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 .

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

Patric Mitchell (order #2310125) 1 .

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

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

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

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

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

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

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

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

World of Prime © 2009 M C Planck 9 Ye Olde Shoppe www. Greatsword A massive sword used in both hands. the longsword is both effective and stylish. D S. overly complex and difficult to use. designed to pass all possible forms of Damage Reduction: one of steel. The Shrewsbury Mace is a +1 Ghost Touch weapon with four flanges. With heroic training (and an Exotic Weapon Proficiency feat) this weapon can be used one-handed. The Dire Flail gains a +2 bonus to Disarm checks and can be used to make Trip attacks. It costs 10. Bastard sword An extra-large longsword. Melee Flanged Mace Warhammer Morningstar Longsword Rapier Bastard sword Dire Flail Greatsword Halberd Sai (Fork) Cost 12 gp 12 gp 8 gp 15 gp 20 gp 35 gp 15 gp 50 gp 10 gp 5 gp Weight 8 lb 8 lb 6 lb 4 lb 2 lb 10 lb 15 lb 15 lb 15 lb 1 lb Hands 1 1 1 1 1 2 2 2 2 ½ Damage 1d8 1d8 1d8 1d8 1d6 1d10 1d10 2d6 1d10 1d4 Critical x2 x2 x2 19-20/x2 18-20/x3 19-20/x2 x2 19-20/x2 x3 19-20/x2 Type Bludg. Morningstar A spiked. steel ball on an iron chain. Longsword The staple of heroic weaponry. Slash Any Bludg. Warhammer A heavy hammer with a spike on the back. and gains a +1 to hit whenever it is used against a target wearing metal armor. This weapon gains a +1 to hit whenever it is used against a shield-bearing foe. 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. This weapon is specially designed to defeat heavily armored foes. Slash Pierce Slash Bludg. Most versions are pointed and can be used to cause 1d6 piercing damage instead of slashing if desired. Bludg. these weapons can be Patric Mitchell (order #2310125) 1 . this weapon has several heavy flanges of iron or steel at the end of a short metal handle. they can also be extremely effective. Properly employed.Civilized Weapons Like much else of the civilized world. Rapier A very thin blade primarily used for stabbing.000 gp. Bludg. T D. but knowing you can hurt anything is sometimes worth the price. Making this weapon requires even more technical skill than making longswords. It packs the greatest wallop of any Simple weapon. Range Proficiency Simple Martial Martial Martial Martial Martial Martial Martial Martial Exotic Note @ @ AC E T. one of Alchemical Silver and one of Adamantium. one of Cold Iron. Dire Flail One to three spiked balls attached by chains to a metal haft. intended to kill horses or break open shield walls.

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

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

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

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

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

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

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

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

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

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

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

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

but unsurfaced. A double-wide column of troops. A sturdy arched bridge. Traditionally a 9th level individual must build and inhabit a castle before people will consider the area “safe. Highways and bridges may charge a toll of a cp per person. otherwise. This is how canals deal with hills. The road is clear and level. or a wagon in each direction at the same time. Wild. Strong and wide enough for 2 heavy wagons sideby-side.000 gp 100 gp/mile 1.000 gp 10. Swampland is worth something. A simple beam design. strong and wide enough for only one wagon at a time. it’s just pasturage. A square mile of fully developed prime farmland would cost 3. tilled. and the weather is generally wretched. Nobody is going to labor in the fields unless they feel safe. not counting any buildings or improvements. animal. locks are where traffic in different directions can pass each other. or a single wagon. but no one will buy it until it has been shown to be safe to live in. Plateaus or mesas will be valued as flat land of the appropriate type. or one in each direction. location. Two wagons side-by-side. in bad weather it can become impassable. traveling is difficult. Farmland is developed land. The surface is “metaled.000 gp Free x2 Mountains are rocky. However. Also. Land in prime locations may cost much more than the listed price.200 gp. paved with stones and mortar. so even civilized realms will still contain many forests. Pasturage is flat. Every city needs a forest close at hand to supply firewood and building materials. plowed. Bad weather has little effect on highways. either because the soil is poor or there is little irrigation or rainfall.” that is. uncivilized land is free to claim. Forests contain lots of trees which must be cleared before the land can be effectively farmed. its productive value in either crops or lumber is small. hilly land that is usually only suitable for mining. Larger dams may be beyond the skill of ordinary craftsmen. Allows a barge to be pulled or poled along.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. Highway 100 gp/mile Wooden Bridge Stone Bridge Canal Canal Lock Dam Tolls 100 gp 1. location. It is also within an hour’s walk of a fortified place that can protect the farmers. Compare this to the price of a magic sword. The first three rules of real estate are location. with enough space to pull over and let oncoming traffic pass.Roads Track Trail Road Cost 1 gp/mile 10 gp/mile Description Single-file foot or horse traffic. fenced and properly watered. or wagon Patric Mitchell (order #2310125) 1 . clear land not really suitable for farming.” World of Prime © 2009 M C Planck 22 Ye Olde Shoppe www. especially in cities. This is a 100 ft wide dam. bad weather has little impact on its effectiveness. In many societies land will not be for sale to non-nobles.worldofprime. no wagons. as it is possible to eke a living out of it. Because it is so primitive.

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

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

worldofprime. Sled A dog sled. With two draft horses this would only be a Medium load. trying to Run with a wagon imposes a -4 penalty to any Riding checks. with anywhere from one to eight horses in front. Carriage An enclosed cab. This is the only vehicle priced for Medium-sized animals. a Large wagon can have up to eight horses. From one to four horses can be attached to a wagon. Thus. Carry This is the multiplier for the creature in the harness. 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. all other vehicles assume Large animals. Four Coursers would allow up to 900 lb as a light load. Wagon. designed to be pulled by two to eight dogs. Travios Two poles that drag on the ground from the animal’s back. that equals the weight of the chariot plus two warriors in full battle gear.000 lb 2. a Pack Saddle allows a Draft horse to carry 200 lb as a Light load and 600 lb as a Heavy load. with a superior suspension designed for comfort and speed. The animal cannot Run or double move without destroying the travois. You can push it at 20 ft per round. but only on snowy days.000 lb as a Light load and 3. Suitable for going to Grandmother’s house.000 lb 2. However. Large Wagon The most efficient pulling mechanism possible. you know it’s time to visit the cartwright’s yard and buy a wagon. traveling at top speed. so a 1.000 lb). Or a surrey with a fringe on top. In general vehicles can carry a maximum of three times their own Patric Mitchell (order #2310125) 1 .000 lb Carry 200 lb x1 x2 x2 x1 x2 x2 x5 x5 x5 Tech Wild Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Sleigh The popular one-horse open sleigh. Cart A small two-wheeled cart.000 lb as a Heavy load (but the wagon itself already weighs 1. with a harness for one creature. Chariot Either a fancy surrey with a fringe on top. One or two horses are normal. up to four horses can be attached for maximum speed. Only works over snow. but you can’t run with it. or an open-faced spiked-wheel war machine. Trying to Run with a cart imposes a -4 skill check penalty. A Wagon would allow the same horse to pull 1. Wheel-barrow A one-wheeled cart with handles. World of Prime © 2009 M C Planck 25 Ye Olde Shoppe www.000 lb wagon can carry an additional 3.Cartwright’s Yard When you have so much loot you can’t carry it all.000 lb of cargo.

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

com Patric Mitchell (order #2310125) 1 . a simple sail.000 gp 15.000 gp 3. Pinnace A light. it only has DR 1 but it weighs so little one man can pick it up and walk with it. If it’s made out of wood. oars. it has DR 5 but weighs at least 500 lb. Powered by a sail.000 gp 10. Powered by oars. 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. World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www. this is how much its defenses are worth to you. -2 to all Sailing checks. Rowboat (-2 Sailing checks) A rowboat or skiff.000 gp 25. since it reflects the vessel’s ability to absorb damage). Rams ignore DR of 5 or less.000 gp 20. It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks. or long poles used to push against the river bottom. Includes a large fishing net. Cost Maintenance is typically 10% of the purchase price per year.worldofprime. or both. fast sailboat.000 gp 30. Fishing boat Big enough to spend all day at sea.additional 10 pts of damage per point you beat the enemy captain’s roll by.000 gp 5. Canoe If it’s made out of leather. Sometimes used as a shiptender (a shuttle servicing a larger ship).000 gp Length 40 ft 50 ft 75 ft 60 ft 90 ft 120 ft 60 ft 80 ft 100 ft Crew 10 15 50 100 150 200 10 20 80 Passengers 200 100 120 100 150 250 50 200 160 Move 10 ft / 1 mph 10 ft / 1 mph 30 ft / 3 mph 20 ft / 2 mph 30 ft / 3 mph 40 ft / 4 mph 30 ft / 3 mph 20 ft / 2 mph 25 ft / 2½ mph Carry 50 tons 40 tons 50 tons 50 tons 100 tons 150 tons 50 tons 150 tons 100 tons HPs 150 50 75 100 200 300 75 100 250 Tech Primitive Wild Wild Wild Civilized Civilized Civilized Civilized Civilized AC +0 +0 +1 +2 +3 +4 +1 +0 +3 Raft (-8 Sailing checks) As simple as a bunch of logs tied together.000 gp 10. Boats Raft Canoe Rowboat Fishing boat Launch Pinnace Cost 5 gp 10 gp 50 gp 100 gp 100 gp 500 gp Length 20 ft 10 ft 8 ft 15 ft 12 ft 20 ft Crew 1 1 1 1 2 2 Passengers 10 3 4 5 8 10 Move 10 ft / 1 mph 20 ft / 2 mph 15 ft / 1½ mph 20 ft / 2 mph 15 ft / 1½ mph 30 ft / 3 mph Carry 2 tons ½ ton 1 ton 1½ tons 2 tons 3 tons HPs 50 5 10 15 20 30 Tech Primitive Primitive Wild Wild Civilized Civilized AC +0 +0 +0 +0 +0 +0 Ships Barge Keelboat Longship Galley Bireme Trireme Sloop Carrack Warship Cost 1. Inflicts a -8 to any Sailing checks. and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process. powered by oars.

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

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

and costing an extra 250 gp per lb (but remember./ 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. or built into the walls/floors of a building or ship.5 sp 10 sp 15 gp Weight ½ lb 1 lb 2 lb 5 lb 2 lb 8 lb - Carry 20 lb / 2 cu ft 50 lb / 3 cu ft 100 lb / 3 cu ft 150 lb / 3 cu ft . but it can also result in boxes that are worth more than anything they could possibly contain. See the Locksmith section for details. Holds 1 gallon If the weather turns cold and you are sleeping outside without a Patric Mitchell (order #2310125) 1 ./ 10 cu ft 2 lb 5 lb 5 lb 5 lb World of Prime © 2009 M C Planck 30 Ye Olde Shoppe www. This can result in boxes very hard to break into. ideal for storing spell components) Linen pouch with brass clasp Woolen pocket purse. gaining the appropriate DR (15 or 20) and extra HPs (20% or 33%). Luggage Every adventurer needs something to carry or store his loot in.worldofprime. mithril objects weigh half as much). and have DR+2. suffer a -2 to Wilderness Lore checks. trunks and chests) often have locks attached to them. They may also be chained in place.Trail rations (1 day) Waterskin Bed-roll Fish hook 5 sp 1 gp 1 sp 1 sp 1 lb 4 lb 5 lb - So you don’t have to move at half speed while traveling through the wild. Crates (boxes. silver clasp Silk purse with gold clasp Cost 3 cp 5 cp 5 sp 2 gp 2 gp 4 gp 5 gp 1. Steel crates can be made out of sturdier materials such as mithril or adamantium. Masterwork crates cost an extra 50 gp. Grants a +2 to Wilderness Lore checks near streams or water.

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

A map is a double or quarto-sized piece of parchment. bound in leather. A book like this can be tied or buckled shut to the point of being waterresistant. not including the price of the materials. Per page. For the fashion (and weight) conscious wizard. so that forcing the lock triggers the trap. who may not be able to pick it or break into it without making a huge ruckus. This is enough ink for 100 pages. You can double the number of pages for +10 gp and +1 lb. A treasure map sells for whatever price the market will bear. 100 blank paper pages (50 sheets). Nobles will often use their signet rings. 25 gp 1 lb 10 . Useful for making magic circles on stone floors. often being merely stiff Patric Mitchell (order #2310125) 1 .5 gp ½ lb Scribing Scribing a spell Scroll case 1 cp 5 gp 1 gp ½ lb Library 5. but heavier and more difficult to write on. A goose quill. More robust than paper. Holds up to 7 single loose sheets. so that correctly opening the lock does not trigger the trap. prepared by a secret process known only to mages. This price is per page. Also. Colored chalks are twice as expensive. If you are lucky enough to find a masterwork tome (for 50-250 gp).50 gp 1-5 lb Map 1 . For twice the price you can get colors other than dull yellow. paper Book. and popularity of the manuscript. Writing the magic formula for a spell requires using magical inks. A collection of at least 500 books. A sheet of scraped lambs-hide. tear and water. parchment Spell book. A steel trunk with a good lock can foil amateur thieves.Scriptorium The book-seller’s.worldofprime. A single sheet of paper. library or holy Cost 1 gp 1 cp 4 sp 2 sp 1 sp 1 sp 1 cp 15 gp Weight ½ lb 1 lb 3 lb Description Black ink. Let everyone know who sealed this letter. Grants a +2 on all Knowledge checks. and each spell requires 1 page per level. Price varies depending on number of pages. Magical traps and symbols can also be keyed to a lock mechanism. breaking into a locked chest is a good way to ruin the contents. which in many places is also the local magic shop or monastery. Protect your valuable scrolls from wear. or one really long sheet rolled up tightly.000 gp 2. The bindings are rarely as sturdy as spell-books. colored inks are twice the price. bound in leather. or triple it for +20 gp and +2 lb.000 lb Locksmith Traps or Alarms can be keyed to locks. The price depends on rarity and quality. Item Ink Quill Paper Parchment Sealing wax Stamp Chalk Spell book. Plain white chalk. cut to the right length. Doors are the most obvious place to put locks. A Masterwork library is x5 as large and grants a +4. but chests and trunks are good choices too. World of Prime © 2009 M C Planck 32 Ye Olde Shoppe www. quality and color of illustrations. 100 blank parchment pages (50 sheets). it will provide a +2 to a specific Knowledge skill check. Made from wood and treated leather.

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

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

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

in a variety of shapes and musical keys. A flute with mechanical keys. Instrument Whistle Fife Drum Cymbal Lyre Harp Horn Gong Mandolin Flute Bell Harpsichord Sheet music Cost 1 cp 1 sp 5 sp 1 gp 5 gp 25 gp 2 gp 100 gp 5 gp 3 gp 300 gp 500 gp 5 sp Weight ¼ lb 1 lb 5 lb 1 lb 3 lb 50 lb 4 lb 100 lb 3 lb 1 lb 300 lb 1. audible several miles away. or bell that rings when struck. Women and men use perfume regularly.worldofprime. 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. Leather stretched over a wooden barrel or box. Can also represent violins.000 lb Tech Primitive Primitive Primitive Primitive Wild Wild Wild Wild Civilized Civilized Civilized Civilized Civilized Description The simplest of wooden flutes. Luxuries Everything an adventurer needs to live in style. A folding knife with a delicate but extremely sharp blade. delicate mechanism that plucks strings (rather than hammering them like a modern piano). A church bell. lotion. stringed instrument that is plucked. A vial of an exotic scent. a concert requires 100 pages. but ordinary folk can enjoy a bit of music. Harder soaps. A large. Useful for losing or telling fortunes. Already done up in an elaborate arrangement. Clay with a wood stem. 1. too. haven’t been invented yet. A huge. Who doesn’t need a fistful of these? +2 to Gambling checks. gong.000 gp 1.000 lb +2 to Diplomacy/Bluff/Intimidate checks. Often gold-plated or otherwise ostentatiously decorated. The use of soap is restricted to semi-annual occasions. carved into amusing shapes. strummed or plucked. A small metal Patric Mitchell (order #2310125) 1 . it only produces one note. dye. loaded Deck of cards Deck of cards. Price is per page. mostly because they don’t use soap regularly. A stringed instrument that is strummed. A huge brass gong that can be heard a mile away. A brass horn. A simple wooden flute with finger-holes. World of Prime © 2009 M C Planck 36 Ye Olde Shoppe www. A fancy stringed instrument. A small pot of powder. +2 to Gambling checks. in a variety of shapes. or rouge.Music Shop Mostly of interest to bards. Luxury Soap Make-up Wig Perfume Razor Pipe Dice Dice.

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

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

yard on a sheep. Buttons and clasps made from gold. Enough trim for a lace collar or neckline. The fur of one small domestic creature such as a rabbit or squirrel. Sewing Shop Adventurers will probably resort to magic to repair their clothes. Smooth. Used for turning fibers into thread. or Patric Mitchell (order #2310125) 1 . Used for turning thread into cloth. here are some prices for objects they’ll never use. stronger leather such as bull-hide. Thicker. A wild fur. A cow will produce 2 sq. But in case they don’t. Fine wool yarn will cost 1 sp per skein. Buttons and clasps made from wood. There is about ½ a sq. or ceramic. World of Prime © 2009 M C Planck 39 Ye Olde Shoppe www. A rare and exotic fur. Normally a steel needle. Trimmings Do not include Trimmings as part of the price for calculating creation times. Buttons and clasps made from brass. specially grown and treated. Silver or gold thread is 1 gp to 10 gp a spool. in primitive societies. yards. However. the tailor normally buys these items from other suppliers and merely adds them to the outfit. harder to obtain. light leather such as calfskin or sheepskin. it will be made of bone. Feathers from rare and exotic birds. Buttons and clasps made from gold or silver and set with jewels. you can always add more. a bull will produce 3. Trimmings Decorative stitching Lace Swan feathers Peacock feathers Rabbit fur Fox fur Mink fur Wood Clay Brass Silver Gold Jewels Cost x2-x5 labor 1 gp 1 sp 1 gp 5 cp 5 sp 5 gp 1 cp 5 cp 5 sp 5 gp As much as you care to spend Sufficient for one item or for 1 yard Patterns and designs stitched into the cloth. The fur of one small domestic creature such as a rabbit or squirrel. The complete fur from a large animal such as bear or lion. A thin. A rare and exotic fur. Feathers from ordinary birds. A thimble of metal. double or more the ordinary labor cost for the item.Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide 7. wood. fine leather.worldofprime. goat. Buttons and clasps made from silver. Handmade with complex patterns and exacting detail. Buttons and clasps made from fired clay or carved stone. Soft. harder to obtain. Prices will vary wildly depending on local availability. Silk intricately woven with patterns of silver and gold threads. strong and comfortable in heat or cold. The most prized of all cloths.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 5 cp 5 sp 5 gp 50 gp ½ ¼ 1 1 3 1 ¼ ½ ½ 12 1 1 1 1 1 1 1/10 1/10 1/10 4 The finest possible use of linen or cotton. A wild 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.

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

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

Particularly invaluable for ordinary accidents or work-related injuries. they consider it a waste of magic. Repeat castings of this spell are the cheapest way to heal. It’s hard to imagine what you need mended for this price that can’t be fixed cheaper by a tradesman or craftsman. Only 1 point of Patric Mitchell (order #2310125) 1 . volcanic islands. Evil priests still want Holy water: they have Undead problems. Also. Restoring ability damage that will probably go away on its own. just in case.Shrine (1st level) Hospital care 1 sp per day Cure Minor Wounds 2 sp Bless Mending Detect Magic 1 gp 1 gp 1 gp Detect Poison 1 gp Cure Light Wounds Comprehend Languages Endure Elements Detect Alignment Holy/Unholy Water 1 gp 5 gp 1 gp 1 sp 25 gp per pint Holy Symbol 1 sp Plain food. However. or local materials. However. 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. Why bother translating texts when the priest can do it easily and perfectly? Keep in mind. Usually cast at ceremonies like weddings or baptisms. if you wait long enough. meaning they can’t cast any other spells. The local priest may also refuse to heal trouble-makers or violent folk. Be careful what you talk about. they’re willing to make an exception. Useful for people who feel they may be straying from the path. 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. A handful of Novices means that women no longer die in childbirth. 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. or the priest may have to file a report with his superiors or the local ruler. Usually cast on an object such as a bottle of wine. Obviously you can only get this at the appropriate temple. hoping that having to heal naturally will force them to rethink their life choices. the ability to ignore the effects of weather for an entire day could be important during blizzard season. Not so obviously. Generally only available in extreme climates like deserts. If you have a good reason. it takes all day. Usually priests will have a little of this on hand. cheap metal. Holy water does 2d4 damage to undead and outsiders (Unholy water heals undead and outsiders) Made of wood. water and bed rest. Simple folk believe the effect lasts longer than a few rounds. If you really want to put your mother’s favorite vase back together. For those who can’t wait for natural healing. too. Hiring a priest to oversee your duels and make sure no one bleeds out is the responsible thing to do. however. artistic quality of workmanship will vary considerably.worldofprime. but it stops all bleeding. that a priest is going to be reading your secret treasure map/ancient historical prophecy/vampire porn. World of Prime © 2009 M C Planck 42 Ye Olde Shoppe www. for adventurers they like. they’ll sell it to you for the cost to make it. Having a trained nurse on call and the advice of a physician allows you to heal x2 your level per day. To settle private disputes or seal contracts. or arctic ice shelves. Be prepared for a Good priest to report the presence of any really powerful and scary auras to his superiors. Includes an hour of analysis and counseling. Often prescribed for chronic conditions such as over-eating or partying too hard. Usually hand-made by the local priest. Priests don’t usually like to make potions. for those too cheap to pay for magical healing. be prepared for an Evil priest to try and cheat you out of rare magic items.

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

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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Poisons Poisons vary wildly from area to area. the poison is expended. Masterwork poisons cost x5 as much and have a save DC that is 2 higher. 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. Exposure to water. Slashing attacks grant a +2 on the save. for private use). technology and skills available. Centipede Venom. Manufacturing poisons is part of the Alchemy skill (the skill check to make a poison is the same as its Save DC). 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. The one constant is that they are almost always illegal (at least. Using Injected or Contact poisons on weapons or items is purely a matter of dexterity and caution. extended sunlight. Piercing attacks are best for delivering Injected poisons. Only a single dose can be applied to a weapon at a time. 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 Patric Mitchell (order #2310125) 1 . or other environmental effects will also ruin the poison. Snake Venom. in which case it is permanent.worldofprime. Ability damage is temporary (it returns at the rate of 1 per day). 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. depending on the materials. Worm Venom. to make up for their lack of metal weaponry. and is relatively safe. unless the saving throw was critically fumbled (a natural 1). Wasp Venom. but even in those tribes it is probably illegal to use poison on a fellow tribesman. Ingesting the appropriate antidote before making the save grants a +5 (or +7 for a Masterwork antidote). Spider Venom. and Bludgeoning weapons cannot use Injected poisons. Poisons inflict their primary damage immediately and their secondary damage 10 rounds (1 minute) later. A natural fumble on an attack roll requires a DC 15 Reflex save to avoid poisoning oneself (or a nearby ally). Scorpion Venom. After the first successful hit. Primitive tribes will equip their soldiers with poison. Sneaking Ingested poisons into someone’s food or drink requires the Sleight of Hand skill.

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

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

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

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

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

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. Men and women of Peerage rank (6th or higher) are not usually employed. 14 16. Viscounts and Marquis expect to be second in command and possibly heir to the land. These are almost always STR.200 gp 1.Attributes Normal attributes are 10 each. Thus. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. and entertain high-rank nobility for a year. much higher. The one advantage soldiers have is that they do not pay taxes. 2x Feats 9. WIS.800 gp Patric Mitchell (order #2310125) 1 .200 gp 3.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www. Soldiers who have invested in training and practice are sturdier fighters. 14. and this requires treating them well. DEX. or CON.12 The cost for employing ranked warriors is much. after all. instead. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection. All of these individuals have a full class rank. or advancement. 14 16. if you are hiring spell-casters or spies. Maintaining their loyalty is always necessary. 2xFeats Attributes Daily Pay 1 sp 1.000 gp 2. house. room and board. Feat 3. or even CHA. as will the costs for their personal retinues. 12 14.5 sp 2 sp 3 sp 4 sp 5 sp Yearly Pay 40 gp 60 gp 80 gp 120 gp 160 gp 200 gp Guard Private Corporal Sergeant Lancer Squire All 10’s 12. The rates below represent how much it costs just to feed. these stats can also be INT. and can have a few attributes that are higher. although it will still cost you close to 40 gp a year to maintain him. However. one gives them land to manage and accepts their fealty in return. you could potentially pay a soldier as little as 10 gp a year.400 gp 2. You can reduce their pay by providing the necessities for them. 12 14.600 gp 4. 2x Feats 6. Employing nobility over the third rank is unlikely. 2x Feats 12. equipment and advancement will be extra. but do not think this means you can stint on the cost.worldofprime. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3. so they have the proficiencies of their class and the attributes suitable for a hero.600 gp 2. They receive their money directly from the tax collector.

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

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

Establishment Tavern Capital 1. Liquor or gaming licenses may be required.200 gp / year General Store 300 gp / year Importer 1.000 lb of beef 4 sq. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www.000 gp) License (?) Operations 200 gp / year Freeman family (200 gp) 400 gp / year Freeman family (200 gp) 5 servants (200 gp) Revenue 400 gp / year Inn 800 gp / year Merchants The buying and selling of goods – as opposed to producing and selling goods – is an unusual business.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110. Although this quality of ore is rare.000 gp / year Money-lender 5. a good miner can produce up to 600 lb of ore a day. yds of leather 1.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1. cause undue suspicion.000 gp Gatehouse (10. at varying expense. The value of this ore depends on its quality.000 gp) Operations 120 gp / year Journeyman merchant (120 gp) 160 gp / year Expert merchant (200 gp) 400 gp / year Master merchant (200 gp) 5 Guards (200 gp) 1.000 gp) Capital (100.200 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. It will probably require a license.worldofprime. be subject to special taxes or forfeitures. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1.000 gp Tavern (1. and occasionally be robbed.000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 .100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1. the same inn on a dank moor will barely survive. A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore. iron as a whole is not.000 gp) License (?) 2.Cattle Ranch Mill 1. and how much it costs to refine it. what kind of ore it Patric Mitchell (order #2310125) 1 . Using medieval technology.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. An inn at a crossroads will do very well.000 gp Inn (2.

but veins of these precious metals are much rarer.000 gp) Engineer (120 gp) 4.600 lb of ore. mining the ore is the easy part.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks. Viking farmers often mined and smelted their own ore.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2.500 gp / year 50 slaves (1. poor Capital 2.000 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). Mine Iron. 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 (1.120 gp / year 50 serfs (3.000 gp / year 50 freemen (6. despite the poor quality of Patric Mitchell (order #2310125) 1 . shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.000 gp / year 10 tons of iron Iron.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4. because it was still cheaper and easier than shipping metal all the way from Rome. rich 6.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www. average 3. The Romans mined ore in English bogs.000 gp / year 20 tons of iron Iron.000 gp) Engineer (200 gp) 12.400 gp / year 50 serfs (3. Gold and platinum can be mined at similar rates. In all cases.200 gp / year 50 freemen (6.500 gp / year 900 lb of silver Gold 45.000 gp / year 60 tons of iron Silver 3.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7. Refining the ore requires at least four times as much labor and consumes whole forests.worldofprime. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks. tough and brave. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war). Good miners are hard to come by: they have to be strong.

Barley is more expensive. 1 8 8 8 2 2 1 oz 1 oz 1 oz 1 oz Prepared Food Sausage Honey Butter Cheese Bread Pastry Trail rations (1 day) Cost 4 cp 1 sp 2 cp 4 cp 4 cp 1 sp 5 sp Lbs. Note that you must provide your own containers for these goods (except for bottled drinks). but animals require 2% of their weight per day. 1 1 1 1 1 0.000 lb Cost 2 sp 1 sp 2 sp 4 sp 1 gp 10 gp 1 sp 2 sp 5 sp 1 gp Lbs. or wheat per day. Humans and other medium-sized humanoids require at least 2 lb of oats. but animals only require 1% of their weight per day.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe www. This is a miserable subsistence diet.000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1.000 lb 2. 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. 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. Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal.worldofprime.) Eggs (12) Chicken Goose Goat Mutton Pork Beef Venison Fish Cost 1 cp 1 cp 1 cp 1 cp 1 cp 2 cp 2 cp 5 cp 1 sp 1 gp Patric Mitchell (order #2310125) 1 . and people will do almost anything to augment it.Bulk Goods Food Hay is cheap. rice.

5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.5 gp Lbs.1 gp 1 gp 2 gp 5 gp 5 gp Gems Gem Jacinth Onyx Ruby Topaz Emerald Sapphire Pearl Amethyst Diamond Color Orange Black Red Yellow Green Blue White Purple Clear Cost per carat 10 gp 25 gp 500 gp 50 gp 750 gp 250 gp 1 gp 100 gp 1.002 gp 0.5 gp 5 sp 5 gp 7.008 gp 0.004 gp 0. ½ 1 ½ 1½ 5 1 ½ ¼ 1 1 3 1 2¼ 4½ 4½ 12 Precious materials Material Marble Coral Ivory Cost per lb 1 gp 10 gp 100 gp World of Prime © 2009 M C Planck 59 Ye Olde Shoppe www.2 gp 0.006 gp 0.3 gp 0.000 gp Stones Stone Carnelian Obsidian Sardonyx Amber Jade Turquoise Moonstone Garnet Quartz Color Orange Black Red Yellow Green Blue White Purple Clear Cost per lb 10 gp 1 gp 5 gp 20 gp 10 gp 25 gp 2 gp 50 gp 1 sp Cloth Materials Burlap Canvas Linen Velvet Fleece (raw wool) Wool Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide Cost per yard 1 cp 2.1 gp 0.01 gp 0.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.worldofprime.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.5 sp 1 gp Patric Mitchell (order #2310125) 1 .4 gp 0.