Lejendary Adventure - Equipment Lists
| Low List |
|
$100 in coin of the realm armor, cloth, half garment arrows, sheaf of 24 axe, belt or cleaver or hatchet bow case, quiver and 12 arrows bow, light club, ordinary club, spiked dagger, long dagger, short with sheath fighting staff knife, with sheath knife, heavy knife, throwing, pair pole-arm, short sling, leather with 12 lead shot spear, short whip belt, leather, narrow boots, low, hard-soled boots, low, soft-soled cloak, dark clothing, beggar type, with bowl, wooden and crutch, wooden clothing, common suit, colorful clothing, common suit, dark clothing, common suit, light clothing, motley suit, colorful, with cap, fools type hat, low brimmed, colorful hat, low brimmed, dark hat, low brimmed, light hood, colorful hood, dark hood, light sandals sash, colorful sash, dark sash, light shoes balls, baked clay, half-inch diameter, 100 in cloth bag canteen, water gourd one quart, with leather thong sling drums, two (large and small) grease, clay pot of, with rag wrapping hook, iron, trebell (grapel) hook, iron, lifting horn, trumpet lantern, candle, with tinder box line, ordinary rope, 30 foot coil pan pipes poison, ingestive (1 dose with 3-5 harm after 1 ABC time delay), 10 dose bottle poison antidote (1 dose stopping all continuing harm after 1 ABC time delay), 1 dose makeup, entertainment/disguise, various items in a leather case mandoline pouch, belt leather pouch, shoulder, with sling, cloth sack, large, heavy, with leather thong neck-wrap handle, 10 feet long torch, wood, and resin-soaked rope, 30 minute burn time, 4 beer, one quart jug bread and cheese for one person for four days flour, three pound cloth sack of salt, one pound cloth sack of sausage, two pound vinegar, quart jug file and lock pick in leather case hammer and chisel, metal-cutting jimmy-bar, small and pry bar saw, small, metal and saw, small, wood donkey, pack/riding |
| Middle List |
|
$1000 in coin of the realm armor, cloth garment, full armor, leather, half shield, large shield, standard arrows, sheaf of 24 axe axe, belt or cleaver or hatchet bow case, quiver and 12 arrows bow, light bow, medium crossbow, small dagger, long, with sheath dagger, short, with sheath quarrel box, waist belt, and 20 quarrels spear, light/throwing spear, long spear, short sword, cutting and thrusting, with scabbard belt, leather, broad or narrow, and boots, low, hard or soft soled cloak, colorful, with or without hood cloak, dark, with or without hood cloak, light, with or without hood clothing, good suit, colorful, with hat clothing, good suit, dark, with hat clothing, good suit, light, with hat armor repair tools, kit backpack, pouch, belt, pair, and pouch, shoulder, with sling, all leather flute and mandoline salve, burn healing (-50% health recovery time), 7 application jar) salve, wound healing (-50% health recovery time), 7 application jar) horse, gelding horse, mare mule, riding mule, pack |
| Upper List |
|
$25000 in coin of the realm armor, leather, full, with belt, broad and boots, high, hardsoled armor, steel mail, full armor, steel plate, half shield, buckler and shield, standard axe and axe, battle crossbow and quarrel box, waistbelt, and 20 quarrels crossbow, small, and quarrel box, waist belt, and 20 quarrels lance, spear long, and spear short mace and military hammer/pick sword, cleaving, with scabbard and dagger, long, with sheath sword, cutting, curved, with scabbard and dagger, long, with sheath sword, cutting and thrusting, with scabbard and dagger, long, with sheath sword, thrusting, with scabbard and dagger, long, with sheath cape, fine, boots, high, soft soled (riding), and cap, colorful cape, fine, boots, high, soft soled (riding), and cap, dark cape, fine, boots, high, soft soled (riding), and cap, light cloak, fine, fur-trimmed or lined, colorful, with or without cowl cloak, fine, fur-trimmed or lined, dark, with or without cowl cloak, fine, fur-trimmed or lined, light, with or without cowl clothing, fine suit, colorful, with boots, low, soft soled and hat clothing, fine suit, dark, with boots, low, soft soled and hat clothing, fine suit, light, with boots, low, soft soled and hat clothing, service* suit, colorful, with boots, low, hard soled and cap clothing, service* suit, dark, with boots, low, hard soled and cap clothing, service* suit, light, with boots, low, hard soled and cap *effectively armor, full cloth garment girdle, leather, broad with pockets and knife or dagger, concealed jewelry, ensemble (gold bracelet, broach, cloak pin, neck chain, ring) horn (bugle), horn (hunting), lyre, and mandoline poison, ingestive (1 dose with 3-5 harm after 1 ABC time delay), 10 dose bottle poison antidote (1 dose stopping all continuing harm after 1 ABC time delay), 1 dose horse, pack horse, stallion horse, war, courser horse, war, destrier |
| Military List |
|
$2500 in coin of the realm armor, steel mail, half shield, buckler shield, large shield, regular arrows, sheaf of 24 axe axe, battle axe, belt or cleaver or hatchet bow case, quiver and 12 arrows bow, medium bow, strong crossbow crossbow, small dagger, long with sheath dagger, short with sheath knife, with sheath knife, heavy, with sheath lance mace military hammer/pick polearm, short quarrel box, waist belt, and 20 quarrels spear, light/throwing spear, long spear, short sword, cleaving, with scabbard sword, cutting, curved, with scabbard sword, cutting, heavy sword, cutting and thrusting, with scabbard sword, thrusting, with scabbard belt, leather, broad or narrow, and boots, high, hard or soft soled cloak, colorful, with or without hood cloak, dark, with or without hood cloak, light, with or without hood clothing, good suit, colorful, with hat clothing, good suit, dark, with hat clothing, good suit, light, with hat armor repair tools, kit backpack, pouch, belt, pair, and pouch, shoulder, with sling, all leather drum (kettle) and horn (bugle) salve, burn healing (-50% health recovery time), 7 application jar) salve, wound healing (-50% health recovery time), 7 application jar) horse, pack horse, stallion |
| Magical List |
|
$1000 in coin of the realm enchantment, ability possessed, extraordinary activations geourgy, ability possessed, command circle materials geourgy, ability possessed, protection circle materials geourgy, ability possessed, extraordinary activations necrourgy, ability possessed, command circle materials necrourgy, ability possessed, protection circle materials necrourgy, ability possessed, extraordinary activations psychogenic, ability possessed, each Activation counts as three picks shamanism, ability possessed, propitiation materials, Observance of Thwarting Evil shamanism, ability possessed, votive summoning materials, Observance of Thwarting Evil shamanism, ability possessed, propitiation materials, Observance of Natural Pathways shamanism, ability possessed, votive summoning materials, Observance of Natural Pathways shamanism, ability possessed, propitiation materials, Observance of Unseen Forces shamanism, ability possessed, votive summoning materials, Observance of Unseen Forces shamanism, ability possessed, extraordinary activations sorcery, ability possessed, command circle materials sorcery, ability possessed, protection circle materials sorcery, ability possessed, extraordinary activations theurgy, ability possessed, propitiation materials theurgy, ability possessed, votive summoning materials theurgy, ability possessed, extraordinary activations material tablet, list and four extraordinary things/activations clothing, sandals, robes, sash, and fanciful hat, colorful clothing, sandals, robes, sash, and fanciful hat, dark clothing, sandals, robes, sash, and fanciful hat, light clothing, shoes, garmet suit, narrow belt, and brimmed hat, colorful clothing, shoes, garmet suit, narrow belt, and brimmed hat, dark clothing, shoes, garmet suit, narrow belt, and brimmed hat, light horse, gelding horse, mare mule, pack mule, riding |
| Special List (1d10) | |
| 1 | Low List |
| 2 | Magical List |
| 3 | Middle List |
| 4 | Military List |
| 5 | Upper List |
| 6-9 | Choose List |
| 10 | Nothing |
Lejendary Adventure - Equipment Shops
| Apothecary |
|
Acid, 1 Pint Flask, Nitric/Sulphuric $10 Alkali, one-pint flask: Ammonium hydroxide or potassium or sodium carbonate, etc. $10 Bandages 10-foot gauze $5 Brush, makeup application, personal grooming, etc. $5 Herbs, medicinal, analgesic, digestive, purgative, restorative, soporific, stimulant, vermifuge, etc., one dose $10 Naphtha, 1 Quart Flask (highly volatile and inflammable) $10 Perfume, flower essence, four-ounce bottle $200 Perfume, rare, half-ounce bottle $200 Poison, Ingestive (1 dose with 3-5 points Harm after 1 AB time delay), 1-dose bottle $1000 Poison antidote (1 dose stopping all continuing harm after 1 ABC time delay), 1-dose bottle $1000 Salve, burn healing (+1 point healing Health/day, 7 applications/jar) jar $100 Salve, would healing (+1 point healing Health/day, 7 applications/jar) jar $100 Soap, hard, half-pound cake $2 Soap, soft, two-pound crock $5 |
| Armorer |
|
Armor Repair Tools, Kit $500 Armor, Steel Mail, Full $25,000 Armor, Steel Mail, Half $17,500 Armor, Steel Plate, Full $50,000 Armor, Steel Plate, Half $35,000 Barding (Horse Armor -40%/8 Protection, -4 Speed, 180 Health), Steel Mail, Full $125,000 12 weeks work Barding (Horse Armor -25%/5 Protection, -2.5 Speed, 120 Health), Steel Mail, Half $90,000 10 weeks work Barding (Horse Armor -60%/12 Protection, -6 Speed, 240 Health), Steel Plate, Full $250,000 20 weeks work Barding (Horse Armor -35%/7 Protection, -3.5 Speed, 180 Health), Steel Plate, Half $200,000 14 weeks work Gauntlets, Leather and Metal: $250 Gauntlets, Full Metal: $500 Lance, 14-foot Shaft $750 Shield, Targe, Metal: $1,000 Shield, Large (Wood, Leather Covered, Metal Reinforced) $750 Shield, Regular (Wood, Leather Covered, Metal Reinforced) $500 |
| Baker |
|
Biscuits, Hard (Travel Bread), One Pound $3 Bread, Loaf, Two Pound $3 |
| Blacksmith |
|
Caltrops, Four-Inch Size, 12 $25 Caltrops, Two-Inch Size, 12 $15 Chisel, Metal-Cutting $100 Chisel, Stone-Cutting $75 Chisel, Wood-Cutting $50 File, Metal $100 Chain $30 Club, Spiked (Hardwood, Iron Shod and Spiked) $125 Hammer (2-pound head) $50 Hammer, Sledge (8-pound head) $100 Hammer, Battle (10-pound head) $100 Hook, Hand-held $25 Hook, Hafted $100 Jimmy Bar, Small $75 Saw, Large, Metal $150 Saw, Small, Metal $100 Saw, Large, Wood $75 Saw, Small, Wood $50 Scythe $150 Sling, 50 Lead Shot for $50 Shovel or Spade $100 Spike, Heavy (6-inch Length) 1 $1 |
| Bowyer |
|
Bow, Light (laminated/wood, 2½ feet length) $1,000 Bow, Light (laminated/wood, 4 feet length) $2,000 Bow, Strong (laminated/wood, 5½ feet length) $5,000 String, Bow $10 |
| Brass, Copper, & Pewtersmiths |
| Bell, Brass, Large Hand-Held $150 |
| Butcher or Fishmonger |
|
Cheese, Hard, Two Pound Cheese $10 Cheese, Soft, Three Pound Crock $10 Fish, Crustaceans, Common, One Pound $10 Fish, Crustaceans, Special, One Pound $30 Fish, Fresh, Better Variety, One Pound $10 Fish, Fresh, Best, One Pound $25 Fish, Preserved, Good, One Pound $7.50 Fish, Preserved, Ordinary, One Pound $2.50 Fish, Shellfish, Common, One Pound $5 Fish, Shellfish, Special, One Pound $15 Meat/Poultry, Average, One Pound $6 Meat/Poultry, Best Cut/Rare, One Pound $30 Meat/Poultry, Cheap Cut/Common, One Pound $3 Meat/Poultry, Good Cut/Better, One Pound $10 Meat/Preserved, One Pound $7.50 Sausage, Five Pound $15 |
| Carpenter |
|
Club, Ordinary (Hardwood, Knobbed) $50 Glue, Carpenters, Wood, 2-Pound Block $10 Pole, Haft, Handle, Staff, Hardwood, Per Foot $10 Pole, Haft, Handle, Staff, Hardwood (Weapon Use), Per Foot $50 |
| Cartographer |
|
Map, City/Local $3,000 to $6,000 Map, Continental $7,000 to $12,000 Map, Hemisphere $9,000 to $16,000 Map, State/Region $5,000 to $8,000 Map, World $11,000 to $20,000 |
| Cutler |
|
Cleaver $150 Cleaver, Great $500 Dagger, Long (10-inch blade, straight or curved) $1000 Dagger, Long (10-inch blade, straight or curved), with Sheath $1050 Dagger, Short (6-inch blade, straight or curved) $750 Dagger, Short (6-inch blade, straight or curved), with Sheath $800 Knife, Avereage (8-inch blade) $200 Knife, Avereage (8-inch blade), with Sheath $250 Knife, Fighting (12-inch blade) $250 Knife, Fighting (12-inch blade), with Sheath $500 Knife, Heavy (15-inch blade) $750 Knife, Heavy (15-inch blade), with Sheath $750 Knives, Throwing, Pair of (5-inch Blade, No Quillions) $500 Mirror, Silvered Steel (4 x 6 inches) $200 |
| Dairy |
|
Butter, 1 Pound $2 Buttermilk, 1 Quart $0.50 Cheese, Aged, 1 Pound $5 Cheese, Aged, Special, 1 Pound $10 Cottage Cheese, 1 Pound $1.50 Cream, 1 Pint $2 Eggs, 12 $1 Milk, 1 Gallon $3 Whey, 1 Gallon $1 |
| Gemner |
|
Gem, Cut and Polished, Hard, Common $100/Carat Gem, Cut and Polished, Hard, Rare $750/Carat Gem, Cut and Polished, Hard, Uncommon $200/Carat Gem, Cut and Polished, Hard, Very Rare $1,750/Carat Gem, Cut and Polished, Soft, Common $25/Carat Gem, Cut and Polished, Soft, Rare $250/Carat Gem, Cut and Polished, Soft, Uncommon $75/Carat Gem, Cut and Polished, Soft, Very Rare $500/Carat Gem, Cut and Polished, Very Hard, Rare $5,000/Carat Gem, Cut and Polished, Very Hard, Uncommon $2,000/Carat Gem, Cut and Polished, Very Hard, Very Rare $17,500/Carat |
| Grocer |
|
Coffee, 1 Pound $10 to $300, depending on type Flour, 20-Pound Sack $10 Fruit, Dried, 1 Pound $5 Fruit, Fresh (in Season), 1 Pound $1 Garlic, Bud $1 Herbs, Cooking, Bunch Fresh $2 Herbs, Cooking, 1 Ounce Dried $4 Honey, 5 Pound Crock $25 Paraffin, 5 Pound Block $25 Pepper, 1 Pound Sack $500 Salt, 1 Pound Sack $75 Spice, 1 Ounce, Common $50 Spice, 1 Ounce, Rare $150 Spice, 1 Ounce, Very Rare $350 Tea, 1 Pound $5 to $150 (depending on type) Vinegar, 1 Quart Jug $2 Wax, Bees, 1 Pound Block $3 |
| General Merchant |
|
Backpack, Cloth (Cap. 4 Cubic Feet) $100 Blanket, Light $35 Blanket, Thick $75 Canteen, Water Gourd, 1 Quart, with Leather Sling $5 Lamp, Oil-Burning, Metal Head (1 Hour of Fuel) $50 Lamp, Oil-Burning $15 Lantern, Candle-Burning $10 Lantern, Oil-Burning, Common $25 Lantern, Oil-Burning, Hooded $75 Lantern, Oil-Burning, Bull's-eye $50 Lantern, Oil-Burning, Bull's-eye, Hooded $100 Line, Cord, 100-Foot Ball $20 Line, Rope, Extra Fine Horsehair, 10 Feet $20 Line, Rope, Ordinary, 10 Feet $10 Line, String, Fine, Strong (Fishing), 100 Feet $10 Oil, Lamp/Lantern, 1 Gallon Jug $10 Oilskin coat and Overalls $300 Scales, 1 Ounce to 10 Pounds Weight $100 Tinder Box $20 |
| Goldsmith |
|
Jewelry, Gold Bracelet (Wide, Heavy) $4,500 Jewelry, Gold Brooch $3,500 Jewelry, Gold Cloak Pin $2,500 Jewelry Gold Neck Chain, Long, Solid Medallions $8,500 Jeweler, Gold Ring (Large with Seal-Type Design) $2,000 |
| Guild, Armsmen |
|
Armed Escort, Average Skill and Arms and Armor Possessed, One Individual $60/Hour Plus All Expenses Armed Escort, Base Skill and Arms and Armor Possessed, One Individual $25/Hour Plus All Expenses Armed Escort, Expert, Heavily Armed and Armored, One Individual $100/Hour Plus All Expenses Bodyguard, Expert, Heavily Armed and Armored, As Negotiated Soldier, Average, with Avereage Arms and Armor Possessed, As Negotiated ($1,000/month plus found loot suggested) Soldier, Elite, with Superior Arms and Armor Possessed and Mount, As Negotiated ($3,000/month plus found loot suggested) Soldier, Veteran Bowman/Crossbowman, with Avereage Arms and Armor Possessed, As Negotiated ($1,500/month plus found loot suggested) |
| Guild, Enchanters, with some fanciful name |
|
Enchanted Item (Might Sell for Exceedingly High Price) Enchantment Power (Might Enable Acquisition at High Cost) Memory Tablet Services of a Member, As Negotiated ($1,000/day and expenses, with a pro-rata share of wealth gained suggested) |
| Guild, Elementalists |
|
Geourgy Command Circle Materials Geourgy Conjuration or Power, New Geourgy Protection Circle Materials Memory Tablet Services of a Member, As Negotiated ($1,000/day and expenses, with a pro-rata share of wealth gained suggested) |
| Guild, Necrologists ("Afterlife Activation Association,", "Society Dealing With Departed Souls", etc., with a euphemistic name to avoid troubles with irate townsfolk and the like) |
|
Necrourgy Command Circle Materials Necrourgy Conjuration or Power, New Necrourgy Protection Circle Materials Memory Tablet Services of a Member, As Negotiated ($1,500/day and expenses, with a pro-rata share of wealth gained and rights to all human and humanoid corpses generated in the process irrevocably assigned to the member hired suggested) |
| Guild, Sorcery ("Counter-Chaos Conclave,", "Brotherhood of the Burning Question", etc., with a euphemistic name to avoid troubles with irate townsfolk and the like) |
|
Sorcery Command Circle Materials Sorcery Conjuration or Power, New Sorcery Protection Circle Materials Memory Tablet Services of a Member, As Negotiated ($2,000/day and expenses, with a pro-rata share of wealth gained and rights to all human prisoners and also souls of those slain in the process irrevocably assigned to the member hired suggested) |
| Fletcher |
|
Arrows, Sheaf of 24, Long $240 Arrows, Sheaf of 24, Medium $220 Arrows, Sheaf of 24, Short $200 Quarrels, Sheaf of 40, Heavy $280 Quarrels, Sheaf of 40, Medium $240 Quarrels, Sheaf of 40, Small $200 |
| Haberdashery |
|
Cape $100 Cape, fine $300 Cloak, $200 Claok, With or Without Cowl $250 Clothing, Commong Suit $150 Clothing, Garment Suit 300 Clothing, Good Suit, $750 Clothing, Gown, Fine Men's $500 Clothing, Robe, $1,000 Hood $50 Sash (12-Foot Length) $50 |
| Hatter |
|
Cap, Plain $15 Cap, Fine $75 Cap, Fool's/Jester's-Type $100 Cap, Fur, Fine $750 Cap, Fur, Ordinary $250 Hat (Ordinary/Nondescript) $50 Hat, Brimmed $75 Hat, Broad Brimmed $100 Hat, Fanciful $150 Hat, Low Brimmed $100 |
| Horse (and/or Camel) Trader |
|
Burro (Ass), Jack $1,500 Burro (Ass), Jenny $1,000 Camel, Eastern, Average/Pack $10,000 Camel, Eastern, Fine $20,000 Camel, Western, Average/Pack $30,000 Camel, Western, Fine/Racing $75,000 Horse, Gelding, Riding $5,000 Horse, Mare, Riding $15,000 Horse, Gelding (Pack) $3,500 Horse, Stallion, Riding $25,000 Mule, Pack $2,500 Mule, Riding $3,000 |
| Leather Shop, Harness & Saddler |
|
Armor, Leather, Full $1,000 Armor, Leather, Half $650 Backpack, Leather (Capacity 4-cubic Feet, Water Resistant) $500 Barding (Horse Armor -30%/6 Protection, -2.5 Speed, 80 Health), Leather, Full $5,000 Six weeks work Barding (Horse Armor -15%/3 Protection, -1.5 Speed, 50 Health), Leather, Half $3,750 Five weeks work Belt, Leather, Broad $40 Belt, Leather, Cross-Harness $100 Belt, Leather, Narrow $25 Bow Case (Oilskin, Typing, Nearly Waterproof) $75 Gauntlets, Leather $150 Girdle, Leather, Broad with Pockets $250 Girdle, Leather, Broad with Pockets and Knife or Dagger Concealed $750 Gloves $50 Gloves, Heavy Leather $75 Quarrel Box, 20 Quarrel Capacity, Waist Belt $125 Quarrel Box, Small, Short Bolts, 30 Quarrel Capacity, Waist Belt $125 Quiver, 12 Arrow Capacity, Leather, With Strap $75 Sack, Large, Leather (200-Pound Weight Capacity, 1-Bushel Volume) $75 Sling $25 Thong, Leather, 10 Feet $5 Whip, 6 Foot Length $100 Whip, 12 Foot Length $150 |
| Silversmith |
|
Bell, Silver Small Hand-Held $250 Jewelry, Silver Bracelet (Wide, Heavy) $500 Jewelry, Silver Brooch $375 Jewelry, Silver Cloak Pin $300 Jewelry Silver Neck Chain, Long, Solid Medallions $1,250 Jewler, Silver Ring (Large with Seal-Type Design) $225 |
| Stable & Livery |
|
Boarding with Feed, One Day $10 to $20 Grain, Feed, 60-Pound Sack Hay, Bale, Average $5 Hay, bale, Rich $7.50 Straw, Bale $3 Horse, Riding, Daily Rent $35 tp $100 Plus Feed Mule, Riding $25 Plus Feed |
| Stable Master |
|
Horse, War, Charger $125,000 Horse, War, Courser $100,000 Horse, War, Destrier $150,000 |
| Shoemaker |
|
Boots, High, Hard-Soled $500 Boots, High, Soft-Soled (Riding) $500 Boots, Low, Hard-Soled $400 Boots, Low, Soft-Soled $400 Sandals $100 Shoes $200 Sling, Leather $25 |
| Tavern |
|
Ale, Flagon $4 Ale, One-Gallon Jug $12 Beer, Tankard $3 Beer, One-Gallon Jug $8 Brandy, Gill $6 Brandy, Gill, Fine Old $20 Wine, Goblet, Common $3 Wine, GOblet, Good $15 Wine, Goblet, ocal Vintage $2 Wine, One-Quart Flask, Common $10 |
| Temple |
|
Curing of an Illness or Injury $250/day of stay, one day minimum, plus $100/point of Health restored through the extraordinary means Consecrated (Blessed/Holy) Oil, one Gill $50 Consecrated (Blessed/Holy) Water, One Pint $25 Incense, Common, 25 Sticks $10 Incense, Rare, Six Sticks $100 Memory Tablet $5,000+ Theurgy Devotional Object, Common Metal, Large $100 Theurgy Devotional Object, Common Metal, Small $60 Theurgy Devotional Object, Gold, Large $5,000 Theurgy Devotional Object, Gold, Small $3,000 Theurgy Devotional Object, Silver, Large $400 Theurgy Devotional Object, Silver, Small $250 Theurgy Devotional Object, Wood, Large $75 Theurgy Devotional Object, Wood, Small $35 Theurgy New Powers Theurgy Propitiation Materials Theurgy Votive Summoning Materials |
| Tinker |
|
Repair, Typical $1/harm point restored or 40% to 60% original cost of item Cloth/Leather Armor, Wood, & Leather Shields, and Special Items $5/Point of Harm removed, double or more if item is expensive or fragile. 70% success, pay before. Metal Armor $25/Point of Harm removed, double or more if item is expensive or fragile, plate armor costs double. 80% success, pay before. |
| Trader |
|
Backpack, Cloth (Cap. 4 Cubic Feet) $100 Candle, beeswax, eight-hour burn, 12 $30 Candle, Wax, Four-Hour Burn, 12 $12 Candle, Talllow, Two-Hour Burn, 12 $5 Canteen, Water Gourd Drum, Kettle $500 Drum, Large $200 Drum, Small $50 File, Metal and Lock Pick in Leather Case $500 Flute, Silver $700 Horn, Bugle, Brass $350 Horn, Hunting $200 Horn, Trumpet, Brass $750 Lamp, Oil-Burning, Metal Head (1 Hour of Fuel) $50 Lamp, Oil-Burning $15 Lantern, Candle-Burning $10 Lantern, Oil-Burning, Common $25 Lantern, Oil-Burning, Hooded $75 Lantern, Oil-Burning, Bull's-eye $50 Lantern, Oil-Burning, Bull's-eye, Hooded $100 Lyre, Small $1000 Makeup, Entertainment/Disguise, Various Items in Leather Case, $250 Mandolin $600 Mirron, 1 x 3 feet $500 Mirror, 2 x 5 feet $2,000 Oil, Lamp/Lantern, 1 Gallon Jug $10 Oilskin coat and Overalls $300 Pan Pipes $150 Pouch, Belt, Cloth $25 Pouch, Small, Pocket-Size, Cloth $5 Sack, Large (60-Pound Weight Cap., 1 Bushel Volume) $15 Tinder Box $20 |
| Swordsmith |
|
Sword, Cleaving (Falchion, Machete) $65,000 Sword, Cleaving (Falchion, Machete), with Scabbard $65,500 Sword, Cutting (Broad Sword, Cutlass) $55,000 Sword, Cutting (Broad Sword, Cutlass), with Scabbard $55,500 Sword, Cutting & Thrusting (Katana, Long Sword) $95,000 Sword, Cutting & Thrusting (Katana, Long Sword), with Scabbard $95,500 Sword, Cutting, Curved (Saber, Scimitar, Tulwar, Yatagan) $50,000 Sword, Cutting, Curved (Saber, Scimitar, Tulwar, Yatagan), with Scabbard $50,500 Sword, Cutting, Heavy (Two-Handed Sword) $100,000 Sword, Cutting, Heavy (Two-Handed Sword), with Scabbard $101,000 Sword, Thrusting (Rapier) $75,000 Sword, Thrusting (Rapier), with Scabbard $75,500 Sword, Thrusting, Short (Short Sword, Small Sword) $35,000 Sword, Thrusting, Short (Short Sword, Small Sword), with Scabbard $35,500 |
| Weaponsmith |
|
Axe (A Narrow-Bladed War Axe) $500 Axe, Battle (A Large, Broad-Bladed Weapon) $1,000 Axe, Belt $250 Catapult, Hand $600 Pole-arm, Long (pike, etc., 12-foot shaft) $350 Pole-arm, Short (bident, javelin, etc., 6-foot shaft) $300 Fighting Staff (6 Foot Oak Staf Metal Shod/Banded) $150 Mace, Iron, Flanged and Spike-Tipped $500 Military Pick/Hammer $500 Spear, Long (10 Foot Shaft) $200 Spear, Short (6 Foot Shaft) $150 Crossbow (Metal-Spring Arms) $500 Crossbow, Small (Claw Used to Cock) $350 String, Crossbow $20 |
Lejendary Adventure - Equipment Statistics
| Weapons Statistics | |||||
| Weapon | Base Harm | Harm Class | Range/Radius | Speed Class | Precision Bonus |
| axe | 5-20 | penetration | 2 | 2 | +5 |
| axe, battle | 7-20 | penetration | 3 | 7 | +5 |
| axe, belt | 2-20 | penetration | 1 | 4 | +10 |
| bident/military fork† | 4-20/2-30* | penetration | 6 | 3 | +0/+10* |
| chain | 2-6 | shock | 3 | 7 | +0 |
| club | 1-20 | shock | 2 | 4 | +0 |
| club, huge | 5-20 | shock | 4 | 6 | +0 |
| club w spikes | 3-20 | penetration/shock | 3 | 6 | +5 |
| club, great, w spikes | 8-20 | penetration/shock | 5 | 7 | +0 |
| dagger, long | 1-20 | penetration | 1 | 3 | +10 |
| dagger, short | 1-20 | penetration | 1 | 2 | +5 |
| knife | 1-20 | penetration | 1 | 2 | +0 |
| knife, heavy | 3-20 | penetration | 1 | 3 | +0 |
| hammer | 2-20 | shock | 1 | 4 | +0 |
| hammer, battle | 6-20 | shock | 2 | 6 | +10 |
| harpoon‡ | 1-20 | penetration | 4 | 4 | +0 |
| hatpin**** | 1-6 | penetration | 1 | 1 | +10 |
| hook, hand-held†† | 1-10 | penetration | 1 | 3 | +0 |
| hook, hafted†† | 1-10 | penetration | 2 | 3 | +0 |
| javelin | 1-20 | penetration | 3 | 4 | +0 |
| lance | 1-20/1-40* | penetration | 10 | 0 | +0/+10* |
| knife, heavy | 3-20 | penetration | 1 | 3 | +0 |
| mace | 11-20 | shock | 7 | 8 | +0 |
| mace, two-handed | 11-20 | shock | 3 | 9 | +0 |
| military pick/hammer | 2-20 | penetration/shock** | 2 | 8 | +0 |
| pike | 1-20 | penetration | 14 | 9 | +0 |
| spear, long | 1-20 | penetration | 9 | 5 | +0 |
| spear, short | 2-20 | penetration | 5 | 3 | +5 |
| staff | 1-8 | shock | 2 | 4 | +5 |
| staff, fighting | 1-20 | shock | 4 | 4 | +10 |
| sword, cleaving | 7-20 | penetration/shock | 2 | 4 | +15 |
| sword, cutting | 6-20 | penetration/shock | 3 | 5 | +10 |
| sword, cutting, curved | 3-20 | penetration | 3 | 3 | +10 |
| sword, cutting, heavy | 11-20 | penetration/shock | 5 | 9 | +0 |
| sword, cutting/thrusting | 4-20 | penetration | 3 | 4 | +10 |
| sword, thrusting | 3-20 | penetration | 4 | 3 | +20 |
| sword, thrusting, short | 2-20 | penetration | 3 | 3 | +20 |
| staff, feather***** | 3-20 | penetration | 4 | 3 | +10 |
| fist (unarmed) | 1-4 | shock | 1 | 20 | +20 |
| kick (unarmed) | 1-6 | shock | 2 | 5 | +5 |
| foot, iron-toed boot*** | 2-8 | shock | 2 | 2 | +5 |
| Ranged Weapons Statistics | |||||
| Weapon | Base Harm | Harm Class | Range (ft.) | Speed Class | Precision Bonus |
| acid, hurled container | 5-10 | special*** | 30/3' | 3 | +0 |
| arrow/bow, light* | 1-20 | penetration | 50/150/300 | 1 | +5/0/0 |
| arrow/bow, medium* | 2-20 | penetration | 75/225/450 | 1 | +10/+5/0 |
| arrow/bow, strong* | 3-20 | penetration | 150/300/900 | 1 | +20/+10/0 |
| axe | 4-20 | penetration | 20 | 3 | +0 |
| axe, belt | 3-20 | penetration | 30 | 2 | +0 |
| bolos | 1-10 | shock††† | 20 | 3 | +0 |
| cleaver | 2-20 | penetration | 30 | 2 | +0 |
| club | 3-10 | shock | 20 | 3 | +0 |
| dagger | 1-20 | penetration | 40 | 2 | +0 |
| dart/blowpipe | 1 | penetration***** | 60 | 3 | +10 |
| flame, hurled container | 5-10 | special**** | 30/3' | 3 | +0 |
| harpoon, small | 2-20 | penetration†††† | 20/40/60 | 3 | +5/+0/+0 |
| harpoon, whaling-type | 10-30 | penetration†††† | 10/20/30 | 3 | +5/+0/+0 |
| hatchet | 2-20 | penetration | 30 | 2 | +0 |
| hammer | 4-20 | shock | 30 | 3 | +0 |
| javelin | 1-20 | penetration | 30/75/180 | 3 | +0 |
| javelin from launcher | 3-20 | penetration | 45/90/250 | 3 | +5 |
| knife | 1-20 | penetration | 40 | 2 | +0 |
| knife, throwing | 1-20 | penetration | 50 | 2 | +5 |
| lasso (lariat) | 1 | special† | 30/3' | 4 | +0 |
| net, weighted throwing | 1 | special†† | 10/4' | 4 | +0 |
| quarrel/catapult, hand** | 1-20 | penetration | 60/120/180 | 1 | +20/+0/+0 |
| quarrel/crossbow** | 3-20 | penetration | 180/360/720 | 4 | +15/+5/+0 |
| quarrel/crossbow, small** | 2-20 | penetration | 75/150/300 | 4 | +10/+0/+0 |
| shuriken | 2-20 | penetration | 50 | 1 | +5 |
| shuriken/launcher | 2-20 | penetration | 20/40/60 | 2 | +15/+10/+5 |
| sling/bullet | 3-20 | shock | 50/150/300 | 3 | +0 |
| sling/stone | 1-20 | shock | 30/90/180 | 3 | +0 |
| spear, short | 3-20 | penetration | 30 | 2 | +0 |
| spear, light throwing | 1-20 | penetration | 60 | 2 | +5 |
| staff sling | 4-20 | shock | 50/100/200 | 3 | +0 |
| stone, hand-hurled | 1-6 | shock | 60 | 3 | +0 |
| stone, lg., hand-hurled | 4-10 | shock | 10 | 4 | +0 |
| stone, rock-thrower | 1-20 | shock | 25/75/150 | 5 | +0 |
| throwing stick | 1-12 | shock | 30/60/90 | 3 | +10/+0/+0 |
| Armor Statistics | |||
| Armor | Protection | Speed Loss | Health |
| Cloth full garment | 3/4 | 0 | 44 |
| Cloth half garment | 6/7 | 1 | 66 |
| Leather full armor | 8/9 | 1.5 | 120 |
| Leather half armor | 5/6 | 0.5 | 80 |
| Steel mail armor full | 10/11 | 3/3.5 | 390 |
| Steel mail armor half | 7/8 | 2/2.5 | 260 |
| Steel plate full armor | 12/13 | 2.5/3 | 660 |
| Steel plate half armor | 9/10 | 1.5/2 | 440 |
| Buckler/targe, metal | 6 | 1 | 100 |
| Shield, large, composition | 8 | 3 | 100 |
| Shield, standard, composition | 8 | 2 | 80 |
Lejendary Adventure - Extraordinary Items
Bright Bubble (Minimal Grade Item)
This is an egg-shaped sphere of brass upon which some magical sigils have been engraved. When the possessor utters the words indicated by the sigils and hurls the sphere where desired (up to 90 feet), the object swells in size to become as large as a person�fs head. The Bright Bubble then float twenty feet in the air or ceiling level, whichever is lower. It emanates a soft but bright illumination that spreads to a radius of 30 feet in all directions, and anything with a distance of from 31 to 60 feet will also be partially illuminated in light and shadow.
Upon command the item will instantly cease shedding light, shrink, and fly back to the possessor�fs hand. However, when it is enlarged and illuminated, the Bright Bubble is vulnerable to Harm. It has protection of -20 but any single attack inflicting more than 20 points of Harm upon it at one time will utterly destroy it.
Mirana�fs Health Restorative (Moderate Grade Item)
A liquid that, if consumed in a one-ounce draught, imbues the drinker with potent energy that will either destroy any active disease, infection or toxin in the body, or (if he is not affected by any such dangers) supply him with from 21 to 40 points of lost Health. Note that Health restored thus can never exceed the full normal Health BR of the individual.
Eye of Otherworlds (Low Moderate Grade Item)
A one-inch diameter, roughly spherical silver object with two smoky lenses imbedded into the surface on opposite sides. When peering through the lenses in the direction of any non-material creature or otherwise invisible object within 60 feet distance, the viewer can see it clearly. The field of view is wideangled, covering 60 degrees, so it requires only six separate sightings to view a full 360 degree circle.
Vurmund�fs Wormseye Hydromel (Moderate Grade Item)
A liquid that if consumed in a one-ounce draught causes the drinker to diminish in height and weight to five percent of normal. All items that are normally worn and carried in hand are also affected by this Power, so that equipment, weapons, etc., are shrunken proportionately. The affected individual has full normal Health but no attacks with hands, feet, or hand-held weapons are possible against things larger than about five times his size. Extraordinary capacities remain unaffected. Movement speed is only halved while so miniaturized, but action speed is double normal base. The effect lasts one hour.
Cloth Full Garment, Supernatural (Very Good Grade Item)
A mere garment that provides protection equal to 70% (-14) armor. It will absorb up to 40 points of harm from each single attack in each ABC, without suffering damage itself, but harm above 40 is damaging to the material, and each 10 points of harm so absorbed reduces its protection by 10% (viz. 60%, 50%, etc.). Repair is possible by Extraordinary means, only. The speed penalty for this garment is 0.5.
Cloth Half Garment, Supernatural (Good Grade Item)
A mere garment that provides protection equal to 40% (-8) armor. It will absorb up to 35 points of harm from each single attack in each ABC, without suffering damage itself, but harm above 35 is damaging to the material, and each 10 points of harm so absorbed reduces its protection by 10% (viz. 30%, 20%, etc.). Repair is possible by Extraordinary means, only. There is no speed penalty for this garment.
Emerald Exact (Extreme + Grade Item)
A gem-quality emerald of at least 20-carat size into which supernatural energy has been placed. If the gem is destoyred by the individual possessing it, he gains one to four points of Precision base rating and a like number of points in each Ability relying on Precision. No person can ever be affected by more than one of these Extraordinary Items, the energy being absorbable but a single time.
Fighting Staff, Preternatural (Minimal Grade Item)
Increases Precision (in regards to Weapons Ability) by 5 or 10 and harm by 3-5 points ignoring normal armor/protection.
Fighting Staff, Supernatural (Moderate Grade Item)
Increases Precision (in regards to Weapons Ability) by 15 or 20 and harm by 9-12 points ignoring normal armor/protection, and with a Lucky hit bonus of +7.
Fortune Plaque (Very Minimal-Low Moderate Grade Item)
A seemingly typical plaque that is easily mistaken for a wall decoration, but that contains Extraordinary Power that can provide rather a bit of good fortune; whoever reads the words inscribed on its surface gains Merits in an amount that varies according to the energy of the plaque. Once read, the plaque disintegrates, of course. These itesm are found in three different strengths:
Bit of Luck: Very Minimal: A plaque that conveys 51-100 Merits.
Decent Break: Minimal: A plaque that conveys 151-200 Merits.
Fortune Smiles: Low Moderate: A plaque that conveys 251-300 Merits.
Grygar (Major Grade Item)
A short, man-height spear of ashen gray that lengthens to up to double its size (12-foot total length) when striking. Each ABC, it can be used to strike twice with a 35% bonus to the wielder's Precision/Weapons Ability and with any successful strike adds 17-20 points of Harm.
Ice Blade (Major Grade Item)
A weapon of supernatural enchantment that is translucent and crystalline in appearance. It increases Precision in
regards to Weapons Ability by 10. The weapon has three forms-a long-bladed knife similar in form to a small machete (heavy knife),
a full sword similar to a falchion (heavy cutting sword), and a pole-arm akin to a glaive (long pole-arm). The form desired is up
to the wielder, and with a word (knife, falchion, glaive) that individual can instantly change it from one to another. In each
of its forms it delivers the harm commensurate to the weapon type with an enchantment bonus of 9-12 points ignoring normal or
preternatural armor/protection. When striking a target that draws power from elemental or enchanted fire, however, the harm
bonus is 26-35 points ignoring all armor/protection.
Memory Tablet, Inscribed (Very Minimal-Good Grade Item)
A normal Memory Tablet containing inscriptions of from 1 to 4 Extraordinary Powers. An able individual can activate a Power from one of these tablets, eradicating it, without employing basic AEPs to so do. The Extraordinary Power type is found by rolling d%:
| 01-30: | Enchantment |
| 31-50: | Geourgy |
| 51-60: | Necrourgy |
| 61-70: | Sorcery |
| 71-100: | Theurgy |
The Grade of the item is determined by the number and Grade of the Powers recorded thereon.
One Preternatural Power: Very Minimal: A Power of random Grade, from Very Minimal (1) to Good (5).
Two Preternatural Powers: Very Minimal: Powers of random Grade, from Very Minimal (1) to Good (5).
Three Preternatural Powers: Minimal: Powers of random Grade, from Very Minimal (1) to Good (5).
One Supernatural Power: Minimal: A Power of random Grade, from Very Good (1) to Very Srong (5).
Four Preternatural Powers: Low Moderate: Powers of random Grade, from Very Minimal (1) to Good (5).
Two Supernatural Powers: Low Moderate: Powers of random Grade, from Very Good (6) to Extreme (10).
Four Preternatural/Supernatural Powers: Moderate: Powers of random Grade, from Very Minimal (1) to Extreme (10).
Three Supernatural Powers: Moderate: Powers of random Grade, from Very Good (6) to Extreme (10).
Four Supernatural Powers: Good: Powers of random Grade, from Very Good (6) to Extreme (10).
Soft Soap (Very Minimal Grade Item)
A substance that appears to be normal, slightly scented liquid soap, having a hint of mint or citrus. A one-pint quantity of it is so energized as to cause any item to which it is applied (up to about hand-size) to become much more amlleable, less rigid. For example, a 10-foot piece of wood will become like leahter, leather will assume the properties of cloth, cloth the properties of paper, and so forth. Te effect lasts for 10 minute or until reveresed by the application of Hard Water, which becomes neutralized.
Soup Pot (Minimal Grade Item)
An ordinary-seeming black pot of about two-quart capacity that appeears to be the sort used when camping. However, its enchantment enales it to generate each day three wholesome and nourishing human-sized meals, which consist of such dishes as porridge, broth, soup, ragout, stew, etc, and which in totol provide the daily requirement of liquid and solid nutrient intake.
Steel Mail Full Armor, Preternatural (Strong Grade Item)
A suit of steel armor that provides protection equal to 60% (-12 armor. It will absorb up to 45 points of harm from each single attack in each ABC, without suffering damage itself, but harm above 45 is damaging to the material, and each 10 points of harm so absorbed reduces its protection by 10% (viz. 50%, 40%, etc.). Repair is possible by Extraordinary means, only. The speed penalty for this garment is 1.5.
Stone Hammer (Extreme Grade Item)
A weapon of supernatural enchantment that appears to be made of solid brown-gray stone. It increases Precision (in regards to Weapons Ability) by 20. Its striking harm against normal targets is 9-20 plus 9-12 points that ignores all armor. The base harm also disregards all armor except plate, and inflicts double damage on such armor, just as would a mace. When striking a target that draws power from either elemental or preternatural earth its damage bonus is 21-25 points. In impacting stone, the hammer delivers 36-50 points of harm, doubling that harm if the target is of supernatural origination or creation, such as an animated stone monster.
Talonstaff (Strong Grade Item)
A seemingly normal staff of about six-foot length that is actually a potent fighting weapon that may only be used by an Enchanter. If the Enchanter expends one point of Activation Energy when striking with the Talonstaff in combat, the weapon will extend three claw-like projections up to eight feet in length to reach one target opponent. All three "talons" have a chance to strike the subject, the Enchanter employing Precision or Weapons Ability, whichever is the higher score, to dtermine for each whether it makes a successful attack. Each individual hit does 3-30 points of harm, plus additional supernatural harm, ranging from 5-8 (1d4+4) points, that disregards armor/protection, save that of supernatural sort. If three "talon" hits are scored, all three remain fixed, if the wielder so desires, and during the following ABC, if the Enchanter expends 1 AEP, the three fixed talons will automatically deliver full maximum harm.
Unicorn Helm (Very Strong Grade Item)
A steel salade-whose visor is shaped like a unicorn head, complete with the tip of an actual unicorn horn-that is supernaturally enchanted to provide total immunity to all poisons of any sort as well as partial overall (possibly added) protection equal to 10% (-2) armor, the latter effect being operational with any other sort of protection so long as the total does not exceed 70%. The helm's Health, which is 17, is generally not affected by any singular attack form. However, if any cumulative harm absorbed by it, other armor, and the wearer exceeds 30 from a single attack in a single ABC, its Health is reduced by 1 point. There is no speed penalty for this helm.
Lejendary Adventure - Other Rules
Learning New Extraordinary Abilities:
Learning new Extraordinary Abilities must be done at a guild, university-type, or temple setting, and takes 2-4 weeks for an introduction to the new Ability, with an additional 2 weeks to learn Powers. Each week of study takes $1000-$6000 of fees. The Avatar, after the completion of this time, has a chance to learn 1 power for each 3 points of Ability, rounded down, and each must be checked with a +30 bonus. Failure means that the Avatar can try again by studying another week, with all additional costs.
Learning New Powers:
Learning new Powers can take place at a guild, university, temple, or with a mentor that one has previously had no contact with (mentors must have higher score by at least 10, and score of 71+, mentor's score doubled if Avatar is 30 or less). An Avatar has a chance to learn 1 Power at a town guild or temple with a chance of 10% per day of study, with a -1 bonus to the roll per each day of study if nothing else is done during that time. An Avatar has a chance to learn 2 Powers at a city guild or temple with a chance of 15% per day of study, with a -2 bonus to the roll per each day of study if nothing else is done during that time. An Avatar has a chance to learn 2 Powers at a college, university, or grand temple with a chance of 15% per day of study, with a -3 bonus to the roll per each day of study if nothing else is done during that time. An Avatar has a chance to learn 2 Powers with a new mentor, with a chance of 20% per day of study, with a -3 bonus to the roll per each day of study if nothing else is done during that time.
Training for Enchantment Powers costs a total of $200 per day, and $1,100-$2,000/Power grade of each new Power.
Training for Theurgy Powers costs a total of $50 per day, and a $10,000 donation and 10% tithe for a new Order, a $20,000 donation and 10% tithe for a new Rite,
or $200-$500/Power grade of each new Power.
Training for Geourgy Powers costs a total of $175 per day, and $30,000 for a new Conjuration, or $1,100-$1,800/Power grade of each new Power or Power-bid.