Heroquest Larp/Lrp - The Marketplace
Characters earn in character money called "Gests" during the course of their adventures. These Gests are used to upgrade existing equipment or can be used to purchase new equipment as shown on any of the Tables. This equipment can either be purchased on an event, in character via some merchants, or sometimes at the start of an event when a member of the Heroquest Admin staff are present; it is always worth taking your Gests with you to a dungeon in case the opportunity arises for you to make a purchase.
Yellow Cards
Whenever you purchase or obtain an item you will be given a Yellow Card for that item; this contains the details of the item (description and number of charges etc) and is proof that you own the item. These Yellow Cards should be taken with you on each dungeon you play and the Referee may ask to see them; they are also required to mark of any charges used etc. during an event. Each Yellow Card for a permanent item will have a unique reference number on it, this is to identify the item and who owns it. You should place all of your items and reference numbers on your battleboard and let HQ Admin know the reference number of any new items that you obtain. This is a back up measure in case you actually lose your Yellow Cards and can be used by HQ Admin to prove that you own the said item. If you end up with an item you do not want, you can sell or trade it to other characters. This can be done in real life, when you meet them in person or via the website. You cannot normally sell/trade items back to your guild.
Armour Prices
Characters picking from the Warrior points table are lent a suit of standard, non superior, Metal or Non-Metal armour by the guilds until they reach 200 points. Upon reaching 200 points Warriors are given 100 Gests with which to purchase a suit of armour of their own. Characters not picking from a Warrior table must purchase any armour that they wish to wear. If you are not a primary warrior under 200 points, or have a Yellow Card for Armour then you will gain no benefit from wearing any armour. You may of course chose to wear it as part of your costume, but will gain no armour class for it. When calculating armour class for your character the Referee will wish to see your Armour Yellow Card.
To find the price of a suit of armour take the standard cost and add the relevant modifiers (so a suit of Superior +2 Ensorcelled 1 Non-Metal armour would cost 40 (Non-Metal), +40 (Superior +1), +80 (Superior +2), +25 (Ensorcelled 0), +50 (Ensorcelled 1) for a total of 235 Gests. Existing suits of armour can be improved the same way, so if you have a suit of superior +1 Metal armour it will cost you 120 Gests to have it improved to Superior +2.
Note that in addition to the money you must spend status on the Improved Empowering or Ensorcelling skills in order to have a suit of armour ensorcelled or empowered to rank 3 or above.
Metal Armour | Non-Metal Armour | Status | |
Normal | 60 | 40 | 0 |
Superior +1 | +60 | +40 | 0 |
Superior +2 | +120 | +80 | 0 |
Superior +3 | +240 | +160 | 0 |
Ensorcelled 0 | +50 | +25 | 0 |
Ensorcelled 1 | +75 | +50 | 0 |
Ensorcelled 2 | +100 | +75 | 0 |
Ensorcelled 3 | +125 | +100 | 1 |
Ensorcelled 4 | +150 | +125 | 1 |
Empowered 0 | +60 | +50 | 0 |
Empowered 1 | +90 | +75 | 0 |
Empowered 2 | +120 | +100 | 0 |
Empowered 3 | +150 | +125 | 1 |
Empowered 4 | +180 | +150 | 1 |
* Note - Armour is deemed to cover all locations
Headband | Tabard | |
+1 Magic AC | 100 | 120 |
+2 Magic AC | 200 | 240 |
+1 Power AC | 120 | 150 |
+2 Power AC | 240 | 300 |
Armour Rules
Metal Armour provides 8 Physical armour class. Superior armour increases this armour class by 1 for each level to which it is superior (so +3 superior armour provides a physical armour class of 11).
Non-Metal Armour provides 6 Physical armour class. Superior armour increases this armour class by 1 for each level to which it is superior (so +3 superior armour provides a physical armour class of 9).
The armour mastery skills apply to both metal and non-metal armour.
Armour can be ensorcelled or empowered at the costs indicated above. Ensorcelled armour provides a bonus to magic armour class equal to the level to which the armour is ensorcelled. Empowered armour provides a bonus to power armour class equal to the level to which the armour is empowered. You cannot both empower and ensorcel the same suit of armour.
You cannot cast magical spells whilst wearing Metal armour unless it is ensorcelled. Ensorcelled 0 armour allows the casting of Battle Magic whilst wearing the armour, ensorcelled 1 armour allows the casting of High Magic and ensorcelled 2 armour allows the casting of Arcane Magic.
Weapons
All of a characters normal weapons are free, the character is assumed to have already purchased them/inherited them or otherwise obtained the basic tools of his adventuring career. However weapons can be ensorcelled, to make them permanently magical or empowered, to make them permanently imbued with spiritual power.
The prices below are the cost to get to that level from the previous level, thus to empower a previously normal sword to rank 2 would cost 60 (empower 0) + 70 (empowered 1) + 80 (empowered 2) or 210 Gests. If you already had an Ensorcelled 2 sword it would cost 80 Gests to ensorcel it to 3.
Note that in addition to the money required you must spend Status on the Improved Empowering or Ensorcelling skills in order to have a suit of armour Ensorcelled or Empowered to rank 3 or above.
Level/Rank | 0 | 1 | 2 | 3 | 4 |
Empower (cost in gests) | 60 | 70 | 80 | 90 | 100 |
Empower (Damage Call) | No additional damage call | Power 1 | Power 2 | Power 3 | Power 4 |
Ensorcel (cost in gests) | 50 | 60 | 70 | 80 | 90 |
Ensorcel (Damage Call) | No additional damage call | Magic 1 | Magic 2 | Magic 3 | Magic 4 |
Potions
The standard Herbal Potions for sale in the Kern Valley are listed below. Characters with the Make Herbal Potion skills may buy the recipes for these potions at a cost of 10 Gests per rank. In all cases the price is per dose.
Potion Type | Price in Gests | |||||||||
Rank | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Strength | 5 | 10 | 20 | |||||||
Dexterity | 4 | 8 | 12 | 16 | 20 | 28 | 36 | 44 | 52 | 60 |
Stamina | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 |
Cure Balm | 6 | 7 | 8 | 9 | 10 | 12 | 14 | 16 | 18 | 20 |
Cure Wounds | 6 | 7 | 8 | 9 | 10 | 12 | 14 | 16 | 18 | 20 |
Cure Disease | 5 | 10 | 15 | 20 | 25 | |||||
Remove Pain | 10 | |||||||||
Poison Antidote | 10 | 20 | ||||||||
Ingestive Poison | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20 |
Blade Venom | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20 |
Sleep | 2 | 4 | 6 | 8 | 10 | 15 | 20 |
Characters may like to learn how to brew their own potions.
Scrolls
The cost of purchasing a piece of blank scroll paper is 100 gests.
Characters may like to learn how to write their own scrolls.