Campaign Supplement

Ye Olde Shoppe
© 2009 M. C. Planck www.worldofprime.com

Patric Mitchell (order #2310125)

1

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

www.worldofprime.com

Patric Mitchell (order #2310125)

1

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 www.worldofprime.com

Patric Mitchell (order #2310125)

1

Patric Mitchell (order #2310125) 1 .

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

Patric Mitchell (order #2310125) 1 .

+2 to Bluff/Diplomacy +1 to hit +2 Circumstance bonus to appropriate skill use. feel free to declare any item unavailable at any price. Armor Weapon Other +150 gp +300 gp +50 gp or x5. Charlemagne’s France. This chiefly means weapons and armor. Wild societies can produce iron and steel in limited quantities. Technology For our purposes. thus accounting for long production times and hence high costs of these items. What you can and can’t buy says more than a dozen dusty tomes on culture. This is a labor intensive process. Most goods can be purchased regardless of technology. Items that require a certain level of technology will be noted. using wood or bone instead of metal. China’s Warring States. change the name. Technology Primitive Wild Civilized Examples Israelites. Athenian Greece. but they will serve the same purposes.” Primitive societies have no metal production.worldofprime. just pick the closest item. politics and sociology. for cultural or legal reasons. Saladin’s Arabia Medieval technology stops before the Renaissance. by its marketplaces. In general assume that a higher-level technology can and will produce any item from a lower level. Tutankhamun’s Egypt Imperial Rome. Iroquois. These items are made using the secret techniques (or magical abilities) of the craftsman. When customizing these lists of goods for your adventures. whichever is greater -1 to Armor check Penalty. Size and Weight Most objects are designed for Medium-sized creatures (except where noted). after clockwork but before gunpowder. which are presented in separate sections for each technology. Aztecs. Mayans Vikings. Size Small Medium Large Huge Weight x½ x1 x2 x4 Cost x½ x1 x2 x4 Masterwork Quality Superior quality (Masterwork) requires a Craft Grade of Master to produce. Civilized societies produce so much metal that it is common and thus used for everything. such as a smith making fine steel out of iron or a woodworker divining for knots or flaws in the wood. in part. or +4 to relevant DCs World of Prime © 2009 M C Planck 1 Ye Olde Shoppe www.Introduction A society is measured. technology basically means “metal-working.com Patric Mitchell (order #2310125) 1 . They may be different in construction. and fudge the price a bit. To move up or down the scale. If you need something not on the list. at best they use bits scavenged from meteorites or lucky finds. double or half the weight and cost.

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

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

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

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

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

Light Mace A heavy weight on the end of a wooden handle. the scimitar is hard to use correctly. copper. wizards and pacifists. @ 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. Scimitar A wickedly curved sword. Quarterstaff A favorite weapon of priests. Slash Slash Slash Pierce Pierce Slash Pierce Bludg. they are not necessarily less effective.Wild Weapons These weapons require less metal and less metal-working skill to produce. iron and steel are most common. Melee Dagger Shortsword Light Mace Quarterstaff Battleaxe Scimitar Greataxe Longspear Lance Glaive Pike Whip Cost 2 gp 10 gp 5 gp 2 gp 10 gp 15 gp 20 gp 5 gp 10 gp 8 gp 8 gp 1 gp Weight 1 lb 3 lb 6 lb 4 lb 6 lb 4 lb 15 lb 9 lb 10 lb 10 lb 15 lb 1 lb Hands ½ ½ ½ 2 1 1 2 2 2 2 2 1 Damage 1d4 1d6 1d6 1d6 1d8 1d6 1d12 1d8 1d8 1d10 1d6 1d3 Critical 19-20/x2 19-20/x2 x2 x2 x3 18-20/x2 x3 x3 x4 x3 x2 19-20/x2 Type Pierce Slash Bludg. Shortsword This category covers everything from extremely large knives to the wakazashi and the famous gladius. @ Dagger A favorite of back-stabbers and poisoners. the length and versatility of this weapon grants a +1 to AC when used in melee combat.com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . Range 10 ft R RR R RR R/RR Proficiency Simple Simple Simple Simple Martial Martial Martial Martial Martial Martial Martial Exotic Note AC S. Bludg. Anyone that knows how to use a knife can use a shortsword. Plenty of societies with the technology to produce Civilized weapons will still employ these cheaper alternatives. silver. Anyone with a STR less than 12 should not even try to wield this weapon. However. mithril. but can occasionally dish out tremendous damage. or adamantium are all equally suitable. D. Silver maces are particularly popular in areas infested with Undead or lycanthropes.worldofprime. cold iron. this long. 7 Ye Olde Shoppe www. thin bladed weapon receives a +2 Sleight of Hand check when trying to hide it. Bronze. Greataxe The massive double-bladed axe of legend. The most interesting aspect of the light mace is that it can be made out of almost any kind of material. Battleaxe A wider cutting edge with less mass and a haft designed for one handed-use make this weapon very different from its humble cousin the wood axe. but stone. E @ S S T.

it is not intended to be thrown (apply a -4 penalty. The weapon has double reach. Pike Both the Swiss and the Macedonians used this weapon to deadly effect. and can be Set against charging foes. The lance has double-reach. With an opposed Strength check you can block the target’s movement away from you. These weapons are cheap enough to equip whole armies with. Longbow The ancient recurve bow and the more modern longbow. They can be used at both ranges with no minus. meaning it strikes 15 ft away. or follow them. but do not threaten those areas. Under any other condition they impose a -4 to hit.Longspear The weapon of the Greeks: the spear taken to its greatest perfection. but allow both Trip and Disarm attacks at 5. the lance inflicts double damage. Improved Composite Shortbow Damage Cost Weight Min STR 1d6+1 75 gp 4 lb 12 1d6+2 150 gp 5 lb 14 1d6+3 225 gp 6 lb 16 1d6+4 300 gp 7 lb 18 Improved Composite Longbow Damage Cost Weight Min STR 1d8+1 100 gp 5 lb 12 1d8+2 200 gp 6 lb 14 1d8+3 300 gp 7 lb 16 1d8+4 400 gp 8 lb 18 Lasso Make a ranged touch attack to lasso a target. Although the lance is listed as requiring two hands (and receives x1. 10. Whip Whips are difficult to use.worldofprime. it can be Set against a charge. Like other polearms. Normally it is used in Phalanx format. Heavier versions can be made that require more STR and do more damage (but the to-hit bonus still comes from DEX). it cannot be used against targets that are closer. They cannot damage any target with +2 AC or better armor (although they can still Trip or Disarm). this weapon can be used 1-handed and at 5 ft or 10 ft with no minus. you can either pay out more rope (up to the maximum of 30 ft). meaning it strikes 15 ft away. allowing three ranks of men to attack at once. Glaive A shortsword on the end of long stick. although the Macedonians called it a sarissa.5 STR bonus to damage). However. It can be Set against charging foes. or 15 ft. If you fail the check. Lance Lances are only intended to be used from the back of a mount.com Patric Mitchell (order #2310125) 1 . let go of the rope. The glaive is a Reach weapon. With an Exotic Proficiency feat. Often the blade is curved for better cutting power. Composite Shortbow. Shortbow. The rope can be escaped the same way a net can. just like throwing any other unsuitable weapon). you can use a shield in the other hand with no penalty. Typically matched with a large shield and used in Phalanx formation. Composite Longbow Made of bone and sinew to improve its strength. If the mount is charging. Unlike other reach weapons. At closer range it imposes a -4 to hit (the Reach feat can remove this). World of Prime © 2009 M C Planck 8 Ye Olde Shoppe www.

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

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

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

com Patric Mitchell (order #2310125) 1 . Only metal armor and shields can be made from adamantium. hide. Silk armor costs 150 gp plus 25 gp per point of AC protection. and the Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. Adamantium armor grants DR 1/2/3 for Light/Medium/Heavy armors. has DR 20 and 33% more hit points against sundering attacks. The cost is twice as much as a Masterwork suit of ordinary material. and subtracts 1 from each die of damage done by the appropriate kind of attack (acid. It has hardness 15 and 20% more hit points than normal armor. but that’s just for the labor – you have to supply the dragon hide yourself (such a rare commodity can’t be bought). electricity. The cost is 1.000 gp per point of AC protection (or 500 gp per AC for a shield). The cost is 2. Only metal armor and shields can be made from mithril.Special Materials Silk is half the weight of normal cloth. fire. Mithril armor is half the weight of normal metal armor. It has hardness 4 and 20% more hit points than ordinary. or cold). and Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. Dragon hide: if you were crazy enough to wear it. or studded armor. leather. and is always Masterwork quality (with all associated benefits).000 gp per point of AC protection (or 1. It is always Masterwork quality.worldofprime.000 gp per AC for a shield).500 gp Weight 10 lb 15 lb 30 lb 20 lb 30 lb 35 lb 25 lb 30 lb 50 lb 50 lb AC +1 +2 +3 +3 +4 +6 +4 +5 +7 +8 Move Penalty Y Y Y Y Y Y Max DEX Bonus 8 6 4 5 3 1 4 3 0 1 Skill Penalty 0 0 -3 -1 -4 -6 -2 -4 -7 -6 Proficiency Light Light Medium Light Medium Heavy Light Medium Heavy Heavy Tech Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Civilized Shields Shields Rattan Round Target Tower Buckler Heater Kite Cost 1 gp 3 gp 7 gp 30 gp 7 gp 9 gp 20 gp Weight 3 lb 5 lb 10 lb 30 lb 5 lb 8 lb 15 lb AC +1 +2 +3 +4 +1 +2 +3 DR 3 5 5 5 10 10 10 HPs 2 3 5 10 0 2 5 Skill Penalty -1 -1 -2 -10 0 -1 -2 Tech Primitive Primitive Wild Wild Civilized Civilized Civilized Note Bash @ @ Bash Bash World of Prime © 2009 M C Planck 12 Ye Olde Shoppe www. Dragon hide armor is always Masterwork quality. It is always Masterwork quality. 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. you could make any kind of armor out of dragon hide.

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

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

Horses Pony Palfrey Draft horse Warpony Courser Destrier Cost 50 gp 75 gp 100 gp 100 gp 150 gp 400 gp Feed 2 cp 3 cp 4 cp 3 cp 5 cp 8 cp Size Medium Large Large Medium Large Large HPs 2d8+2 3d8+6 4d8+6 2d8+4 3d8+9 4d8+12 Move 40 ft 60 ft 50 ft 40 ft 60 ft 50 ft Carry 75 lb 150 lb 200 lb 100 lb 225 lb 300 lb Ye Olde Shoppe www. Many of these creatures are dangerous combatants in their own right. tack. Strong but not so fast. Horses Mule A cross between a donkey and a horse. and since larger warriors will pick the larger mounts. Since individual mounts will differ slightly in size and strength. and not noted for its loyalty or obedience. 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. Also good eating.worldofprime. The last three in the table are trained for war. but you can put pack saddles on them too (the pack costs and weighs ½ as much. effective labor. Carry This is the Light load for the creature.Stables Every upscale adventurer needs a fancy horse – or better. but very slow. Cheap.com World of Prime © 2009 M C Planck 15 Patric Mitchell (order #2310125) 1 . Donkey Includes llamas. you can just assume an average of 150 lb. including all of his armor and gear. Horses are valuable tools and status symbols. Remember to add the weight of saddles. 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. Ox Immensely strong. not including stabling fees. One ox can feast 500 men. and you can eat them if you have to. Feed The cost per day to feed the animal. *Flying mounts cannot carry a Heavy load. Small characters average about 50 lb. Some creatures have to be fed meat. Refer to the Monster section in the SRD for their abilities. any barding and the rider. due to being for a Medium creature instead of for a Large one).

however. At least they are cheap to feed – they’ll eat anything. World of Prime © 2009 M C Planck 16 Ye Olde Shoppe www. These creatures can be trained to fight as a pack.000 gp 9.000 gp 4. Convincing one not to eat you.worldofprime. could be problematic. the meat is as tough as old shoe-leather. All of these creatures are trained for battle. suitable for pulling plows or wagons full of ale. but they can survive off bread and scraps.000 gp 3. and thus their ownership might require legal permission or social status. Courser The Arabian hot-blooded racing horse. Fast and vicious. The extra Exotic mounts mobility on the march and the battlefield can be worth the price.com Patric Mitchell (order #2310125) 1 . One solution is the Animal Friendship spell. however.000 gp 7. or a good working horse like the American Quarter-horse.000 lb 1. Palfrey Traditionally a woman’s riding horse. it makes an excellent mount.000 gp 4. usually ridden by halflings or children. Dogs will eat meat if they can get it. It is unlikely that any civilized society would employ these creatures. Dire Boar Like their smaller cousins. 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.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. Dire Wolf. Huge. Ridgebacks and Newfoundlands. Draft horse A huge. these animals are suitable for hobliars: men who ride to battle but dismount to fight. or can be ridden by Small characters. Some of these mounts can only be found in certain geographical climates. strong and willing to fight. They don’t make good eating. Wolf Includes large war-trained dogs like German Shepards.500 lb Boar These animals make good war mounts because they like attacking things. Warpony Tougher and sturdier than an ordinary pony. medieval warhorses were valued at the lives of three grooms – because that’s how many they would kill during their training. Exotics Boar Wolf Dire Wolf Dire Boar Deinonychus Rhinoceros Elephant Triceratops Cost 200 gp 150 gp 3. heavy Clydesdale. only larger and meaner. as they tend to be uncontrollably violent. Deinonychus The only really suitable riding dinosaur.Pony A small horse. Destrier The legendary warhorse. trained for war.

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

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

1 story 50 x 50 ft. 2 stories 50 x 80 ft.000 gp 100. 1 story 250 x 500 ft.000 gp 200. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed. The mason’s guild is the place to go for buildings. Rent is typically 5%.000 gp 500. While individuals can use any wall as cover or concealment. Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1. up to x4 as many soldiers or refugees can occupy the building for weeks at a time. roads. 3 stories 350 x 350 ft. Cost Maintenance on a building is approximately 1% per year.000 gp 1.000.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft. 2 stories 200 x 200 ft. entire military units can gain this AC bonus when fighting other armies.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft. 1 story 20 x 20 ft.000 gp 5.com Patric Mitchell (order #2310125) 1 .000 gp 1.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own. as well. 3 stories 500 x 500 ft.000 gp 100.000 gp 10.000 ft 30 ft tall x 20. 1 story 50 x 80 ft.000 gp 5.000 gp 50.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1. 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. 1 story 100 x 100 ft. 1 story 30 x 40 ft.000 ft 20 ft tall x 10. AC Bonus This is the amount of military defense the structure adds. 3 stories 15 ft tall x 4.000 gp 1. 4 stories 150 x 150 ft.000 ft 10 ft deep x 1. In times of war or emergency.000 gp 15.000 gp 400.000 gp 500.000 ft 40 ft tall x 20. 1 room 50 x 50 ft.worldofprime. Occupancy This is the number of people who can live comfortably in the building. 3 stories 500 x 500 ft.000 gp 250. 2 stories 20 x 20 ft. fortifications and other improvements. 1 story 20 x 20 ft.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.

Cavern Huge caverns with many artificial tunnels and additions. separate kitchens.000 gp 5. The price reflects its value. 2 stories 200 x 200 ft. you can’t actually build a cave. Cottage A two-room hovel.000 gp 50. wine cellars. dirt. Unless you can employ dwarves or magic. or 2 Huge animals. 1 story 150 x 200 ft. Palace Luxurious accommodations for nobles and their servants. Inn Simple rooms for 10 guests and the tavern keeper’s family. Barracks Quarters and furnishings fit only for soldiers. Obviously houses vary considerably in value. Tavern. trees 50 x 80 ft. with extravagances such as ballrooms. 10 Large. Walls are made from everything to logs. roofs vary from thatch.worldofprime. Bailey A wooden fort surrounded by a 10 ft tall log wall. Another 20 people can sleep in the common room in front of the fire.Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost 1. beams. wattle and daub. 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. shingles and tiles.000 gp 50. Cave A natural cave complex. or brick. 2 stories 350 x 350 ft. House A basic house. 1 story 80 x 100 ft. House construction varies according to the technology and civilization.000 gp 200 gp 500 gp 300 gp 5.000 gp 50.000 gp 2. 2 stories 40 x 50 ft. and location Manor A two-story building with three to five rooms per floor.000 gp 500. sawed planks. 2 stories 50 x 80 ft. with three to five rooms. The gate is thick wood strengthened by iron bands. usually on a large estate. Murder-holes allow the 20 Ye Olde Shoppe www.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 ft. 1 story 100 x 100 ft. slate. Apartment Renting a room in a Manor house. 1 story 50 x 80 ft. Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified entrance. 2 stories 200 x 250 ft. depending on quality.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft. Inns have larger rooms of higher quality. possibly with a loft. adobe. 1 story 50 x 70 ft.000 gp 200. sod. Mansion Three stories. size. 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.com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . 1 story 250 x 250 ft.

A drawbridge over your moat is only 1.000 gp. Keep A strong stone keep with 15 to 25 rooms. Men in armor and siege engines will find it difficult to pass. Large Shop A small shop such as a tailor’s or bakery. Often attached to a castle or wall. usually adorned with statues. with apartments for the staff. and battlements on the top. including storage space and a private well whenever possible. gigantic spires and often a bell tower or two. with four towers and a gatehouse. For 5.000 it is covered by a layer of iron. Gatehouses are normally incorporated into larger fortifications. stronger keep. Chapel A stone hall. libraries and a kitchen. stained glass. There are apartments for the priests in the back. Temple A large stone hall. Tower A four-room stone tower with an interior winding staircase. Sacred Grove A natural cove of trees. surrounded by a 15 ft wall with battlements. It includes a simple wooden gate. Stone wall A stone wall 20 ft tall and 5 ft thick. Church A larger chapel with separate apartments and extra rooms like libraries and scriptoriums. classrooms. and the stone overhang helps protect the gate from siege weapons. however. It includes a simple wooden gate. professor's housing. Sept A main hall for worship and several apartments suitable for acolytes to live in. the thick wooden gate is faced with stone. A large shop serves as a general store or factory. Moat A 10 ft wide and deep moat around your castle. Academy Apartments.worldofprime. 10 ft thick stone walls. for 2. Wooden wall A wall of upright logs. with a 20 ft outer wall linking six to eight towers and two gatehouses. A city of a square mile will fit in this amount of wall. with multiple towers and gatehouses. Castle A larger. they can be built in narrow passes or on bridges. student dorms and perhaps a few shady groves for holding debates. Cathedral A massive structure built to impress and awe.com Patric Mitchell (order #2310125) 1 . 21 Ye Olde Shoppe www. Great wall The capitals of nations are defended behind these 30 ft tall. made sacred by years of ceremony. Shop. The gatehouse is usually staffed by up to 40 soldiers during a battle. Fortress Two layers of walls. Citadel A massive castle. University Lecture halls. For an extra 1. each 30 ft tall. A moat increases the effect defense of any structure by +1. The finest touches the society can afford will be used: marble floors. World of Prime © 2009 M C Planck Legendary wall Imperial cities are defended by miles of these 40 ft tall.000 gp. but can also be a free-standing structure. 15 ft thick stone walls.000 gp you get an iron portcullis.defenders to attack from above. 15 ft tall and 3 ft thick.

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

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

Pushing one 10 ft per round requires at least 80 medium-sized creatures. but the enemy may detect your efforts and take counter-measures. it inflicts a -2 to all Sailing checks.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. However. You can build up multiple sapping attacks before triggering them all at once. A hundred men can dig 50 ft of tunnel a day. Fortification Forest Wooden building Fortified camp Bailey Stone building Siege tower Tower Keep Castle Citadel Fortress Wooden gate Stone-faced gate Iron-bound gate Iron portcullis Wooden wall Stone wall Great wall Legendary wall DR – 5 5 5 8 5 8 8 8 8 8 5 8 10 10 5 8 8 8 HP – 60 120 500 90 100 500 750 1. Sapping Digging a tunnel is free.000 1. so destroying a large structure requires immense amounts of damage.com Patric Mitchell (order #2310125) 1 . Once you reach the enemy walls. 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). These hit points are normally per 10 x 10 ft section. if you have men and shovels.500 2. Tunnels and Sapping attacks require an engineer to oversee their execution. Siege towers are 40 ft tall. you can either tunnel up into their courtyard. Masterwork buildings have DR +2 and 25% more hit points. allowing entry with no more difficulty than crossing rough ground. More men can’t dig faster.worldofprime. Pushing it faster makes it fall over. or you can try to undermine their walls. Tunnels.000 80 120 160 180 300 450 720 1. Wooden building’s DR is normally bypassed by fire. A Sapping attack requires 1 day of work by the digging crew and does 100 pts of damage to a wall.soldiers to climb the ladders inside to the edge of the enemy walls. The extra deck space also allows more soldiers to fight on your ship. If built into a ship. Fortification values Inflicting the listed hit point damage to structure creates a breach.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Priests don’t usually like to make potions. A handful of Novices means that women no longer die in childbirth. if you wait long enough. Not so obviously. be prepared for an Evil priest to try and cheat you out of rare magic items. World of Prime © 2009 M C Planck 42 Ye Olde Shoppe www. 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. but it stops all bleeding. they consider it a waste of magic. Evil priests still want Holy water: they have Undead problems. it takes all day. volcanic islands. or the priest may have to file a report with his superiors or the local ruler. Includes an hour of analysis and counseling. Also. Simple folk believe the effect lasts longer than a few rounds. artistic quality of workmanship will vary considerably. Generally only available in extreme climates like deserts. Holy water does 2d4 damage to undead and outsiders (Unholy water heals undead and outsiders) Made of wood. However.worldofprime. water and bed rest. cheap metal. Useful for people who feel they may be straying from the path. It will require a Diplomacy/Bluff check at -10 to get a priest to cast this spell without asking a lot of very uncomfortable questions. To settle private disputes or seal contracts. Obviously you can only get this at the appropriate temple. Having a trained nurse on call and the advice of a physician allows you to heal x2 your level per day. Usually priests will have a little of this on hand. However. for adventurers they like. It’s hard to imagine what you need mended for this price that can’t be fixed cheaper by a tradesman or craftsman. Particularly invaluable for ordinary accidents or work-related injuries.com Patric Mitchell (order #2310125) 1 . Restoring ability damage that will probably go away on its own. Hiring a priest to oversee your duels and make sure no one bleeds out is the responsible thing to do. 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. Often prescribed for chronic conditions such as over-eating or partying too hard. If you really want to put your mother’s favorite vase back together. Repeat castings of this spell are the cheapest way to heal. Why bother translating texts when the priest can do it easily and perfectly? Keep in mind. For those who can’t wait for natural healing. the ability to ignore the effects of weather for an entire day could be important during blizzard season. however. or local materials. If you have a good reason. Usually hand-made by the local priest. or arctic ice shelves. meaning they can’t cast any other spells. they’re willing to make an exception. that a priest is going to be reading your secret treasure map/ancient historical prophecy/vampire porn. they’ll sell it to you for the cost to make it. too. hoping that having to heal naturally will force them to rethink their life choices. Only 1 point of healing. Usually cast at ceremonies like weddings or baptisms. for those too cheap to pay for magical healing. Be careful what you talk about. Be prepared for a Good priest to report the presence of any really powerful and scary auras to his superiors. 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. Usually cast on an object such as a bottle of wine. The local priest may also refuse to heal trouble-makers or violent folk.

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

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

Acid

1 gp per flask 1 gp per flask

Greek fire

Antitoxin

1 gp per dose 1 gp per spell

Mundane Material components

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

World of Prime
© 2009 M C Planck

44

Ye Olde Shoppe
www.worldofprime.com

Patric Mitchell (order #2310125)

1

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.

Coloring

1 gp per engagement

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

1 sp 1 sp per item

1 sp per item

Cost 1 gp

1 gp

Identify (1st)

100 gp + 100 gp

Phantom Trap (2nd)

50 gp + 50 gp

Dispel Magic (3rd)

50–90 gp

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

World of Prime
© 2009 M C Planck

45

Ye Olde Shoppe
www.worldofprime.com

Patric Mitchell (order #2310125)

1

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

Items
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)

Varies

Varies

Varies

Unlikely

No

World of Prime
© 2009 M C Planck

46

Ye Olde Shoppe
www.worldofprime.com

Patric Mitchell (order #2310125)

1

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

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

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

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

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

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

14. 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. Employing nobility over the third rank is unlikely. or CON.400 gp 2. These are almost always STR. and entertain high-rank nobility for a year. house. 14 16. although it will still cost you close to 40 gp a year to maintain him. and this requires treating them well. one gives them land to manage and accepts their fealty in return. Thus. 2x Feats 6.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www.200 gp 3. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection. as will the costs for their personal retinues. these stats can also be INT.600 gp 2.600 gp 4. Soldiers who have invested in training and practice are sturdier fighters. Men and women of Peerage rank (6th or higher) are not usually employed. You can reduce their pay by providing the necessities for them. 14 16.5 sp 2 sp 3 sp 4 sp 5 sp Yearly Pay 40 gp 60 gp 80 gp 120 gp 160 gp 200 gp Guard Private Corporal Sergeant Lancer Squire All 10’s 12. However. They receive their money directly from the tax collector. much higher. room and board. instead. WIS. if you are hiring spell-casters or spies. 12 14. DEX. or even CHA. Viscounts and Marquis expect to be second in command and possibly heir to the land. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3. Feat 3.200 gp 1. 12 14. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. Maintaining their loyalty is always necessary. but do not think this means you can stint on the cost. 2x Feats 9. The one advantage soldiers have is that they do not pay taxes. and can have a few attributes that are higher. you could potentially pay a soldier as little as 10 gp a year. All of these individuals have a full class rank. equipment and advancement will be extra.com Patric Mitchell (order #2310125) 1 . after all. 2x Feats 12.Attributes Normal attributes are 10 each.000 gp 2.12 The cost for employing ranked warriors is much. The rates below represent how much it costs just to feed. so they have the proficiencies of their class and the attributes suitable for a hero. 2xFeats Attributes Daily Pay 1 sp 1. or advancement.800 gp 3.worldofprime.

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

Business Fishing boat Capital 200 gp Cottage (100 gp) Fishing boat (100 gp) 420 gp Cottage (100 gp) 40 acres of good farmland (200 gp) draft horse (100 gp) bit and bridle (2 gp). Farmers are assumed to have free access to at least 1 acre of forest for fuel and building materials. farms will also produce vegetables. or buy wool). Selling or leasing a license to provide a good or service is a common practice (such as the exclusive right to mill grain. Since most workers provide their own tools. Farms The heart of any medieval economy is food production. Even if these men or women work in another’s shop. or both. and so on make wages or profits according to their skill and station.com Patric Mitchell (order #2310125) 1 .worldofprime. This will increase both tax revenues and quality of life for the peasantry. If you can purchase an exclusive right. Typically 75% of a medieval population is engaged in agriculture. The listed revenue is only the taxable income.500 lb of fish 60 gp / year 3 tons of wheat Farm Farm (Plant Growth) 40 gp / year Serf family (40 gp) 80 gp / year 4 tons of wheat Sheep Ranch 40 gp / year Serf family (40 gp) 60 gp / year 800 lb of mutton 400 lb of fleece World of Prime © 2009 M C Planck 55 Ye Olde Shoppe www. Shops Individual crafts such as smiths. 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. sell wine. carpenters. they will expect the guild standard rate of pay. Profiting from the labor of others is a modern concept: medieval barons made their money from owning things or having rights.Businesses Owning or investing in a business may require the permission of the local nobles. meaning a typical wheat farm will make 4 tons of wheat instead of 3. A farm with the Plant Growth spell will produce 33% more crops. city fathers. 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). 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). potters. there is little reason for them to give you a cut of their paycheck. yoke (3 gp). chickens and other raw materials for their own consumption. Expect to pay special fees and taxes when the local rulers notice you are making a profit. yoke (3 gp). plow (5 gp) seed (10 gp) 420 gp Cottage (100 gp) 80 acres of pasture (160 gp) Herd of 80 sheep (160 gp) Operations 40 gp / year Serf family (40 gp) 40 gp / year Serf family (40 gp) Revenue 60 gp / year 1. then you can run a shop for a profit because you can sell goods for more than it costs to make them.

000 gp / year Money-lender 5.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1.000 lb of beef 4 sq.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110.000 gp) Capital (100. a good miner can produce up to 600 lb of ore a day.000 gp) License (?) 2. The value of this ore depends on its quality. the same inn on a dank moor will barely survive.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. An inn at a crossroads will do very well.000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 . Liquor or gaming licenses may be required.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. what kind of ore it is.000 gp Gatehouse (10. Although this quality of ore is rare. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1. A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore.200 gp / year General Store 300 gp / year Importer 1.000 gp Tavern (1.000 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. Using medieval technology. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www. yds of leather 1. be subject to special taxes or forfeitures. and how much it costs to refine it. at varying expense. iron as a whole is not. and occasionally be robbed.000 gp Inn (2. It will probably require a license.200 gallons of milk 900 gp / year 45 tons of flour (30 farms’ worth) 400 gp / year Master miller (200 gp) 5 Apprentices (200 gp) Hotels The revenue listed is only an average value.worldofprime.Cattle Ranch Mill 1.com Patric Mitchell (order #2310125) 1 . cause undue suspicion. Establishment Tavern Capital 1.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1.

Mine Iron.500 gp / year 900 lb of silver Gold 45. poor Capital 2. In all cases.500 gp / year 50 slaves (1.000 gp / year 50 freemen (6.worldofprime.400 gp / year 50 serfs (3.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks.000 gp) Engineer (200 gp) 12. mining the ore is the easy part. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. rich 6. average 3. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war). The Romans mined ore in English bogs. Refining the ore requires at least four times as much labor and consumes whole forests. tough and brave.000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks.000 gp) Engineer (120 gp) 4. but veins of these precious metals are much rarer.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2.600 lb of ore.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. because it was still cheaper and easier than shipping metal all the way from Rome. despite the poor quality of ore. Good miners are hard to come by: they have to be strong.000 gp / year 60 tons of iron Silver 3. shovels and wheelbarrows (75 gp) 10 axes (50 gp) 50 slaves (?) 50 manacles (250 gp) 500 ft of chain (750 gp) A supply of whips (20 gp) Barracks (1.000 gp / year 20 tons of iron Iron. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining).com Patric Mitchell (order #2310125) 1 .000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1.000 gp / year 10 tons of iron Iron.120 gp / year 50 serfs (3.200 gp / year 50 freemen (6. Gold and platinum can be mined at similar rates. Viking farmers often mined and smelted their own ore.

000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1. 10 4 1 1 1 1 1 1 1 1 1 1 1 1 8 2 1 1 1 1 1 1 1 1 Intoxicants Tea (10 gal) Beer (1 gal) Ale (1 gal) Wine (1 gal) Brandy (1 bottle) Champagne (1 bottle) Chewing tobacco Smoking tobacco Narrowleaf Flower of the Poppy Livestock Livestock Chicken Rabbit Goose Goat Sheep Pig Cow Ox Cost 5 cp 1 sp 1 gp 2 gp 2 gp 5 gp 25 gp 50 gp Weight 3 lb 2 lb 15 lb 50 lb 150 lb 250 lb 1.Bulk Goods Food Hay is cheap.) Eggs (12) Chicken Goose Goat Mutton Pork Beef Venison Fish Cost 1 cp 1 cp 1 cp 1 cp 1 cp 2 cp 2 cp 5 cp 1 sp 1 gp 1.worldofprime. or wheat per day. Note that you must provide your own containers for these goods (except for bottled drinks). and people will do almost anything to augment it. 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. 1 1 1 1 1 0. Humans and other medium-sized humanoids require at least 2 lb of oats. but animals only require 1% of their weight per day.000 lb 2.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe www. but animals require 2% of their weight per day. rice.com Patric Mitchell (order #2310125) 1 . This is a miserable subsistence diet. Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal. Warhorses and such are often fed barley because it is easier to carry and more nutritious.000 lb Cost 2 sp 1 sp 2 sp 4 sp 1 gp 10 gp 1 sp 2 sp 5 sp 1 gp Lbs.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.

5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.1 gp 0.5 gp 5 sp 5 gp 7.4 gp 0.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.008 gp 0.5 gp Lbs.01 gp 0.1 gp 1 gp 2 gp 5 gp 5 gp Gems Gem Jacinth Onyx Ruby Topaz Emerald Sapphire Pearl Amethyst Diamond Color Orange Black Red Yellow Green Blue White Purple Clear Cost per carat 10 gp 25 gp 500 gp 50 gp 750 gp 250 gp 1 gp 100 gp 1.2 gp 0.5 sp 1 gp 2.004 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 2.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.3 gp 0.006 gp 0.worldofprime. 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.002 gp 0.com Patric Mitchell (order #2310125) 1 .

Sign up to vote on this title
UsefulNot useful