ablehandedmonkeybeater


For all you players out there this is a succinct pricelist of stuff that you can get from Phyphor's equipment shoppe. Prices may vary around the Imperial basin and avialability as many of you know is greater in the larger towns and so forth. One day, with practice at webpage building, you should be able to order stuff online for weekend dungeons. For now though it is just an information tool



Stuff for Sale

Below is the stuff that you ca sell and its cost. Cards will be provided for you to give out in the case of armour and potions etc. Doses and costs are noted upon the cards but are repeated below for your benefit.

Potions:

PotioncostPotioncostPotioncostPotioncost
+1 DAC 150+1 SAC 150Weapon Mastery500+1 PSIAC150
+1 PAC 150 +2 SAC 300Regeneration150+2 PSIAC300
+2 DAC 300 +1 FAC 150+1 Wound Level50+1 IAC300
+2 PAC 300 +2 FAC 300+1 Strength100Healing30
+3 DAC 450 +1 NAC 150+2 Strength200+1 AAC600
+3 PAC 450 +2 NAC 300+1 MAC300Restore 10PP200


Scrolls

The Shop Buying Scrolls: The Shoppe will buy scrolls but only from characters who are able to produce their Source allowance card and only if the scrolls are signed. I.e. the scrolls are official and not just written by monkeys These Scrolls may then be resold by the shoppe for profit and so forth.

Scroll buying Price: Level of spell x 10

The Shoppe Selling Scrolls:

The Shoppe may only sell scrolls that it has phys reps for, these can be provided by the growing player scrolls that are sold to it and via any of the refs depositing scrolls there at any time.

Scroll selling Price: Level of Spell x 20

The Shoppe will not accept nor sell evil Focus spells or Daemonic summoning spells. Generally it will not accept dubious spells, it will also consider it a duty to report criminals that may think of attempting to pass on such items.

Selling Weapons

Round the Back of the Shoppe is a large forge and their dwells a Dwarf called Mr Orcthrottler O(grebeater) Scrimshaw. It is he who makes the majority of the weapons that the Shoppe sells to wary adventurers off to do a good days beating. All weapons require a Weapon card which will also take note if the weapons are high quality or masterwork. The shoppe will buy weapons from the general populace if they are of a sufficient quality but at half the valued price. Below is a list of the cost to buy the three types of weapon.

WeaponNHQMWWeaponNHQMW
Dagger 20 30 40 Arrows x 5 15 25 30
Bullets x 100 100 150 200 Short sword 40 60 80
Mace 40 60 80 Long sword 75 120 150
Staff 10 15 20 Hand axe 25 35 50
Bastard Sword 100 150 200 Spear 50 75 100
Battle Axe 75 120 150 2 `anded Sword 200 300 400
Pole Arm 150 230 300 Two `anded Axe 175 245 300
Great Sword 500 750 1000 Great Mace 500 750 1000
Great Axe 500 750 1000 Short Bow 300 450 600
Long Bow 400 600 800 Crossbow 350 520 700
Rifle 2000 3000 4000 Pistol 1500 2400 3000


Key: N=Normal. HQ=High Quality. MW=Master Work

Exotic weapons that do not appear on this list will be appraised and priced by Mr Scrimshaw as and when they have been viewed.

Honing Weapons:Yes the shoppe will hone your weapons for you. It takes 20 minutes per weapon and costs the same as the initial price of the weapon.

Buying and selling Armour

Around the back of the shoppe, you will find that Mr Scrimshaw has an able assistant, one skilled in the way of making armour, a young human Armour Smith called Michael Ablehandedmonkeyeater. He provides most of the protection that you find Imperial Adventurers wearing throughout Vaklam; you can't go wrong wearing a suit of Ablehandedmonkeyeater Mail. All armour sold by the shoppe requires an armour card to go with it if they haven't got any armour cards they have run out of armour. The shoppe will not buy armour unless it is of the very highest quality and then you will have to work out a price with the player and the ref that gave it them. Armour may be of three types: Normal, High Quality and Master crafted the cost for each one is shown below:

Armour TypeNHQMWArmour TypeNHQMW
Fur (limb) 5 10 15 Fur (torso) 5 10 15
Leather (Limb) 10 15 20 Leather (Torso) 15 25 30
Studded Lthr (Limb) 20 30 40 Studded Lthr (Torso) 30 45 60
Ring Mail (Limb) 40 60 80 Ring Mail (Torso) 60 90 120
Chain/Banded/Splint Mail (Limb) 75 120 150 Chain/Banded/Splint Mail (Torso) 120 180 240
Plate (limb) 200 300 400 Plate (torso) 300 450 600
Plate and Chain (Limb) 350 525 700 Plate and Chain (Torso) 500 750 1000

Key: N=Normal. HQ=High Quality. MW=Master Work

Repairing Armour:The Shoppe will indeed repair armour up to its maximum life span for half the original buying cost. These repairs may take some time.

Shields:

A new thing that adventurers want to get their hands on: Shields. The bigger the better and the happier the adventurer is. Again shields are made by Michael Ablehandedmonkeyeater and he supplies the best. Shield cards are required and will be handed out by the shoppe if available. Basically it's the same routine as with armour.

Shield TypeNHQMWShield TypeNHQMW
Small Leather 15 30 45 Medium Leather 30 60 90
Large Leather 45 90 135 Small Wooden 30 60 90
Medium Wooden 60 120 180 Large Wooden 120 240 360
Small Metal 45 90 135 Medium Metal 90 180 270
Large Metal 180 360 540

Key: N=Normal. HQ=High Quality. MW=Master Work

Repairing ShieldsThe guys that live around the back of the Shoppe may repair any shield. They are very helpful and will repair the shield for half the original cost.

The shoppe does not buy shields so there!!!!!!!

Weapon Skills

In a small side room of the shoppe is a very big Ogre called Malcolm and he teaches Weapon Skills to people. He is very good at weapon skills and enjoys demonstrating his prowess, sometimes he is a bit over-enthusiastic. Malcolm teaches any of the following Weapon Skills:

One Handed Double Handed Either handed Hand Thrown Machine Propelled Bow.

Each skill is at a cost of 1,000 Bahamat. The skill effectively takes a week to learn (assume the character started a week before hand).

Buying Glyphs from the Shoppe.

The shop has a Sourcerer (Grumpius Vauxhallius) and a Priest (Spurning Jeffery) who are able to cast Glyphs for party members who go out dungeoneering. They may only cast minor Glyphs and Runes but will put any requested spell into it. The exceptions are as follows: Daemon Summoning Spells and Evil Focus Spells

The Cost for a Glyph/Rune is 50 Bahamat for the Glyph/Rune and then 25 Bahamat per level of the spell that is placed within it.

Offloading treasure at the Shop.

As adventurers you will be expecting to sell the crap that you find lying around on dungeon. As the shoppekeeper you will need to check with the ref running an event and make sure that you know how much Bahamat you have to give out at the end of the dungeon. It wouldn't do to be handing out more Bahamat then you can really afford to.

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