Campaign Supplement

Ye Olde Shoppe
© 2009 M. C. Planck

Patric Mitchell (order #2310125)


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Patric Mitchell (order #2310125)


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

Read the novel that inspired the World of Prime!

Sword of the Bright Lady
by M. C. Planck

Patric Mitchell (order #2310125)


Patric Mitchell (order #2310125) 1 .

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

Patric Mitchell (order #2310125) 1 .

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

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

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

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

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

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

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

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

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

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

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

leather. Only metal armor and shields can be made from adamantium.000 gp per point of AC protection (or 500 gp per AC for a shield). Dragon hide armor is always Masterwork quality. or cold). It is always Masterwork quality. and is always Masterwork quality (with all associated benefits). Dragon hide: if you were crazy enough to wear it. hide. fire.worldofprime.000 gp per point of AC protection (or 1. Silk armor costs 150 gp plus 25 gp per point of AC protection. The cost is twice as much as a Masterwork suit of ordinary material.Special Materials Silk is half the weight of normal cloth. and Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3.000 gp per AC for a shield). Mithril armor is half the weight of normal metal armor. Adamantium armor grants DR 1/2/3 for Light/Medium/Heavy armors. 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. It has hardness 4 and 20% more hit points than ordinary. you could make any kind of armor out of dragon hide. The cost is 2. but that’s just for the labor – you have to supply the dragon hide yourself (such a rare commodity can’t be bought). has DR 20 and 33% more hit points against sundering attacks. or studded Patric Mitchell (order #2310125) 1 . It has hardness 15 and 20% more hit points than normal armor. The cost is 1. and the Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. Only metal armor and shields can be made from mithril. It is always Masterwork quality. and subtracts 1 from each die of damage done by the appropriate kind of attack (acid.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. electricity.

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

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

tack. Also good eating. including all of his armor and gear. but you can put pack saddles on them too (the pack costs and weighs ½ as much. The last three in the table are trained for war. Carry This is the Light load for the creature. Feed The cost per day to feed the animal. Since individual mounts will differ slightly in size and strength. Small characters average about 50 lb. Strong but not so fast. Ox Immensely strong. not including stabling fees. Load Carry Weight x1 x2 x3 Max DEX Bonus 3 1 Skill Penalty -3 -6 Movement Penalty -10 ft -20 ft Light Medium Heavy* Medium characters usually weigh between 100 and 200 lb. any barding and the rider. Some creatures have to be fed meat. and not noted for its loyalty or obedience. you can just assume an average of 150 lb. Refer to the Monster section in the SRD for their abilities. and you can eat them if you have to. effective labor. Many of these creatures are dangerous combatants in their own right. Donkey Includes World of Prime © 2009 M C Planck 15 Patric Mitchell (order #2310125) 1 .Stables Every upscale adventurer needs a fancy horse – or better.worldofprime. Horses Pony Palfrey Draft horse Warpony Courser Destrier Cost 50 gp 75 gp 100 gp 100 gp 150 gp 400 gp Feed 2 cp 3 cp 4 cp 3 cp 5 cp 8 cp Size Medium Large Large Medium Large Large HPs 2d8+2 3d8+6 4d8+6 2d8+4 3d8+9 4d8+12 Move 40 ft 60 ft 50 ft 40 ft 60 ft 50 ft Carry 75 lb 150 lb 200 lb 100 lb 225 lb 300 lb Ye Olde Shoppe www. 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. and since larger warriors will pick the larger mounts. Horses are valuable tools and status symbols. One ox can feast 500 men. but very slow. due to being for a Medium creature instead of for a Large one). Horses Mule A cross between a donkey and a horse. Remember to add the weight of saddles. *Flying mounts cannot carry a Heavy load. Cheap.

At least they are cheap to feed – they’ll eat anything. 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 9.000 gp 7. Exotics Boar Wolf Dire Wolf Dire Boar Deinonychus Rhinoceros Elephant Triceratops Cost 200 gp 150 gp 3. Convincing one not to eat you. or a good working horse like the American Quarter-horse. It is unlikely that any civilized society would employ these creatures. The extra Exotic mounts mobility on the march and the battlefield can be worth the price. Draft horse A huge. suitable for pulling plows or wagons full of ale. Wolf Includes large war-trained dogs like German Shepards. medieval warhorses were valued at the lives of three grooms – because that’s how many they would kill during their training.Pony A small horse. heavy Clydesdale. Palfrey Traditionally a woman’s riding Patric Mitchell (order #2310125) 1 .000 gp 4. They don’t make good eating. Fast and vicious. Ridgebacks and Newfoundlands. Some of these mounts can only be found in certain geographical climates. One solution is the Animal Friendship spell. Destrier The legendary warhorse. Dogs will eat meat if they can get it. Huge. and thus their ownership might require legal permission or social status. Deinonychus The only really suitable riding dinosaur. All of these creatures are trained for battle. it makes an excellent mount.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. only larger and meaner. however. Dire Wolf. Warpony Tougher and sturdier than an ordinary pony. usually ridden by halflings or children. could be problematic. These creatures can be trained to fight as a pack. however. Courser The Arabian hot-blooded racing horse. World of Prime © 2009 M C Planck 16 Ye Olde Shoppe www. strong and willing to fight. but they can survive off bread and scraps. Dire Boar Like their smaller cousins. the meat is as tough as old shoe-leather.worldofprime. or can be ridden by Small characters.000 gp 3.000 lb 1. as they tend to be uncontrollably violent.500 lb Boar These animals make good war mounts because they like attacking things. trained for war. these animals are suitable for hobliars: men who ride to battle but dismount to fight.000 gp 4.

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

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

1 story 30 x 40 ft.000 ft 10 ft deep x 1. as well. AC Bonus This is the amount of military defense the structure adds. 3 stories 500 x 500 ft. Occupancy This is the number of people who can live comfortably in the building.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 100. 3 stories 15 ft tall x 4. up to x4 as many soldiers or refugees can occupy the building for weeks at a time. In times of war or emergency.000 gp 15. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed.000 gp 500. The mason’s guild is the place to go for buildings.000 gp 100. 1 story 100 x 100 ft. roads. Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1. 1 story 20 x 20 ft. 2 stories 200 x 200 Patric Mitchell (order #2310125) 1 .000 gp 500.000 gp 10.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft. 1 story 250 x 500 ft.000 gp 1.000 gp 200.000 gp 4.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own.000 gp 5.000 gp 250. entire military units can gain this AC bonus when fighting other armies. 2 stories 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. fortifications and other improvements.000 gp 1.worldofprime. 1 story 50 x 50 ft. 4 stories 150 x 150 ft. 2 stories 50 x 80 ft. 1 story 50 x 80 ft. Cost Maintenance on a building is approximately 1% per year. 1 room 50 x 50 ft.000 ft 20 ft tall x 10.000. 3 stories 500 x 500 ft.000 gp 50.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft. While individuals can use any wall as cover or concealment. Rent is typically 5%.000 ft 40 ft tall x 20.000 gp 400. 3 stories 350 x 350 ft. 1 story 20 x 20 ft.000 ft 30 ft tall x 20.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1.000 gp 5.000 gp 1.

adobe. 2 stories 200 x 250 ft. Barracks Quarters and furnishings fit only for soldiers. trees 50 x 80 ft. 3 stories AC Bonus +0 +1 +2 +4 +5 +3 +6 Tech Primitive Primitive Primitive Wild Wild Civilized Civilized Material Wood Wood Wood Stone Stone Wood Stone Businesses Tavern Inn Shop Large Shop Warehouse Academy University Cost 1. 1 story 250 x 250 ft. The gate is thick wood strengthened by iron bands. Inns have larger rooms of higher quality. wattle and daub. 1 story 80 x 100 ft.000 gp 5. 1 story 150 x 200 ft.000 gp 50. sawed planks. usually on a large estate.000 gp 50. 2 stories 50 x 80 ft. Murder-holes allow the 20 Ye Olde Shoppe www. Apartment Renting a room in a Manor house. Walls are made from everything to logs. 1 story 50 x 70 ft. Obviously houses vary considerably in value.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft. 2 stories 40 x 50 ft. or 2 Huge animals. wine cellars. House A basic house. you can’t actually build a cave. 2 stories 200 x 200 ft.000 gp 500. slate. with three to five rooms. Unless you can employ dwarves or magic. The price reflects its value. depending on quality. Mansion Three stories. sod.000 gp 50. or brick. possibly with a loft. and location Manor A two-story building with three to five rooms per floor.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 ft.000 gp 200. separate kitchens. 1 story 50 x 80 ft. shingles and tiles. size. House construction varies according to the technology and civilization. 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. beams.000 gp 200 gp 500 gp 300 gp 5. with extravagances such as ballrooms.Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost 1. Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified entrance. 10 Large. Bailey A wooden fort surrounded by a 10 ft tall log wall. Palace Luxurious accommodations for nobles and their servants. Cave A natural cave complex. roofs vary from World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 .000 gp 2. Cavern Huge caverns with many artificial tunnels and additions. Tavern. Inn Simple rooms for 10 guests and the tavern keeper’s family. 2 stories 350 x 350 ft. dirt. Another 20 people can sleep in the common room in front of the fire. 1 story 100 x 100 ft. Cottage A two-room hovel.worldofprime.

There are apartments for the priests in the back. Sept A main hall for worship and several apartments suitable for acolytes to live in. the thick wooden gate is faced with stone. World of Prime © 2009 M C Planck Legendary wall Imperial cities are defended by miles of these 40 ft tall.000 gp. Men in armor and siege engines will find it difficult to pass.000 gp you get an iron portcullis. libraries and a kitchen. 15 ft tall and 3 ft thick. Gatehouses are normally incorporated into larger fortifications. with multiple towers and gatehouses. Academy Apartments. each 30 ft tall. The gatehouse is usually staffed by up to 40 soldiers during a battle. A large shop serves as a general store or factory. classrooms. with four towers and a gatehouse. Church A larger chapel with separate apartments and extra rooms like libraries and scriptoriums. The finest touches the society can afford will be used: marble floors. Castle A larger. including storage space and a private well whenever possible. Cathedral A massive structure built to impress and awe. Great wall The capitals of nations are defended behind these 30 ft tall. For an extra 1. Stone wall A stone wall 20 ft tall and 5 ft thick.defenders to attack from above. Keep A strong stone keep with 15 to 25 rooms. however. Tower A four-room stone tower with an interior winding staircase. Large Shop A small shop such as a tailor’s or bakery. usually adorned with statues. professor's housing. Citadel A massive castle. For 5. A moat increases the effect defense of any structure by +1.000 gp. and the stone overhang helps protect the gate from siege weapons. for 2.000 it is covered by a layer of iron. 10 ft thick stone walls. with a 20 ft outer wall linking six to eight towers and two gatehouses. they can be built in narrow passes or on bridges. Moat A 10 ft wide and deep moat around your castle. 15 ft thick stone walls. 21 Ye Olde Shoppe www. Temple A large stone hall. Chapel A stone hall. and battlements on the Patric Mitchell (order #2310125) 1 . stronger keep. Sacred Grove A natural cove of trees. stained glass. Shop. with apartments for the staff. It includes a simple wooden gate.worldofprime. surrounded by a 15 ft wall with battlements. University Lecture halls. Often attached to a castle or wall. Wooden wall A wall of upright logs. gigantic spires and often a bell tower or two. A city of a square mile will fit in this amount of wall. A drawbridge over your moat is only 1. made sacred by years of ceremony. student dorms and perhaps a few shady groves for holding debates. but can also be a free-standing structure. Fortress Two layers of walls. It includes a simple wooden gate.

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

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

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

Trying to Run with a cart imposes a -4 skill check penalty. However.000 lb wagon can carry an additional 3. but you can’t run with it. Suitable for going to Grandmother’s house. You can push it at 20 ft per round. trying to Run with a wagon imposes a -4 penalty to any Riding checks. Carriage An enclosed cab. Sled A dog sled. with anywhere from one to eight horses in front. or an open-faced spiked-wheel war machine. with a superior suspension designed for comfort and speed. traveling at top speed.000 lb). a Large wagon can have up to eight horses. World of Prime © 2009 M C Planck 25 Ye Olde Shoppe www. This is the only vehicle priced for Medium-sized animals. Large Wagon The most efficient pulling mechanism possible. From one to four horses can be attached to a wagon. With two draft horses this would only be a Medium load.000 lb 2. Cart A small two-wheeled cart. Travios Two poles that drag on the ground from the animal’s back.000 lb as a Light load and 3. Vehicles Wheelbarrow Travios Dog sled Sleigh Pack Saddle Cart Chariot Wagon Large Wagon Carriage Cost 10 gp 1 gp 10 gp 20 gp 5 gp 15 gp 50 gp 35 gp 50 gp 100 gp Weight 20 lb 20 lb 50 lb 400 lb 15 lb 200 lb 400 lb 1. all other vehicles assume Large animals. designed to be pulled by two to eight dogs. with a harness for one creature. The animal cannot Run or double move without destroying the travois. Chariot Either a fancy surrey with a fringe on top.000 lb Carry 200 lb x1 x2 x2 x1 x2 x2 x5 x5 x5 Tech Wild Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Sleigh The popular one-horse open sleigh. up to four horses can be attached for maximum speed.000 lb of cargo. Four Coursers would allow up to 900 lb as a light load. Only works over snow. a Pack Saddle allows a Draft horse to carry 200 lb as a Light load and 600 lb as a Heavy load. In general vehicles can carry a maximum of three times their own weight. that equals the weight of the chariot plus two warriors in full battle gear.000 lb as a Heavy load (but the wagon itself already weighs 1. Or a surrey with a fringe on top. A Wagon would allow the same horse to pull 1. Wheel-barrow A one-wheeled cart with handles. Wagon. so a 1.Cartwright’s Yard When you have so much loot you can’t carry it all.000 lb 2. you know it’s time to visit the cartwright’s yard and buy a Patric Mitchell (order #2310125) 1 . but only on snowy days.worldofprime. Thus. One or two horses are normal. Carry This is the multiplier for the creature in the harness.

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

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

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

) Lighting a fire with flint and steel takes 1d6 full rounds.General Store Class Kits Class kits contain everything a character needs to perform that class’s function. and a STR 30 check to break free. wedge. various spell components Pup tent. A tin bowl and plate. retorts. flint and steel. a shovel and a Wilderness Lore check. lotions. twine. herbal medicines. healing kit: bandages. backpack. small steel mirror. false teeth. concentration. Lockpicks. Pick Locks. 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. mortar and pestle. 1d6 bludgeoning. Holy book. houses up to 20 ordinary people or 1 rich noble. Move Silently. sledgehammer. 25% chance of having any given antidote. A collection of tools a tradesman needs to perform his job. Adventurers planning to spend a lot of time outdoors may wish to invest in a Ranger’s kit. Effect Spell usage Ranger 10 gp 15 lb +2 to Wilderness Lore Cleric 50 gp 10 lb +2 to Healing Rogue 30 gp 5 lb +2 to Patric Mitchell (order #2310125) 1 . A Teepee is much more durable than a tent. Can also be lock-picked open at a DC 15. Wigs. Holds up to 12 Medium characters in tight quarters. elbow and knee pads. several bottles of ink. Imposes a -4 to Hide checks due to its large size. bed-roll. and can last a lifetime when properly cared for.worldofprime. 5 large sacks. It also requires tinder. Bottles. 50 ft twine. A huge tent. hair and skin dye. Class Wizard Cost 30 gp Weight 10 lb Contents Spellbook. quill pens. magnifying glass. mess kit. suffer a -2 to your Wilderness Lore checks. makeup. low wind. marked cards. a fine scale. If you don’t have shelter and the weather turns bad. (Ordinary snares and pits can be made with rope. hatchet. suitable for eating and cooking on. knife. an hour glass and a small metal stove. beakers. waterskin Holy symbol. 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. 5 torches. Houses up to 6 Medium characters. Crowbar. fish hooks. and provokes AoOs. Reflex DC 20. loaded dice. 10 ft pole. mountebank’s purse. 50 ft of silk rope and soft cloths to wrap your boots in. reagents. Appraise and Gambling +2 to Smashing and Looting +2 to Alchemy Fighter Alchemy lab Cosmetics bag Artisan’s tools 5 gp 100 gp 30 lb 40 lb 50 gp 5 gp 8 lb 10 lb +2 to Disguise Employment Camping Gear Everything an adventurer needs to live in the wild.

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

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

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

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

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

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

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

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

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

Used for turning fibers into thread. A cow will produce 2 sq. Buttons and clasps made from gold. A rare and exotic fur. Buttons and clasps made from fired clay or carved stone. The fur of one small domestic creature such as a rabbit or squirrel. here are some prices for objects they’ll never use. A thimble of metal.Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide 7. the tailor normally buys these items from other suppliers and merely adds them to the outfit. Enough trim for a lace collar or neckline. light leather such as calfskin or sheepskin. But in case they don’t. goat. Trimmings Decorative stitching Lace Swan feathers Peacock feathers Rabbit fur Fox fur Mink fur Wood Clay Brass Silver Gold Jewels Cost x2-x5 labor 1 gp 1 sp 1 gp 5 cp 5 sp 5 gp 1 cp 5 cp 5 sp 5 gp As much as you care to spend Sufficient for one item or for 1 yard Patterns and designs stitched into the cloth. The most prized of all Patric Mitchell (order #2310125) 1 . Sewing Shop Adventurers will probably resort to magic to repair their clothes. Trimmings Do not include Trimmings as part of the price for calculating creation times. you can always add more. Thicker. yard on a sheep. However. Prices will vary wildly depending on local availability. Fine wool yarn will cost 1 sp per skein. harder to obtain. a bull will produce 3. World of Prime © 2009 M C Planck 39 Ye Olde Shoppe www. it will be made of bone. strong and comfortable in heat or cold. There is about ½ a sq. Feathers from ordinary birds. fine leather. double or more the ordinary labor cost for the item. stronger leather such as bull-hide. Buttons and clasps made from silver. A wild fur. Item Scissors Thimble Needle Spool of thread Skein of yarn Spinning wheel Loom Cost 4 sp 1 sp 5 sp 1 sp 2 cp 10 gp 20 gp Weight ¼ lb 1/10 lb 1/10 lb 20 lb 50 lb Description Small metal scissors. or calf. A thin. in primitive societies. Buttons and clasps made from wood. harder to obtain. The complete fur from a large animal such as bear or lion. specially grown and treated. Soft.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 5 cp 5 sp 5 gp 50 gp ½ ¼ 1 1 3 1 ¼ ½ ½ 12 1 1 1 1 1 1 1/10 1/10 1/10 4 The finest possible use of linen or cotton. A rare and exotic fur. yards. Normally a steel needle. Handmade with complex patterns and exacting detail. wood. A wild fur. Buttons and clasps made from brass. or ceramic. The fur of one small domestic creature such as a rabbit or squirrel. Buttons and clasps made from gold or silver and set with jewels.worldofprime. Used for turning thread into cloth. Silver or gold thread is 1 gp to 10 gp a spool. Smooth. Feathers from rare and exotic birds. Silk intricately woven with patterns of silver and gold threads.

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

if you are a member of an opposed Patric Mitchell (order #2310125) 1 . Equally often. raise the dead. Having a Bless cast over your wedding is considered as de rigeur as a white dress and a fancy cake. World of Prime © 2009 M C Planck 41 Ye Olde Shoppe www. and in any case they usually wait until the child reaches adulthood to claim them for the faith. acting as a witness for the community. Weddings and funerals are the most common ceremonies. cure. while others will let the temples freely compete for the public’s approval. or building a house are also frequent requests for a blessing. the local rulers are stretched to the limit maintaining peace between competing faiths. Most villages will have a Shrine. and doesn’t have to leave his temple to do so. Some communities of mixed faiths will legally compel priests to treat all comers. casters over 9th level are exceedingly rare. Obtaining other spells will require a Diplomacy or Bluff check. The prices also assume the priest can cast the spell any time in the next 24 hours. with at least one first-level priest in attendance. they charge more for spells that don’t obviously advance their cause. Even Evil priests will only fleece their flocks for what they can afford. The priest will perform the ceremony for free. except in those places where the rulers are the local clergy. starting a new business. at government established rates. Invariably he will take the opportunity to preach his faith to a captive audience. plus any material components). with the incredible benefits a 9th level priest brings (like Raise Dead). Not only are they wise. tornadoes. Launching a ship. without a good or bad reputation. Cities or Royal courts will strive to have a Cathedral. blizzards and plagues. Few faiths practice baptism.worldofprime. “Are we going to be invaded this week?” This is equally valuable for earthquakes. and a sick one might make others sick. Spell-casting Pricing spells at a temple is problematic. Priests will charge lower prices for spells that advance their religious cause – such as Detect Alignment and Atonement. Towns will almost always have a Church and a caster who can Remove Disease. However. Keep in mind that the priest already has a full-time job healing and curing his flock. A dead peasant can’t work. never a transaction in gold. predict the future. then even Good churches might refuse to help you at any price. they can heal. On the other hand. then the price will be adjusted according to your need and your ability to pay. It is exceedingly difficult to invade a city by surprise when the High Priest is regularly casting Divination with the question. attempting to foresee and prepare for any catastrophes in the next week. Conversely. Imperial cities or metropolises might have several Cathedrals of different faiths. and will generally put them ahead of you in line for his spells. obtaining their services is always a personal favor. Life-saving spells will be subsidized (except for the material component) even to peasants. Ceremonies Priests often officiate at ceremonies. and tell when you’re lying. as long as he’s invited to the banquet (and paid for his spell). the rulers and the gods. Rulers everywhere will seek the support of the local clergy. Double the price for house calls or quick service. and the price will be high enough to make sure you don’t waste the priest’s time with frivolities (10 gp times the spell’s level. The prices below assume you are a stranger. If you are of the same faith. Another standard ceremony is the weekly casting of a divination. and of the same basic alignment (Good or Evil).Temples Priests play a huge role in society. tidal waves.

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

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

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

Herbal potion

1 cp – 1 gp


1 gp per flask 1 gp per flask

Greek fire


1 gp per dose 1 gp per spell

Mundane Material components

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

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


1 gp per engagement

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

1 sp 1 sp per item

1 sp per item

Cost 1 gp

1 gp

Identify (1st)

100 gp + 100 gp

Phantom Trap (2nd)

50 gp + 50 gp

Dispel Magic (3rd)

50–90 gp

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

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

30 gp + 50 gp 90 gp

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

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

Transmute Mud to Rock (5th)

50 gp

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

Continual Flame (2nd)

30 gp +50 gp

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






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Wyvern Antitoxin Cost 10 gp 50 gp 30 gp 3 cp 12 gp 100 gp 10 gp 9 gp 5 sp 1 gp 20 gp 150 gp 1 gp 2 gp 5 gp 20 gp 21 gp 70 gp 300 gp 1 gp Type Contact Contact Contact Ingested Ingested Ingested Ingested Ingested Inhaled Inhaled Inhaled Inhaled Injected Injected Injected Injected Injected Injected Injected Ingested Fort DC 14 20 16 11 13 15 14 20 11 11 16 18 11 12 14 18 18 24 17 +5 Primary 1d4 DEX 1 CON 1d6 CON 1 WIS 1d4 CON 1d10 HPs 1d8 INT 1d2 STR 1 INT 2 WIS 1d4 CHA 1d4 WIS 1d2 DEX 1d2 STR 1d4 STR 1d6 STR 1d6 DEX 1d6 STR 2d6 CON Secondary 1d4 DEX Daily 2d12 HPs 2d4 CON Death 1d10 CON Sleep +2 CON 2d4 CHA 2d4 WIS 1d4 HPs 1d4 CON 1d6 STR 1d6 DEX 1d6 STR 2d6 CON - World of Prime © 2009 M C Planck 47 Ye Olde Shoppe www. and is relatively safe. Ingesting the appropriate antidote before making the save grants a +5 (or +7 for a Masterwork antidote). Primitive tribes will equip their soldiers with poison.worldofprime. Manufacturing poisons is part of the Alchemy skill (the skill check to make a poison is the same as its Save DC). Only a single dose can be applied to a weapon at a time. technology and skills available. Poisons inflict their primary damage immediately and their secondary damage 10 rounds (1 minute) later. Sneaking Ingested poisons into someone’s food or drink requires the Sleight of Hand skill. After the first successful Patric Mitchell (order #2310125) 1 . Piercing attacks are best for delivering Injected poisons. Centipede Venom. 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. Slashing attacks grant a +2 on the save. A natural fumble on an attack roll requires a DC 15 Reflex save to avoid poisoning oneself (or a nearby ally). and Bludgeoning weapons cannot use Injected poisons. Spider Venom. Scorpion Venom. unless the saving throw was critically fumbled (a natural 1).Poisons Poisons vary wildly from area to area. Using Injected or Contact poisons on weapons or items is purely a matter of dexterity and caution. Worm Venom. to make up for their lack of metal weaponry. Snake Venom. extended sunlight. Wasp Venom. Exposure to water. Exposure to multiple doses of a poison inflicts multiple saves and damage rolls. in which case it is permanent. 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. or other environmental effects will also ruin the poison. but even in those tribes it is probably illegal to use poison on a fellow tribesman. These poisons are selected because they have no strong flavor or smell. The one constant is that they are almost always illegal (at least. for private use). depending on the materials. the poison is expended. Masterwork poisons cost x5 as much and have a save DC that is 2 higher. Ability damage is temporary (it returns at the rate of 1 per day).

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

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

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

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

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

200 gp 3. after all. Maintaining their loyalty is always Patric Mitchell (order #2310125) 1 .12 The cost for employing ranked warriors is much. equipment and advancement will be extra. Employing nobility over the third rank is unlikely.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. so they have the proficiencies of their class and the attributes suitable for a hero. These are almost always STR. 12 14.600 gp 4.000 gp 2. but do not think this means you can stint on the cost. if you are hiring spell-casters or spies. 2x Feats 6. However. Title Knight Banner Baronet Viscount Marquis Baron Count Duke Earl Prince Rank 1 2 3 4 5 6 7 8 9 10 Yearly pay 400 gp 800 gp 1. Men and women of Peerage rank (6th or higher) are not usually employed. or even CHA. 12 14. room and board. you could potentially pay a soldier as little as 10 gp a year. 14. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3. 14 16. DEX. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection.200 gp 1.400 gp 2. 2xFeats Attributes Daily Pay 1 sp 1. 2x Feats 9. Soldiers who have invested in training and practice are sturdier fighters. and this requires treating them well. or CON.800 gp 3. 2x Feats 12. much higher. or advancement. You can reduce their pay by providing the necessities for them. one gives them land to manage and accepts their fealty in return. as will the costs for their personal retinues. and can have a few attributes that are higher. 14 16. house. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. Feat 3. these stats can also be INT.600 gp 2. although it will still cost you close to 40 gp a year to maintain him. All of these individuals have a full class rank. and entertain high-rank nobility for a year. The rates below represent how much it costs just to feed. The one advantage soldiers have is that they do not pay taxes.worldofprime. instead.Attributes Normal attributes are 10 each. WIS.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www. Viscounts and Marquis expect to be second in command and possibly heir to the land. They receive their money directly from the tax collector. Thus.

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

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

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 1.000 lb of beef 4 sq. The value of this ore depends on its quality. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) Patric Mitchell (order #2310125) 1 . cause undue suspicion. yds of leather 1.000 gp / year Money-lender 5. An inn at a crossroads will do very well. A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore. what kind of ore it is.000 gp Inn (2.000 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. Although this quality of ore is rare. and occasionally be robbed. Establishment Tavern Capital 1.200 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.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 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.worldofprime. iron as a whole is not.Cattle Ranch Mill 1.000 gp) License (?) Operations 200 gp / year Freeman family (200 gp) 400 gp / year Freeman family (200 gp) 5 servants (200 gp) Revenue 400 gp / year Inn 800 gp / year Merchants The buying and selling of goods – as opposed to producing and selling goods – is an unusual business.000 gp) Capital (100.200 gp / year General Store 300 gp / year Importer 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. be subject to special taxes or forfeitures. and how much it costs to refine it. Using medieval technology.000 gp Gatehouse (10.000 gp) License (?) 2. at varying expense. the same inn on a dank moor will barely survive. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www. Liquor or gaming licenses may be required.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110.000 gp Tavern (1.

rich 6. Mine Iron. 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 3.000 gp) Engineer (200 gp) 12.120 gp / year 50 serfs ( Patric Mitchell (order #2310125) 1 .000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. Gold and platinum can be mined at similar rates. poor Capital 2.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7. despite the poor quality of ore.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war).000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4. Viking farmers often mined and smelted their own ore.400 gp / year 50 serfs (3.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2.500 gp / year 50 slaves (1. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1. tough and brave. Good miners are hard to come by: they have to be strong. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. average 3.600 lb of ore. The Romans mined ore in English bogs.200 gp / year 50 freemen (6.worldofprime. mining the ore is the easy part.000 gp / year 10 tons of iron Iron. but veins of these precious metals are much rarer. because it was still cheaper and easier than shipping metal all the way from Rome.000 gp / year 50 freemen (6. Refining the ore requires at least four times as much labor and consumes whole forests.000 gp / year 20 tons of iron Iron. In all cases. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks. 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) Engineer (120 gp) 4. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining).500 gp / year 900 lb of silver Gold 45.

or wheat per day.) 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.Bulk Goods Food Hay is cheap. Barley is more expensive. Humans and other medium-sized humanoids require at least 2 lb of oats. and people will do almost anything to augment it. Note that you must provide your own containers for these goods (except for bottled drinks). 1 1 1 1 1 Patric Mitchell (order #2310125) 1 .5 gp 5 gp 10 gp 15 gp 2 cp 2 cp 2 cp 8 cp 3 cp 4 cp 6 cp 10 cp 12 cp 4 cp Lbs. 10 4 1 1 1 1 1 1 1 1 1 1 1 1 8 2 1 1 1 1 1 1 1 1 Intoxicants Tea (10 gal) Beer (1 gal) Ale (1 gal) Wine (1 gal) Brandy (1 bottle) Champagne (1 bottle) Chewing tobacco Smoking tobacco Narrowleaf Flower of the Poppy Livestock Livestock Chicken Rabbit Goose Goat Sheep Pig Cow Ox Cost 5 cp 1 sp 1 gp 2 gp 2 gp 5 gp 25 gp 50 gp Weight 3 lb 2 lb 15 lb 50 lb 150 lb 250 lb 1. rice. Warhorses and such are often fed barley because it is easier to carry and more nutritious. but animals only require 1% of their weight per day. but animals require 2% of their weight per day. Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal.000 lb Cost 2 sp 1 sp 2 sp 4 sp 1 gp 10 gp 1 sp 2 sp 5 sp 1 gp Lbs.000 lb 2. This is a miserable subsistence diet. 1 8 8 8 2 2 1 oz 1 oz 1 oz 1 oz Prepared Food Sausage Honey Butter Cheese Bread Pastry Trail rations (1 day) Cost 4 cp 1 sp 2 cp 4 cp 4 cp 1 sp 5 sp Lbs.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe www.worldofprime.000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1.

5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.008 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 2.3 gp 0.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.1 gp 0.004 gp Patric Mitchell (order #2310125) 1 .worldofprime.002 gp 0.4 gp 0.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.5 gp 5 sp 5 gp 7.01 gp 0. ½ 1 ½ 1½ 5 1 ½ ¼ 1 1 3 1 2¼ 4½ 4½ 12 Precious materials Material Marble Coral Ivory Cost per lb 1 gp 10 gp 100 gp World of Prime © 2009 M C Planck 59 Ye Olde Shoppe www.2 gp 0.5 gp Lbs.1 gp 1 gp 2 gp 5 gp 5 gp Gems Gem Jacinth Onyx Ruby Topaz Emerald Sapphire Pearl Amethyst Diamond Color Orange Black Red Yellow Green Blue White Purple Clear Cost per carat 10 gp 25 gp 500 gp 50 gp 750 gp 250 gp 1 gp 100 gp 1.006 gp 0.5 sp 1 gp 2.

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