Post by Dorian Thales on Nov 27, 2012 4:26:34 GMT -5
Greetings shoppers! This is a new little area I'm trying out to help me monitor items of limited stock, both to help me influence pricing of buying/selling and to help me keep track of just how many are available. Depending on how things go, there might be some rather good deals found here, and if you're selling anything we have zero of (in other words, not on the regular market list or in stock here) you might even get a little bonus!
THESE ARE NOT CRAFTABLE ITEMS.
When you are purchasing anything off this list from the Treasury Mod, you MUST put "limited stock item" next to the item so that he knows it is from this list.
Current Inventory
1 x Kobold Shortspear (1d4 weapon) - 1800gp
0 x Helm of Comprehend Languages -
This silver toned helmet, when worn, allows the wearer to understand any spoken language being spoken around him, or read any language or magical writing.
0 x Magnificent Sheath of Melee Weapons
This ornate well-crafted dark brown leather sheath appears to be a sheath for a single sword. Beautiful and colorful artwork depicting combat with large weapons cover the exterior side of the sheath. The dark brown adjustable thick leather strap is very strong and sturdy but very pliable. This sheath holds up to 7 weapons no shorter than 3 feet in length. Only the first weapon, the sword's hilt, sticks out. Each weapon can be commanded to appear in the user's hand, and then returned to it's storage space.
1 x Rod of Oasis - 250gp
This six inch rod of white polished stone is quite powerful and treasured by sailors. When at sea, one merely has to point it outwards and wait till it feels "heavy" and that is the direction of the nearest land. It also works in the desert to point to the nearest oasis in the sands.
0 x Phineas' Beer Stein -
Twelve inch pewter stein with a golden handle, carved with designs. It weighs 13lbs. Drinking from this allows the drinker to not be affected by drunkenness, used by Phineas to win many a drinking contest in his day.
0 x Robe of Useful Items -
This appears to be an unremarkable robe (mun's choice as to appearance), but a character who dons it notes that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below.
This robe has the following patches (once you pull of a patch and use it, it is gone for good and you must mark it as gone):
Dagger 1d4 (3)
Bullseye lantern (filled and lit) (2)
Mirror (a highly polished 2-foot-by-4-foot steel mirror) (2)
Pole (10-foot length) (2)
Hemp rope (50-foot coil) (2)
Sack (2)
Bag of 100 gold pieces (1)
Ten random gems (2) [Get tesarikone to roll for you]
24 foot wooden ladder (3)
Mule with saddlebags (1)
Potion of Healing (Heals up to 10hp) (3)
Rowboat 12 foot long (1)
Window (2 ft by 4 ft) (1)
Normal Longsword 1d6 (2)
3 x Death Cheat (Blood Charm) - 3500gp apiece or 2 for 6200!
This blood charm is made from turquoise and can be set in jewelry or simply carried. The stone is marked with a red spot from the wearer's blood. The use of blood magic in this item causes 1 permanent point of damage (lower max hp by 1) that can only be healed after the charm is used. Upon the character's death, the death cheat charm activates and immediately heals the character for 5 points of damage, plus all remaining points of self-healing (if the character has the skill). It is used automatically, not optionally, and if the healing is enough to keep the character above 0 hp, they live and a rezz is not used. If not, the character dies as per normal rules. Once used, the charm is inert and has no intrinsic value, although there are some who may be willing to purchase a used death cheat charm to wear as an unearned badge of honor. (If you have a used death cheat charm and wish to resell, inform Ashton Locke as usual.)
1 x Drowcraft Shortsword with Elven Bane (1d6, +2 damage against elves) - 5000gp
0 x Drow Piwafwi (+5 to Hide) -
0 x Mask of the Crusader - This golden mask with it's smiling face is far more than it seems. Upon placing it upon your face, the item tells you the key word that causes it's magic to take place. Upon uttering the key word, the mask becomes a thick liquid gold and covers the body from head to toe in gleaming golden armor, thin as cloth yet as strong as chainmail, allowing ease of movement. It grants a +5 DEF. - NO LONGER AVAILABLE
0 x Fiendish Elixir - {ONE USE} -
Housed in a black crystal bottle with a long fluted neck, this elixir is created from the corrupted blood of a celestial. When this is imbibed, you gain a +5 to checks to resist poison, acid and cold. You gain +2 Defense DC, and +2 to your Strength Trait Bonus (Cannot go over 12). If you are lawful, you have +5 DEF unless someone uses silver, chaotic you get +5 DEF unless someone is using cold iron, and neutral you gain +5 DEF unless someone is using magic (damage resistance). THIS LASTS ONE HOUR (or one full combat if the combat goes longer than an hour). You register as "EVIL" alignment while using it.
1 x Adamantine Blood Potion - (ONE USE} - 3,000gp
This heavy vial appears to be filled with solid black metal, but when up-ended, the blackness flows slowly downward. An elixir of adamantine blood causes a reaction that hardens your flesh. You gain 10 temporary hit points, which last for one full mission or quest. These temporary hit points do not stack with any other effects that grant temporary hit points. If you wear adamantine armor when you drink this elixir, you instead gain 15 temporary hit points (though if you remove the armor before the duration elapses, you lose 5 of the temporary hit points immediately). If at the end of the mission or quest you are over your hit points when the magic fades, you will instantly die and need to be rezzed.
0 x Dagger of Torment - ¤¤¤ -
This black metal dagger [1d4] has a long, thin, serrated blade, and has no hand guard. Instead it is wrapped with strips of blood-red leather in a tight pattern. It never needs sharpening and has the Everclean enchantment. Once per combat, with a successful hit, your target is afflicted by a dreadful vision which makes the wielder appear as a rotted corpse of someone they care deeply about, the sight only lasts a moment but dazes the target for one round. This curses the target, causing them to suffer flashbacks of the visions for 3 days unless a Break Curse is given.
0 x Robe of Bones-
This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached per combat. Detaching a figure causes it to become an actual undead creature (see the list below) that is under your control as a combat companion for one combat. The creature has half your dice, and that many hit points (so if you are d60, it is d30 with 30hp). Once a creature is detached, it is gone and cannot be reused.
The robe has (2) small goblin skeletons, (2) medium human skeletons, (2) medium wolf skeletons, (1) small goblin zombie, (1) medium human zombie, (1) dire wolf skeleton. [Slot: Cloak/Robe]
1 x Web Choker - 6,000gp
Strung of barbs and black webbing with nine grey spheres, this choker is considered high fashion for drow priestesses. The wearer (and only the wearer) can detach a hurl a sphere up to 70 feet. Where a sphere arrives at the end of it's trajectory, it bursts, generating a web (Escape DC14). Once all nine spheres have been used, the web choker is nothing but a choker. (8/9 Spheres Left)
[Slot: Neck]
0 x Map of the Unseen Lands -
This rolled-up sheet of vellum is generally kept in a dark-colored scroll tube decorated with wagon wheel motifs. While holding the map, you gain a +3 bonus on Knowledge (Geography). Once per adventure, you can command a map of unseen lands to spend 2 minutes redrawing itself. Doing so causes it to map the terrain within a 10-mile radius with total accuracy but only moderate detail. When the redraw ability is commanded, the DM should spend no more than 2 minutes of real time telling the bearer of such things as general terrain features (mountains, rivers, etc - names if known); large structures (castles, temples, ruins - names if known); structures important for travel (bridges, dungeon entrances, magic portals); and lairs of epic level creatures.
0 x Artificer's Monocle -
This silver edged monocle gives you 2 extra crafting points for one type of crafting per week. Each week you may choose a different type of crafting if you wish. It can be worn around one's neck, or considered your eye slot.
[Slot: Neck or Eye]
1 x Token of Aaron Hexenthal - 4,000gp Each
A jet-black raindrop shaped piece of scalemail which can be worked into any armor, bracers, shield or made into an amulet or other piece of jewelry. It gives a +3 DEF against shadow attacks. If worked into armor, it will count as one of the enchantments (2 pts) upon that armor.
0 x Captain's Dueling Cloak - +1 DEF - 2100gp
This heavy woolen cloak prevents the wearer from becoming wet in rain and sea spray. The wearer also gains the benefit of an endure elements spell against cold (but not hot) extremes of weather.
[Slot: Cloak]
1 x Pearlsteel Dagger - 1d4 - 3,000gp
2 x Fever Iron Butterfly Sword - 1d6 - 4500gp Each
1 x Slightly Used Wand of Full Heal - 6,000gp
9/10 Charges Left
1 x Glassteel Shortsword - 1d5 - 4,500gp
This glassteel shortsword has a diamond in the hilt that shimmers and shines with radiance. Once per combat, the diamond sends a burst of radiance, blinding the target for one round of combat. if they do not have blindfight, they cannot make any attacks for that round. (2 Points)
1 x Calomel Cutlass - 1d6 - 5,000gp
Calomel does dbl damage if weak against water.
1 x Shortspear with Blueice Tip - 1d6 - 9,200gp
With "Phantom", "Returning", and "Huntsman" (5pts)
0 x Circlet of Protection - +5 DEF (Magic or Mundane) -
An amulet in the shape of a golden leaf forged by elven craftsman is fitted onto a golden circlet. This circlet gives protection of +5 DEF against both magic and the mundane attacks, adding to any other defense you may have.
[Slot: Head]
0 x Circlet of Health - Adds 10hp - 8,000gp
0 x Tunic of the Night -
This tunic is of the highest possible quality while still tough enough to handle any amount of physical demands upon the wearer without finding itself in ruin. A deep rich shade of blue this tunic was fashion to fit the owner and the owner alone. Thanks to a large portion of treated darkweave material this shirt offers a +5 to stealth.
[Slot: Chest]
1 x Restful Crystal - 750gp
This silver clasp is decorated with a sparkling crystal shaped like a star. A restful crystal is a great boon to any warrior who must stay always at the ready. Sleeping in armor that has this crystal attached does not make you fatigued or uncomfortable in any way.
[Slot: Torso (or varied)]
0 x Ioun Stone:(Pearlized Brown Ellipsoid) -
This gives you one extra turn using enhanced speed, once per adventure. Ioun stones orbit around your head while in use. Magic Slot.
0 x Ioun Stone: (Blue sphere) -
This gives a +3 to all knowledge checks. Ioun stones orbit around your head while in use. Magic Slot.
0 x Earring of Redemption - 6,000gp
This earring fills the head slot on your dossier, it allows for the rerolling of any dice roll once per combat (this means skill check, strike, dmg, save, etc..). You may select which roll you wish to use and are not forced to take the second.
0 x Nymph Bone Flute -
Carved from the bone of a nymph, this flute can be played up to 3 times a day, and cause a target to become blind or deaf, if they fail an Endurance save of DC15.
[Slot: Magic Item]
1 x Enchanted Rebec - 4,000gp
with "Choir" and "Healthful Aria".
[Slot: Magic Item]
0 x Scarab of Protection - Absorbs 5 DMG -
This magical item can be worn as a brooch, pendant, or even made into a ring. It holds the power to defend the person that wears it. It absorbs the first 5 points of any damage that a person takes.
1 x Shango Dark Leather Armor - +10 DEF - 20,000gp
No armor penalty.
With "Ghost Touch", "Ethereal" and "Moonkissed" (5pts)
0 x Shango Dark Leather Belt -
This dark leather belt houses a unique ability, the clasp that holds it closed has a small bronze oval. Within this oval the image shifts depending upon where the wearer is located; a tribal sun, the surface of the waves, swirling lines for air. The image displays what effect this belt has upon the wearer, granting them the Adaptation enchantment.
[Slot: Waist]
0 x Shango Dark Leather Boots -
These boots are part of the complete set of Shango Dark leather. The material is a dark and treated leather, though it's lining and parts of it's exterior is made with darkweave. The soles of these boots were blessed in an ancient tradition of the hunt, which allows the hunter to move silent and swift. The boots confer a total boost of 10 to stealth.
[Slot: Foot]
1 x Arrow Catching Wooden Shield - +3 DEF - 4,000gp
Has "Arrow Catching" enchantment (2pts)
0 x Enchanted Heavy Steel Shield - +10 DEF - 21,000gp
Has "Animated", "Tattoo", "Reflective" (5pts)
0 x Glassteel Buckler - +6 DEF - 10,000gp
0 x Anklet of Arawa - +5 DEF (magic and mundane) -
This ornate brass anklet has one hinge and is held closed by a single brass pin. The craftsmanship of this item is heavily accented and carries the influence of those indigenous tribes of the Rayyan. Swirling representations of the vines of the lands arch and circle around raised sun-like ornamentations. This anklet when worn, bestows upon the owner a +5 defense to magical and mundane attacks.
0 x Black Eye of the Sheikh -
The black eye patch allows the wearer to see normally through the eye, in the dark, and invisible objects and beings. Persons trying to hide in the shadows will not fool the wearer of the eye-patch. It cannot see through magical darkness.
0 x Gauntlets of Throwing -
This pair of flexible but tough maroon leather gauntlets has a complex sigil on each palm. Gauntlets of throwing turn any handheld weapon into a deadly thrown weapon. When you activate gauntlets of throwing, you grant any one melee weapon you hold the throwing and returning properties for 1 round, the weapon does the same damage as it would do used in melee, and you would add your Quickness bonus to it instead of Strength due to using it ranged. The gauntlets function in this way once per combat.
[Slot: Hands or Arms]
0 x Horseshoes of the Dunes -
These four iron shoes are affixed like normal horseshoes. They allow a horse to travel without actually touching the ground. The horse runs roughly four inches above the ground. This means that non-solid or unstable surfaces can be crossed, and that movement is possible without leaving tracks on any sort of ground. The horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective.
0 x Baby's First Summoning Staff -
This is an introductory summoning staff, able to rip a hole in reality and pull a creature from the void to do your bidding. Don't be shy now, give it a wave. Ages 11 and up. -Roll a d6. You summon one of the following creatures, once per combat.
1) Brain-slug. Toss this slug at an enemy as a ranged attack. If the attack hits, the slug dominates the target, obeying your command for one round, if they cannot pass save of DC15.
2) Two-headed Scorpion Cat. Minion attacks one round for you. Roll your combat dice, then add it's attack: Poison stinger 1d6 poison damage.
3)Lesser Air Elemental Twister. Roll a d20. If you roll 11 or higher, the air elemental appears on top of an enemy. It tosses said enemy 1d6 x 10 feet in the air. They take falling damage, 1d2 per 10 feet tossed..
-If you roll 10 or lower, the air elemental appears in your square, tossing you 1d4x10 feet in the air. You take the appropriate damage.
4) Little Tentacled Abomination. Select one enemy. The slimy tentacle monster appears adjacent to the enemy. It makes a single attack with all of its tentacles at once. If it hits, the enemy is inflicted with 2d5 tentacle damage
5) Key-shaped Mouse. This tiny mouse can magically take the shape of any lock, opening almost any locked door, magical or otherwise. Before taking the shape of a key, this magical mouse must be fed some type of cheese, otherwise no transformation will take place. If the party has no cheese available, it will vanish until re-summoned.
6) Mischievous Imp. The Imp appears and instantly turns against you, doing 1d5 dmg before disappearing.
0 x Ring of Sacrifice -
This ring is silver, with a blood-red ruby at the center. Some inscription is written around the ruby. In Celestial, this reads "For I shall risk death for the good of others". When analyzed it appears as a Ring of Protection giving you a +5 DEF. It has a hidden effect, that has no other way to find out what it does except with it's use. Every time an ally is within 10 feet of the wearer and is attacked, then all damage is transferred onto the wearer. If the wearer is hit, all damage goes to him. While easily deadly, this may be as beneficial as baneful.
[Slot: Ring]
0 x Minor Armlets of Escape -
This item resembles a pair of small, simple looking bands worn high on the arm, that can voluntarily increase the slipperiness of the wearer. When using this item, they bestow upon the user a boost to Escape checks of +3.
[Slot: Arms]
1 x Vial of Icy Sheets 3,000gp
The vial of icy sheets is a clear fluid that creates a region of slippery ice when its contents are poured upon the ground. The fluid spreads from the point of origin to a radius of 10 feet, coating the ground with a thin sheet of slippery ice. All creatures caught in this area must make athletic saves of DC12 or slip and fall. Those that successfully save can move at half speed across the surface. Those that remain in the area must make a new saving throw each round to avoid falling and to be able to move or attack. This lasts five rounds before fading. The carrier of a vial of icy sheets can walk upon slippery surfaces he's created without fear of falling.
[Consumable - One use]
DRAGONCRAFTED ITEMS
0 x Gauntlets of Wrinestii
These leather gauntlets are studded with dragon teeth and deal damage as spiked gauntlets 1d4.
[Slot: Hands]
2 x Gauntlets of Eril 2,000gp
These leather gauntlets are studded with dragon teeth and deal damage as spiked gauntlets 1d4.
[Slot: Hands]
2 x Hateeri's Dragonfang Gauntlets [Hands] 2,000gp
These leather gauntlets are studded with dragon teeth and deal damage as spiked gauntlets 1d4 when used as a one-handed weapon.
2 x Shield of Wrinestii 12,500gp
This shield is made with the thick green scaly hide of the dragon Wrinestii and gives +4 DEF, as well as an extra +5 against acid attacks.
1 x Shield of Eril 12,500gp
This shield is made with the thick white scaley hide of the dragon Erilguolvag and gives +4 DEF, as well as an extra +5 against cold attacks.
2 x Hateeri's Dragoncraft Shield 12,500gp
This black scaled shield +4 DEF is spiked with bone and teeth from the black dragon Hateeri. It grants a +5 extra defense against acid attacks.
1 x Mantle of Wrinestii 8,000gp
A dragonskin mantle gives defense against the element of the dragon the cloak was created from. It gives a +5 DEF against that certain element. This can be worn with any armor. This mantle is from the scales of the green dragon Wrinestii, and gives +5 DEF against acid attacks.
[Slot: Cloak]
1 x Mantle of Eril 10,000gp
A dragonskin mantle gives defense against the element of the dragon the cloak was created from. It gives a +5 DEF against that certain element. This can be worn with any armor. This mantle is from a white dragon, and gives +5 DEF against cold attacks.
[Slot: Cloak]
0 x Hateeri's Dragonskin Mantle [Cloak]
A dragonskin mantle gives defense against the element of the dragon the cloak was created from. It gives a +5 DEF against acid, as the skin of Hateeri the Black Dragon was used. This can be worn with any armor.
0 x Armor of Wrinestii
This hide armor +4 DEF is made of the green scaly hide of Wrinestii, and also offers complete immunity to acid.
[Slot: Armor]
0 x Boots of Eril
These white scaled boots of dragonhide grant their wearer a +5 bonus to Climb and Jump checks.
[Slot: Feet]
(2) Hateeri's Dragonstriding Boots [Feet] 4,000gp
These black scaled boots of dragonhide grant their wearer a +5 bonus to Climb and Jump checks.
[Slot: Feet]
1 x Eril's Opalescent Amulet 3,000gp
This milky white dragon scale is framed in a silver setting and hangs from a filigree chain. Tiny opals stud the surface of the dragon scale in a snowflake pattern. This gives the wearer the ability to walk upon ice without need for any checks, and allows a person to stay warm in cold environments (this does not give immunity to cold attacks).
[Slot: Neck]
0 x White Dragon Amulet
This amulet is crafted from the fang of a white dragon, and when worn any weapon that is clasped in your hand becomes frosted over with the cold element.
[Slot: Neck]
1 x Hateeri's Wyrmfang Amulet 2,000gp
This necklace of black dragon teeth grants all of the wearer's natural attacks the ability to overcome damage reduction as if they were magic weapons (so overcomes DR/magic).
3 x Hateeri's Dragonbone Dagger 5,000gp
This is a 1d3 dagger made from a bone from Hateeri, the black dragon. It is considered naturally "acid".
1 x Hateeri's Dragonbone Falchion 7,500gp
This is a 1d8 falchion made from a bone from Hateeri, the black dragon. It is considered naturally "acid".
1 x Hateeri's Dragonbone Quarterstaff 7,000gp
This bone quarterstaff was created from a bone from Hateeri the black dragon. It is naturally "acid".
1 x Hateeri's Dragonbone bow 8,000gp
This bow is carved from a single bone of a dragon (a thigh bone or similarly large bone) and displays superior tensile strength and power. Such a bow is considered a composite bow (long). In addition, the bow’s range increment is 20 feet longer than normal for the bow’s type (130 feet for a composite longbow). This bow made of Hateeri's bones confers the acid attribute to the arrows used in it.
0 x Eril's Dragonbone Bow
This bow is carved from a single bone of a dragon (a thigh bone or similarly large bone) and displays superior tensile strength and power. Such a bow is considered a composite bow (long). In addition, the bow’s range increment is 20 feet longer than normal for the bow’s type (130 feet for a composite longbow). This bow made of Eril's bones confers the frost attribute to the arrows used in it.
8 x Ebon Mask [Face] 5,000gp
This dull black dragon scale is edged in iron. It is roughly triangular in shape and slightly larger than a human fist when not worn. If held to the face, it magically adheres to cover the nose and mouth. This gives the wearer the ability to breathe underwater, but does not interfere with air breathing. It does muffle speech. It gives you a +2 DEF against acid attacks when worn. Only the wearer can remove this, unless he is unconscious or dead.
7 x Black Dragon Elixir 5,000gp
This elixir made from black dragon's blood grants a +2 to Strength for one combat (must abide by limits), as well as grant darkvision up to 120ft for the remainder of the quest or mission after it is imbibed.
4 x Vial of Hateeri's Draconic Perfume 3,000gp
This exclusive perfume is produced using dragon musk, which is integral to draconic mating rituals. Dragon musk is secreted in dragons' oil glands, and harvesting it is a very delicate procedure. Though only mildly fragrant,dragon musk is more powerful when added to other ingredients. This perfume is mixed with sage, bergamot and cedar and when worn it's pungent scent grants a +2 to any Intimidate Checks made that day, it increases to +4 when used to intimidate a creature of any size larger than the wearer. Each vial has one use, which lasts for 12 hours.
2 x Dragonskin Grips 15,000gp ☼ ☼ ☼
Made using the choicest, most malleable skin from a dragon's underbelly, this specialized weapon grip can be added to any weapon with a hilt or handle. Dragonskin grips may be added to an existing weapon, or incorporated into a new weapon during crafting and take up three points. The skin provides extra grip, granting the wielder immunity against being disarmed by another creature. This does not protect against critical fail drops of any kind.