000 lb of beef 4 sq. what kind of ore it is.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110.000 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. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1.000 gp Tavern (1.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1.000 gp Inn (2. yds of leather 1.worldofprime.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1. cause undue suspicion. and how much it costs to refine it.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) Patric Mitchell (order #2310125) 1 .000 gp) License (?) 2.200 gp / year General Store 300 gp / year Importer 1. Liquor or gaming licenses may be required. the same inn on a dank moor will barely survive. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www. at varying expense. a good miner can produce up to 600 lb of ore a day.000 gp Gatehouse (10.000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 . be subject to special taxes or forfeitures.Cattle Ranch Mill 1. and occasionally be robbed.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.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. Although this quality of ore is rare. Using medieval technology. The value of this ore depends on its quality. Establishment Tavern Capital 1.000 gp / year Money-lender 5. It will probably require a license. An inn at a crossroads will do very well.

000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2. rich 6.000 gp / year 10 tons of iron Iron.000 gp / year 60 tons of iron Silver 3. Good miners are hard to come by: they have to be strong. average 3. because it was still cheaper and easier than shipping metal all the way from Rome. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war). Gold and platinum can be mined at similar rates.600 lb of ore. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1. mining the ore is the easy part. In all cases. Mine Iron.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4. despite the poor quality of ore. Viking farmers often mined and smelted their own ore. 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. poor Capital 2.500 gp / year 900 lb of silver Gold 45.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks.200 gp / year 50 freemen (6. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. but veins of these precious metals are much rarer.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7.000 gp) Engineer (200 gp) 12. The Romans mined ore in English bogs. tough and brave.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www.500 gp / year 50 slaves (1.000 gp / year 50 freemen ( Patric Mitchell (order #2310125) 1 .400 gp / year 50 serfs (3. Refining the ore requires at least four times as much labor and consumes whole forests. 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) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks.000 gp) Engineer (120 gp) 4. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining).000 gp / year 20 tons of iron Iron.000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.120 gp / year 50 serfs (3.worldofprime.

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

1 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 1.3 gp 0.004 gp 0.01 gp 0.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.5 gp Lbs.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 2.2 gp 0.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.worldofprime.002 gp 0. ½ 1 ½ 1½ 5 1 ½ ¼ 1 1 3 1 2¼ 4½ 4½ 12 Precious materials Material Marble Coral Ivory Cost per lb 1 gp 10 gp 100 gp World of Prime © 2009 M C Planck 59 Ye Olde Shoppe www.5 sp 1 gp 2.4 gp 0.006 gp 0.008 gp 0.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp Patric Mitchell (order #2310125) 1 .5 gp 5 sp 5 gp 7.

Sign up to vote on this title
UsefulNot useful