Campaign Supplement

Ye Olde Shoppe
© 2009 M. C. Planck

Patric Mitchell (order #2310125)


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

Patric Mitchell (order #2310125)


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

Read the novel that inspired the World of Prime!

Sword of the Bright Lady
by M. C. Planck

Patric Mitchell (order #2310125)


Patric Mitchell (order #2310125) 1 .

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

Patric Mitchell (order #2310125) 1 .

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

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

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

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

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

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

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

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

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

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

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

The cost is 1.000 gp per point of AC protection (or 500 gp per AC for a shield). The cost is twice as much as a Masterwork suit of ordinary material. Adamantium armor grants DR 1/2/3 for Light/Medium/Heavy armors.worldofprime. and is always Masterwork quality (with all associated benefits). you could make any kind of armor out of dragon hide. and the Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. and Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. 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 1.500 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. has DR 20 and 33% more hit points against sundering attacks. hide. Only metal armor and shields can be made from adamantium. It is always Masterwork quality.000 gp per point of AC protection (or 1.000 gp per AC for a shield). Mithril armor is half the weight of normal metal armor. It has hardness 15 and 20% more hit points than normal armor. The cost is 2. electricity. It has hardness 4 and 20% more hit points than ordinary. or studded armor. or cold). It is always Masterwork quality. leather. fire. Silk armor costs 150 gp plus 25 gp per point of AC protection. and subtracts 1 from each die of damage done by the appropriate kind of attack ( Patric Mitchell (order #2310125) 1 . Dragon hide: if you were crazy enough to wear it. Only metal armor and shields can be made from mithril.Special Materials Silk is half the weight of normal cloth. Dragon hide armor is always Masterwork quality. but that’s just for the labor – you have to supply the dragon hide yourself (such a rare commodity can’t be bought).

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

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

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

000 gp 9. it makes an excellent mount. Dogs will eat meat if they can get it. The extra Exotic mounts mobility on the march and the battlefield can be worth the price. These creatures can be trained to fight as a pack. Wolf Includes large war-trained dogs like German Shepards.000 lb 1. the meat is as tough as old shoe-leather. One solution is the Animal Friendship spell. It is unlikely that any civilized society would employ these creatures. heavy Clydesdale. Exotics Boar Wolf Dire Wolf Dire Boar Deinonychus Rhinoceros Elephant Triceratops Cost 200 gp 150 gp 3. however. or a good working horse like the American Quarter-horse.Pony A small horse. and thus their ownership might require legal permission or social status. Huge. At least they are cheap to feed – they’ll eat anything. World of Prime © 2009 M C Planck 16 Ye Olde Shoppe www. medieval warhorses were valued at the lives of three grooms – because that’s how many they would kill during their training. these animals are suitable for hobliars: men who ride to battle but dismount to fight. Courser The Arabian hot-blooded racing horse. Convincing one not to eat you.500 lb Boar These animals make good war mounts because they like attacking things. Ridgebacks and Newfoundlands. Destrier The legendary warhorse. usually ridden by halflings or children.000 gp Patric Mitchell (order #2310125) 1 . Deinonychus The only really suitable riding dinosaur. only larger and meaner. strong and willing to fight. as they tend to be uncontrollably violent. 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 7.000 gp 4. suitable for pulling plows or wagons full of ale. but they can survive off bread and scraps. or can be ridden by Small characters. They don’t make good eating. All of these creatures are trained for battle.worldofprime. could be problematic. Dire Wolf. trained for war. however.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 1.000 gp 4. Draft horse A huge. Warpony Tougher and sturdier than an ordinary pony. Fast and vicious. Dire Boar Like their smaller cousins. Palfrey Traditionally a woman’s riding horse. Some of these mounts can only be found in certain geographical climates.

dragging and lifting logs with their powerful trunks. if you can get them to stop eating your grooms. If their riders are incapacitated in combat. partly due to their Chaotic nature. and lots of it. These even more exotic war mounts are not necessarily available in any given area. and its talons do 1d4 damage.Rhinoceros Large enough to carry ogres or hill giants. Hippogriff A bizarre cross between horse and bird. Although they only eat as much as a horse. but its HPs are higher. Shorttempered.000 gp 8.worldofprime. Even if they are. no matter how much money you have to spend. Also suitable for large giants to ride. studies show that griffons that leave the battlefield with unconscious riders tend to become bored and eat them. their ownership is likely to be restricted to certain social groups by law or tradition. 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. Flying Giant Hawk Giant Eagle Hippogriff Pegasus Griffon Cost 2.000 gp 4. rather than fly to some place of safety where its rider might be healed. because they are the fastest and strongest flying mount possible. Pegasus The legendary winged horses are the most prized of all aerial cavalry. Griffon A cross between a lion and a bird of prey.000 gp 4. these aggressive creatures make excellent war mounts. There are societies that control the birds with special blindfolds that snap shut when not operated by a rider. This is due to careful training. Triceratops You can practically build a castle on the back of these (or a double-sized howdah). its AC is one lower (16). 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. Giant Eagle These creatures are intelligent. Griffons will only eat meat. Some evil societies may use constant mindcontrol effects to maintain their own enslaved herd of Pegasi. Can also be used Flying mounts to perform considerable manual labor. and since they cannot fly blind. and able to detect Evil at will. they cannot undo these avian bridles. they are effectively chained. while the driver directs it to trample anything in the way. so using them as mounts is either voluntary on their part. Because the birds lack hands. World of Prime © 2009 M C Planck 17 Ye Olde Shoppe www.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. Elephant Bowmen in the howdah will defend the creature from spearmen. the griffon will likely continue to attack on its own. they tend to charge at the drop of a hat. They are also Patric Mitchell (order #2310125) 1 . or an act of enslavement. This creature fights like a Hawk. These animals are exceptionally intelligent and will remember and resent ill treatment.000 gp 5. griffons are powerful combatants in their own right. with bad sight and terrible hygiene. so they will only be found in Good societies.

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

000 gp 500.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1.000 gp 500. as well.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft.000 gp 15.000 gp 1. While individuals can use any wall as cover or concealment. AC Bonus This is the amount of military defense the structure adds.000 ft 10 ft deep x 1. Cost Maintenance on a building is approximately 1% per year. In times of war or emergency.000 gp 1. 3 stories 15 ft tall x 4.000 gp 400. 2 stories 200 x 200 ft.000 gp 100. 3 stories 500 x 500 ft. 3 stories 350 x 350 ft.000 gp 1.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own. up to x4 as many soldiers or refugees can occupy the building for weeks at a time.000 ft 40 ft tall x 20. fortifications and other improvements.worldofprime.000 ft 20 ft tall x 10. entire military units can gain this AC bonus when fighting other armies. Occupancy This is the number of people who can live comfortably in the building.000 gp 5. Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1. 3 stories 500 x 500 ft. 2 stories 20 x 20 ft. 1 story 50 x 80 ft.000 gp 10. 1 room 50 x 50 ft. 1 story 20 x 20 ft. 3 stories AC Bonus +1 +1 +1 +0 +2 +3 +3 Tech Primitive Primitive Wild Civilized Civilized Civilized Civilized Material Wood Wood Wood Wood Wood Wood Wood Fortifications Cave Cavern Barracks Bailey Gatehouse Tower Keep Castle Citadel Fortress Wooden wall Stone wall Great wall Legendary wall Moat Cost 100.000 gp 50. 1 story 20 x 20 ft. 1 story 30 x 40 ft.000 ft 30 ft tall x 20. roads. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed. 4 stories 150 x 150 Patric Mitchell (order #2310125) 1 .000 gp 250.000. 2 stories 50 x 80 ft. Rent is typically 5%.000 gp 4.000 gp 200. The mason’s guild is the place to go for buildings.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 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.000 gp 5.000 gp 100. 1 story 50 x 50 ft. 1 story 100 x 100 ft. 1 story 250 x 500 ft.

000 gp 50.000 gp 5. or brick. 2 stories 40 x 50 ft. Obviously houses vary considerably in value.000 gp 500. 2 stories 350 x 350 ft. or 2 Huge animals.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 ft. Tavern. Cave A natural cave complex. sod. 1 story 250 x 250 ft. Cavern Huge caverns with many artificial tunnels and additions. roofs vary from thatch.Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost 1. possibly with a loft. Mansion Three stories. The price reflects its value. Barracks Quarters and furnishings fit only for soldiers. with extravagances such as ballrooms. wine cellars. 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 1.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft. you can’t actually build a cave. Bailey A wooden fort surrounded by a 10 ft tall log wall. Palace Luxurious accommodations for nobles and their servants. wattle and daub.000 gp 200. 10 Large. and location Manor A two-story building with three to five rooms per floor.000 gp 200 gp 500 gp 300 gp 5. depending on quality. The gate is thick wood strengthened by iron bands. trees 50 x 80 ft. 1 story 50 x 70 ft. Another 20 people can sleep in the common room in front of the fire. 2 stories 200 x 250 ft. 1 story 50 x 80 ft. separate kitchens. 2 stories 50 x 80 ft. adobe. usually on a large estate. 2 stories 200 x 200 ft. size. House construction varies according to the technology and civilization. 1 story 80 x 100 ft. with three to five rooms. shingles and tiles. Inns have larger rooms of higher quality. 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. Inn Simple rooms for 10 guests and the tavern keeper’s family. Unless you can employ dwarves or magic. Walls are made from everything to logs.worldofprime. dirt.000 gp 50. Apartment Renting a room in a Manor house.000 gp 50. Cottage A two-room hovel. Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 .000 gp 2. 1 story 150 x 200 ft. Murder-holes allow the 20 Ye Olde Shoppe www. beams. slate. sawed planks. House A basic house. 1 story 100 x 100 ft.

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

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

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

but the enemy may detect your efforts and take counter-measures.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. You can build up multiple sapping attacks before triggering them all at once. you can either tunnel up into their courtyard. The extra deck space also allows more soldiers to fight on your ship. but they can dig other tunnels (or protect the diggers from attacks). If built into a ship. Tunnels and Sapping attacks require an engineer to oversee their execution. it inflicts a -2 to all Sailing checks. However. Masterwork buildings have DR +2 and 25% more hit points. it gives a height advantage and its AC to the soldiers inside when attacking other ships (or defending their own). Wooden building’s DR is normally bypassed by fire. Fortification values Inflicting the listed hit point damage to structure creates a Patric Mitchell (order #2310125) 1 .000 1.500 2. if you have men and shovels. A Sapping attack requires 1 day of work by the digging crew and does 100 pts of damage to a wall. Siege towers are 40 ft tall. Pushing it faster makes it fall over. Pushing one 10 ft per round requires at least 80 medium-sized creatures. Sapping Digging a tunnel is free.000 80 120 160 180 300 450 720 1. 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. Once you reach the enemy walls. so destroying a large structure requires immense amounts of damage. A hundred men can dig 50 ft of tunnel a day.worldofprime. Tunnels. allowing entry with no more difficulty than crossing rough ground. or you can try to undermine their walls. These hit points are normally per 10 x 10 ft section. More men can’t dig faster.soldiers to climb the ladders inside to the edge of the enemy walls.

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

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

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

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

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

Steel crates can be made out of sturdier materials such as mithril or adamantium. suffer a -2 to Wilderness Lore checks. Grants a +2 to Wilderness Lore checks near streams or water. gaining the appropriate DR (15 or 20) and extra HPs (20% or 33%). ideal for storing spell components) Linen pouch with brass clasp Woolen pocket purse. Masterwork crates cost an extra 50 gp. silver clasp Silk purse with gold clasp Cost 3 cp 5 cp 5 sp 2 gp 2 gp 4 gp 5 gp 1.5 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 . Luggage Every adventurer needs something to carry or store his loot in.Trail rations (1 day) Waterskin Bed-roll Fish hook 5 sp 1 gp 1 sp 1 sp 1 lb 4 lb 5 lb - So you don’t have to move at half speed while traveling through the wild. Crates Basket Box Trunk Chest Stone Box Stone Trunk Stone Chest Steel Box Steel Trunk Steel Chest Cost 4 cp 2 sp 1 gp 2 gp 5 gp 10 gp 20 gp 10 gp 20 gp 40 gp Weight ½ lb 5 lb 10 lb 25 lb 50 lb 100 lb 250 lb 15 lb 30 lb 60 lb Carry 10 lb / 2 cu ft 20 lb / 2 cu ft 50 lb / 3 cu ft 100 lb / 4 cu ft 50 lb / 2 cu ft 150 lb / 3 cu ft 250 lb / 4 cu ft 100 lb / 2 cu ft 300 lb / 3 cu ft 500 lb / 4 cu ft DR 5 5 5 8 8 8 10 10 10 HP 5 10 15 10 15 20 5 15 30 Sacks Burlap bag Burlap sack Leather sack Leather sack Backpack Saddle bags Mountebank’s purse (many pockets. See the Locksmith section for details. Holds 1 gallon If the weather turns cold and you are sleeping outside without a Patric Mitchell (order #2310125) 1 . Crates (boxes./ 10 cu ft 2 lb 5 lb 5 lb 5 lb World of Prime © 2009 M C Planck 30 Ye Olde Shoppe www. and costing an extra 250 gp per lb (but remember. but it can also result in boxes that are worth more than anything they could possibly contain. mithril objects weigh half as much).worldofprime. trunks and chests) often have locks attached to them. or built into the walls/floors of a building or ship./ 4 cu ft . and have DR+2. They may also be chained in place. This can result in boxes very hard to break into.

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

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

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

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

Salt cellars were items of status. which serves as kitchen. A porcelain bowl. or live without baking. or glass. one drinks soup straight from the bowl.worldofprime. A large iron pot. Poor people either dig a hole in the ground and fill it with coals.Pottery Kiln Adventurers are always smashing crockery. brandy snifter. Used for roasting over an open fire or in a fireplace. Suitable for baking bread. Tableware None Knife Table-knife Trencher Mazer Mug Platter Basin Tankard Plate Bowl Wine glass Salt cellar Serving tray Serving ladle or fork Cost 10 sp 10 gp 1 cp 2 cp 2 cp 1 sp 2 sp 2 sp 1 gp 1 gp 3 gp 100 gp 50 gp 10 gp Weight 1 lb ½ lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb ¼ lb 2 lb 5 lb 1 lb Description Poor or primitive people eat with their hands. Vikings had a hole in the middle of their dirt floor to hold their fire. so they were elaborately carved and often gilded. Spoons are not normally used. A wide-lipped wooden bowl. Rich people will have a fancy knife that is useless for anything but eating. A flat frying iron to put over a stove or fire. without a handle. A large bowl. Gold ones cost 10x as much. A large mug. Made out of pottery. A crystal champagne flute. Stores salt. it also helped protect the thatching from insect damage. Medieval diners brought their own silverware. While this meant the house was always smoky. or other spices. pewter (silver mixed with lead). heater and gathering place. The smoke went up and through the thatched roof. A large silver tray with a domed cover.000 lb Description A large wooden bowl.000 lb 1. with a handle and possibly a lid. made out of pottery. Usually made out of silver. A thick. Well-to-do peasants have a stone fireplace in their house. A pottery plate. pepper. horn. or wine Patric Mitchell (order #2310125) 1 . which almost always meant a good knife. so occasionally it’s useful to know how much it costs. Made of silver. 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. World of Prime © 2009 M C Planck 35 Ye Olde Shoppe www. instead. A porcelain plate. A wooden cup. square plate made of wood.

stringed instrument that is plucked. Luxuries Everything an adventurer needs to live in style. Who doesn’t need a fistful of these? +2 to Gambling checks. Price is per page. A fancy stringed instrument.worldofprime. dye.000 lb Tech Primitive Primitive Primitive Primitive Wild Wild Wild Wild Civilized Civilized Civilized Civilized Civilized Description The simplest of wooden flutes. delicate mechanism that plucks strings (rather than hammering them like a modern piano). it only produces one note. A church bell. Clay with a wood stem.Music Shop Mostly of interest to bards. Harder soaps.000 lb +2 to Diplomacy/Bluff/Intimidate checks. The use of soap is restricted to semi-annual occasions. gong. in a variety of shapes and musical keys. Often gold-plated or otherwise ostentatiously decorated. Women and men use perfume regularly. A small pot of powder. haven’t been invented yet. Already done up in an elaborate arrangement. marked Throne Cost 5 sp 1 gp 20 gp 10 gp 2 gp 7 sp 1 sp 1 gp 5 gp 5 gp Weight 1 lb ¼ lb ¼ lb ¼ lb Description A pound of soft soap. A vial of an exotic scent. a concert requires 100 pages. World of Prime © 2009 M C Planck 36 Ye Olde Shoppe www. strummed or plucked. loaded Deck of cards Deck of cards.000 gp 1. A simple wooden flute with finger-holes. A flute with mechanical keys. too. carved into amusing shapes. +2 to Gambling checks. Instrument Whistle Fife Drum Cymbal Lyre Harp Horn Gong Mandolin Flute Bell Harpsichord Sheet music Cost 1 cp 1 sp 5 sp 1 gp 5 gp 25 gp 2 gp 100 gp 5 gp 3 gp 300 gp 500 gp 5 sp Weight ¼ lb 1 lb 5 lb 1 lb 3 lb 50 lb 4 lb 100 lb 3 lb 1 lb 300 lb 1. lotion. 1. in a variety of shapes. audible several miles away. Leather stretched over a wooden barrel or box. or rouge. Useful for losing or telling fortunes. Can also represent violins. A huge. A huge brass gong that can be heard a mile away. A brass horn. A stringed instrument that is strummed. mostly because they don’t use soap regularly. A large. Luxury Soap Make-up Wig Perfume Razor Pipe Dice Dice. but ordinary folk can enjoy a bit of music. or bell that rings when Patric Mitchell (order #2310125) 1 . A small metal disk. A folding knife with a delicate but extremely sharp blade.

lace gloves. a huge brocade hat. heavy leather belt and suede boots with silver buckles. 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. stout boots trimmed in rabbit fur Gloves Burlap work gloves Canvas work gloves Leather gloves Long lace gloves Silk opera gloves. Magic rings not included. Linen tunic and leggings with brass buttons. clay buttons Burlap peasant dress Fancy demin dress Linen dress. Canvas tunic and leggings with fired-clay buttons. light leather boots. gold buttons.worldofprime. Sturdy leather coat with many pockets and brass buttons. at least a signet ring.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. brocade and studded with valuable stones Cost 6 cp 3 cp 3 sp 6 sp 25 sp 25 sp 2 gp 25 gp 50 gp 10 gp 7 sp 1 sp 10 sp 40 sp 50 gp 100 gp Headgear Straw hat Leather widebrimmed hat Woolen cap. lace trim and pearls Ceremonial Robes. demin. Gems and jewelry are Patric Mitchell (order #2310125) 1 . silk. Silk doublet and jacket with gold buttons. a velvet hat trimmed in fox fur. gold and pearl inlay Footwear Burlap sandals Leather shoes Soft leather boots lined with rabbit fur Suede boots. fox-fur Silk slippers w/ mink High. woolen trousers. linen tunic with fired-clay buttons. lace trim Evening gown. lace collar Silk tights Blouse and skirt. silvered and feathered Brocade head-piece. as is the crown. rabbit fur trim Accessories Canvas belt with wooden buckle Leather belt with a brass buckle Fancy suede belt with a silver buckle Silk sash with a gold and pearl clasp Cost 2½ sp 12 sp 6 gp 16 gp 60 gp 20 gp Cost 1 cp 2 sp 10 sp 5 gp 15 gp 2½ gp Cost 1 cp 5 cp 2 sp 2 gp 15 gp 1 gp 4 gp Cost 5 cp 1 sp 1 gp 10 gp World of Prime © 2009 M C Planck 37 Ye Olde Shoppe www. suede purse with silver clasps. with rabbit-fur ear flaps Velvet chapeau. You’ll also need jewelry. gold buttons Silk doublet. gloves and a floppy hat. belt with a brass buckle. wide-brimmed leather hat. silk purse with gold clasps. Wool doublet and jacket with silver buttons. silk sash and long silk slippers with gold studs. light leather shoes. a lion or bear fur cloak. silk gloves trimmed in lace. brass buttons. Burlap tunic and leggings with wood buttons. a woolen cloak trimmed in fox fur. 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. linen pouch. with silver studs and a peacock feather. stout leather boots trimmed in squirrel fur. silk trousers. canvas trousers. burlap-strip sandals. heavy leather belt with a brass buckle.

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

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

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

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

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

He may choose to impose an additional penance as a condition of the atonement. don’t expect them to sell items to members of different faiths. World of Prime © 2009 M C Planck 43 Ye Olde Shoppe www. but if you buy the spell from the priest. You’ll have to pay for all of them. it is illegal to buy private divinations. and b) contagious. It may take several attempts to free you from that cursed item (chances of finding a priest over 9th level are slim). his church. expect to pay a lot more. There is a high price on this spell to stop you from asking the priest to find trivialities like your keys. The priest is going to know what you did. However. Fix almost any ability damage and negative level drains. 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. you can have it cast on whatever object you want. or himself. Just remember – he’s not coming with you. However. For custom colors.000 gp +500 gp 500 gp +500 gp 100 gp 50 gp 500 gp Raise Dead Scrying Mark of Justice Plane Shift Works for events up to a week distance. The priest is not going to bother his patron for anything less than the safety of the community. However. superiors. Not as useful as you’d think. see a Wizard. If you need the attention of a higher-ranked priest. And if you let a child set it off. Diplomacy/Bluff check to explain why you need to spy on someone. You can probably get a hefty discount on this spell if you can convince the priest that you’re a) poor. Then it’s an expensive trip to the local priest. so you can read your ancient documents without letting the priest read them too. Most priests have several copies of this on a scroll. 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. Certainly not for you. This is the same price as an Everburning torch.worldofprime. Priests often waive their part of the fee for those who have died in the service of the faith. expect Good priests to put non-lethal spells into their glyphs.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. Remember that the priest is going to hear your questions and answers. Good luck explaining why you need to hide an object from Scrying for 8 hours. Diplomacy/Bluff check at -20 to convince the priest your petty questions are worth his god’s time. too. Expect to pay for the scroll if you are in a hurry. for emergencies. or defense of the community. or wizards. though. like his rulers. Chances are the priest isn’t familiar with anyone you want to talk to. The color of the light will be tinted towards the priest’s alignment. the priest will probably take that as an omen that he shouldn’t be trying to foresee that particular future. In some places. so you need to make your own arrangements for the return trip. This is the level at which priests can begin making magic weapons and armor. In some places this spell is standard practice at funerals. Expect a lecture on the foolishness of playing with Undead. In many Patric Mitchell (order #2310125) 1 . expect to pay a stiff fine. Usually only used by law enforcement to search for stolen goods. Shopkeepers have a legitimate right to protect their premises. cause. 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. Don’t even bother with the Bluff check. The priest will not spy on people who scare him. state. The advantage to this spell is that it can be cast on you. If the spell fails.

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

Herbal potion

1 cp – 1 gp


1 gp per flask 1 gp per flask

Greek fire


1 gp per dose 1 gp per spell

Mundane Material components

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

World of Prime
© 2009 M C Planck


Ye Olde Shoppe

Patric Mitchell (order #2310125)


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


1 gp per engagement

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

1 sp 1 sp per item

1 sp per item

Cost 1 gp

1 gp

Identify (1st)

100 gp + 100 gp

Phantom Trap (2nd)

50 gp + 50 gp

Dispel Magic (3rd)

50–90 gp

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

World of Prime
© 2009 M C Planck


Ye Olde Shoppe

Patric Mitchell (order #2310125)


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

30 gp + 50 gp 90 gp

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

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

Transmute Mud to Rock (5th)

50 gp

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

Continual Flame (2nd)

30 gp +50 gp

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






World of Prime
© 2009 M C Planck


Ye Olde Shoppe

Patric Mitchell (order #2310125)


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

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

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

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

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

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

com Patric Mitchell (order #2310125) 1 . Men and women of Peerage rank (6th or higher) are not usually employed. The one advantage soldiers have is that they do not pay taxes. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3.200 gp 3. and can have a few attributes that are higher. one gives them land to manage and accepts their fealty in return. DEX.200 gp 1. and entertain high-rank nobility for a year.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. 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. and this requires treating them well. 12 14. room and board. Thus. although it will still cost you close to 40 gp a year to maintain him.000 gp 2. The rates below represent how much it costs just to feed.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www.600 gp 4. Maintaining their loyalty is always necessary. These are almost always STR. after all. equipment and advancement will be extra. or CON. 12 14. but do not think this means you can stint on the cost. WIS. if you are hiring spell-casters or spies.12 The cost for employing ranked warriors is much. much higher. 2xFeats Attributes Daily Pay 1 sp 1. 14 16. 2x Feats 6.400 gp 2.Attributes Normal attributes are 10 each. Soldiers who have invested in training and practice are sturdier fighters.600 gp 2. as will the costs for their personal retinues. so they have the proficiencies of their class and the attributes suitable for a hero.worldofprime.800 gp 3. or even CHA. Viscounts and Marquis expect to be second in command and possibly heir to the land. house. 14. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection. All of these individuals have a full class rank. However. 2x Feats 9. Employing nobility over the third rank is unlikely. You can reduce their pay by providing the necessities for them. 2x Feats 12. They receive their money directly from the tax collector. or advancement. 14 16. Feat 3. these stats can also be INT. instead. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. you could potentially pay a soldier as little as 10 gp a year.

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

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

000 gp) License (?) 2.000 gp Gatehouse (10. yds of leather 1. what kind of ore it is.200 gp / year General Store 300 gp / year Importer 1. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1.000 gp) 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. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www. and occasionally be robbed.Cattle Ranch Mill 1.000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 . a good miner can produce up to 600 lb of ore a day.000 gp / year Money-lender Patric Mitchell (order #2310125) 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 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. Liquor or gaming licenses may be required.worldofprime. be subject to special taxes or forfeitures.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110. iron as a whole is not. It will probably require a license.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1. Establishment Tavern Capital 1.000 gp / year Mines Mines are unique in that the profit they generate depends less on the labor expended than on the quality of the mining site. the same inn on a dank moor will barely survive. An inn at a crossroads will do very well.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. and how much it costs to refine it. cause undue suspicion.000 gp Inn (2. The value of this ore depends on its quality.000 gp) Capital (100.000 gp Tavern (1.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1. at varying expense. Although this quality of ore is rare. Using medieval technology.000 lb of beef 4 sq.

because it was still cheaper and easier than shipping metal all the way from Rome.worldofprime. The Romans mined ore in English bogs.000 gp) Engineer (120 gp) 4.500 gp / year 900 lb of silver Gold 45.600 lb of ore. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks. tough and brave. average 3.000 gp / year 10 tons of iron Iron.000 gp) Engineer (200 gp) 12. Gold and platinum can be mined at similar rates. Refining the ore requires at least four times as much labor and consumes whole forests. Mine Iron. but veins of these precious metals are much rarer.200 gp / year 50 freemen (6.000 gp / year 50 freemen (6. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining). despite the poor quality of ore. poor Capital 2. 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 / year 20 tons of iron Iron.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war). rich Patric Mitchell (order #2310125) 1 . In all cases. mining the ore is the easy part. Good miners are hard to come by: they have to be strong. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1.000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4. Viking farmers often mined and smelted their own ore. shovels and wheelbarrows (75 gp) 10 axes (50 gp) 50 slaves (?) 50 manacles (250 gp) 500 ft of chain (750 gp) A supply of whips (20 gp) Barracks (1.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.000 gp / year 60 tons of iron Silver 3.400 gp / year 50 serfs (3.500 gp / year 50 slaves (1.120 gp / year 50 serfs (3.

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

4 gp 0.3 gp 0.5 gp Patric Mitchell (order #2310125) 1 .006 gp 0. ½ 1 ½ 1½ 5 1 ½ ¼ 1 1 3 1 2¼ 4½ 4½ 12 Precious materials Material Marble Coral Ivory Cost per lb 1 gp 10 gp 100 gp World of Prime © 2009 M C Planck 59 Ye Olde Shoppe www.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.2 gp 0.1 gp 0.008 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 sp 5 gp 7.1 gp 1 gp 2 gp 5 gp 5 gp Gems Gem Jacinth Onyx Ruby Topaz Emerald Sapphire Pearl Amethyst Diamond Color Orange Black Red Yellow Green Blue White Purple Clear Cost per carat 10 gp 25 gp 500 gp 50 gp 750 gp 250 gp 1 gp 100 gp 1.worldofprime.5 sp 1 gp 2.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.004 gp 0.002 gp 0.01 gp 0.

Sign up to vote on this title
UsefulNot useful