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

Patric Mitchell (order #2310125) 1 .

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

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

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

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

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

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

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

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

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

Using two Sai will grant a +2 to AC (but still only a +2 to Disarm checks). Improved Crossbow Damage Cost Weight 1d8+1 70 gp 7 lb 1d8+2 105 gp 8 lb 1d8+3 140 gp 9 lb 1d8+4 175 gp 10 lb Reload Time 1 round 2 rounds 3 rounds 4 rounds Arbalest A steel crossbow that requires a winch (and an entire round) to reload.Halberd A hammer. The halberd has a multifaceted head and can do any kind of damage: Bludgeoning. The halberd is particularly effective against Patric Mitchell (order #2310125) 1 . You can load any crossbow with prodds (metal balls) to do 1d4 Bludgeoning damage instead of 1d8 Piercing. Improved versions can be made that cause additional damage (effectively the same as a STR bonus). Heaver versions can be reloaded with a winch. It can also use prodds as ammunition. spike and hook all on the end of a pole. It is so heavy and dangerous to use that it requires military training. Slashing. It provides a +1 AC when used in melee combat. The simple point-and-click interface makes it suitable for anyone to use. or Piercing. doing 1d6 Bludgeoning damage. blade. 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. Crossbow A wooden crossbow that can be reloaded by hand in ½ a round (a Move action). Sai This over-sized fork is designed to disarm and defend. as it can be used to Set against a charge and then used to pull the rider from his horse (a Trip attack).

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

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

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

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

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

or a good working horse like the American Quarter-horse. it makes an excellent mount. 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. but they can survive off bread and scraps.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. as they tend to be uncontrollably violent. only larger and meaner. The extra Exotic mounts mobility on the march and the battlefield can be worth the price.000 gp 9. Wolf Includes large war-trained dogs like German Shepards.worldofprime. Deinonychus The only really suitable riding dinosaur. could be problematic. Destrier The legendary warhorse. Warpony Tougher and sturdier than an ordinary pony. strong and willing to fight. Fast and vicious. Dogs will eat meat if they can get it. World of Prime © 2009 M C Planck 16 Ye Olde Shoppe www. or can be ridden by Small characters. Draft horse A huge. One solution is the Animal Friendship spell. These creatures can be trained to fight as a pack. Dire Boar Like their smaller cousins. and thus their ownership might require legal permission or social status. Huge.000 gp 4. heavy Clydesdale. Courser The Arabian hot-blooded racing horse. the meat is as tough as old shoe-leather. suitable for pulling plows or wagons full of ale. Dire Wolf. Exotics Boar Wolf Dire Wolf Dire Boar Deinonychus Rhinoceros Elephant Triceratops Cost 200 gp 150 gp 3. usually ridden by halflings or children. Ridgebacks and Newfoundlands. Convincing one not to eat you. Some of these mounts can only be found in certain geographical climates. however. however.000 gp 4.500 lb Boar These animals make good war mounts because they like attacking Patric Mitchell (order #2310125) 1 . At least they are cheap to feed – they’ll eat anything.000 gp 3.Pony A small horse. trained for war. these animals are suitable for hobliars: men who ride to battle but dismount to fight.000 gp 7. All of these creatures are trained for battle.000 lb 1. Palfrey Traditionally a woman’s riding horse. They don’t make good eating. medieval warhorses were valued at the lives of three grooms – because that’s how many they would kill during their training. It is unlikely that any civilized society would employ these creatures.

and since they cannot fly Patric Mitchell (order #2310125) 1 . Even if they are. they cannot undo these avian bridles. no matter how much money you have to spend.000 gp 4.000 gp 8. studies show that griffons that leave the battlefield with unconscious riders tend to become bored and eat them. If their riders are incapacitated in combat. and its talons do 1d4 damage. Shorttempered. they tend to charge at the drop of a hat. dragging and lifting logs with their powerful trunks. if you can get them to stop eating your grooms. Triceratops You can practically build a castle on the back of these (or a double-sized howdah). Elephant Bowmen in the howdah will defend the creature from spearmen. Can also be used Flying mounts to perform considerable manual labor.000 gp 5. These even more exotic war mounts are not necessarily available in any given area. Also suitable for large giants to ride. or an act of enslavement. its AC is one lower (16). so they will only be found in Good societies. Some evil societies may use constant mindcontrol effects to maintain their own enslaved herd of Pegasi. World of Prime © 2009 M C Planck 17 Ye Olde Shoppe www. so using them as mounts is either voluntary on their part. 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. partly due to their Chaotic nature. and able to detect Evil at will. Because the birds lack hands. These animals are exceptionally intelligent and will remember and resent ill treatment. they are effectively chained. Although they only eat as much as a horse. Griffon A cross between a lion and a bird of prey. with bad sight and terrible hygiene. because they are the fastest and strongest flying mount possible. griffons are powerful combatants in their own right.Rhinoceros Large enough to carry ogres or hill giants. The cost associated with them is not so much a purchase price (Good societies don’t buy and sell sentient beings) as an expression of how much effort it requires to raise one to maturity. They are also intelligent. and lots of it.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. while the driver directs it to trample anything in the way. the griffon will likely continue to attack on its own.worldofprime. Griffons will only eat meat. There are societies that control the birds with special blindfolds that snap shut when not operated by a rider.000 gp 4. Flying Giant Hawk Giant Eagle Hippogriff Pegasus Griffon Cost 2. but its HPs are higher. their ownership is likely to be restricted to certain social groups by law or tradition. This is due to careful training. rather than fly to some place of safety where its rider might be healed. these aggressive creatures make excellent war mounts. Hippogriff A bizarre cross between horse and bird. Giant Eagle These creatures are intelligent. Pegasus The legendary winged horses are the most prized of all aerial cavalry. This creature fights like a Hawk.

World of Prime © 2009 M C Planck 18 Ye Olde Shoppe www. Allows the mount to carry its full Heavy load in cargo. or otherwise civilized roads. There is no place for a rider to sit. Flying Saddle Saddle bags Pack Saddle Stabling Shoeing Howdah Barding 50 gp 4 gp 5 gp 4 gp 4 gp 200 gp varies 20 lb 8 lb 15 lb 500 lb varies The weight and cost is given for a Large animal. Grants a +2 Circumstance bonus to Ride checks. causing almost any creature to stop moving. This is the price per year to lease or maintain a stable for a horse. reduce the cost/weight by ½. paved. these are blindfolds over the eyes. On the other hand. Rather than a bit in the mouth. If the rider is not actively manipulating the reins. No mount can use a shield. Necessary to allow the animal to pull a wagon. you can’t dismount without spending 2 rounds untying yourself. Be sure to protect that valuable addition to your stables. and Flying mounts can’t wear Medium or Heavy barding.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. but still leave room for a rider. Riding checks are -4 without a saddle of some kind. or plough. Necessary once a year for horses or other hoofed animals being ridden on packed. sleigh. the blindfolds snap shut. so for Medium ones. You can be tied into the saddle so you can’t fall off. Provides cover for 4 Medium or 8 Small characters (Huge mount only). exotic animal like an elephant or triceratops. Allows the mount to carry up to ½ its Light load in equipment and gear. Barding comes in all the same forms as Patric Mitchell (order #2310125) 1 . Exception: the howdah is already weighted and priced for a Huge.worldofprime.

1 story 250 x 500 ft. In times of war or emergency. 2 stories 50 x 80 ft.000 gp 5.000 gp 400. entire military units can gain this AC bonus when fighting other armies. as well.000 gp 10. 4 stories 150 x 150 ft. 3 stories 500 x 500 ft. Cost Maintenance on a building is approximately 1% per year.000 gp 100. 1 story 20 x 20 ft.000 gp 15. 1 story 50 x 50 ft.000 gp 250.000 gp 1. Occupancy This is the number of people who can live comfortably in the building. fortifications and other improvements.000 gp 50.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft.000 gp 5. up to x4 as many soldiers or refugees can occupy the building for weeks at a time. roads.000 gp 100. 1 story 20 x 20 ft. While individuals can use any wall as cover or concealment.000 ft 10 ft deep x 1.000 gp 500. 3 stories 500 x 500 ft.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own.000 gp 4.000 gp 200.000 gp 1. 3 stories 350 x 350 ft.000 ft 40 ft tall x 20.000 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.worldofprime.000 gp 500. 3 stories 15 ft tall x 4. The mason’s guild is the place to go for buildings. AC Bonus This is the amount of military defense the structure adds. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed. 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. 2 stories 200 x 200 ft. Rent is typically 5%. Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1.000 ft 20 ft tall x 10. 1 story 30 x 40 ft. 1 story 50 x 80 ft. 1 story 100 x 100 ft.000.000 gp 1. 1 room 50 x 50 ft.000 ft 30 ft tall x Patric Mitchell (order #2310125) 1 .

Cave A natural cave complex. wattle and daub. beams.000 gp 5. House A basic house. 2 stories 200 x 250 ft. Murder-holes allow the 20 Ye Olde Shoppe www. The price reflects its value.000 gp 50. 10 Large. The gate is thick wood strengthened by iron bands. Tavern. Palace Luxurious accommodations for nobles and their servants. and location Manor A two-story building with three to five rooms per floor. 2 stories 350 x 350 ft. 1 story 150 x 200 ft. depending on quality.000 gp 200 gp 500 gp 300 gp 5. possibly with a loft. Mansion Three stories. or brick. Obviously houses vary considerably in value.000 gp 200. Bailey A wooden fort surrounded by a 10 ft tall log wall. Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified entrance. 1 story 50 x 70 ft. dirt. 2 stories 50 x 80 ft. roofs vary from thatch. with extravagances such as ballrooms. 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.Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost 1. Walls are made from everything to logs. shingles and tiles. with three to five rooms. 1 story 100 x 100 ft. Inn Simple rooms for 10 guests and the tavern keeper’s family. 1 story 50 x 80 ft. usually on a large World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . Inns have larger rooms of higher quality. size.000 gp 2. Cavern Huge caverns with many artificial tunnels and additions. 2 stories 200 x 200 ft. Unless you can employ dwarves or magic. you can’t actually build a cave. slate.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 ft. 2 stories 40 x 50 ft. wine cellars. 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. Another 20 people can sleep in the common room in front of the fire. Cottage A two-room hovel.000 gp 500.000 gp 50. Barracks Quarters and furnishings fit only for soldiers. House construction varies according to the technology and civilization. trees 50 x 80 ft. Apartment Renting a room in a Manor house. adobe.worldofprime. 1 story 80 x 100 ft. sod. or 2 Huge animals. separate kitchens.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft.000 gp 50. sawed planks. 1 story 250 x 250 ft.

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

Plateaus or mesas will be valued as flat land of the appropriate type. not counting any buildings or Patric Mitchell (order #2310125) 1 . Pasturage is flat. but unsurfaced. Farmland is developed land. Swampland is worth something. This is how canals deal with hills. location. A square mile of fully developed prime farmland would cost 3. plowed. as it is possible to eke a living out of it. with enough space to pull over and let oncoming traffic pass. its productive value in either crops or lumber is small. it’s just pasturage. A sturdy arched bridge. However.000 gp 1 cp Land Land Mountain Forest Pasturage Farmland Swamp Village Town City Desert Coastline Price per acre ½ gp 1 gp 2 gp 5 gp ½ gp 10 gp 100 gp 1.000 gp 10. or a wagon in each direction at the same time. The first three rules of real estate are location. animal. In many societies land will not be for sale to non-nobles. in bad weather it can become impassable. Every city needs a forest close at hand to supply firewood and building materials. no wagons. and the weather is generally wretched. tilled. Highways and bridges may charge a toll of a cp per person. fenced and properly watered. otherwise. so even civilized realms will still contain many forests. location. Highway 100 gp/mile Wooden Bridge Stone Bridge Canal Canal Lock Dam Tolls 100 gp 1. Land in prime locations may cost much more than the listed price. paved with stones and mortar. locks are where traffic in different directions can pass each other. bad weather has little impact on its effectiveness. or one in each direction. This is a 100 ft wide dam. A double-wide column of troops. The surface is “metaled. A simple beam design. either because the soil is poor or there is little irrigation or rainfall. Two wagons side-by-side. It is also within an hour’s walk of a fortified place that can protect the farmers. Compare this to the price of a magic sword. Strong and wide enough for 2 heavy wagons sideby-side. Traditionally a 9th level individual must build and inhabit a castle before people will consider the area “safe. hilly land that is usually only suitable for mining.” that is. Also. Bad weather has little effect on highways. or wagon wheel. Because it is so primitive. strong and wide enough for only one wagon at a time.200 gp.000 gp Free x2 Mountains are rocky. Nobody is going to labor in the fields unless they feel safe. traveling is difficult. especially in cities.worldofprime. The road is clear and level.000 gp 100 gp/mile 1. Larger dams may be beyond the skill of ordinary craftsmen. clear land not really suitable for farming.Roads Track Trail Road Cost 1 gp/mile 10 gp/mile Description Single-file foot or horse traffic. but no one will buy it until it has been shown to be safe to live in. Allows a barge to be pulled or poled along. uncivilized land is free to claim.” World of Prime © 2009 M C Planck 22 Ye Olde Shoppe www. Wild. or a single wagon. Forests contain lots of trees which must be cleared before the land can be effectively farmed.

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

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

World of Prime © 2009 M C Planck 25 Ye Olde Shoppe www. Carry This is the multiplier for the creature in the harness. you know it’s time to visit the cartwright’s yard and buy a wagon. but only on snowy days. From one to four horses can be attached to a wagon.000 lb 2.000 lb Carry 200 lb x1 x2 x2 x1 x2 x2 x5 x5 x5 Tech Wild Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Sleigh The popular one-horse open sleigh.000 lb of cargo. designed to be pulled by two to eight dogs.000 lb wagon can carry an additional 3. You can push it at 20 ft per round.000 lb as a Heavy load (but the wagon itself already weighs 1. However. trying to Run with a wagon imposes a -4 penalty to any Riding checks. Vehicles Wheelbarrow Travios Dog sled Sleigh Pack Saddle Cart Chariot Wagon Large Wagon Carriage Cost 10 gp 1 gp 10 gp 20 gp 5 gp 15 gp 50 gp 35 gp 50 gp 100 gp Weight 20 lb 20 lb 50 lb 400 lb 15 lb 200 lb 400 lb 1. With two draft horses this would only be a Medium load.000 lb). This is the only vehicle priced for Medium-sized animals. The animal cannot Run or double move without destroying the travois. One or two horses are normal. Chariot Either a fancy surrey with a fringe on top. Suitable for going to Grandmother’s house.000 lb 2. a Pack Saddle allows a Draft horse to carry 200 lb as a Light load and 600 lb as a Heavy load. Thus. with anywhere from one to eight horses in front. traveling at top speed. or an open-faced spiked-wheel war machine. all other vehicles assume Large animals. Four Coursers would allow up to 900 lb as a light load. In general vehicles can carry a maximum of three times their own weight.Cartwright’s Yard When you have so much loot you can’t carry it all. with a superior suspension designed for comfort and Patric Mitchell (order #2310125) 1 . Sled A dog sled. A Wagon would allow the same horse to pull 1.worldofprime. so a 1. with a harness for one creature. Cart A small two-wheeled cart. Only works over snow. Large Wagon The most efficient pulling mechanism possible. Carriage An enclosed cab. Or a surrey with a fringe on top. up to four horses can be attached for maximum speed. that equals the weight of the chariot plus two warriors in full battle gear. Wheel-barrow A one-wheeled cart with handles. Trying to Run with a cart imposes a -4 skill check penalty.000 lb as a Light load and 3. but you can’t run with it. a Large wagon can have up to eight horses. Wagon. Travios Two poles that drag on the ground from the animal’s back.

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

it only has DR 1 but it weighs so little one man can pick it up and walk with Patric Mitchell (order #2310125) 1 . World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www. It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks. 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. a simple sail.000 gp 5.000 gp 15. If it’s made out of wood. or long poles used to push against the river bottom. Canoe If it’s made out of leather.000 gp 25.000 gp 10. Inflicts a -8 to any Sailing checks. it has DR 5 but weighs at least 500 lb. since it reflects the vessel’s ability to absorb damage).000 gp 3. Rams ignore DR of 5 or less. powered by oars. Sometimes used as a shiptender (a shuttle servicing a larger ship). or both. Includes a large fishing net. -2 to all Sailing checks. 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 20. Powered by oars. Rowboat (-2 Sailing checks) A rowboat or skiff.additional 10 pts of damage per point you beat the enemy captain’s roll by. Pinnace A light. fast sailboat.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. oars. Cost Maintenance is typically 10% of the purchase price per year.000 gp 30. this is how much its defenses are worth to you. Powered by a sail. Fishing boat Big enough to spend all day at sea. and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process.worldofprime.000 gp 10.

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

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

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

Light sources create shadowy illumination in twice the radius they create full illumination. Will not go out in strong winds. Useful for peering around corners or shaving (but imposes a -2 to spot checks). burns a pint of oil in 3 hours. A wooden barrel. This is perhaps the most common magical item in the entire world. Lighting a fire with flint and steel takes 1d6 full rounds. low wind.without a penalty. or any other activities – such as fighting . 5 gal. large Glass windows Magnifying glass Cost 1 cp 5 sp 5 gp 2 cp 1 sp 1 gp 5 gp 80 gp Weight 1/10 lb 5 lb 50 lb 1 lb 1 lb 2 lb 3 lb ½ lb Effect A candle illuminates a 5 ft radius and burns for 1 hour. Silver backing on a clear glass plate. Too delicate to carry on an adventure. Illuminates a 20 ft radius forever. in fact. illuminates a 30 ft radius for 1 hour. Holds five candles. Holds fifty candles. Open-faced wooden bucket. burns a pint of oil in 6 hours. with a stopper. 1 gal. depending on the magic abilities of the local populace. Stained glass windows are also the same price. Description Made of metal and extremely durable. Clay. concentration. Illuminates 30 ft cone. Grants a +2 to Appraise checks. Comfortable to wear and not likely to break. Illuminates a 30 ft radius. Illumination allows fine work. A masterwork glass grants a +4. Reasonably fragile. Illuminates a 15 ft radius. silvered Mirror. 10 gal. A huge clay jug designed for shipping liquids. 50 gal. 1 gal. 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. but makes an impressive statement in your main hall. burns a pint of oil in 3 hours. and provokes AoOs. Illuminates a 20 ft radius for 1 hour. Item Candle Candelabra Chandelier Torch Lamp Lantern Storm Lantern Everburning Torch Oil. Colored glass is the same price. Price varies from 50 to 100 gp. 1 pint ½ gal. 7 gal. pint Flint and Steel Mirror. It also requires tinder. Can cover 5x5 ft and burns for 2 rounds. or will fuel a lamp for 6 hours. but holds more. unbroken plates. reinforced with iron bands. holds one dose of a potion. Patric Mitchell (order #2310125) 1 . illuminates a 15 ft radius for 1 hour. Illuminatiorium Light is a preoccupation of workers and adventurers. Glass. with a stopper. Shadowy illumination generally imposes a 20% miss chance and allows people to hide without needing cover. but also much more fragile. 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. A wooden keg.worldofprime. as making small pieces of glass is easier than making single. Much cleaner image than a steel mirror. it’s clear glass that’s hardest to make. steel Mirror.

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

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

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

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

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

gold buttons Silk doublet. 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. wide-brimmed leather hat. silvered and feathered Brocade head-piece. silk gloves trimmed in lace. heavy leather belt with a brass buckle. lace trim Evening gown. with rabbit-fur ear flaps Velvet chapeau. heavy leather belt and suede boots with silver buckles. a lion or bear fur cloak.worldofprime. burlap-strip sandals. light leather shoes. Silk doublet and jacket with gold buttons. Wool doublet and jacket with silver buttons. 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. linen Patric Mitchell (order #2310125) 1 . suede purse with silver clasps. Linen tunic and leggings with brass buttons. You’ll also need jewelry. stout boots trimmed in rabbit fur Gloves Burlap work gloves Canvas work gloves Leather gloves Long lace gloves Silk opera gloves. a huge brocade hat. Burlap tunic and leggings with wood 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. lace gloves. silk sash and long silk slippers with gold studs. brass buttons. a woolen cloak trimmed in fox fur. Sturdy leather coat with many pockets and brass buttons. silk. canvas trousers. stout leather boots trimmed in squirrel fur. belt with a brass buckle. light leather boots. gloves and a floppy hat. with silver studs and a peacock feather. silk trousers. at least a signet ring. demin. woolen trousers. a velvet hat trimmed in fox fur. lace trim and pearls Ceremonial Robes. silk purse with gold clasps. Gems and jewelry are extra. fox-fur Silk slippers w/ mink High. gold buttons. gold and pearl inlay Footwear Burlap sandals Leather shoes Soft leather boots lined with rabbit fur Suede boots. Peer 200 gp Adventurer 10 gp Common items Clothing Serf’s burlap tunic Burlap leggings Canvas blouse with leather laces Denim trousers with brass buttons Fine linen tunic with brass buttons Cheap woolen leggings Fancy linen blouse Wool jacket and trousers. linen tunic with fired-clay buttons. Magic rings not included. lace collar Silk tights Blouse and skirt. Canvas tunic and leggings with fired-clay buttons. clay buttons Burlap peasant dress Fancy demin dress Linen dress.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. as is the crown.

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

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

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

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

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

expect Good priests to put non-lethal spells into their glyphs. or himself. This is the same price as an Everburning torch. Usually only used by law enforcement to search for stolen goods. He may choose to impose an additional penance as a condition of the atonement. Don’t even bother with the Bluff check. 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. The priest will not spy on people who scare him. Remember that the priest is going to hear your questions and answers. This is the level at which priests can begin making magic weapons and armor.Church (5th level) Remove Blind/Deaf Remove Disease Obscure Object Speak with Dead Dispel Magic Glyph of Warding Locate Object 5 gp 5 gp 25 gp 25 gp 10 gp 25 gp +200 gp 25 gp Continual Flame Magic weapons and armor 30 gp +50 gp Varies It’s all fun and games until someone loses an eye. The advantage to this spell is that it can be cast on you. Diplomacy/Bluff check at -20 to convince the priest your petty questions are worth his god’s time. Then it’s an expensive trip to the local priest. Certainly not for you. If the spell Patric Mitchell (order #2310125) 1 . or wizards. Expect to pay for the scroll if you are in a hurry. expect to pay a stiff fine. If you need the attention of a higher-ranked priest. There is a high price on this spell to stop you from asking the priest to find trivialities like your keys. Expect a lecture on the foolishness of playing with Undead. Chances are the priest isn’t familiar with anyone you want to talk to. However. Diplomacy/Bluff check to explain why you need to spy on someone. Not as useful as you’d think. expect to pay a lot more. it is illegal to buy private divinations. like his rulers.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. Good luck explaining why you need to hide an object from Scrying for 8 hours. Priests often waive their part of the fee for those who have died in the service of the faith. It may take several attempts to free you from that cursed item (chances of finding a priest over 9th level are slim). However. Why would they want to arm the competition? Cathedral (9th level) Divination 50 gp +25 gp Restoration Sending Neutralize Poison Tongues Atonement Break Enchantment Commune 25 gp +100 gp 25 gp 25 gp 25 gp 0 gp +500 gp 50 gp 1. In many cities. state. or defense of the community. so you need to make your own arrangements for the return trip. though. Fix almost any ability damage and negative level drains. but if you buy the spell from the priest. the spectacle of the priest parading around town tends to give thieves a chance to smuggle the goods out of range. Just remember – he’s not coming with you. In some places this spell is standard practice at funerals. However. You’ll have to pay for all of them. The priest is not going to bother his patron for anything less than the safety of the community. In some places. The priest is going to know what you did. superiors. World of Prime © 2009 M C Planck 43 Ye Olde Shoppe www. don’t expect them to sell items to members of different faiths. cause. And if you let a child set it off.worldofprime. his church. and b) contagious. you can have it cast on whatever object you want. You still have to come up with the material component. so you can read your ancient documents without letting the priest read them too. You can probably get a hefty discount on this spell if you can convince the priest that you’re a) poor. The color of the light will be tinted towards the priest’s alignment. For custom colors. Shopkeepers have a legitimate right to protect their premises. too. Most priests have several copies of this on a scroll. see a Wizard. for emergencies. the priest will probably take that as an omen that he shouldn’t be trying to foresee that particular future.

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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Ability damage is temporary (it returns at the rate of 1 per day). The one constant is that they are almost always illegal (at least. in which case it is permanent. and Bludgeoning weapons cannot use Injected poisons. unless the saving throw was critically fumbled (a natural 1). Poisons inflict their primary damage immediately and their secondary damage 10 rounds (1 minute) later. Worm Venom. Masterwork poisons cost x5 as much and have a save DC that is 2 higher. Using Injected or Contact poisons on weapons or items is purely a matter of dexterity and caution.worldofprime. Wasp Venom. Spider Venom. the poison is Patric Mitchell (order #2310125) 1 . Sneaking Ingested poisons into someone’s food or drink requires the Sleight of Hand skill. 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. Only a single dose can be applied to a weapon at a time. depending on the materials. and is relatively safe. Exposure to water.Poisons Poisons vary wildly from area to area. extended sunlight. A natural fumble on an attack roll requires a DC 15 Reflex save to avoid poisoning oneself (or a nearby ally). to make up for their lack of metal weaponry. Scorpion Venom. Centipede Venom. or other environmental effects will also ruin the poison. Exposure to multiple doses of a poison inflicts multiple saves and damage rolls. 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. for private use). technology and skills available. 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. Snake Venom. Slashing attacks grant a +2 on the save. These poisons are selected because they have no strong flavor or smell. Piercing attacks are best for delivering Injected poisons. 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. but even in those tribes it is probably illegal to use poison on a fellow tribesman. After the first successful hit. Manufacturing poisons is part of the Alchemy skill (the skill check to make a poison is the same as its Save DC).

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

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

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

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

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

house.Attributes Normal attributes are 10 each.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. 2xFeats Attributes Daily Pay 1 sp 1.600 gp 4.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www. They receive their money directly from the tax collector. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3. instead. Maintaining their loyalty is always necessary. if you are hiring spell-casters or spies. and this requires treating them Patric Mitchell (order #2310125) 1 . 12 14. and entertain high-rank nobility for a year. Soldiers who have invested in training and practice are sturdier fighters. so they have the proficiencies of their class and the attributes suitable for a hero.12 The cost for employing ranked warriors is much. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. you could potentially pay a soldier as little as 10 gp a year. 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. Thus.400 gp 2. However. but do not think this means you can stint on the cost. 14 16. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection. You can reduce their pay by providing the necessities for them. or even CHA. although it will still cost you close to 40 gp a year to maintain him. equipment and advancement will be extra. these stats can also be INT.worldofprime. 2x Feats 12. room and board. All of these individuals have a full class rank. 14.200 gp 1.800 gp 3.000 gp 2. or advancement. The one advantage soldiers have is that they do not pay taxes. as will the costs for their personal retinues. Viscounts and Marquis expect to be second in command and possibly heir to the land. 14 16. The rates below represent how much it costs just to feed. Employing nobility over the third rank is unlikely. 2x Feats 6. 2x Feats 9. 12 14. after all. much higher. These are almost always STR. WIS. Feat 3. or CON. Men and women of Peerage rank (6th or higher) are not usually employed. and can have a few attributes that are higher.200 gp 3. one gives them land to manage and accepts their fealty in return.600 gp 2. DEX.

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

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

com Patric Mitchell (order #2310125) 1 . Using medieval technology. and occasionally be robbed.000 lb of beef 4 sq.worldofprime. the same inn on a dank moor will barely survive.000 gp / year Money-lender 5. The value of this ore depends on its quality.000 gp) License (?) 2. a good miner can produce up to 600 lb of ore a day.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. what kind of ore it is.000 gp Gatehouse (10.200 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. and how much it costs to refine it. at varying expense.200 gp / year General Store 300 gp / year Importer 1.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1. Establishment Tavern Capital 1.000 gp Tavern (1.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www.000 gp Inn (2. Liquor or gaming licenses may be required. yds of leather 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 / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 . cause undue suspicion.Cattle Ranch Mill 1. A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1.000 gp / year Mines Mines are unique in that the profit they generate depends less on the labor expended than on the quality of the mining site. iron as a whole is not. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1.000 gp) Capital (100. It will probably require a license. An inn at a crossroads will do very well. be subject to special taxes or forfeitures. Although this quality of ore is rare.

Gold and platinum can be mined at similar rates.000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2. Refining the ore requires at least four times as much labor and consumes whole forests. poor Capital 2. Good miners are hard to come by: they have to be strong.000 gp / year 50 freemen (6.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks. tough and brave. average 3.000 gp) Engineer (200 gp) 12. rich 6. despite the poor quality of ore. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks. Viking farmers often mined and smelted their own ore.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www. The Romans mined ore in English bogs.120 gp / year 50 serfs (3.000 gp / year 20 tons of iron Iron.400 gp / year 50 serfs (3.500 gp / year 900 lb of silver Gold 45.500 gp / year 50 slaves ( Patric Mitchell (order #2310125) 1 . A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining). 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 60 tons of iron Silver 3. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war).000 gp) 5 Guards (200 gp) Engineer (200 gp) 7.000 gp / year 10 tons of iron Iron. mining the ore is the easy part.600 lb of ore. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.000 gp) Engineer (120 gp) 4. 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. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1. Mine Iron.worldofprime.200 gp / year 50 freemen (6. In all cases.

com Patric Mitchell (order #2310125) 1 .Bulk Goods Food Hay is cheap. This is a miserable subsistence diet. rice.worldofprime. Barley is more expensive. Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal.000 lb 2. Warhorses and such are often fed barley because it is easier to carry and more nutritious. Humans and other medium-sized humanoids require at least 2 lb of oats. 1 1 1 1 1 0. but animals only require 1% of their weight per day. but animals require 2% of their weight per day.000 lb Cost 2 sp 1 sp 2 sp 4 sp 1 gp 10 gp 1 sp 2 sp 5 sp 1 gp Lbs. Note that you must provide your own containers for these goods (except for bottled drinks).000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe www. and people will do almost anything to augment it. 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.) 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. or wheat per day.5 gp 5 gp 10 gp 15 gp 2 cp 2 cp 2 cp 8 cp 3 cp 4 cp 6 cp 10 cp 12 cp 4 cp Lbs. 1 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.

worldofprime.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.008 gp 0.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.4 gp 0.01 gp 0.002 gp Patric Mitchell (order #2310125) 1 .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.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.006 gp 0.004 gp 0.2 gp 0.5 gp Lbs.5 sp 1 gp 2.5 gp 5 sp 5 gp 7.1 gp 0.3 gp 0.1 gp 1 gp 2 gp 5 gp 5 gp Gems Gem Jacinth Onyx Ruby Topaz Emerald Sapphire Pearl Amethyst Diamond Color Orange Black Red Yellow Green Blue White Purple Clear Cost per carat 10 gp 25 gp 500 gp 50 gp 750 gp 250 gp 1 gp 100 gp 1. 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.

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