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 Arms, Armor, Attire and Artifacts

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The House of Ainsley
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Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Arms, Armor, Attire and Artifacts   Mon Apr 13, 2009 10:40 pm

The following is a list of items and the typical prices for each. The primary use for this list will be in determining the player characters' equipment at the beginning of the Fall and Rise of the House of Ainsley. Depending on the shop and the location, prices for certain goods in the campaign may deviate from this list, and haggling over prices (through use of the Appraise skill and social skills such as Bluff or Diplomacy) can either bring such prices closer to the norm or widen the divide further, whether in your favor or the merchant's favor.

First off, bear in mind that the world of Ardonia has a rather consistent exchange rate. All provinces--at least, those currently and formerly beneath the dominion of the Empire--mint their own coins from copper, silver, gold and even platinum, yet all coins share equal value; A gold coin from Konegheim is worth just as much as the gold coins of Nellowswann, Shadhir'zor, Bardosylvania, Brustagg, Fioriallia, Caed Fainne, Hrothjurgan Minor, Pervicus, former Karkova, former Greater Hrothjurgan and so forth. Only the coins' names and designs change.


Conversion rates:

1 copper = Not much.
1 silver = 10 copper
1 gold = 10 silver = 100 copper
1 platinum = 10 gold = 100 silver = 1,000 copper

So, as an example, spending one Gold on something that costs 3 Silver earns you 7 Silvers in change. Each character received a certain amount of virtual gold coins during character creation, representing any gear which the character may have acquired during his or her history; here is where you determine exactly what that gear is. Any virtual money left over from these exchanges is yours to keep as hard coin, though you may also convert your leftover coin into gemstones and jewelry; Gemstones and jewelry maintain a relatively constant value yet may change in value from time to time or from province to province. Be careful where you pawn your gems, shop around for the best price and exercise any Appraise skills liberally.

The last five posts in this thread are reserved for individual player characters. Each character, when nearing character creation, will receive an additional list of magic items which he or she may have acquired in the course of his or her lifetime, depending on such factors as Class, Race, age and heritage. Be sure to consider these items when gathering your character's starting possessions.


Last edited by The House of Ainsley on Tue Apr 14, 2009 1:39 am; edited 1 time in total
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The House of Ainsley
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Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Equipment - Weapons   Mon Apr 13, 2009 11:03 pm

Simple Weapons

Club: No cost, normally; Just grab a tree limb or a table leg or something. Nice clubs actually cost something, maybe 1 Copper or so.
Crossbow, grapple-firing: 70 Gold 1
Crossbow, heavy: 50 Gold
Crossbow, light: 35 Gold
Crossbow bolts, ten: 1 Gold
Crossbow bolts, grapple, ten: 200 Gold 1
Crossbow bolt, silvered, one: 1 Gold
Crossbow bolt, masterwork, one: 7 Gold
Dart: 5 Silver
Gauntlet (if not included in armor): 2 Gold
Gauntlet, spiked: 5 Gold
Dagger: 2 Gold
Dagger, punching: 2 Gold
Dagger, silvered: 10 Gold
Halfspear: 1 Gold
Javelin: 1 Gold
Mace, heavy: 12 Gold
Mace, light: 5 Gold
Morningstar: 8 Gold
Quarterstaff: 1 Copper
Shortspear: 2 Gold
Sickle: 6 Gold
Sling: 1 Copper
Sling bullets, ten: 1 Silver
Sling bullet, silvered, one: 1 Gold
Sling bullet, masterwork, one: 7 Gold
Masterwork version of any melee weapon or ranged weapon above: +300 Gold
(Masterwork weapons grant bonuses to attack rolls--and greater chances to strike and injure one's opponents--due to the weapon's superior sharpness, balance or sturdiness. Masterwork weapons are also suitable for spellcasters who wish to enchant weapons into magic weapons; lesser weapons are not suitable and will likely be destroyed during the enchanting.)


Martial Weapons

Arrows, twenty: 1 Gold
Arrow, silvered, one: 1 Gold
Arrow, masterwork, one: 7 Gold
Axe, throwing: 8 Gold
Battleaxe: 10 Gold
Bayonet (affix to certain musical instruments to turn them into combination holdout weapons, with properties lent by the instrument (ie. a bayonet on an alphorn can be set to receive a charge); bayonet use may damage the instrument): 5 Gold 1
Flail, heavy: 15 Gold
Flail, light: 8 Gold
Glaive: 8 Gold
Greataxe: 20 Gold
Greatclub: 5 Gold
Guisarme: 9 Gold
Halberd: 10 Gold
Hammer, light: 1 Gold
Handaxe: 6 Gold
Lance, heavy: 10 Gold
Lance, light: 6 Gold
Longbow: 75 Gold
Longbow, composite: 100 Gold
Longbow, mighty composite, +1 Strength bonus: 200 Gold
Longbow, mighty composite, +2 Strength bonus: 300 Gold
Longbow, mighty composite, +3 Strength bonus: 400 Gold
Longbow, mighty composite, +4 Strength bonus: 500 Gold
Longspear or pike: 5 Gold
Pick, heavy pick or war pick: 8 Gold
Pick, light pick: 4 Gold
Ranseur: 10 Gold
Sap: 1 Gold
Scythe: 18 Gold
Shortbow: 30 Gold
Shortbow, composite: 75 Gold
Shortbow, mighty composite, +1 Strength bonus: 150 Gold
Shortbow, mighty composite, +2 Strength bonus: 225 Gold
Sword, falchion: 75 Gold
Sword, greatsword: 50 Gold
Sword, longsword: 15 Gold
Sword, rapier: 20 Gold
Sword, scimitar: 15 Gold
Sword, shortsword: 10 Gold
Trident: 15 Gold
Warhammer: 12 Gold
Masterwork version of any melee weapon or ranged weapon above: +300 Gold
(Note: Composite bows grant greater accuracy over longer ranges compared to their standard versions, typically adding an addition 10 feet of range to each range increment. At longer distances spanning hundreds of feet, this bonus can be crucial.)


Exotic Weapons

Axe, orc double axe: 60 Gold
Crossbow, covered hand (launches bolts from an enclosed bore, allowing one-handed firing; reloading still requires two hands): 125 Gold 1
Crossbow, hand: 100 Gold
Crossbow, repeating: 250 Gold
Crossbow bolts, ten: 1 Gold
Crossbow bolt, silvered, one: 1 Gold
Crossbow bolt, masterwork, one: 7 Gold
Flail, dire flail (a flail with a chain and morningstar linked to each end of the shaft): 90 Gold
Garrote, cord: 1 Silver 1
Garrote, locking (a wire garrote with a one-way slipknot mechanism to lock the garrote in place, allowing it to continue strangling a victim after the attacker releases it): 100 Gold 1
Garrote, wire (cuts as it strangles): 10 Gold 1
Hammer, gnome hooked hammer (a small warhammer with a pick head on the other end of the shaft): 20 Gold
Kama: 2 Gold
Kama, halfling: 2 Gold
Kukri: 8 Gold
Net: 20 Gold
Nunchaku: 2 Gold
Nunchaku, halfling: 2 Gold
Shuriken: 1 Gold
Siangham: 3 Gold
Siangham, halfling: 2 Gold
Spiked chain: 25 Gold
Sword, bastard sword: 35 Gold
Sword, two-bladed sword: 100 Gold
Urgrosh, dwarven (a battle axe with a large spearhead on the other end of the shaft):
Waraxe, dwarven: 30 Gold
Weighted sleeve (a modification to any garment with long, loose sleeves; hidden metal weights sewn inside the sleeve's cuff can be swung as a flail-type weapon. Comes in Small and Medium sizes, dependent on the size of the garment and its wearer): 5 Silver 1
Whip: 1 Gold
Masterwork version of any weapon above: +300 Gold, or +600 Gold for all double weapons (orc double axes, dire flails, gnome hooked hammers, two-bladed swords or dwarven urgroshes).














1 From Song and Silence: A Guidebook to Bards and Rogues. Some of these weapons (such as the variant crossbows and the garrotes) are greatly favored by thieves, assassins and other criminals; hence, regional rulers or authorities may have established laws restricting or forbidding the use or possession of such weapons among the commonfolk or the general populace. Know the laws of your province before bearing such weapons openly in public...or, better yet, don't bear them openly at all.

(As most of these weapons are not publicly crafted or traded, finding masterwork versions of these weapons--or a weaponsmith capable of crafting them--can be extremely difficult, if not impossible.)


Last edited by The House of Ainsley on Thu Aug 12, 2010 4:12 pm; edited 6 times in total
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The House of Ainsley
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Location : The Dark Heart of Bardosylvania

PostSubject: Equipment - Armor   Mon Apr 13, 2009 11:24 pm

Light Armor

Padded armor: 5 Gold
Leather armor: 10 Gold
Studded leather armor: 25 Gold
Chain shirt: 100 Gold
Masterwork version of any armor above: +150 Gold
(Masterwork armor is well-constructed for an ideal balance of comfort, flexibility and protection, reducing Armor Check penalties by 1 and hence making athletic tasks such as climbing or tumbling easier. As with weapons, masterwork armor is also suitable for enchantment and conversion to magic armor.)


Medium Armor

Hide armor: 15 Gold
Scale mail: 50 Gold
Chainmail: 150 Gold
Breastplate: 200 Gold
Masterwork version of any armor above: +150 Gold


Heavy Armor

Splint mail: 200 Gold
Banded mail: 250 Gold
Half plate armor: 600 Gold
Full plate armor: 1,500 Gold
Masterwork version of any armor above: +150 Gold


Shields

Buckler: 15 Gold
Shield, small wooden: 3 Gold
Shield, small steel: 9 Gold
Shield, large wooden: 7 Gold
Shield, large steel: 20 Gold
Shield, tower: 30 Gold
Masterwork version of any shield above: +150 Gold
(Masterwork shields also enjoy reduced Armor Check penalties thanks to the shield's balance, sturdiness and ease of bearing, and are suitable for enchantment and conversion into magic shields. Neither masterwork armor nor masterwork shields will reduce the chances for Arcane Spell Failure, so arcane spellcasters must either forego armor and shields entirely or risk fumbling any spells cast without the benefit of the Still Spell feat.)


Modifications for Armor or Shields

Armor spikes: +50 Gold
Gauntlet, locking (if time is spent locking the gauntlet with a weapon in hand, the wielder becomes almost impossible to disarm): 8 Gold
Shield spikes (for any shields besides bucklers or tower shields): +10 Gold
(Armor and shields are typically resigned to defensive roles but, as one would expect, spikes have a way of giving such protection a degree of offense. Grapplers will rightly hesitate to wrestle a foe whose armor bristles with spikes and blades, steel-clad punches and kicks will draw blood with a goodly number of spikes affixed to the gauntlets and sabatons, and spiked shields lend an added measure of lethality when used to bash enemies who get too close.)






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The House of Ainsley
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Location : The Dark Heart of Bardosylvania

PostSubject: Equipment - Clothing and Gear   Mon Apr 13, 2009 11:46 pm

Clothing


Artisan's outfit: 1 Gold
Cleric's vestment: 5 Gold
Cold weather outfit: 8 Gold
Courtier's outfit: 30 Gold
Entertainer's outfit: 3 Gold
Explorer's outfit: 10 Gold
Monk's outfit: 5 Gold
Noble's outfit: 75 Gold
Peasant's outfit: 1 Silver
Royal outfit: 200 Gold
Scholar's outfit: 5 Gold
Traveler's outfit: 1 Gold
(One's clothing can be a deciding factor in certain circumstances; wear your ragged peasant garb to the baron's grand ball and the guards will surely turn you away. Some clothing is good for denoting one's status in society--be it a priest, a jongleur or a scholar--while other garments are ones of utility; an explorer's outfit includes numerous straps and pockets for stowing small items, and only a fool would venture to Hrothjurgandur lands without packing a thickly furred and quilted outfit for cold weather. Wise adventurers will not limit themselves to one outfit or costume; it would not do to wander into town naked after having one's garb fouled in a mudslide, torn apart by wolves or reduced to ashes--along with much of one's epidermis--after passing through a wall of living flames.)


Standard Gear


Backpack: 2 Gold
Barrel (30 lb capacity): 2 Gold
Basket: 4 Silver
Bell: 1 Gold
Blanket, winter: 5 Silver
Block and tackle: 5 Gold
Bottle, glass: 2 Gold
Bucket, tin or wood: 5 Silver
Caltrops, 2 lbs.: 1 Gold
Candle: 1 Copper
Canvas, 1 sq. yd.: 1 Silver
Cauldron, black iron, three legs, 5-gallon cap.: 3 Gold
Cauldron, black iron, three legs, 10-gallon cap.: 5 Gold
Chain, 10': 30 Gold
Chalk, one piece: 1 Copper
Chest (25 lb capacity): 2 Gold
Crowbar: 2 Gold
Firewood, one day's worth: 1 Copper
Fish hook: 1 Silver
Fishing net, 25 sq. ft.: 4 Gold
Flask: 3 Copper
Flint and Steel: 1 Gold
Grappling hook: 1 Gold
Hammer: 5 Silver
Ink (1 oz. vial): 8 Gold
Ink quill: 1 Copper
Inkpen: 1 Silver
Jug (1 gal. capacity): 3 Copper
Ladder, 10 feet: 5 Copper
Lamp, common: 1 Silver
Lantern, bullseye: 12 Gold
Lantern, hooded: 7 Gold
Locks: 20, 40, 80 or 150 Gold, depending on quality.
Manacles: 15 Gold
Manacles, masterwork: 50 Gold
Mirror, small steel: 10 Gold
Mug or tankard: 2 Copper
Oil (1 pt. flask): 8 Copper
Paper, 1 sheet: 4 Silver
Parchment, 1 sheet: 2 Silver
Miner's pick: 3 Gold
Pitcher, clay: 2 Copper
Piton: 1 Silver
10' pole: 2 Silver
Pot, iron or copper, 1 gallon cap.: 5 Silver
Belt pouch: 1 Gold
Portable ram: 10 Gold
Rations, one day's worth: 5 Silver
50' Rope, hemp: 1 Gold
50' Rope, silk: 10 Gold
Sack: 1 Silver
Scroll case or map case: 1 Gold
Sealing wax: 1 Gold
Sewing needle: 5 Silver
Signal whistle, metal or wood: 8 Silver
Signet ring (with the seal of either the House of Ainsley or the Vesperanti, whichever applies): 5 Gold
Sledge: 1 Gold
Soap (per lb.): 5 Silver
Shovel or spade: 2 Gold
Spyglass: 1,000 Gold
Tent: 10 Gold
Torch: 1 Copper
Vial, empty (for inks, potions, etc.): 1 Gold
Waterskin: 1 Gold
Whetstone: 2 Copper
Masterwork tool, any version not already listed above: +50 Gold
(Masterwork tools add a +2 bonus when performing any Skill checks dependent on the use of the tool, given the right circumstances. Common sense applies here; a masterwork shovel crafted by a seasoned blacksmith might be found from time to time, but masterwork backpacks, cauldrons and jugs would provide no benefit other than possible durability and the prestige of owning a "name brand" item made by a renowned artisan, and masterwork oil, paper, sealing wax and other expendables simply have no reason to exist.)


Class Tools and Skill Kits


Alchemist's Lab (40 lbs., +2 bonus to Alchemy checks): 500 Gold
Artisan's tools (used for one particular type of Craft skill): 5 Gold
Artisan's tools, masterwork: 55 Gold
Climber's kit: 80 Gold
Disguise kit: 50 Gold
Healer's kit: 50 Gold
Holly and mistletoe: None (Just go out into the woods and find some.)
Holy symbol, wooden: 1 Gold
Holy symbol, silver: 25 Gold
Hourglass (1 hour): 25 Gold
Magnifying glass: 100 Gold
Musical instrument, common: 5 Gold
Musical instrument, masterwork: 100 Gold
Merchant's scale: 2 Gold
Spell component pouch: 6 Gold
Thieves' tools: 30 Gold
Thieves' tools, masterwork: 100 Gold
Wizard's spellbook, blank, 100 pages: 15 Gold
Water clock: 1,000 Gold
Masterwork tool, any not covered above: +50 Gold
(Again, masterwork tools, tool kits and musical instruments yield bonuses to any relevant Skill checks. A masterwork set of gemcutter's tools would be superbly useful for uses of the Craft (Gemcutting) skill, and a bard's mystic melodies will meet with greater effect--and greater appreciation from the masses--when strummed from instruments carved and strung by the hands of whoever passes for Ardonia's equals to our own Stradivari family.)

(With wizards and their spellbooks, be sure to consider the number of pages in each spellbook. The number of pages demanded by a spell's written formula directly depends on the spell's level: one page for cantrips (Level 0 spells), and two pages for each Spell Level. A simple Magic Missile spell (Level 1) will demand a mere two pages to inscribe, while a cataclysmic Meteor Swarm spell (Level 9) will consume a whopping 18 pages. Old and wizened archmages are known for keeping entire libraries greatly laden with many spellbooks, artifacts and reserves of spell components, and most of these powerful mages possess arcane means of accessing those libraries even when travelling abroad.)
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The House of Ainsley
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Location : The Dark Heart of Bardosylvania

PostSubject: Equipment - Chemicals and Curiosities   Tue Apr 14, 2009 12:28 am

Chemicals and Curiosities


Acid (one flask): 10 Gold
Alchemist's fire (one flask): 20 Gold
Antitoxin (one vial): 50 Gold
Holy water or unholy water (one flask): 25 Gold
Smokestick: 20 Gold
Sunrod: 2 Gold
Tanglefoot bag: 50 Gold
Thunderstone: 30 Gold
Tindertwig: 1 Gold
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The House of Ainsley
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Male Number of posts : 2024
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Location : The Dark Heart of Bardosylvania

PostSubject: Equipment - Animals, Transportation and Related Gear   Tue Apr 14, 2009 12:33 am

Animals


Chicken: 2 Copper
Cow: 10 Gold
Dog, domesticated: 25 Gold (or higher, depending on breed)
Dog, riding (for Small characters): 150 Gold
Donkey or mule: 8 Gold
Goat: 1 Gold
Horse, heavy: 200 Gold
Horse, light: 75 Gold
Horse, pony: 30 Gold
Horse, heavy warhorse: 400 Gold
Horse, light warhorse: 150 Gold
Horse, warpony: 100 Gold
Ox: 15 Gold
Pig: 3 Gold
Sheep: 2 Gold
Skink, giant cave skink (for Underdark characters only): 150 Gold
Skink, warskink (for Underdark characters only): 400 Gold
Undead variant of any common mount animal: +200 Gold


Tackle, Feed and Animal Armor


Barding, medium creature (ie. a pony or a large wolf): Double cost of armor type (ie. 300 Gold for pony-sized chainmail barding)
Barding, large creature (ie. a horse): Quadruple cost of armor type
Bit and bridle: 2 Gold
Feed, per day: 5 Copper
Saddle, military: 20 Gold
Saddle, pack: 5 Gold
Saddle, riding: 10 Gold
(These are standard saddles. Exotic versions of these saddles also exist for riding unusual mounts such as pegasi or griffins; We'll worry about those later, whenever the need appears.)
Saddlebags: 4 Gold
Stabling, per day: 5 Silver


Carts, Sleds and Wagons


Cart: 15 Gold
Sled (for arctic regions): 20 Gold
Wagon: 35 Gold


Boats and Ships


Galley: 30,000 Gold
Keelboat: 3,000 Gold
Longship: 10,000 Gold
Oar: 2 Gold
Rowboat: 50 Gold
Sailing Ship: 10,000 Gold
Warship: 25,000 Gold
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The House of Ainsley
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Location : The Dark Heart of Bardosylvania

PostSubject: Equipment - Gems, Jewelry and Artwork   Tue Apr 14, 2009 12:47 am

Sample Gems, Jewelry and Artwork


When one must truly dress to impress, fine jewelry can make all the difference between an aristocrat and a commoner dressed up like an aristocrat. Gems, jewelry and artwork also make for a useful way to carry around mountains of gold in value without having to carry around mountains of gold in weight. Naturally, the value of such items varies in the eye of the beholder; a crowned prince desperately in need of a gilded and sapphire-studded tiara for his true love might readily pay far more than 3,500 Gold for yours, while a tribal bushman would have neither the coin nor the appropriate sense of worth to pay even half that much for it.

The details of this list may be altered within reason. If you want the blue sapphire pendant on a gold chain but you don't like blue sapphires, replacing the sapphire with a green emerald, a small white diamond or a huge, masterfully cut amethyst would be entirely reasonable, as the item's value would remain constant. Cheaper gold alloys can replace copper or silver, and rare metals such as mystic mithril or nigh-indestructible adamantite can rival gold and even platinum in value (though such metals tend to find more use in legendary armor and weaponry, rather than being smelted and crafted into mere ornaments).



Small bauble of obsidian or hematite: 5 Gold
Carved bone artwork, poor quality: 5 Gold
Irregular freshwater pearl: 10 Gold
Carved bone artwork, good quality: 10 Gold
Obsidian or hematite, golf ball size: 15 Gold
Small rose onyx bauble: 20 Gold
Small citrine gem: 20 Gold
Black onyx or moonstone, thimble size: 30 Gold
Small gem of amethyst, tourmaline or jade: 40 Gold
Black onyx or moonstone, marble size: 50 Gold
Red garnet gem: 50 Gold
Black onyx or moonstone, golf ball size: 80 Gold
White or silver saltwater pearl: 100 Gold
Silver chalice with lapis lazuli inlay: 100 Gold
Golden or pink saltwater pearl: 110 Gold
Red garnet, marble size: 150 Gold
Large white pearl, marble size: 160 Gold
Small golden yellow topaz or alexandrite gem: 200 Gold
Black pearl, imperfect: 400 Gold
Black pearl: 500 Gold
Silver comb studded with moonstones: 500 Gold
Small gem of emerald or blue sapphire: 500 Gold
Small star ruby: 600 Gold
White opal, black opal or fire opal, marble size: 700 Gold
Large black pearl, rubber ball size: 800 Gold
Blue star sapphire, imperfect, marble size: 1,000 Gold
Black star sapphire, imperfect, marble size: 1,000 Gold
Ceremonial electrum dagger with a star ruby set in the pommel: 1,100 Gold
Eyepatch with mock eye of sapphire and moonstone: 1,200 Gold
Mahogany kite shield with plated gold edges, faced with a detailed gold relief of a rearing griffin with a large fire opal for its eye: 1,200 Gold
Perfect star sapphire, marble size: 1,500 Gold
Old masterpiece painting: 1,500 Gold
Blue sapphire pendant on gold chain: 1,750 Gold
Perfect white or black diamond: 1,800 Gold
Silver noble crown studded with a few gems: 2,000 Gold
Embroidered deerskin glove, elbow-length, set with blue spinels and platinum fingertip caps: 2,200 Gold
Gold music box: 2,500 Gold
Noble orb, velvet on rosewood, bound in topaz-studded silver bands with noble insignia: 3,000 Gold
Golden tiara studded with various gems: 3,500 Gold
Silver and redwood noble sceptre, bedecked with white pearls, small yellow topazes and a large ruby: 4,000 Gold
Golden noble crown with silk cap, studded with various gems: 5,000 Gold
Royal orb, softball-sized bloodstone bound with golden bands studded with sapphires and topped with a large star sapphire: 6,000 Gold
Gold and ivory royal sceptre, bedecked with emeralds and sapphires of various sizes: 7,500 Gold
Golden royal crown with velvet cap, studded with various gems: 8,000 Gold
Solid platinum imperial orb, with diamond-studded bands: 8,500 Gold
Platinum and darkwood imperial sceptre, bedecked with small white diamonds and topped with a large black diamond: 10,000 Gold
Platinum imperial crown with satin cap, studded with many gems: 12,000 Gold
(And by marble-sized I don't mean the thimble-sized marbles. I mean the bigger ones that you use to knock the thimble-sized marbles around.)


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PostSubject: Equipment - Low Level Spell Components   Tue Apr 14, 2009 1:04 am

Assorted Low Level Spell Components


Various spells may demand various material components. While clerics and paladins cast most of their spells through a divine focus (typically a holy symbol) and druids and rangers brandish mistletoe for many of theirs, even those spellcasters must rely on expendable spell components from time to time. Bards, sorcerers and wizards are widely reputed for their familiarity with vast varieties of spell components and arcane foci (which, unlike spell components, are not consumed with each spellcasting), and wise enemies will dart for cover the moment they see a sorcerer leveling a rod of pure amber in their direction....

Not all spell components need be paid for with money, especially those which are commonly found in most environments. Though a merchant who goes through the trouble of gathering bat guano for your Fireball spell will certainly expect to be paid a copper coin for his trouble, nothing will prevent your wizard from visiting the nearest bat cave and harvesting all the bat guano she needs for any number of Fireball castings. Most of these prices are simply for convenience and are mainly intended to be used during character creation, though they may also be invoked in the shops of specialty merchants from time to time.



Agate, small (for Darkvision): 5 Gold
Amber, powdered (for Sepia Snake Sigil): 500 Gold
Amber rod, 6" (for Lightning Bolt): 15 Gold
Archery target, small wooden replica (for True Strike): 1 Copper
Bat fur (for Arcane Eye, Darkness and Lightning Bolt): 1 Copper
Bag, tiny (for any Summon Monster spell): 5 Copper
Bag of runestones, common (for Augury, but nicer than the sticks): 50 Gold
Bag of runestones, semiprecious (for Augury, but much nicer than the sticks and common runestones; Pick a type of semi-precious gemstone such as hematite, jade or onyx): 100-200 Gold
Bellows, tiny (for Gust of Wind): 5 Silver
Bitumen, 1 oz vial (for Spider Climb): 1 Silver
Bloodhound fur (for Lightning Bolt and Locate Creature): 1 Copper
Bone from skeleton or zombie (for Scare): 2 Gold
Brass key (to no lock in particular; for Open and Close): 2 Copper
Bull dung (for Bull's Strength): Free
Bundle of marked divination sticks (for Augury): 25 Gold
Butter, 8 oz. jar (for Grease): 2 Copper
Candles, small, bag of 4 (for any Summon Monster spell): 1 Copper
Carrot, dried (for Darkvision): 1 Copper
Chameleon skin, whole (for Obscure Object): 1 Copper
Clay, 0.5 lb (for Stone Shape): 2 Copper
Clay model of ziggurat, small (for Tongues): 1 Gold
Cloak, miniature (for Resistance): 5 Copper
Cloth swatch, red (for Summon Swarm): 1 Copper
Copper wire, small thread (for Message and Sending): 2 Copper
Crickets, live, in prepared 8 oz jar (for Sleep): 5 Copper
Crystal bead (for Leomund's Tiny Hut and Minor Globe of Invulnerability): 1 Silver
Crystal cone (for Cone of Cold): 1 Gold
Crystal prism (for Rainbow Pattern and Read Magic): 1 Gold
Crystal rod, 6" (for Lightning Bolt): 1 Gold
Dart (for Melf's Acid Arrow): 5 Silver
Displacer beast hide (for Displacement): 25 Gold
Eggs, rotten, 1 dozen (for Stinking Cloud): 1 Copper
Empty cocoon (for Polymorph Other): 1 Copper
Fan, wood frame and feathers, small (for Wind Wall): 2 Silver
Fine strand of silver wire (for Alarm): 1 Copper
Fire (for Pyrotechnics): Wherever you can find it.
Fireflies, live, in prepared 8 oz jar (for Fire Shield): 5 Copper
Fleece or wool, 0.25 lb (for Daze, Ghost Sound, Minor Image or Silent Image): 1 Copper
Forked twig (for Locate Object): Free
Gauze, 1 roll (for Gaseous Form): 1 Copper
Giant eagle feather (for Wind Wall): 10 Gold
Giant octopus tentacle, 1 lb serving (for Evard's Black Tentacles): 10 Gold
Glass eye (for Clairvoyance): 3 Gold
Glass rod, 6" (for Lightning Bolt): 1 Gold
Gold dust, 0.5 lb (for Arcane Lock and Fire Trap): 25 Gold
Gold wire, small spool (for Levitate): 2 Gold
Hen, white (with heart and feathers for Fear, Fly and Tasha's Hideous Laughter): 2 Copper
Honeycomb, 0.5 lb (for Magic Mouth and Suggestion): 1 Copper
Incense (most types, 8 hours' worth, for Commune; More incense required for Divination): 1 Gold
Ink, lead-based, 1 vial (for Illusory Script): 8 Gold
Iron rod, 4" length (for Hold Person and Hold Monster): 1 Silver
Ivory plaque (for Rary's Mnemonic Enhancer): 50 Gold
Leather strips, cured (for Freedom of Movement, Levitate and Mage Armor): 1 Copper
Licorice root (for Haste): 1 Copper
Matched hemispheres of crystal and gum arabic, small (for Otiluke's Resilient Sphere): 5 Gold
Mercury, 1 vial (for Tenser's Floating Disk): 5 Gold
Molasses, 8 oz jar (for Slow): 1 Copper
Mushroom, spore-laden (for Sepia Snake Sigil): 2 Copper
Musical instrument (for Sound Burst): See "Class Tools and Skill Kits"
Nut shell (for Confusion): Free
Owl feather, large (for Identify and Tasha's Hideous Laughter): 1 Copper
Parchment, 1 sheet (for Rope Trick, Shield of Faith or Ventriloquism): 2 Silver
Pearl, saltwater, white or silver (for Identify): 100 Gold
Pitch, 8 oz vial (for Darkness): 2 Silver
Platinum rings, 1 pair (for Shield Other): 100 Gold
Pork slab, 1 lb (with rinds for Grease): 3 Silver
Pouch of goat hoof, powdered (for Solid Fog): 1 Copper
Pouch of bat guano (for Fireball): 1 Copper
Pouch of bull hair (for Bull's Strength): 1 Copper
Pouch of charcoal, crushed (for Neutralize Poison): 1 Copper
Pouch of coal, crushed (for Darkness): 1 Copper
Pouch of corn extract, powdered (for Rope Trick): 2 Copper
Pouch of darts, tiny (for Tasha's Hideous Laughter): 5 Silver
Pouch of diamond dust, small (for Nondetection): 50 Gold
Pouch of diamond dust, medium (for Restoration): 100 Gold
Pouch of diamond dust, large (for Glyph of Warding): 200 Gold
Pouch of garlic powder (for Halt Undead): 1 Copper
Pouch of ghoul soil (for Ghoul Touch): 1 Gold
Pouch of grasshoppers, dead (for Jump): 1 Copper
Pouch of graveyard earth (for Detect Undead): 1 Copper
Pouch of gum arabic (for Invisibility and Invisibility Sphere): 1 Silver
Pouch of herring scales, powdered (for Secret Page): 3 Copper
Pouch of horse hair (for Mount): 1 Copper
Pouch of iron, powdered (for Enlarge, Flaming Sphere and Reduce): 1 Silver
Pouch of iron pyrite (for Leomund's Trap): 5 Copper
Pouch of jade dust (for Magic Mouth): 10 Gold
Pouch of lime and carbon, powdered (for Greater Magic Weapon): 2 Copper
Pouch of mica, chipped (for Shatter): 1 Copper
Pouch of mica, powdered (for Glitterdust): 1 Copper
Pouch of mirror fragments, glass (for Detect Scrying): 1 Silver
Pouch of peas, powdered (for Solid Fog)
Pouch of phosphorus, crushed (for Fire Shield, Rainbow Pattern and Wall of Fire): 5 Copper
Pouch of quartz, chipped (for Wall of Ice): 1 Silver
Pouch of rose petals (for Sleep): 1 Silver
Pouch of salt (for Comprehend Languages and Gentle Repose): 1 Copper
Pouch of sand, fine (for Sleep): 3 Copper
Pouch of snake tongues (for Suggestion): 5 Copper
Pouch of soot (for Comprehend Languages): 1 Copper
Pouch of special mystic dust (for Leomund's Trap): 50 Gold
Pouch of sulfur, crushed (for Fireball, Flaming Sphere and Halt Undead): 2 Copper
Pouch of talc (for See Invisibility): 1 Copper
Reed (for Water Breathing): Free
Roc feather (for Wind Wall): 25 Gold
Ruby dust (for Continual Flame): 50 Gold
Silk swatch (for Nystul's Magic Aura or Nystul's Undetectable Aura): 1 Copper
Silver, powdered, 5 lbs (for Curse Water, Desecrate, Protection from Evil/Good/Law/Chaos and See Invisibility): 25 Gold
Skunk cabbage, 1 head (for Stinking Cloud): 1 Copper
Small hearing trumpet (for Clairaudience and Detect Scrying): 1 Gold
Smoke, 8 oz vial (for Gaseous Form): 1 Copper
Snakeskin, with scales (for Sepia Snake Sigil): 2 Copper
Spider web (for Web): Free
Spiders (garden spiders or other harmless kinds), live, in prepared 8 oz jar (for Spider Climb): 5 Copper
Straw (for Water Breathing): Free
String, 1 spool (for Unseen Servant): 1 Copper
Tallow (for Flaming Sphere): Free
Three-colored sand, fine (red, yellow and blue, enough for several castings, for Color Spray): 1 Silver
Tiny bell (for Alarm): 1 Copper
Turtle shell (for Protection from Arrows): 1 Copper
Will o' Wisp essence, 8 oz vial: 5 Gold
Wine, common, one pitcher (for Identify): 2 Silver
Wine, fine, one bottle (for Identify): 10 Gold
Wax, candlewax or sculpting wax, 0.25 lb (for Ghost Sound): 1 Copper


Last edited by The House of Ainsley on Tue Apr 14, 2009 1:33 am; edited 2 times in total
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Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Equipment - Poisons   Tue Apr 14, 2009 1:20 am

Poisons

Though outlawed or severely restricted in practically every lawful society, poisons may nonetheless be found and purchased by any sufficiently insightful warlock or assassin. With enough skill in the ways of alchemy or wilderness lore, an enterprising villain may bypass the clandestine merchants of death and debilitation, brewing or harvesting the most horrifying poisons with all the aplomb of a master aleman and his prized lagers.

The value of a poison is derived from a combination of factors, including the rarity of the poison, the damage and degree of lethality, the difficulty to resist the poison and the vector of delivery. The four vectors of delivery are Injury (the poison must be injected into the victim's bloodstream, usually with a poison-coated blade), Ingested (the poison must be swallowed by the victim), Inhaled (the poison is airborne and must be inhaled by the victim) and Contact (the poison need only make direct contact with the victim's skin to take effect). Contact poisons and inhaled poisons are typically more expensive due to both their ease of delivery and the danger which they present to the poisons' brewers. Conversely, ingested poisons are safer for brewers to handle and more troublesome for a poisoner to employ, reducing the prices for such poisons considerably.

The greatest danger of poison lies in its ability to reduce one or more of a creature's Ability scores to zero. The effects of a zero Ability vary; a mental Ability (Intelligence, Wisdom, Charisma) reduced to 0 will result in unconsciousness, crippling stupor, catatonia or madness, Strength or Dexterity reduced to 0 effectively result in complete paralysis, and a zero Constitution results in death.

One dose of any injury poison will typically coat one blade or other sharp object. Once employed thus, the poison remains potent until either the weapon is wiped clean or otherwise removed from the weapon (thus wasting the poison, though it may be salvaged in the hands of a skilled alchemist...) or the weapon inflicts injury, at which point the poison leaves the weapon and is absorbed into the victim's body. Inhaled poisons typically linger in the air for only a few rounds after their release, while ingested poisons usually retain their potency until the poisoned food or drink is consumed. Poisons sealed inside stoppered vials or bottles will retain their potency indefinitely.

Of course, nonliving creatures (such as undead or constructs) and certain magical creatures (such as elementals) are completely immune to poison. Poisonous living creatures are immune to their own poisons; wyvern poison would have no effect on a wyvern, though the wyvern would suffer the effects of any other poison normally.



Small centipede poison (Injury, Initial damage: 1d2 Dexterity/Continual damage: 1d2 Dexterity): 90 Gold
Oil of Taggit (Ingested, 0/Unconsciousness): 90 Gold
Greenblood Oil (Injury, 1 Constitution/1d2 Constitution): 100 Gold
Bloodroot (Injury, 0/1d4 Constitution + 1d3 Wisdom): 100 Gold
Arsenic (Ingested, 1 Constitution/1d8 Constitution): 120 Gold
Black Adder Venom (Injury, 0/1d6 Strength): 120 Gold
Blue Whinnis (Injury, 1 Constitution/Unconsciousness): 120 Gold
Id Moss (Ingested, 1d4 Intelligence/2d6 Intelligence): 125 Gold
Medium-sized Spider Venom (Injury, 1d4 Strength/1d6 Strength): 150 Gold
Striped Toadstool (Ingested, 1 Wisdom/2d6 Wisdom + 1d4 Intelligence): 180 Gold
Carrion Crawler Brain Juice (Contact, Paralysis/0): 200 Gold
Large Scorpion Venom (Injury, 1d6 Strength/1d6 Strength): 200 Gold
Giant Wasp Poison (Injury, 1d6 Dexterity/1d6 Dexterity): 210 Gold
Lich Dust (Ingested, 2d6 Strength/1d6 Strength): 250 Gold
Dark Reaver Powder (Ingested, 2d6 Constitution/1d6 Constitution + 1d6 Strength): 300 Gold
Sassone Leaf Residue (Contact, 2d12 Hit Points/1d6 Constitution): 300 Gold
Malyss Root Paste (Contact, 1 Dexterity/2d4 Dexterity): 500 Gold
Nitharit (Contact, 0/3d6 Constitution): 650 Gold
Purple Worm Poison (Injury, 1d6 Strength/1d6 Strength): 700 Gold
Terinav Root (Contact, 1d6 Dexterity/2d6 Dexterity): 750 Gold
Ungol Dust (Inhaled, 1 Charisma/1d6 Charisma + 1 permanent Charisma): 1,000 Gold
Dragon Bile (Contact, 3d6 Strength/0): 1,500 Gold
Insanity Mist (Inhaled, 1d4 Wisdom/2d6 Wisdom): 1,500 Gold
Deathblade (Injury, 1d6 Constitution/2d6 Constitution): 1,800 Gold
Burnt Othur Fumes (Inhaled, 1 permanent Constitution/3d6 Constitution): 2,100 Gold
Wyvern Poison (Injury, 2d6 Constitution/2d6 Constitution): 3,000 Gold
Black Lotus Extract (Contact, 3d6 Constitution/3d6 Constitution): 4,500 Gold


Last edited by The House of Ainsley on Sun Aug 15, 2010 3:27 pm; edited 5 times in total
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The House of Ainsley
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Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Equipment - Food, Drinks and Lodging   Tue Apr 14, 2009 1:25 am

Food, Drinks and Lodging


The prices for lodging are included merely for the sake of completion and should not be purchased during character creation; characters descended from the House of Ainsley will already have all the quarters afforded their birthright (or, in the case of bastards, provided by common charity or a parent's concerns for welfare), and outsiders will have little use for inn rooms in their homelands once they are called away to the cursed heart of Bardosylvania.


Ale, 1 gallon: 2 Silver
Ale, 1 mug: 4 Copper
Banquet (per person): 10 Gold
Bread, one loaf: 2 Copper
Cheese, one wedge or hunk: 1 Silver
Inn lodging, good accommodations, one day: 2 Gold
Inn lodging, common accommodations, one day: 5 Silver
Inn lodging, poor accommodations, one day: 2 Silver
Meals, good quality, one day: 5 Silver
Meals, common quality, one day: 3 Silver
Meals, poor quality, one day: 1 Silver
Meat, one chunk: 3 Silver
Wine, common, one pitcher: 2 Silver
Wine, fine, one bottle: 10 Gold


Last edited by The House of Ainsley on Fri May 08, 2009 5:51 am; edited 6 times in total
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Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Equipment - Special and Magic Items for Karnoz   Tue Apr 14, 2009 1:25 am

Special and Magic Items for Karnoz "Raven Murder" Tellen



Arcane Spell Scroll: Tenser's Floating Disk (Level 1), Knock (Level 2): 175 Gold

Small burlap pouch of Five Finger Grass powder (annoint oneself with the powder to gain Protection from Good and +2 to Dexterity for 1 day): 750 Gold

Potion of Spider Climb: 50 Gold

Potion of Jump: 50 Gold

Potion of Darkvision: 300 Gold

Oil of Slipperiness: 900 Gold

50 Crossbow Bolts +1: 850 Gold

Bottle of Skunk Water (add to other liquids to render them foul and undrinkable (up to 10,000 cubic feet may be fouled by one bottle of skunk water), or add to other potions to turn them into poison (up to 10 potions may be poisoned by one bottle)): 400 Gold

Candle of Unfailing Light (can only be extinguished by whoever lit it or whenever the candle burns out naturally; one candle burns for one hour; Dispel Magic and similar anti-magic work normally): 125 Gold

Dust of Absorption (can absorb up to 100 cubic feet of water or acid, turning the liquid to mud instantly): 750 Gold

Blacksuit (a thoroughly matte-blackened rogue's outfit; confers +1 to Hide in suitable surroundings): 60 Gold

Burglar's outfit (an explorer's outfit with bulk-padded pockets, extra blousing straps, durable cork-soled boots and similar precautions; confers +1 to Move Silently attempts): 60 Gold

Stealthsuit (a blacksuit and a burglar's outfit in one; confers +1 bonuses to both Hide and Move Silently, given suitable conditions): 110 Gold


Last edited by The House of Ainsley on Fri Jul 03, 2009 8:28 am; edited 3 times in total
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Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Equipment - Special and Magic Items for Sylvea   Tue Apr 14, 2009 1:25 am

Special and Magic Items for Sylvea Aringerille

Blackened human skull goblet, inlaid and sealed with dark silver and engraved with the silver-inlaid sigil of Nerull, rim ringed with bloodstone studs, consecrated (may also be used as an unholy symbol): 150 Gold

Chalice of Twilight's Heart (Dark silver chalice, bas reliefed with the sigil of Evening Glory, large garnet embedded in the center of the basin, rimmed with white silver, consecrated (may also be used as a holy/unholy symbol); once per day, may be magically filled with (human or elven) heart's blood with a command word; the blood is genuine (though replicated) and is capable of slaking the blood-thirst of vampires): 500 Gold

Staff of the Northern Cross (rowanwood walking staff, functions as a magical quarterstaff +0, once per day may grant a temporary +20 bonus to the bearer's next Intuit Direction check): 250 Gold

Everburning Oil (will burn forever if poured into a lantern or other receptacle and may only be extinguished with a command word; if splashed and ignited, may also be extinguished if completely smothered or immersed in water but will otherwise continue to burn forever; woe betide any creature splashed with it...): 200 Gold

Oil of Timelessness (anything coated with this oil resists the decay and entropy which comes with time's passage, aging only a day for every year that passes): 150 Gold

Incense of Obsession (Cursed item! Any cleric who inhales the incense's vapors during prayer or meditation will become fixated on his or her magic-wielding, casting spells and expending them even when there is little or no need. As with all cursed items, using the incense personally is not advised, although a clever character could find ways to bring its maladorous effects to bear against her enemies...): 200 Gold

Ring of Clumsiness (Cursed item! Though it also slows a plummeting wearer as if a Ring of Feather Falling, it reduces the wearer's Dexterity by 4 and inflicts a +20% chance of arcane spell failure; the wearer will not willingly part with the ring unless a Remove Curse spell is applied): 500 Gold

Red dragonskin cloak (finely tailored with copper tail trim and heavy gossamer thread, dark red scales with matching velvet interior, small scales suggest that it was harvested from a young red dragon; if wrapped around oneself, grants a Damage Resistance (DR) of 10 versus Fire damage): 750 Gold


Last edited by The House of Ainsley on Tue Jun 08, 2010 8:15 am; edited 4 times in total
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Male Number of posts : 2024
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Equipment - Special and Magic Items for Keitha   Tue Apr 14, 2009 1:26 am

Special and Magic Items for Keitha Ainsley

Carved mahogany lyre with ebony inlay, masterwork: 500 Gold

Small burlap pouch of Five Finger Grass powder (annoint oneself with the powder to gain Protection from Good and +2 to Dexterity (maximum 18) for 1 day): 750 Gold

Bracers of Armor +1: 1,000 Gold

Quiver of 20 arrows +1, +2 vs. Undead: 1,250 Gold

Mighty composite shortbow +1 (+1 Strength bonus): 1,450 Gold

Shortsword +1: 1,310 Gold

One Chess Piece (a Pawn of White marble) from Marbol's Magical Chess Set: 900 Gold
(With a command word, the white pawn transforms into a living servant for up to 12 hours, and can be called forth once a day. If killed, the servant reverts to a chess piece and cannot be called forth again for two days. Great power awaits the one who finds all the pieces and completes the chess board....)

(Pawn Servant -- Alignment: True Neutral, Armor Class 13 (leather armor +2, Dex +1), Level 1 Commoner, Str 12, Dex 12, Con 12, Int 8, Wis 10, Cha 10, 5 HP. Race, Sex and Appearance: Randomly determined when the chess piece is found. Name: Determined by either the player or the DM.)


Illag's Abominable Beacon: 2,000 Gold
(Only people of Evil alignment can handle this skull-faced black iron lantern without coming to harm. Though this lantern can be used like a normal target lantern, it also has two magical powers: the ability to create a Cone of Darkness 20' long and 20' wide at its end (lasting as long as the lantern bearer concentrates), and the ability to summon all undead within 100 yards to the bearer; though the bearer may attempt to control these summoned undead as if an Rebuking evil cleric of equal character level, it's a good idea to keep an actual allied evil cleric nearby, just in case the Beacon summons too many undead for the bearer to control. Each magic power works once a day. If the bearer fails a Will save against DC 20 when acquiring the Beacon, the lantern's curse will also makes the bearer jealously possessive of the lantern, unwilling to cast the lantern aside for any reason and even willing to fight to the death for the Beacon's possession.)


Last edited by The House of Ainsley on Tue Jun 08, 2010 8:58 am; edited 7 times in total
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Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Re: Arms, Armor, Attire and Artifacts   Sun Oct 31, 2010 9:57 pm

Special and Magic Items for Keagon Ainsley


Incense of Obsession: 200 Gold
This is a cursed item, resembling Incense of Meditation but in truth baneful to Divine spellcasters; any Cleric, Druid or other Divine spellcaster who meditates and prepares spells while the Incense of Obsession is burning nearby will be cursed with overconfidence in his or her spellcasting powers for 24 hours, and will thus "show off" by casting spells even when completely unnecessary. This incense in itself will not do Keagon any good, but with a dram of foresight, stealth and cunning it can be used to sabotage enemy spellcasters, depleting their spells and softening them up before Keagon closes for the kill. The Incense of Obsession is completely consumed on use, burning for roughly 30 minutes.

Potion of Invisibility: 300 Gold

Silver Music Box (cast entirely of silver, with a plush satin lining for the mechanism inside. The edges of the music box feature reliefs of ropes terminating with reliefed anchors in each corner, and the lid is crested with a silver sculpt of two standing mermaids with their tails twined around each other. When the music box is wound up and its lid is opened, the music box plays a rendition of The Sea King's Daughter, a mournful tune of longing which has captivated wistful maidens for over 200 years. Weighs 1/2 pound.): 1,000 Gold

Copper Dwarven Drinking Mug (features a relief of the dwarf king Eiskaldi Jagradurm on each side, with each of the king's legendary hypnotic eyes represented with studs of yellow topaz (for four topazes total). This well-crafted mug may predate the fall of the dwarven stronghold Jaggardall 150 years ago, but only a dwarf sage could tell for certain.): 800 Gold

Handaxe +1: 1,306 Gold

One Chess Piece (a Pawn of Black marble) from Marbol's Magical Chess Set: 900 Gold
(With a command word, the white pawn transforms into a living servant for up to 12 hours, and can be called forth once a day. If killed, the servant reverts to a chess piece and cannot be called forth again for two days. Great power awaits the one who finds all of the pieces and completes the chess board....)

(Pawn Servant -- Alignment: True Neutral, Armor Class 13 (leather armor +2, Dex +1), Level 1 Commoner, Str 12, Dex 12, Con 12, Int 8, Wis 10, Cha 10, 5 HP. Race, Sex and Appearance: Randomly determined when the chess piece is found. Name: Determined by either the player or the DM.)


Ball of Endless String (4 inches in diameter; this ball of white string never winds down to nothing no matter how much string is drawn from it. This string is similar to thick sewing thread and cannot support much weight without snapping, but an ingenuitive mind can devise any number of uses for it.): 600 Gold

Barrel of Hiding: 1,000 Gold
This barrel is hogshead size, standing four feet tall on its end, holding up to 65 gallons of liquid or 520 pounds of solid items or materials; the barrel itself weighs 100 pounds when empty. This thick and sturdy oakwood barrel is reinforced with four iron hoops and has a bottom but no lid. Any creatures or objects completely inside the barrel cannot be seen or detected in any way, not even with Darkvision, See Invisibility, Detect Magic or other magical effects. (The barrel itself radiates a magical aura, of course.)
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Location : The Dark Heart of Bardosylvania

PostSubject: Re: Arms, Armor, Attire and Artifacts   Sat Mar 01, 2014 8:25 am

Special and Magic Items for Gustov Ainsley


Potion of Fresh Air: 450 Gold
This exotic potion is not imbibed, for the very moment it is unstoppered, the liquid contents immediately transform into fresh, breatheable air (up to 125,000 cubic feet in volume) gusting from the vial.  This air will immediately disperse any gas, mist or vapor, and it will also displace water if used underwater, making this potion a potential lifesafer in underwater caverns and the like.  Though the gust of air isn't strong enough to knock most creatures over, clever adventurers can find other uses for this Potion of Fresh Air as well.

Dart of Flying: 300 Gold
This dart flies far and truly, striking well beyond the normal range of the strongest men.  All of this dart's range increments are multiplied by five.  The dart is a common dart in all other regards, and it may be retrieved after a throw and thrown again.

(Large) Shield of Minor Ablation: 1,220 Gold
This steel heater shield reduces the physical damage from each attack on the shield's bearer by 2 points; ie. if the bearer would normally take 8 Damage from a physical attack, he instead only takes 6 Damage.  Any attack which deals 2 Physical Damage or less is ignored.  The shield must be actively borne on the arm for the Damage Reduction effect to work; it will not protect its owner's body if the shield is slung across his back, for example.  The Damage Reduction only applies to physical damage (Slashing, Piercing and Bludgeoning); elemental damage (ie. Fire, Cold, Negative/Unholy, etc.) ignores this shield entirely.

Quaal's Feather Token (Swan Boat): 225 Gold
With a command word, this enchanted swan feather transforms into a huge swanlike boat capable of moving on water at a rate of up to 60 feet per round.  The boat can carry eight horses (with or without gear), thirty-two Medium-sized characters or any combination thereof.  The feather token may only be used once, and the boat exists for one day.

One Chess Piece (a Pawn of Black marble) from Marbol's Magical Chess Set: 900 Gold
(With a command word, the white pawn transforms into a living servant for up to 12 hours, and can be called forth once a day. If killed, the servant reverts to a chess piece and cannot be called forth again for two days. Great power awaits the one who finds all of the pieces and completes the chess board....)

(Pawn Servant -- Alignment: True Neutral, Armor Class 13 (leather armor +2, Dex +1), Level 1 Commoner, Str 12, Dex 12, Con 12, Int 8, Wis 10, Cha 10, 5 HP. Race, Sex and Appearance: Randomly determined when the chess piece is found. Name: Determined by either the player or the DM.)


A small oil portrait of Lady Perinia Ainsley (nee Morrow): 500 Gold
Lady Perinia is (or was) Gustov's paternal grandmother, who mysteriously disappeared at 20 years of age, shortly after her daughter Lyria's birth...well before Gustov was born.  Lord Darrovan inherited this painting (along with much else) upon the death of Lord Heward, and for reasons which he prefers to keep to himself, he has passed this painting on to his son Gustov.  The artist was not the most proficient at his craft, but despite the poorly rendered shading and the muted colors, the painting seems to convey Lady Perinia's visage accurately enough.  Gustov can sell the painting at appreciated value, or he may keep it as what could possibly be one of the last clues to solving the mystery of Lady Perinia's fate....

Gilded Battle Helm: 700 Gold
This fanciful close helmet is forged from black steel, yet its trim and edging are plated with pure gold and studded with many polished, trilliant-cut garnets in the hue of dark red roses.  A short, curved horn of polished steel juts from either temple, and the full-face grotesque visor bears the face of some manner of fanged devil, with nostril ports, gold-rimmed eye ports and gilded lips around the mouth port; the smith was quite talented with this depiction, enough so to impose a +1 bonus to all of Gustov's Intimidate checks while this helm is worn.  The helmet is serviceable protection, but its value may be compromised if it sustains too much battle damage.

Black Wolf Cape: 70 Gold
Bardosylvania's nobility, having never fully shed the baseness and savagery of their distant ancestors, have long invited the disparaging gossip of other nobles.  So while the lords and barons of other nations prefer their silks and cashmeres, the Ainsleys continue to place value in the hunt and associate the furs and other trophies harvested from dangerous beasts with a warrior's prowess.  In his youth, Gustov singlehandedly struck down two black wolves as part of his training with arms, and this knee-length cape was tailored from their furs.  A polished steel brooch clasps the cape together in the center of his collarbone (and may be of any shape or design that you wish).
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