Campaign Supplement

Ye Olde Shoppe
© 2009 M. C. Planck

Patric Mitchell (order #2310125)


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Patric Mitchell (order #2310125)


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

Read the novel that inspired the World of Prime!

Sword of the Bright Lady
by M. C. Planck

Patric Mitchell (order #2310125)


Patric Mitchell (order #2310125) 1 .

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

Patric Mitchell (order #2310125) 1 .

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

At least they are cheap to feed – they’ll eat anything. the meat is as tough as old shoe-leather. Courser The Arabian hot-blooded racing horse. and thus their ownership might require legal permission or social status.000 gp 7.000 gp 3. however. only larger and meaner. Dire Wolf. Some of these mounts can only be found in certain geographical climates. Palfrey Traditionally a woman’s riding horse. however. strong and willing to fight. suitable for pulling plows or wagons full of ale. Fast and vicious. could be problematic. but they can survive off bread and scraps. Huge. It is unlikely that any civilized society would employ these creatures. These creatures can be trained to fight as a pack. these animals are suitable for hobliars: men who ride to battle but dismount to fight. usually ridden by halflings or Patric Mitchell (order #2310125) 1 . The extra Exotic mounts mobility on the march and the battlefield can be worth the price. Ridgebacks and Newfoundlands. heavy Clydesdale.500 lb Boar These animals make good war mounts because they like attacking things. 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. Deinonychus The only really suitable riding dinosaur. Dire Boar Like their smaller cousins.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. All of these creatures are trained for battle.000 gp 4.000 gp 9.worldofprime. it makes an excellent mount. Convincing one not to eat you. Destrier The legendary warhorse. Wolf Includes large war-trained dogs like German Shepards.Pony A small horse.000 gp 4. One solution is the Animal Friendship spell. World of Prime © 2009 M C Planck 16 Ye Olde Shoppe www. They don’t make good eating. trained for war. Exotics Boar Wolf Dire Wolf Dire Boar Deinonychus Rhinoceros Elephant Triceratops Cost 200 gp 150 gp 3. or can be ridden by Small characters. or a good working horse like the American Quarter-horse. Draft horse A huge. Dogs will eat meat if they can get it. medieval warhorses were valued at the lives of three grooms – because that’s how many they would kill during their training. as they tend to be uncontrollably violent.000 lb 1. Warpony Tougher and sturdier than an ordinary pony.

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

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

Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own.000 ft 30 ft tall x 20.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1.000 gp 200. While individuals can use any wall as cover or concealment. 1 story 250 x 500 ft. 1 story 50 x 80 ft. 1 story 100 x 100 ft. 2 stories 20 x 20 ft.000 gp 1. 1 story 20 x 20 ft. 3 stories 500 x 500 ft.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft.000 gp 100. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed. as well. Cost Maintenance on a building is approximately 1% per year.000 gp 100. up to x4 as many soldiers or refugees can occupy the building for weeks at a time. In times of war or emergency.000 gp 1. 3 stories 500 x 500 ft. 2 stories 200 x 200 ft.000 gp 4.000 ft 10 ft deep x 1.000 gp 500. 3 stories 350 x 350 ft. 3 stories 15 ft tall x 4.000 gp 15. 2 stories 50 x 80 ft. 1 story 30 x 40 ft.000 gp 400. 3 stories AC Bonus +1 +1 +1 +0 +2 +3 +3 Tech Primitive Primitive Wild Civilized Civilized Civilized Civilized Material Wood Wood Wood Wood Wood Wood Wood Fortifications Cave Cavern Barracks Bailey Gatehouse Tower Keep Castle Citadel Fortress Wooden wall Stone wall Great wall Legendary wall Moat Cost 100.000 gp 50.000 ft 20 ft tall x 10. 1 story 20 x 20 ft. fortifications and other improvements. AC Bonus This is the amount of military defense the structure adds. Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1.000 gp 500.000 ft AC Bonus +6 +8 +2 +4 +6 +6 +5 +6 +7 +8 +3 +4 +5 +6 +1 Tech Primitive Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Primitive Wild Civilized Civilized Wild Material Stone Stone Wood Wood Stone Stone Stone Stone Stone Stone Wood Stone Stone Stone - World of Prime © 2009 M C Planck 19 Ye Olde Shoppe www.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft. entire military units can gain this AC bonus when fighting other armies. 4 stories 150 x 150 ft. Patric Mitchell (order #2310125) 1 .000 gp 5. 1 room 50 x 50 ft.worldofprime.000. The mason’s guild is the place to go for buildings.000 gp 5.000 ft 40 ft tall x 20. Occupancy This is the number of people who can live comfortably in the building. Rent is typically 5%.000 gp 1.000 gp 250. 1 story 50 x 50 ft.000 gp 10.

Cottage A two-room hovel. or 2 Huge animals. 2 stories 40 x 50 ft. possibly with a loft. Mansion Three stories. Apartment Renting a room in a Manor house. 2 stories 350 x 350 ft. wattle and daub. roofs vary from thatch. slate. sawed planks. trees 50 x 80 ft. 1 story 150 x 200 ft. wine cellars. sod. Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified entrance. shingles and tiles. depending on quality.Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost 1.000 gp 50. House A basic house.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 ft. Palace Luxurious accommodations for nobles and their servants.worldofprime. 1 story 80 x 100 ft. separate kitchens. The gate is thick wood strengthened by iron bands. Cave A natural cave complex. dirt. or brick.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft. 2 stories 50 x 80 ft. House construction varies according to the technology and civilization. 1 story 250 x 250 ft. with three to five rooms. adobe. 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. with extravagances such as ballrooms. 2 stories 200 x 250 ft.000 gp 2. 2 stories 200 x 200 ft. usually on a large estate. Barracks Quarters and furnishings fit only for World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . you can’t actually build a cave. Cavern Huge caverns with many artificial tunnels and additions. 1 story 50 x 70 ft. Inn Simple rooms for 10 guests and the tavern keeper’s family. size.000 gp 5.000 gp 50. 1 story 100 x 100 ft.000 gp 500. Murder-holes allow the 20 Ye Olde Shoppe www. beams. 1 story 50 x 80 ft.000 gp 200 gp 500 gp 300 gp 5. Obviously houses vary considerably in value. 10 Large.000 gp 50. Unless you can employ dwarves or magic. Tavern. Another 20 people can sleep in the common room in front of the fire. The price reflects its value. Bailey A wooden fort surrounded by a 10 ft tall log wall. Walls are made from everything to logs. and location Manor A two-story building with three to five rooms per floor. Inns have larger rooms of higher quality.000 gp 200. 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.

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

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

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

Siege towers are 40 ft tall. More men can’t dig faster.500 2. If built into a ship. it inflicts a -2 to all Sailing checks. However. The extra deck space also allows more soldiers to fight on your ship. Wooden building’s DR is normally bypassed by fire. Tunnels. but the enemy may detect your efforts and take counter-measures. if you have men and shovels. Masterwork buildings have DR +2 and 25% more hit points. 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. allowing entry with no more difficulty than crossing rough ground. You can build up multiple sapping attacks before triggering them all at once. Once you reach the enemy walls.000 1.000 80 120 160 180 300 450 720 1. Fortification values Inflicting the listed hit point damage to structure creates a breach. Pushing it faster makes it fall over. A hundred men can dig 50 ft of tunnel a day. Tunnels and Sapping attacks require an engineer to oversee their execution.worldofprime. Pushing one 10 ft per round requires at least 80 medium-sized creatures. you can either tunnel up into their courtyard. so destroying a large structure requires immense amounts of damage.200 Walls None None None None None 40 ft 40 ft 10 ft 15 ft 20 ft 30 ft 10 ft 15 ft 20 ft 20 ft 15 ft 20 ft 30 ft 40 ft World of Prime © 2009 M C Planck 24 Ye Olde Shoppe www. or you can try to undermine their walls. A Sapping attack requires 1 day of work by the digging crew and does 100 pts of damage to a wall. it gives a height advantage and its AC to the soldiers inside when attacking other ships (or defending their own).soldiers to climb the ladders inside to the edge of the enemy walls. but they can dig other tunnels (or protect the diggers from attacks).com Patric Mitchell (order #2310125) 1 . These hit points are normally per 10 x 10 ft section. Sapping Digging a tunnel is free.

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

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

000 gp 20. Includes a large fishing net. It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks.000 gp 10. Sometimes used as a shiptender (a shuttle servicing a larger ship). Powered by oars. Inflicts a -8 to any Sailing checks. Rowboat (-2 Sailing checks) A rowboat or skiff. Pinnace A light. If it’s made out of wood.000 gp Patric Mitchell (order #2310125) 1 . powered by oars. since it reflects the vessel’s ability to absorb damage). or both. World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www. Cost Maintenance is typically 10% of the purchase price per year.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. fast sailboat. Fishing boat Big enough to spend all day at sea. a simple sail.000 gp 5. or long poles used to push against the river bottom. and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process. Rams ignore DR of 5 or less. Powered by a sail.additional 10 pts of damage per point you beat the enemy captain’s roll by. this is how much its defenses are worth to you. 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. Canoe If it’s made out of leather. -2 to all Sailing checks. Boats Raft Canoe Rowboat Fishing boat Launch Pinnace Cost 5 gp 10 gp 50 gp 100 gp 100 gp 500 gp Length 20 ft 10 ft 8 ft 15 ft 12 ft 20 ft Crew 1 1 1 1 2 2 Passengers 10 3 4 5 8 10 Move 10 ft / 1 mph 20 ft / 2 mph 15 ft / 1½ mph 20 ft / 2 mph 15 ft / 1½ mph 30 ft / 3 mph Carry 2 tons ½ ton 1 ton 1½ tons 2 tons 3 tons HPs 50 5 10 15 20 30 Tech Primitive Primitive Wild Wild Civilized Civilized AC +0 +0 +0 +0 +0 +0 Ships Barge Keelboat Longship Galley Bireme Trireme Sloop Carrack Warship Cost 1. it has DR 5 but weighs at least 500 lb.worldofprime.000 gp 3. it only has DR 1 but it weighs so little one man can pick it up and walk with it. oars.000 gp 15.000 gp 10.000 gp 25.

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

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

ideal for storing spell components) Linen pouch with brass clasp Woolen pocket purse. Holds 1 gallon If the weather turns cold and you are sleeping outside without a bedroll. but it can also result in boxes that are worth more than anything they could possibly contain. mithril objects weigh half as much). They may also be chained in place. See the Locksmith section for details./ 4 cu ft .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 . Grants a +2 to Wilderness Lore checks near streams or water. 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. silver clasp Silk purse with gold clasp Cost 3 cp 5 cp 5 sp 2 gp 2 gp 4 gp 5 gp 1. suffer a -2 to Wilderness Lore checks. Crates (boxes. Masterwork crates cost an extra 50 gp. Steel crates can be made out of sturdier materials such as mithril or adamantium. trunks and chests) often have locks attached to them. This can result in boxes very hard to break into. and have DR+2. Luggage Every adventurer needs something to carry or store his loot Patric Mitchell (order #2310125) 1 . or built into the walls/floors of a building or ship./ 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%). and costing an extra 250 gp per lb (but remember.Trail rations (1 day) Waterskin Bed-roll Fish hook 5 sp 1 gp 1 sp 1 sp 1 lb 4 lb 5 lb - So you don’t have to move at half speed while traveling through the wild.

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

A sheet of scraped lambs-hide. Grants a +2 on all Knowledge checks. 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. but heavier and more difficult to write on. paper Book. This price is per page. 25 gp 1 lb 10 . so that forcing the lock triggers the trap. Item Ink Quill Paper Parchment Sealing wax Stamp Chalk Spell book. A treasure map sells for whatever price the market will bear. Plain white chalk.5 gp ½ lb Scribing Scribing a spell Scroll case 1 cp 5 gp 1 gp ½ lb Library 5. or one really long sheet rolled up tightly.000 gp 2. and popularity of the manuscript. Writing the magic formula for a spell requires using magical inks. but chests and trunks are good choices too. not including the price of the materials. Nobles will often use their signet rings. prepared by a secret process known only to mages. often being merely stiff leather.50 gp 1-5 lb Map 1 . A Masterwork library is x5 as large and grants a +4. it will provide a +2 to a specific Knowledge skill check. World of Prime © 2009 M C Planck 32 Ye Olde Shoppe www.Scriptorium The book-seller’s. Doors are the most obvious place to put locks. 100 blank parchment pages (50 sheets). You can double the number of pages for +10 gp and +1 lb. Per page. tear and water. Also. quality and color of illustrations. The bindings are rarely as sturdy as spell-books.000 lb Locksmith Traps or Alarms can be keyed to locks. If you are lucky enough to find a masterwork tome (for 50-250 gp). Made from wood and treated leather. 100 blank paper pages (50 sheets). Useful for making magic circles on stone floors. This is enough ink for 100 pages. Colored chalks are twice as expensive. parchment Spell book. colored inks are twice the price. A single sheet of Patric Mitchell (order #2310125) 1 . For the fashion (and weight) conscious wizard. Let everyone know who sealed this letter. A collection of at least 500 books. The price depends on rarity and quality. A book like this can be tied or buckled shut to the point of being waterresistant. breaking into a locked chest is a good way to ruin the contents. Protect your valuable scrolls from wear. so that correctly opening the lock does not trigger the trap. Magical traps and symbols can also be keyed to a lock mechanism. A goose quill. bound in leather. A map is a double or quarto-sized piece of parchment. Price varies depending on number of pages. More robust than paper. For twice the price you can get colors other than dull yellow. 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.worldofprime. Holds up to 7 single loose sheets. or triple it for +20 gp and +2 lb. cut to the right length. bound in leather. and each spell requires 1 page per level. which in many places is also the local magic shop or monastery.

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

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

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

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

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

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

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

1 evening Private circus.Inns and Dens Most adventurers will spend most of their time on the road. Rich vagabonds can live in high style for 5 gp a day. private performance Musical troupe. goblet Champagne. flute Cost 1 cp 3 cp 5 cp 1 sp 1 gp 2 gp Note: any of these entertainments may be unavailable or illegal.worldofprime. stein Ale. Illegal entertainments are twice as expensive. depending on local rules. 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. Dining in stray inns and odd taverns is often an adventure in itself. 1 evening Tavern wench. all you can drink Beer. warhorse Stable and Feed. chicken or mutton and cheese Pork platter. and carry the risk of being arrested during a police raid. 1 night Courtesan. with a side of vegetables A slab of steak or roast. mug Wine. glass Brandy. 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 Patric Mitchell (order #2310125) 1 . with pastries Roast capon. World of Prime © 2009 M C Planck 40 Ye Olde Shoppe www. prime rib 12-course gourmand’s feast Cost 2 cp 4 cp 7 cp 1 sp 2 sp 1 gp 10 gp Drinks Description Water Tea. 1 song of your choice Bard. if you like it Mummer’s farce. 1 seat Tavern bard. Poor travelers can expect to spend 1 sp a day. goose liver pate. 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. Normal adventurers will spend about 1 gp per day.

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

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

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

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

Herbal potion

1 cp – 1 gp


1 gp per flask 1 gp per flask

Greek fire


1 gp per dose 1 gp per spell

Mundane Material components

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

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


1 gp per engagement

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

1 sp 1 sp per item

1 sp per item

Cost 1 gp

1 gp

Identify (1st)

100 gp + 100 gp

Phantom Trap (2nd)

50 gp + 50 gp

Dispel Magic (3rd)

50–90 gp

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

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

30 gp + 50 gp 90 gp

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

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

Transmute Mud to Rock (5th)

50 gp

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

Continual Flame (2nd)

30 gp +50 gp

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






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

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

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

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

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

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

14 16. Men and women of Peerage rank (6th or higher) are not usually employed. DEX. or CON. and can have a few attributes that are higher.400 gp 2.000 gp 2. WIS.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www. All of these individuals have a full class rank. as will the costs for their personal Patric Mitchell (order #2310125) 1 . these stats can also be INT. 12 14.800 gp 3. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3. You can reduce their pay by providing the necessities for them. These are almost always STR. Employing nobility over the third rank is unlikely. They receive their money directly from the tax collector.200 gp 1. 14. although it will still cost you close to 40 gp a year to maintain him.Attributes Normal attributes are 10 each. Maintaining their loyalty is always necessary. so they have the proficiencies of their class and the attributes suitable for a hero. equipment and advancement will be extra. but do not think this means you can stint on the cost. one gives them land to manage and accepts their fealty in return.600 gp 4. 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. Viscounts and Marquis expect to be second in command and possibly heir to the land. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. However. house. after all. 12 14.12 The cost for employing ranked warriors is much. 2x Feats 6. The rates below represent how much it costs just to feed. 2x Feats 12. much higher. Feat 3. 14 16. you could potentially pay a soldier as little as 10 gp a year. 2x Feats 9.worldofprime. or advancement. The one advantage soldiers have is that they do not pay taxes. if you are hiring spell-casters or spies.200 gp 3. Soldiers who have invested in training and practice are sturdier fighters. and entertain high-rank nobility for a year. Thus. and this requires treating them well.600 gp 2. room and board. or even CHA.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. 2xFeats Attributes Daily Pay 1 sp 1. instead.

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

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

The value of this ore depends on its quality.worldofprime.000 gp Tavern (1.000 gp Gatehouse (10. Although this quality of ore is rare. and occasionally be robbed. at varying expense. the same inn on a dank moor will barely survive. a good miner can produce up to 600 lb of ore a day.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year Patric Mitchell (order #2310125) 1 . An inn at a crossroads will do very well.200 gallons of milk 900 gp / year 45 tons of flour (30 farms’ worth) 400 gp / year Master miller (200 gp) 5 Apprentices (200 gp) Hotels The revenue listed is only an average value.000 gp) Capital (100. iron as a whole is not.000 gp) Operations 120 gp / year Journeyman merchant (120 gp) 160 gp / year Expert merchant (200 gp) 400 gp / year Master merchant (200 gp) 5 Guards (200 gp) 1. A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore.000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 .200 gp / year General Store 300 gp / year Importer 1.000 gp / year Mines Mines are unique in that the profit they generate depends less on the labor expended than on the quality of the mining site.000 gp) License (?) 2. Liquor or gaming licenses may be required. It will probably require a license. Using medieval technology.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.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1. Establishment Tavern Capital 1. and how much it costs to refine it.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110. yds of leather 1. be subject to special taxes or forfeitures.000 gp / year Money-lender 5.000 lb of beef 4 sq. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www. what kind of ore it is. cause undue suspicion. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1.000 gp Inn (2.Cattle Ranch Mill 1.

The Romans mined ore in English bogs. Refining the ore requires at least four times as much labor and consumes whole forests.000 gp / year 50 freemen (6. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.000 gp / year 60 tons of iron Silver 3. average 3. Mine Iron.200 gp / year 50 freemen (6.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7.000 gp) Engineer (200 gp) 12. because it was still cheaper and easier than shipping metal all the way from Rome.400 gp / year 50 serfs (3.000 gp / year 20 tons of iron Iron. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining). Viking farmers often mined and smelted their own ore.600 lb of ore.000 gp) Engineer (120 gp) 4. poor Capital 2. Gold and platinum can be mined at similar rates. Good miners are hard to come by: they have to be strong. In all cases. despite the poor quality of ore. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war). tough and brave.500 gp / year 50 slaves (1. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1.000 gp / year 10 tons of iron Iron.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www.worldofprime. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. mining the ore is the easy part.500 gp / year 900 lb of silver Gold 45.120 gp / year 50 serfs ( Patric Mitchell (order #2310125) 1 . but veins of these precious metals are much rarer. shovels and wheelbarrows (75 gp) 10 axes (50 gp) 50 slaves (?) 50 manacles (250 gp) 500 ft of chain (750 gp) A supply of whips (20 gp) Barracks (1.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks.000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. rich 6.

This is a miserable subsistence diet. Barley is more expensive. 1 8 8 8 2 2 1 oz 1 oz 1 oz 1 oz Prepared Food Sausage Honey Butter Cheese Bread Pastry Trail rations (1 day) Cost 4 cp 1 sp 2 cp 4 cp 4 cp 1 sp 5 sp Lbs. but animals require 2% of their weight per day.worldofprime. Warhorses and such are often fed barley because it is easier to carry and more nutritious. Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal.000 lb 2.000 lb Cost 2 sp 1 sp 2 sp 4 sp 1 gp 10 gp 1 sp 2 sp 5 sp 1 gp Lbs. 1 1 1 1 1 0. 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. but animals only require 1% of their weight per day. and people will do almost anything to augment it.000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1. or wheat per day.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. rice.Bulk Goods Food Hay is cheap.) Eggs (12) Chicken Goose Goat Mutton Pork Beef Venison Fish Cost 1 cp 1 cp 1 cp 1 cp 1 cp 2 cp 2 cp 5 cp 1 sp 1 gp 1.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe Patric Mitchell (order #2310125) 1 . Humans and other medium-sized humanoids require at least 2 lb of oats. Note that you must provide your own containers for these goods (except for bottled drinks).

5 gp 5 sp 5 gp 7.2 gp 0.004 gp 0.3 gp 0.5 gp Lbs. ½ 1 ½ 1½ 5 1 ½ ¼ 1 1 3 1 2¼ 4½ 4½ 12 Precious materials Material Marble Coral Ivory Cost per lb 1 gp 10 gp 100 gp World of Prime © 2009 M C Planck 59 Ye Olde Shoppe www.008 gp 0.006 gp 0.5 sp 1 gp 2.000 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 2.002 gp 0.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.1 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.worldofprime.4 gp 0.01 gp 0.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb Patric Mitchell (order #2310125) 1 .5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.1 gp 0.

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