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 .

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

Patric Mitchell (order #2310125) 1 .

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

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

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

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

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

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

silver. @ Dagger A favorite of back-stabbers and poisoners.Wild Weapons These weapons require less metal and less metal-working skill to produce. 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. Silver maces are particularly popular in areas infested with Undead or lycanthropes. the scimitar is hard to use correctly. 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. However. E @ S S T. Quarterstaff A favorite weapon of priests. The most interesting aspect of the light mace is that it can be made out of almost any kind of material. but stone. mithril. Greataxe The massive double-bladed axe of legend. Bronze. iron and steel are most common. @ Ranged Shortbow Composite Shortbow Longbow Composite Longbow Arrows (20) Lasso Cost 10 gp 35 gp 15 gp 50 gp 1 gp 1 gp Weight 2 lb 3 lb 3 lb 4 lb 1 lb 6 lb Hands 2 2 2 2 1 Damage 1d6 1d6 1d6 1d8 - Critical x3 x3 x3 x3 - Type Pierce Pierce Pierce Pierce - Range 60 ft 70 ft 100 ft 110 ft 30 ft Proficiency Martial Exotic Martial Exotic Exotic Note @ @ T. or adamantium are all equally suitable. wizards and pacifists. Anyone that knows how to use a knife can use a shortsword. D.worldofprime. Scimitar A wickedly curved sword. 7 Ye Olde Shoppe World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . 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. thin bladed weapon receives a +2 Sleight of Hand check when trying to hide it. this long. Bludg. Shortsword This category covers everything from extremely large knives to the wakazashi and the famous gladius. they are not necessarily less effective. but can occasionally dish out tremendous damage. the length and versatility of this weapon grants a +1 to AC when used in melee combat. Slash Slash Slash Pierce Pierce Slash Pierce Bludg. Light Mace A heavy weight on the end of a wooden handle. cold iron. copper. Plenty of societies with the technology to produce Civilized weapons will still employ these cheaper alternatives. Anyone with a STR less than 12 should not even try to wield this weapon.

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

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

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

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

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

This also represents soft leather armor like jackets or coats. World of Prime © 2009 M C Planck Banded mail The premiere armor for this level of technology. with the joints and gaps covered by chainmail. with greaves and vambraces for the legs and arms. it is the best armor primitive societies can make. The Bucket helmet is a Norman cap with cheek plates for more protection.Cloth Cloth folded. Small vambraces and greaves help protect the arms and legs. This armor is weighty but extremely flexible. metal-plated leather boots. A tunic covers the arms to the wrists and the legs down to the knees. Full plate Armor plate so finely made it doesn’t require chainmail to seal the gaps. complete with fangs and glass eyes. This kind of armor is often Masterwork simply for the style factor. but excellent protection. but better than Patric Mitchell (order #2310125) 1 . Heavy shoes and light leather (or silk) gloves complete the outfit. sewn and stitched into armor. Comes with a stylish leather hood. clumsy and hot. Includes a full Bascinet helmet. The extra 150 gp for Masterwork grade armor is applied 13 Ye Olde Shoppe www. Chainmail Small loops of metal wire intermeshed together. like Scottish kilts or the Greek linothorax. Masterwork Half-plate only costs 750 gp. often by boiling it in wax to make it hard. a plated mitten gauntlet and a heavy Sallet helmet with full face protection. (Note: in some realms this armor is referred to as a “Chain Shirt. However.worldofprime. It includes a Bucket helmet. the more flamboyant the better. which is good enough for most warriors. Not normally found in non-primitive societies. It corresponds to the Roman lorica segmentata. Leather Armor made from cured leather. Includes thick boots and heavy leather gloves (as does all armor until HalfPlate and Plate). The leather gloves might have studs sewn into the back of the hand for decoration. The helmet is often a skinned and cured animal head. This armor is extremely heavy but can be manufactured by low skilled workers. Hide Armor made from cured animal hides. Includes a Barbute helmet. Studded Leather Disks or studs of metal sewn to a leather backing. Heavy. this armor consists of strips and plates of metal. Not very good armor. which makes it inferior to many other forms of armor. like scale mail. suitable for executioners or fancy-dress parties. Half-plate Plate armor.”) Breastplate A cuirass or chest-plate made from a single piece of metal. and the best nonmetal armor available. This armor does not allow a DEX bonus. Bulky. individual articulated fingered gauntlets and sabatons (metal boots). A Norman metal cap with a short nosebar comes with it. The head is protected by a good hat. like a Bucket helmet but extending further down the back of the neck and with a longer nosebar. A separate coif covers the head and neck. and still allows a +1 DEX bonus. Scale mail Overlapping scales of metal mounted on a leather backing.

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

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

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

griffons are powerful combatants in their own right. Pegasus The legendary winged horses are the most prized of all aerial cavalry. they cannot undo these avian bridles. Can also be used Flying mounts to perform considerable manual labor. and lots of it. This is due to careful training. so they will only be found in Good societies. 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. Some evil societies may use constant mindcontrol effects to maintain their own enslaved herd of Pegasi. Flying Giant Hawk Giant Eagle Hippogriff Pegasus Griffon Cost 2. These animals are exceptionally intelligent and will remember and resent ill treatment. dragging and lifting logs with their powerful trunks. Griffons will only eat meat. Shorttempered. Although they only eat as much as a horse. these aggressive creatures make excellent war mounts. These even more exotic war mounts are not necessarily available in any given area. Triceratops You can practically build a castle on the back of these (or a double-sized howdah). Griffon A cross between a lion and a bird of prey. 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. World of Prime © 2009 M C Planck 17 Ye Olde Shoppe www. If their riders are incapacitated in combat. They are also intelligent. Even if they are. This creature fights like a Hawk. with bad sight and terrible hygiene.000 gp 8.000 gp 5. if you can get them to stop eating your grooms.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. rather than fly to some place of safety where its rider might be healed. but its HPs are higher. There are societies that control the birds with special blindfolds that snap shut when not operated by a rider.000 gp 4. its AC is one lower (16). so using them as mounts is either voluntary on their part. Giant Eagle These creatures are intelligent. their ownership is likely to be restricted to certain social groups by law or tradition. while the driver directs it to trample anything in the way. Because the birds lack hands.000 gp Patric Mitchell (order #2310125) 1 . or an act of enslavement. because they are the fastest and strongest flying mount possible. they are effectively chained. the griffon will likely continue to attack on its own. studies show that griffons that leave the battlefield with unconscious riders tend to become bored and eat them. partly due to their Chaotic nature. and able to detect Evil at will.worldofprime. no matter how much money you have to spend.Rhinoceros Large enough to carry ogres or hill giants. and its talons do 1d4 damage. they tend to charge at the drop of a hat. Elephant Bowmen in the howdah will defend the creature from spearmen. Hippogriff A bizarre cross between horse and bird. Also suitable for large giants to ride. and since they cannot fly blind.

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

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

House A basic house. Unless you can employ dwarves or magic.worldofprime. wine cellars. wattle and daub. Mansion Three stories. 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. Tavern. House construction varies according to the technology and civilization. 2 stories 50 x 80 ft. trees 50 x 80 ft. or 2 Huge animals. 1 story 250 x 250 ft.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 ft. Another 20 people can sleep in the common room in front of the fire. usually on a large World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . separate kitchens. possibly with a loft. or brick. depending on quality. you can’t actually build a cave. beams.000 gp 50. The price reflects its value. size. 2 stories 200 x 200 ft. slate. 2 stories 40 x 50 ft.000 gp 2.Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost 1. shingles and tiles. sod. 1 story 50 x 80 ft. 1 story 100 x 100 ft.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft. with three to five rooms. Palace Luxurious accommodations for nobles and their servants. Cavern Huge caverns with many artificial tunnels and additions.000 gp 5. Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified entrance. sawed planks. Apartment Renting a room in a Manor house. Inn Simple rooms for 10 guests and the tavern keeper’s family. The gate is thick wood strengthened by iron bands. Bailey A wooden fort surrounded by a 10 ft tall log wall. roofs vary from thatch. dirt. and location Manor A two-story building with three to five rooms per floor.000 gp 200 gp 500 gp 300 gp 5. Walls are made from everything to logs. 2 stories 350 x 350 ft.000 gp 50. Barracks Quarters and furnishings fit only for soldiers. 10 Large. 1 story 150 x 200 ft. Murder-holes allow the 20 Ye Olde Shoppe www. 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. adobe. 1 story 80 x 100 ft. with extravagances such as ballrooms. 1 story 50 x 70 ft. Obviously houses vary considerably in value. Cottage A two-room hovel.000 gp 500. 2 stories 200 x 250 ft. Cave A natural cave complex.000 gp 200.000 gp 50. Inns have larger rooms of higher quality.

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

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

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

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

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

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

It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks. Rowboat (-2 Sailing checks) A rowboat or skiff. Powered by a sail.additional 10 pts of damage per point you beat the enemy captain’s roll by. 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. since it reflects the vessel’s ability to absorb damage). Powered by oars.000 gp 5. If it’s made out of wood. this is how much its defenses are worth to you. it only has DR 1 but it weighs so little one man can pick it up and walk with it. Canoe If it’s made out of leather.000 gp 30.000 gp 10. Pinnace A light. or both. 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.worldofprime.000 gp Length 40 ft 50 ft 75 ft 60 ft 90 ft 120 ft 60 ft 80 ft 100 ft Crew 10 15 50 100 150 200 10 20 80 Passengers 200 100 120 100 150 250 50 200 160 Move 10 ft / 1 mph 10 ft / 1 mph 30 ft / 3 mph 20 ft / 2 mph 30 ft / 3 mph 40 ft / 4 mph 30 ft / 3 mph 20 ft / 2 mph 25 ft / 2½ mph Carry 50 tons 40 tons 50 tons 50 tons 100 tons 150 tons 50 tons 150 tons 100 tons HPs 150 50 75 100 200 300 75 100 250 Tech Primitive Wild Wild Wild Civilized Civilized Civilized Civilized Civilized AC +0 +0 +1 +2 +3 +4 +1 +0 +3 Raft (-8 Sailing checks) As simple as a bunch of logs tied together. a simple sail. and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process. World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www. Fishing boat Big enough to spend all day at sea. Includes a large fishing net.000 gp 20. Cost Maintenance is typically 10% of the purchase price per year. Rams ignore DR of 5 or Patric Mitchell (order #2310125) 1 . Sometimes used as a shiptender (a shuttle servicing a larger ship). or long poles used to push against the river bottom. -2 to all Sailing checks.000 gp 25. fast sailboat.000 gp 10. it has DR 5 but weighs at least 500 lb. Inflicts a -8 to any Sailing checks. powered by oars.000 gp 15. oars.000 gp 3.

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

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

worldofprime. ideal for storing spell components) Linen pouch with brass clasp Woolen pocket purse. Crates (boxes. gaining the appropriate DR (15 or 20) and extra HPs (20% or 33%). Steel crates can be made out of sturdier materials such as mithril or adamantium. trunks and chests) often have locks attached to them.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 . but it can also result in boxes that are worth more than anything they could possibly contain. Holds 1 gallon If the weather turns cold and you are sleeping outside without a bedroll.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. See the Locksmith section for details. Grants a +2 to Wilderness Lore checks near streams or water. suffer a -2 to Wilderness Lore Patric Mitchell (order #2310125) 1 . Luggage Every adventurer needs something to carry or store his loot in. and have DR+2./ 4 cu ft . Crates Basket Box Trunk Chest Stone Box Stone Trunk Stone Chest Steel Box Steel Trunk Steel Chest Cost 4 cp 2 sp 1 gp 2 gp 5 gp 10 gp 20 gp 10 gp 20 gp 40 gp Weight ½ lb 5 lb 10 lb 25 lb 50 lb 100 lb 250 lb 15 lb 30 lb 60 lb Carry 10 lb / 2 cu ft 20 lb / 2 cu ft 50 lb / 3 cu ft 100 lb / 4 cu ft 50 lb / 2 cu ft 150 lb / 3 cu ft 250 lb / 4 cu ft 100 lb / 2 cu ft 300 lb / 3 cu ft 500 lb / 4 cu ft DR 5 5 5 8 8 8 10 10 10 HP 5 10 15 10 15 20 5 15 30 Sacks Burlap bag Burlap sack Leather sack Leather sack Backpack Saddle bags Mountebank’s purse (many pockets. and costing an extra 250 gp per lb (but remember. They may also be chained in place. Masterwork crates cost an extra 50 gp. or built into the walls/floors of a building or ship. mithril objects weigh half as much). This can result in boxes very hard to break into./ 10 cu ft 2 lb 5 lb 5 lb 5 lb World of Prime © 2009 M C Planck 30 Ye Olde Shoppe www. silver clasp Silk purse with gold clasp Cost 3 cp 5 cp 5 sp 2 gp 2 gp 4 gp 5 gp 1.

low wind. but makes an impressive statement in your main hall.without a penalty. A huge clay jug designed for shipping liquids. burns a pint of oil in 3 hours. Stained glass windows are also the same price. Can cover 5x5 ft and burns for 2 rounds. steel Mirror. Illumination allows fine work. with a stopper. Item Candle Candelabra Chandelier Torch Lamp Lantern Storm Lantern Everburning Torch Oil. Clay. as making small pieces of glass is easier than making single. Lighting a fire with flint and steel takes 1d6 full rounds. Illuminatiorium Light is a preoccupation of workers and adventurers. 1 gal. It also requires tinder. Glass. Useful for peering around corners or shaving (but imposes a -2 to spot checks).com Patric Mitchell (order #2310125) 1 . Will not go out in strong winds. 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. 10 gal. Silver backing on a clear glass plate. or will fuel a lamp for 6 hours. Price varies from 50 to 100 gp. 7 gal. 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. or any other activities – such as fighting .Liquids Vial Flask Bottle Jug Bucket Amphora Keg Barrel Wineskin Cost 1 gp 3 sp 2 gp 3 cp 5 sp 1 gp 3 gp 12 gp 1 gp Weight 1/10 lb 1½ lb ½ lb 9 lb 2 lb 30 lb 20 lb 100 lb 4 lb Carry 1 oz. Reasonably fragile. Too delicate to carry on an adventure. A wooden barrel. silvered Mirror. Illuminates a 30 ft radius. Illuminates a 15 ft radius. 1 pint ½ gal. holds one dose of a potion. This is perhaps the most common magical item in the entire world. but also much more fragile. Light sources create shadowy illumination in twice the radius they create full illumination. Illuminates a 20 ft radius for 1 hour. Comfortable to wear and not likely to break. 50 gal. Much cleaner image than a steel mirror. Colored glass is the same price. Description Made of metal and extremely durable. A wooden keg. Illuminates a 20 ft radius forever.worldofprime. and provokes AoOs. 5 gal. reinforced with iron bands. it’s clear glass that’s hardest to make. Not quite as durable or well-made. Open-faced wooden bucket. burns a pint of oil in 3 hours. Illuminates 30 ft cone. depending on the magic abilities of the local populace. concentration. but holds more. with a stopper. 1 gal. pint Flint and Steel Mirror. in fact. A masterwork glass grants a +4. unbroken plates. Grants a +2 to Appraise checks. illuminates a 30 ft radius for 1 hour. Shadowy illumination generally imposes a 20% miss chance and allows people to hide without needing cover. Holds fifty candles. Holds five candles. reading. illuminates a 15 ft radius for 1 hour. burns a pint of oil in 6 hours.

Price varies depending on number of pages. A map is a double or quarto-sized piece of parchment.50 gp 1-5 lb Map 1 . who may not be able to pick it or break into it without making a huge ruckus.worldofprime. Useful for making magic circles on stone floors. colored inks are twice the price. Per page. Plain white chalk. A sheet of scraped lambs-hide. cut to the right length.000 gp 2. Doors are the most obvious place to put locks. Also.Scriptorium The book-seller’s. 100 blank paper pages (50 sheets). or one really long sheet rolled up tightly. For the fashion (and weight) conscious wizard. A goose quill. Magical traps and symbols can also be keyed to a lock mechanism. A treasure map sells for whatever price the market will bear. so that forcing the lock triggers the trap. paper Book. but heavier and more difficult to write on. 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. bound in leather. which in many places is also the local magic shop or Patric Mitchell (order #2310125) 1 . A steel trunk with a good lock can foil amateur thieves. so that correctly opening the lock does not trigger the trap. Protect your valuable scrolls from wear.5 gp ½ lb Scribing Scribing a spell Scroll case 1 cp 5 gp 1 gp ½ lb Library 5. tear and water. parchment Spell book. This is enough ink for 100 pages. Colored chalks are twice as expensive. Nobles will often use their signet rings. often being merely stiff leather. 100 blank parchment pages (50 sheets). The price depends on rarity and quality. More robust than paper. Writing the magic formula for a spell requires using magical inks. prepared by a secret process known only to mages. The bindings are rarely as sturdy as spell-books. You can double the number of pages for +10 gp and +1 lb. not including the price of the materials. This price is per page. For twice the price you can get colors other than dull yellow. quality and color of illustrations. and popularity of the manuscript. and each spell requires 1 page per level. If you are lucky enough to find a masterwork tome (for 50-250 gp). bound in leather. World of Prime © 2009 M C Planck 32 Ye Olde Shoppe www. A Masterwork library is x5 as large and grants a +4.000 lb Locksmith Traps or Alarms can be keyed to locks. but chests and trunks are good choices too. Made from wood and treated leather. or triple it for +20 gp and +2 lb. 25 gp 1 lb 10 . A single sheet of paper. A book like this can be tied or buckled shut to the point of being waterresistant. Grants a +2 on all Knowledge checks. Let everyone know who sealed this letter. it will provide a +2 to a specific Knowledge skill check. A collection of at least 500 books. Holds up to 7 single loose sheets. breaking into a locked chest is a good way to ruin the contents. Item Ink Quill Paper Parchment Sealing wax Stamp Chalk Spell book.

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

Item Hourglass Cost 25 gp Weight 1 lb Description Primitive technology. Stained glass windows are also the same price. Remember to attach a rope before throwing. in fact. shoes. even in wealthy houses.worldofprime. adventurers will mostly drop them on people. Folds up to only 10 ft long. A piton every 5 ft grants a +2 to Climbing checks and allows climbing surfaces (like walls) that can’t normally be climbed. Needs to be wound once a day. hit points 1. much more. polished wood Furniture. 10 ft Twine. Held together by ropes. hamming pitons takes 1d6 rounds and makes noise. gourds. 4 hit points. unbroken plates. silk. Do you need to ask? Ropes and Chains Wire. wine closets. as making small pieces of glass is easier than making single. Inexpensive and durable but nigh-immobile. A huge lump of cheap pig iron. hemp. Chain has a hardness of 10 and 5 hit points. Requires 2 men to operate. Some examples are: beds. Lets you climb any wall you can throw something over. Wild technology. DC 50 to break (Masterwork is DC 54). or enslaving pixies. chests of drawers. 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. Turn a roaring fire into an inferno. or carved stone. dragging ships. Societies that can’t make glass use conch shells. wardrobes. Can only support 20 lb. hit points 30. Civilized technology. ship. DC 16 to break (Masterwork is DC 20). stringing lutes. needs to be filled twice a day. Exquisite works of art or antiques can cost much. Effectively Masterwork. Useful for cracking open small boxes under controlled conditions. stools. 10 ft Chain. 50 ft Rope. However. Hardness 10. or enslaving giants. Furniture Mart Furniture prices are for a typical piece. this rope grants a +2 on all rope-related skill checks. cupboards.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. Colored glass is the same price. Smiths use them as a platform for hammering and shaping metal. puts on a performance of ringing bells each hour. has to be turned once an hour. benches. Rarely made out of exotic materials. bookshelves. Made with pins. With satin or leather coverings. Useful for blocking rivers. coat-. 50 ft Rope. it’s clear glass that’s hardest to make. couches. For people who can’t climb ropes. DC 11 to break. Hardness 8. Empty your boat. tables. hat-. Ye Olde Shoppe www. It can be burst with a Strength check DC 26 (Masterwork chain is DC 30). it can be burst with a DC 23 Strength check. nails and glue. 2 hit Water clock Mechanical clock Furniture. or catching fish. it can be burst with a DC 24 Strength check. carved stone Chamberpot Glass windows 100 gp 500 gp 5 gp 10 gp 50 gp 15 gp 1 gp 1 gp per 1 ft pane 200 lb 25 lb 150 lb 200 lb 150 lb 500 lb 2 lb 5 lb World of Prime © 2009 M C Planck 34 Patric Mitchell (order #2310125) 1 . wrought iron Furniture. but useful for tying up parcels. rough wood Furniture. chairs. or weapon-racks. 10 ft Giant chain. or mine of water. 1 hit point.

A Patric Mitchell (order #2310125) 1 . Spoons are not normally used. A large mug. Made out of pottery. square plate made of wood. pewter (silver mixed with lead). without a handle. Suitable for baking bread. so occasionally it’s useful to know how much it costs. A porcelain plate. The smoke went up and through the thatched roof. A pottery plate. or wine glass. 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. Cookery Mixing bowl Fireplace spit Stewpot Griddle Fire pit Cost 1 sp 1 sp 5 gp 2 gp 1 gp Weight 2 lb 2 lb 10 lb 10 lb - Fireplace Brick oven 25 gp 100 gp 1. A large iron pot. Gold ones cost 10x as much.Pottery Kiln Adventurers are always smashing crockery. Stores salt. heater and gathering place. A crystal champagne flute.000 lb Description A large wooden bowl. or live without baking. Vikings had a hole in the middle of their dirt floor to hold their fire. with a handle and possibly a lid. pepper. Usually made out of silver. Salt cellars were items of status. Made of silver. one drinks soup straight from the bowl. World of Prime © 2009 M C Planck 35 Ye Olde Shoppe www. or glass. A porcelain bowl. which almost always meant a good knife. While this meant the house was always smoky. so they were elaborately carved and often gilded. Well-to-do peasants have a stone fireplace in their house. or other spices. horn. Poor people either dig a hole in the ground and fill it with coals. A large silver tray with a domed cover. A large bowl. A wooden cup. which serves as kitchen. Rich people will have a fancy knife that is useless for anything but eating. made out of pottery. A wide-lipped wooden bowl. A flat frying iron to put over a stove or fire. brandy snifter.000 lb 1. Used for roasting over an open fire or in a fireplace. instead. it also helped protect the thatching from insect damage. Medieval diners brought their own silverware.worldofprime.

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

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

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

Used for turning fibers into thread. wood. Feathers from ordinary birds. Soft. Prices will vary wildly depending on local availability. 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. double or more the ordinary labor cost for the item. Sewing Shop Adventurers will probably resort to magic to repair their clothes. World of Prime © 2009 M C Planck 39 Ye Olde Shoppe www. Feathers from rare and exotic birds. A thimble of metal. Trimmings Do not include Trimmings as part of the price for calculating creation times. Normally a steel needle. light leather such as calfskin or sheepskin. Silk intricately woven with patterns of silver and gold threads.Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide 7. A rare and exotic fur. 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. here are some prices for objects they’ll never use.worldofprime. harder to obtain. Smooth. Handmade with complex patterns and exacting detail. Buttons and clasps made from silver. Fine wool yarn will cost 1 sp per skein. or calf. The complete fur from a large animal such as bear or lion. stronger leather such as bull-hide. Buttons and clasps made from gold or silver and set with jewels. fine leather. a bull will produce 3. A thin. Enough trim for a lace collar or neckline. or ceramic. The fur of one small domestic creature such as a rabbit or squirrel. But in case they don’t. harder to obtain. yards. Buttons and clasps made from fired clay or carved stone.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 5 cp 5 sp 5 gp 50 gp ½ ¼ 1 1 3 1 ¼ ½ ½ 12 1 1 1 1 1 1 1/10 1/10 1/10 4 The finest possible use of linen or cotton. the tailor normally buys these items from other suppliers and merely adds them to the outfit. yard on a sheep. goat. it will be made of bone. you can always add more. specially grown and treated. However. Buttons and clasps made from gold. There is about ½ a sq. in primitive societies. A cow will produce 2 sq. A wild fur. strong and comfortable in heat or cold. The most prized of all cloths. Buttons and clasps made from wood. Silver or gold thread is 1 gp to 10 gp a spool. The fur of one small domestic creature such as a rabbit or Patric Mitchell (order #2310125) 1 . Used for turning thread into cloth. Buttons and clasps made from brass. Thicker. A wild fur. A rare and exotic fur.

flute Cost 1 cp 3 cp 5 cp 1 sp 1 gp 2 gp Note: any of these entertainments may be unavailable or illegal. 1 evening Private circus. stein Ale. Illegal entertainments are twice as expensive. 1 evening Tavern wench. and carry the risk of being arrested during a police raid. 1 seat Tavern bard. Dining in stray inns and odd taverns is often an adventure in itself. warhorse Stable and Feed. Normal adventurers will spend about 1 gp per day. depending on local Patric Mitchell (order #2310125) 1 . goblet Champagne. with a side of vegetables A slab of steak or roast. 1 evening Penny-pitching game Dice game Card game Cockroach races Dog races Horse races Fist-fighting Cost 1 sp 2 sp 5 sp 1 gp 1 cp 2 cp 1 sp 1 gp 2 gp 10 gp 1 sp 1 gp 1d10-4 cp 1d10-4 sp 1d10-4 gp 1d20-8 cp 1d20-8 sp 1d20-8 gp Free Meals Description A bowl of porridge flavored with peas A bowl of stew with a slice of bread Bread. Rich vagabonds can live in high style for 5 gp a day. private performance Musical troupe. 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. World of Prime © 2009 M C Planck 40 Ye Olde Shoppe www. mug Wine. prime rib 12-course gourmand’s feast Cost 2 cp 4 cp 7 cp 1 sp 2 sp 1 gp 10 gp Drinks Description Water Tea.Inns and Dens Most adventurers will spend most of their time on the road. goose liver pate. Poor travelers can expect to spend 1 sp a day.worldofprime. Lodgings Description A spot in the common room Small private room Large private room with bath Hotel suite with fireplace Stable and Feed Stable and Feed. 1 song of your choice Bard. with pastries Roast capon. all you can drink Beer. 1 night Courtesan. glass Brandy. if you like it Mummer’s farce. chicken or mutton and cheese Pork platter.

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

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

but if you buy the spell from the priest. He may choose to impose an additional penance as a condition of the atonement. The advantage to this spell is that it can be cast on Patric Mitchell (order #2310125) 1 . Most priests have several copies of this on a scroll. like his rulers. see a Wizard. so you need to make your own arrangements for the return trip. expect Good priests to put non-lethal spells into their glyphs. In some places this spell is standard practice at funerals. for emergencies. You’ll have to pay for all of them. his church. Usually only used by law enforcement to search for stolen goods. If the spell fails. For custom colors. The priest is not going to bother his patron for anything less than the safety of the community. Good luck explaining why you need to hide an object from Scrying for 8 hours. In some places. Certainly not for you. the spectacle of the priest parading around town tends to give thieves a chance to smuggle the goods out of range. and b) contagious. though.Church (5th level) Remove Blind/Deaf Remove Disease Obscure Object Speak with Dead Dispel Magic Glyph of Warding Locate Object 5 gp 5 gp 25 gp 25 gp 10 gp 25 gp +200 gp 25 gp Continual Flame Magic weapons and armor 30 gp +50 gp Varies It’s all fun and games until someone loses an eye. the priest will probably take that as an omen that he shouldn’t be trying to foresee that particular future. The priest will not spy on people who scare him. Just remember – he’s not coming with you. If you need the attention of a higher-ranked priest. 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. Remember that the priest is going to hear your questions and answers. The color of the light will be tinted towards the priest’s alignment. It may take several attempts to free you from that cursed item (chances of finding a priest over 9th level are slim). Shopkeepers have a legitimate right to protect their premises. Expect to pay for the scroll if you are in a hurry. Not as useful as you’d think. you can have it cast on whatever object you want. superiors. Then it’s an expensive trip to the local priest.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. or wizards. Fix almost any ability damage and negative level drains. so you can read your ancient documents without letting the priest read them too. However. expect to pay a stiff fine. Don’t even bother with the Bluff check.worldofprime. You still have to come up with the material component. state. Diplomacy/Bluff check to explain why you need to spy on someone. too. However. Priests often waive their part of the fee for those who have died in the service of the faith. The priest is going to know what you did. or defense of the community. Diplomacy/Bluff check at -20 to convince the priest your petty questions are worth his god’s time. don’t expect them to sell items to members of different faiths. or himself. There is a high price on this spell to stop you from asking the priest to find trivialities like your keys. And if you let a child set it off. cause. This is the level at which priests can begin making magic weapons and armor. expect to pay a lot more. In many cities. You can probably get a hefty discount on this spell if you can convince the priest that you’re a) poor. Expect a lecture on the foolishness of playing with Undead. World of Prime © 2009 M C Planck 43 Ye Olde Shoppe www. However. it is illegal to buy private divinations. This is the same price as an Everburning torch. Chances are the priest isn’t familiar with anyone you want to talk to. 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.

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

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

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

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

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

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

2x Feats 9. you could potentially pay a soldier as little as 10 gp a year. house.worldofprime. Thus. Employing nobility over the third rank is unlikely. 2x Feats 12. You can reduce their pay by providing the necessities for them.200 gp 3. as will the costs for their personal retinues. after all. All of these individuals have a full class rank. or advancement.800 gp 3.000 gp 2. Men and women of Peerage rank (6th or higher) are not usually employed. much Patric Mitchell (order #2310125) 1 .400 gp 2. They receive their money directly from the tax collector. Maintaining their loyalty is always necessary. 12 14. Feat 3. Soldiers who have invested in training and practice are sturdier fighters. or CON.12 The cost for employing ranked warriors is much. and can have a few attributes that are higher. these stats can also be INT. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3. and entertain high-rank nobility for a year. WIS.200 gp 1. although it will still cost you close to 40 gp a year to maintain him. 2xFeats Attributes Daily Pay 1 sp 1. one gives them land to manage and accepts their fealty in return.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www. instead. 14. and this requires treating them well. 14 16.Attributes Normal attributes are 10 each. The one advantage soldiers have is that they do not pay taxes.600 gp 4. DEX. The rates below represent how much it costs just to feed.600 gp 2. room and board. Viscounts and Marquis expect to be second in command and possibly heir to the land. if you are hiring spell-casters or spies. so they have the proficiencies of their class and the attributes suitable for a hero. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection. 2x Feats 6. equipment and advancement will be extra.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. However. These are almost always STR. Title Knight Banner Baronet Viscount Marquis Baron Count Duke Earl Prince Rank 1 2 3 4 5 6 7 8 9 10 Yearly pay 400 gp 800 gp 1. or even CHA. 12 14. but do not think this means you can stint on the cost. 14 16.

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

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

Using medieval technology.000 lb of beef 4 sq. what kind of ore it is. be subject to special taxes or forfeitures. Although this quality of ore is rare. a good miner can produce up to 600 lb of ore a day.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1.Cattle Ranch Mill 1.000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 .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) Capital (100. yds of leather 1. Establishment Tavern Capital 1.200 gp / year General Store 300 gp / year Importer 1. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www.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. The value of this ore depends on its Patric Mitchell (order #2310125) 1 . at varying expense. and occasionally be robbed.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. An inn at a crossroads will do very well.000 gp Tavern (1.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110. cause undue suspicion.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1. 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. iron as a whole is not.worldofprime. and how much it costs to refine it. Liquor or gaming licenses may be required. 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) 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. the same inn on a dank moor will barely survive.000 gp / year Money-lender 5.000 gp Gatehouse (10. It will probably require a license.000 gp) License (?) 2.

despite the poor quality of ore.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7. average 3. but veins of these precious metals are much rarer.400 gp / year 50 serfs ( Patric Mitchell (order #2310125) 1 . shovels and wheelbarrows (75 gp) 10 axes (50 gp) 50 slaves (?) 50 manacles (250 gp) 500 ft of chain (750 gp) A supply of whips (20 gp) Barracks (1.000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www. because it was still cheaper and easier than shipping metal all the way from Rome. Viking farmers often mined and smelted their own ore. mining the ore is the easy part. Good miners are hard to come by: they have to be strong.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4. poor Capital 2.500 gp / year 50 slaves (1. Gold and platinum can be mined at similar rates. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks.200 gp / year 50 freemen (6.000 gp / year 20 tons of iron Iron.000 gp / year 50 freemen (6.000 gp / year 60 tons of iron Silver 3. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war). rich 6.000 gp) Engineer (120 gp) 4. tough and brave. Mine Iron.120 gp / year 50 serfs (3.worldofprime.000 gp) Engineer (200 gp) 12. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. In all cases.000 gp / year 10 tons of iron Iron.600 lb of ore.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks. Refining the ore requires at least four times as much labor and consumes whole forests.500 gp / year 900 lb of silver Gold 45. The Romans mined ore in English bogs. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining).

and people will do almost anything to augment it. 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.000 lb Cost 2 sp 1 sp 2 sp 4 sp 1 gp 10 gp 1 sp 2 sp 5 sp 1 gp Lbs. This is a miserable subsistence diet. or wheat per Patric Mitchell (order #2310125) 1 . 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 1.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe www. Warhorses and such are often fed barley because it is easier to carry and more nutritious.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.) 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. rice.worldofprime.000 lb 2. Barley is more expensive. Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal.Bulk Goods Food Hay is cheap. 1 1 1 1 1 0. but animals only require 1% of their weight per day. but animals require 2% of their weight per day.000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 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).

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.01 gp 0.1 gp 0.5 gp Lbs.006 gp 0.008 gp 0.004 gp Patric Mitchell (order #2310125) 1 .worldofprime.5 gp 5 sp 5 gp 7.4 gp 0.3 gp 0.2 gp 0.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.000 gp Stones Stone Carnelian Obsidian Sardonyx Amber Jade Turquoise Moonstone Garnet Quartz Color Orange Black Red Yellow Green Blue White Purple Clear Cost per lb 10 gp 1 gp 5 gp 20 gp 10 gp 25 gp 2 gp 50 gp 1 sp Cloth Materials Burlap Canvas Linen Velvet Fleece (raw wool) Wool Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide Cost per yard 1 cp 2.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.1 gp 1 gp 2 gp 5 gp 5 gp Gems Gem Jacinth Onyx Ruby Topaz Emerald Sapphire Pearl Amethyst Diamond Color Orange Black Red Yellow Green Blue White Purple Clear Cost per carat 10 gp 25 gp 500 gp 50 gp 750 gp 250 gp 1 gp 100 gp 1.5 sp 1 gp 2.002 gp 0.

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