The Market

Tavern
Armor and Shields
Simple Melee Weapons
Simple Ranged Weapons
Military Melee Weapons
Military Ranged Weapons
Adventuring_Gear
Magic Items
Potions and Elixirs Items

Tavern
Item Price Item Price Item Price
Food Drink Inn stay (per day)
Meal, common 2 sp Ale, pitcher 2 sp Typical room 5 sp
Meal, feast 5 gp Wine, bottle 5 gp Luxury room 2 gp
Armor and Shields
Armor Armor Bonus Check Speed Price Weight
Cloth armor (light) +0 1 gp 4 lb.
Leather armor (light) +2 25 gp 15 lb.
Hide armor (light) +3 -1 30 gp 25 lb.
Chainmail (heavy) +6 -1 -1 40 gp 40 lb.
Scale armor (heavy) +7 -1 45 gp 45 lb.
Plate Armor (heavy) +8 -2 -1 50 gp 50 lb.
Shield Shield Bonus Check Speed Price Weight
Light shield +1 5 gp 6 lb.
Heavy shield +2 -2 10 gp 15 lb.
Simple Melee Weapons
One-Handed
Weapon Prof. Damage Range Price Weight Properties Group
Club +2 1d6 1 gp 3 lb. Mace
Dagger +3 1d4 5/10 1 gp 1 lb. OH, LT Light blade
Javelin +2 1d6 10/20 5 gp 2 lb. HT Spear
Mace +2 1d8 5 gp 6 lb. VT Mace
Sickle +2 1d6 2 gp 2 lb. OH Light blade
Spear +2 1d8 5 gp 6 lb. VT Spear

Two-Handed

Weapon Prof. Damage Range Price Weight Properties Group
Greatclub +2 2d4 1 gp 10 lb. Mace
Quarterstaff +2 1d8 5 gp 4 lb. Staff
Scythe +2 2d4 5 gp 10 lb. Heavy blade
Simple Ranged Weapons

One-Handed

Weapon Prof. Damage Range Price Weight Properties Group
Hand crossbow +2 1d6 10/20 25 gp 2 lb. LF Crossbow
Sling +2 1d6 10/20 1 gp 0 lb. LF Sling

Two-Handed

Weapon Prof. Damage Range Price Weight Properties Group
Crossbow +2 1d8 15/30 25 gp 4 lb. LM Crossbow
Military Melee Weapons
One-Handed
Weapon Prof. Damage Range Price Weight Properties Group
Battleaxe +2 1d10 15 gp 6 lb. VT Axe
Handaxe +2 1d6 5/10 5 gp 3 lb. OH, HT Axe
Longsword +3 1d8 15 gp 4 lb. VT Heavy blade
Rapier +3 1d8 25 gp 2 lb. Light blade
Scimitar +2 1d8 10 gp 4 lb. HC Heavy blade
Short sword +3 1d6 10 gp 2 lb. OH Light blade
Throwing hammer +2 1d6 5/10 5 gp 2 lb. OH, HT Hammer
Warhammer +2 1d10 15 gp 5 lb. VT Hammer

Two-Handed

Weapon Prof. Damage Range Price Weight Properties Group
Greataxe +2 1d12 30 gp 12 lb. HC Axe
Greatsword +3 1d10 30 gp 8 lb. Heavy blade
Longspear +2 1d10 10 gp 9 lb. RE Polearm, spear
Maul +2 2d6 30 gp 12 lb. Hammer
Military Ranged Weapons
Two-Handed
Weapon Prof. Damage Range Price Weight Properties Group
Longbow +2 1d10 20/40 30 gp 3 lb. LF Bow
Shortbow +2 1d8 15/30 25 gp 2 lb. LF, SM Bow
Adventuring Gear
Item Price Weight Item Price Weight
Adventurer’s kit 15 gp 33 lb. Flask(empty) 3 cp 1 lb.
Backpack(empty) 2 gp 2 lb. Journeybread (10 days) 50 gp 1 lb.
Bedroll 1 sp 5 lb. Lantern 7 gp 2 lb.
Flint and steel 1 gp Oil (1 pint) 1 sp 1 lb.
Pouch, belt(empty) 1 gp 1/2 lb. Rope, silk (50 ft.) 10 gp 5 lb.
Rations, trail(10 days) 5 gp 10 lb. Climber’s kit 2 gp 11 lb.
Rope, hempen (50 ft.) 1 gp 10 lb. Grappling hook 1 gp 4 lb.
Sunrods (2) 4 gp 2 lb. Hammer 5 sp 2 lb.
Waterskin 1 gp 4 lb. Pitons (10) 5 sp 5 lb.
Ammunition Spellbook 50 gp 3 lb.
Arrows (30) 1 gp 3 lb. Implement
Crossbow bolts(20) 1 gp 2 lb. Holy Symbol 10 gp 1 lb.
Sling bullets (20) 1 gp 5 lb. Orb 15 gp 2 lb.
Candle 1 cp Rod 12 gp 2 lb.
Torch 1 sp 1 lb. Staff 5 gp 4 lb.
Everburning torch 50 gp 1 lb. Wand 7 gp
Chain (10 ft.) 30 gp 2 lb. Totem 5 gp 2 lb.
Chest(empty) 2 gp 25 lb. Tent 10 gp 20 lb.
Fine clothing 30 gp 6 lb. Thieves’ Tools 20 gp 1 lb.

Magic Items
Armor
Weapons
Staffs
Orbs
Wands
Rods
Holy Symbols
Head Items
Neck Items
Arm Items
Shield Items
Hand Items
Waist Items
Feet Items
Potions and Elixirs Items
Wondrous Items

Armor Items

Dwarven Armor +1; Lvl 2; UncommonDM p.255
Crafted by the finest dwarf armorsmiths of old, this armor is decorated with the faces of dwarven ancestors.
Price 520 gp
Upgrade 2,080 gp
Armor Chain, Scale, Plate
Enhancement AC
Property Gain an item bonus to Endurance checks equal to the armor’s enhancement bonus.
Power (Daily) Free Action. Regain hit points as if you had spent a healing surge.

Black Iron Armor +1; Lvl 4; CommonHOTFL p.344
The black metal of this armor glows red when violence flares.
Price 840 gp
Upgrade 3,300 gp
Armor Scale, Plate
Enhancement AC
Property You gain resist 5 fire and resist 5 necrotic.

Sylvan Armor +1; Lvl 3; CommonHOTFL p.345
This brown and gray armor is favored by those who want to move like a leaf carried along on a forest breeze.
Price 680 gp
Upgrade 2,700 gp
Armor Cloth, leather, hide
Enhancement AC
Property You gain an item bonus to Athletics checks and Stealth checks equal to the armor’s enhancement bonus.

Veteran’s Armor +1; Lvl 2; CommonHOTFL p.345
Battered and worn, this unassuming armor helps you get the most out of your experiences.
Price 520 gp
Upgrade 2,000 gp
Armor Any
Enhancement AC
Property When you spend an action point, you gain a +1 item bonus to attack rolls and all defenses until the end of your next turn.

Weapon Items

Luckblade +1; Lvl 3; UncommonDM p.258
Price 680 gp
Upgrade 2,720 gp
Weapon Heavy blade, light blade
Enhancement Attack rolls and damage rolls
Critical +1d8 damage per plus.
Power (Daily) Free Action. Reroll an attack roll you just made. Use the second result even if it’s lower.

Defensive Weapon +1; Lvl 2; CommonHOTFL p.346
This weapon glows blue when its wielder takes a defensive posture.
Price 520 gp
Upgrade 2,000 gp
Weapon Any
Enhancement Attack rolls and damage rolls
Critical +1d6 damage per plus
Property When you take the total defense or second wind action, you add the enhancement bonus of this weapon as an item bonus to all your defenses until the start of your next turn.

Vicious Weapon +1; Lvl 2; CommonHOTFL p.346
Some wielders claim this weapon takes pleasure in dealing pain.
Price 520 gp
Upgrade 2,000 gp
Weapon Any
Enhancement Attack rolls and damage rolls
Critical +1d12 damage per plus

Staff Items

Staff of Striking +1; Lvl 4; UncommonMME p.50
Fashioned of unadorned metal in a symmetrical and severe design, this staff delivers forceful blows to your enemies.
Price 840 gp
Upgrade 3,300 gp
Implement Staff
Enhancement Bonus Attack rolls and damage rolls.
Critical +1d8 damage per plus
Attack Power (Encounter) No Action. Trigger: You hit a creature adjacent to you with an implement or a weapon attack using this staff. Effect: You push the creature 1 square and knock it prone.

Earthroot Staff +1; Lvl 3; UncommonHOTFL p.348
This staff is as light as wood, but it seems to be made of earth and stone with a fine crystal atop it. It can bind your enemies to the earth and protect you against the same.
Price 680 gp
Upgrade 2,700 gp
Enhancement Bonus attack rolls and damage rolls
Critical The target is restrained until the end of your next turn.
Property Any target you immobilize, petrify, slow, or restrain with an attack power using this implement takes a -2 penalty to the first saving throw it makes against that condition.

Orb Items

Orb of Insurmountable Force +1; Lvl 3; UncommonHOTFL p.347
The repulsive force emanating from this orb makes it hard to grasp.
Price 680 gp
Upgrade 2,700 gp
Enhancement Bonus attack rolls and damage rolls
Critical +1d6 force damage per plus
Power (Encounter) Free Action. Trigger: You hit with an arcane attack power using this orb. Effect: You can push the target a number of squares equal to the enhancement bonus of the orb.

Wand Items

Wand of the Hunting Hound; Lvl 3; UncommonHOTFL p.349
This plain, wooden wand has its end carved to resemble a snarling mastiff.
Price 680 gp
Upgrade 2,700 gp
Enhancement Bonus attack rolls and damage rolls
Critical The target is immobilized (save ends).
Property Attacks using this wand ignore penalties for partial cover.

Rod Items

Rod of Malign Conveyance +1; Lvl 3; UncommonHOTFK p.349 AV p.100
A smoky crystal caps this rod, which allows you to use your personal teleportation powers as weapons.
Price 680 gp
Upgrade 2,700 gp
Enhancement Bonus attack rolls and damage rolls
Critical +1d6 damage per plus, and teleport the target a number of squares equal to the rod’s enhancement bonus.
Daily Power (Teleportation) Move action. You teleport yourself, an ally within 5 squares of you, and an enemy within 5 squares of you each a number of squares equal to the rod’s enhancement bonus.

Holy Symbol Items

Symbol of Life +1; Lvl 2; UncommonDM p.259
The power of your faith adds energy to your healing prayers.
Price 520 gp
Upgrade 2,000 gp
Enhancement Bonus attack rolls and damage rolls
Critical +1d6 damage per plus
Power (Daily) Free Action. Trigger: You hit an enemy with an attack made with this holy symbol. Effect: Until the end of your turn, any creature healed by your encounter powers and daily powers regains 1d6 additional hit points.

Symbol of Hope +1; Lvl 3; UncommonDM p.259
The power of your faith makes it easier for allies to recover from debilitating effects.
Price 680 gp
Upgrade 2,700 gp
Enhancement Bonus attack rolls and damage rolls
Critical +1d6 damage per plus
Property Active properties
Power (Daily) Free Action. Trigger: You hit an enemy with an attack made with this holy symbol. Effect: You or an ally within 5 squares of you can make a saving throw with a +5 power bonus.

Symbol of Battle +1; Lvl 5; UncommonDM p.259
This holy symbol is favored by battle clerics and warpriests.
Price 1,000 gp
Upgrade 4,000 gp
Enhancement Bonus attack rolls and damage rolls
Critical +1d8 damage per plus
Power (Daily) Free Action. You use this power when you hit with an attack using this holy symbol. The attack deals 1d10 extra damage.

Head Items

Diadem of Acuity; Lvl 8; CommonHOTFL p.350
This metal headband enhances your insight and perception skills.
Price 3,400 gp
Property You gain a +2 item bonus to Insight checks and Perception checks.

Neck Items

Safewing Amulet +1; Lvl 3; CommonHOTFL p.351
This orange amulet reduces the damage you suffer when falling.
Price 680 gp
Upgrade 2,700 gp
Enhancement Bonus Fortitude, Reflex, and Will
Property When falling, you reduce the distance fallen (for the purpose of calculating damage) by a number of feet equal to 10 × the amulet’s enhancement bonus. You always land on your feet after a fall.

Arm Items

Bracers of Mighty Striking; Lvl 2; CommonHOTFL p.351
These enchanted armbands increase the damage you deal with a single melee attack.
Price 520 gp
Upgrade 10,400 gp
Property When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.

Shield Items

Shield of Deflection; Lvl 2; CommonHOTFL p.351
This enchanted shield reduces the damage you suffer from ranged attacks and area attacks.
Price 520 gp
Upgrade 10,400 gp
Property You gain resist 2 to all damage from ranged attacks and area attacks.

Hand Items

Gauntlets of Blood; Lvl 4; UncommonHOTFL p.350
The blood of wounded foes streams along the joints of these rusty-looking steel gauntlets.
Price 840 gp
Upgrade 16,800 gp
Property You gain a +2 bonus to damage rolls against bloodied targets.

Waist Items

Belt of Vigor; Lvl 2; CommonHOTFL p.351
This chain metal belt improves your recuperative abilities.
Price 520 gp
Upgrade 10,400 gp
Property You gain a +1 item bonus to your healing surge value.

Feet Items

Boots of Striding; Lvl 9; CommonHOTFL p.349
These enchanted boots increase your speed if you wear light armor or no armor.
Price 4,200 gp
Property You gain a +1 item bonus to speed when wearing light or no armor.

Potions and Elixirs

Potion of Cure Light Wounds; Lvl 1; UncommonMME p.96
This potion covers your small cuts and minor bruises in dim silver light, causing them to heal over.
Price 20 gp
Utility Power (Healing) Minor. Effect: You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 1d8 + 1 hit points. If you are bloodied and don’t have any healing surges, you still regain the hit points. If neither of these things is true, there is no effect.

Potion of Healing; Lvl 5; CommonHOTFL p.352 HOTFK p.352
This simple potion draws on the body’s natural healing ability to cure your wounds.
Price 50 gp
Power (Healing) Minor. Effect: Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

Wondrous Items

Bag of Holding; Lvl 5; UncommonDM p.269 PH p.253
This item appears to be a simple sack of brown canvas.
Price 1,000 gp
Property This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from the bag is a minor action.

Voran’s Floating Lantern; Lvl 3; CommonMME p.84 AV p.171 DM173 p.18
This silver lantern floats in midair under your control.
Price 680 gp
Property This lantern never needs lighting or refilling. When you let go of the lantern, it continues to hang in the air where you leave it. If weight in excess of 1 pound is applied to the lantern, it falls to the ground.
Power Minor. While you hold the floating lantern or are adjacent to it, you can set its light to be bright (10-square radius), dim (5-square radius), or off.
Power Move Action. The last creature to hold the lantern can mentally command it to move up to 10 squares in any direction, but not more than 10 squares from it.

The Market

Vie for Glory Auz