Lejendary Adventure - Equipment Lejendary Adventure - Equipment

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)
1Low List
2Magical List
3Middle List
4Military List
5Upper List
6-9Choose List
10Nothing

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
WeaponBase HarmHarm ClassRange/RadiusSpeed ClassPrecision Bonus
axe5-20penetration22+5
axe, battle7-20penetration37+5
axe, belt2-20penetration14+10
bident/military fork4-20/2-30*penetration63+0/+10*
chain2-6shock37+0
club1-20shock24+0
club, huge5-20shock46+0
club w spikes3-20penetration/shock36+5
club, great, w spikes8-20penetration/shock57+0
dagger, long1-20penetration13+10
dagger, short1-20penetration12+5
knife1-20penetration12+0
knife, heavy3-20penetration13+0
hammer2-20shock14+0
hammer, battle6-20shock26+10
harpoon1-20penetration44+0
hatpin****1-6penetration11+10
hook, hand-held††1-10penetration13+0
hook, hafted††1-10penetration23+0
javelin1-20penetration34+0
lance1-20/1-40*penetration100+0/+10*
knife, heavy3-20penetration13+0
mace11-20shock78+0
mace, two-handed11-20shock39+0
military pick/hammer2-20penetration/shock**28+0
pike1-20penetration149+0
spear, long1-20penetration95+0
spear, short2-20penetration53+5
staff1-8shock24+5
staff, fighting1-20shock44+10
sword, cleaving7-20penetration/shock24+15
sword, cutting6-20penetration/shock35+10
sword, cutting, curved3-20penetration33+10
sword, cutting, heavy11-20penetration/shock59+0
sword, cutting/thrusting4-20penetration34+10
sword, thrusting3-20penetration43+20
sword, thrusting, short2-20penetration33+20
staff, feather*****3-20penetration43+10
fist (unarmed)1-4shock120+20
kick (unarmed)1-6shock25+5
foot, iron-toed boot***2-8shock22+5
* Second Harm is when charging
** Wielder can choose which side to use (for penetration or shock damage)
*** Boot of shoe with a metal toe cap, usually hidden, sometimes called a "hidden shoon", enables two attacks per ABC as normal for a foot attack, with the noted increase of double dice, i.e. 2d4, thus increasing chance for added harm on a result of a 4 on either or both dice.
**** If thrust into the ear opening of an unmoving target, and the hatpin's length is sufficient to penetrate past the eardrum and into the brain, death is instantaneous.
***** This weapon is concealed in a "gentleman's walking stick", a staff-like cane of some four-foot length. When the head is twisted and the butt slammed down, a thin blade similar to a short thrusting sword shoots out of the top and locks into place. A pair of stiletto-like side blades also spring forth in a V-shape flanking the main one. It is a two-handed weapon, and a successful parry with it indicates the opponent's hand-held weapon has been caught and torn free, the opponent thus disarmed.
Harm rolls of 20 immobilizes opponent as long as weapon is in place
†† Harm rolls of 10 immobilizes opponent for one ABC
Always immobilizes opponent as long as weapon is in place

Ranged Weapons Statistics
WeaponBase HarmHarm ClassRange (ft.)Speed ClassPrecision Bonus
acid, hurled container5-10special***30/3'3+0
arrow/bow, light*1-20penetration50/150/3001+5/0/0
arrow/bow, medium*2-20penetration75/225/4501+10/+5/0
arrow/bow, strong*3-20penetration150/300/9001+20/+10/0
axe4-20penetration203+0
axe, belt3-20penetration302+0
bolos1-10shock†††203+0
cleaver2-20penetration302+0
club3-10shock203+0
dagger1-20penetration402+0
dart/blowpipe1penetration*****603+10
flame, hurled container5-10special****30/3'3+0
harpoon, small2-20penetration††††20/40/603+5/+0/+0
harpoon, whaling-type10-30penetration††††10/20/303+5/+0/+0
hatchet2-20penetration302+0
hammer4-20shock303+0
javelin1-20penetration30/75/1803+0
javelin from launcher3-20penetration45/90/2503+5
knife1-20penetration402+0
knife, throwing1-20penetration502+5
lasso (lariat)1special30/3'4+0
net, weighted throwing1special††10/4'4+0
quarrel/catapult, hand**1-20penetration60/120/1801+20/+0/+0
quarrel/crossbow**3-20penetration180/360/7204+15/+5/+0
quarrel/crossbow, small**2-20penetration75/150/3004+10/+0/+0
shuriken2-20penetration501+5
shuriken/launcher2-20penetration20/40/602+15/+10/+5
sling/bullet3-20shock50/150/3003+0
sling/stone1-20shock30/90/1803+0
spear, short3-20penetration302+0
spear, light throwing1-20penetration602+5
staff sling4-20shock50/100/2003+0
stone, hand-hurled1-6shock603+0
stone, lg., hand-hurled4-10shock104+0
stone, rock-thrower1-20shock25/75/1505+0
throwing stick1-12shock30/60/903+10/+0/+0
* If Speed is 17+ and the Archery Ability is 80+ or the Archery and Weapons Ability combined are 120+, two attacks per ABC are possible.
** If Speed is 15+ and the Archery Ability is 50+ or the Archery and Weapons Ability combined are 75+, two attacks per ABC are possible.
*** Damage applies to both flesh and armor; double damage to normal armor, normal damage to preternatural armor, and half damage to supernatural armor.
**** If the flame is of a continuing sort, then Harm is applied continuosly for several ABCs depending on the substance:
Lamp Oil: 1-3 ABCs, 3-5 Harm
Naphtha: 1-3 ABCs, 6-8 Harm
Paraffin: 2-4 ABCs, 3-5 Harm
***** If poisoned, add 9-12, 13-16, or 17-20 Harm to Health on the following ABC for VT entering the target's system.
Successful attacks only cause 1 point of Harm, but victims are immobilized until the user of the lasso is killed.
†† Successful attacks only cause 1 point of Harm, but victims are immobilized as long as the net is in place.
††† Target takes damage to health and is immobilized for 7-12 seconds realtime.
†††† Target takes damage to health and is immobilized for as long as the harpoon line is in place, or the individual holding the harpoon is killed.

Armor Statistics
ArmorProtectionSpeed LossHealth
Cloth full garment3/4044
Cloth half garment6/7166
Leather full armor8/91.5120
Leather half armor5/60.580
Steel mail armor full10/113/3.5390
Steel mail armor half7/82/2.5260
Steel plate full armor12/132.5/3660
Steel plate half armor9/101.5/2440
Buckler/targe, metal61100
Shield, large, composition83100
Shield, standard, composition8280

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.
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