DnD Virgins - Campaign 01
Session Notes
2017-02-21
Freeport
- Someone lost an arm wrestling match?
- We broke Pope and Doom Sayer out of prison
- Took the Doom Slayer to the Belching Beaver Inn
- She said she was heading off to <> to investigate <>
- Went to the Wizards Library and spoke with Kazra (stutter, blue hands)
- She told us that some books related to Rezlin Kine had been stolen and we should speak with Martin Foss and Aya
- Spoke with Martin Foss (drawf, retired adventurer) and he told us his book had been stolen. Looked like a smash and grab. He collects books specific to Rezlin Kine and didn't lead us to believe he had the book for any other reason that being a clepto
- Spoke with Aya (had a monkey, responsible for watching over secret texts of the library and she told us....
- At the conclusion of the discussion she wrote a note and sent it back to the Wizards Library on a monkey
- On our way back to the Wizards Library we were ambushed and murdered a good half-dozen people
- Found a note on the dead that read:
Just get it done Soares. If they find me, then our investigation has been a waste. Ensure that the Red Hand's faith in us was not ill-plaed. --B
- Found a note on the dead that read:
2017-03-07
We are currently in Freeport
- Got back to the Wizards Library and Pope confronted the Kazra with the note
- Kazra examined the ink and said more must be going on than a thief. Suggested there was a "rat"
- Dunowhere immediatly accused Kazra scaring the shit out of her, poop was literally smelt
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Kazra lead us to Master Opanrael (head curator, head sage at the library, hooked nose, small frame)
- During the walk a lot of time was spent trying to guage Kazra's intentions
- Met with Master Opanrael and presented him with the note
- He asked if we were the men hired to find the missing books before telling us anything about the note
- Eventually said he was also suspisous because of the ink being used on the note and the people missing
- The ink is only used in the library but any librarian or scribe would have access, no inventory kept
- Informed us staff members have gone missing from the library
- He gave us two names of employees who had not shown up Garda Greenleaf (female, flawless attendance) and Ellison Berenger (male, been with them only 3 months, been reliable until today)
- Was unable to provide us information on where they live
- Suggested we go to the Archives for information about Ellison Berenger, not able to provide us much more information other than to look around
- Pope was unable to tell Master Opanrael intentions or sincerity
- We provide him an update on what we had found out about the missing books so far, one was about Rezlin Kine and the other was stolen by someone who can break magic seals
- We followed Kazra out of the room because she believed she had a lead. We headed to the acrhives to examine where similar books to those that were stolen reside
- He asked if we were the men hired to find the missing books before telling us anything about the note
- Taken to the Wizards Library's archives
- We come across a dead female
- Kazar tentativly identified Garda Greenleaf as the deceased
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Pope examined the body to determine cause of death and determined she died from a single blow to the head, blunt force with in a few minutes ago
- Had keys to the Wizards Library archives which are only trusted to high ranking people, they are missing now
- Terry asked if Garda Greenleaf and Ellison Berenger were friends, only co-workers
- There were two small red covered books on the floor by her body. They were about Rezlin Kine. On the shelf were more.
- The Rezlin Kine (one was closed, one was open), also found the white magic book
- Terry examined the books and large sections of the book were missing. It appeared to have happened recently
-
FiZi found a trail for the assailant and as we started tracking there was a loud noise and an earth quake like shaking and bookshelves started tumbling
- Kazar was injured, Pope healed her and she told us she would go talk to Master Opanrael and we should go after the source of what just happened
- We follow the bookshelves to the source
- We find a huge hole in a far wall, chared bones on the ground, the books are all OK
- FiZi stealths into the cave/hole a head of the group
- FiZi spys three figures wandering aimlessley, they appear to be ghosts (3), semi-corporeal. FiZi then heads back to the group to inform them of what he found
- We handily dispatch the ghosts after which Dunowhere bathes in their ectoplasm. Snowrunner was a total bitch.
- We search the room and then examine the hole blown in the far wall
- In the next room we find a second hole and the remenants of a horn and a treasure chest
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Terry checks the horn for magic and detects a sigal of a Wizard named Denlor who once lived in Freeport. Terry casts identify on the horn (see below info block) and then gathers up the pieces
You can use an action to speak the horn's Command Word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is Deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't Deafened. Creatures and Objects made of glass or Crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
- Terry detects magic on the treasure chest and detects a faint aura from within.
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Pope runs in and opens the chest (was already unlocked)
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There is a tiny needle sticking out from the lock with a little blood on it (someone sprung a trap)
- There are multiple compartments inside like a tackle box but Pope also finds a secret compartment. Inside is a headband made of polished bone with the same sigal on it as the outside of the chest. There is also a Healing Potion.
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Terry identifies the head band and it is:
Headband of Intellect
Requires Attunement
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it.- There is some debate about this Headband of Intellect. Who gets it and whether there is a huge downside to it that we can't determine at this time. We (Terry/FiZi) decide it's to good to be true and then Pope decides to put it on anyway and on our next short rest we'll find out if he turns into a potatoe or god.
-
- We head on into the far end of this room and end up in a sewer which leads us into a huge culvert/spillway with a large pool in the center. Stairs out. We also see two undulating(?) figures at the far end next to a burnt section of the floor ("blackend and charred as if by intense flame")
- The two figures are Carrion Crawlers
- The group tries to be all stealthily move up on them and fails. We engage and maginally the Carrion Crawlers but not before Pope and Snowrunner get tentacle raped and downed
- Next to the Carrion Crawlers and find a backpack with a note in it
Session ends on discovering the note.
2017-03-21
We are currently in Freeport
- We're exploring the sewers at the moment.
- We murdered some Carrion Crawlers and found a backpack with notes in it next to a scortched area (which had a Carrion corpose in the center of it)
- We split up the loot and dig through the notes
- One is a fireball scroll, already spent
- One is a list of book titles, most have been striken through and two have checkmarks
- The two checkmarks are the books we've been asked to find
- One is a map of Freeport and it's surroundings
- Details a location to the east labelled Rythnax
- Unsigned note that reads
""Ellison, Once you have secured what you can to aid us in our search, meet with Rythnax in the marsh east of the city, along the Phlan Path. Slay any that discover your work. Do not fail us again."
- We contiune down the tunnel and end up outside near the ocean
- We travel a short way and mak camp for the night
- Our rest is interrupted by 4 bandits
Dressed in the churches army armour, wearing arm bands but we couldn't tell the colour or if there were any symbols on them
- We killed two, the other two ran off, Dunowhere hit himself really hard in the foot and then grappled his dick instead of one of the bandits
- Our rest is interrupted by 4 bandits
- We contiune on and make it to a swamp
- There is a man by a camp fire with what appears to be a small dragon at it's feet. The man is injured.
- The dragon screams something out in Draconic
- Peck relays to us via images via Terry "FEAR"
- We think this is the guy from the sewar (Ellison)
- We ask him about the murder of Garda Greenleaf. He says he was only doing his job.
- The dragon (black) and Ellison have a brief discussion
- We identify the dragon as Rythnax
- Rythnax talks some mad yang and keeps thanking us for doing the Red Hands work
- Rythnax has the missing pages we've been hunting down. He says he will be taking them to the Red Hand
- Says we had all of the anwsers in front of us "what with the mothers not returning"
- Before we can extract any useful information out of him Pope attacks
- First attack Rythnax makes knocks Pope face down in the mud
- Two Lizardmen burst out of a cave behind Rythnax and attack as well
- Second attack Rythnax makes kills Pope. Added bonus he friendly fired and killed a Lizardman
- FiZi heals Pope and gets him back up
- FiZi is attacked by BEEEEEEEEEEES out of no where
- FiZi kills the other Lizardman
- Darkness is cast around the Rythnax (we're fucked)
- Rythnax jumps out of the darkness and attacks Terry, critical fails and falls over
- Rythnax summons the BEEEEEEEEEEES and kills Dunowhere but Dunowhere can't be taken down, rolls a 20 and gets right the fuck back up like a man (IE: not Pope)
- Rythnax gets back up, flys over to Terry and breathes acid on him. Terry dies.
- Pope, against all odds, kills Rythnax
- Dragon fucking ensues
- We head over to Ellison to ask him some questions
- He seems greatful we saved him
- Says the Red Hand owns him and once they own you you don't have any choice
- "The Red Hand is the forces that brew. It is an army, a legion, lead by the beasts and their leaders" in Felora's Wake
- They are getting ready to attack because the gods are weak right now. (The gods didn't come when they were supposed to)
- Red Hand tasked Ellison with gathering information to find out why the Mothers are missing
- He says his task was completed by collecting the pages that Rythnax had
- Page from Rezlin Kine Book
- Page from White Magic Book
-
Terry informs us that he has also been looking for the stones of transmutation mentioned in these pages. He and a colleage studied them in school and his collegae left to find what he could and went missing.
- Terry thinks some kind of wizard or powerful being is harnessing life from creatures and transmuting their enregy into something else which may be related to the gods not changing
- Dunowhere inspected Rythnax's cock and sketched it... in french. Classy.
Session ends after Terry's hypothesis. We pickup next time dividing up the Rythnax loot and.... possibly his corpse?
2017-04-04
We are Northeast outside of Freeport
- After killing Rythnax we divide up the loot
- Bunch of stuff. Magic items are:
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Wind Fan (Pope)
- Pearl of Power (Terry)
- Greatsword +1 (Dunowhere)
- Bulky and decorated with precise geometric figures. It is marked with a holy symbol
- Longsword of Warning (Pope)
- Fine Wine (2 Bottles, magic because it gets you drunk!, FiZi took it)
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Wind Fan (Pope)
- Bunch of stuff. Magic items are:
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Terry interrogates Ellison
- Asks him if the scroll of firewall we have was his and if he can re-create it
- Ellison said it was his but he cannot re-create it. He got it from somewhere else
- Pope and Retard immediatly start scheduling rape sessions with Ellison. They don't believe there is anything more to learn
- Ellison was a new recurit into the Redhand trying to prove himself
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Party makes their Paragon/Renegade decision at this point and decide not to kill him and turn him in
- Terry finds a Hold Person scroll on Ellison
- After an extremely complicated half-night of rest, during which Pope casts Eternal Flame on Retards dick (really), we are attacked
- Three harpies appear and after the opening volley charm Terry and down Pope
- The harpie that charmed Terry downs him
- Snowrunner criticaly falls over trying to fight a harpie
- Snowrunner then critically fails flailing from the ground
- Retard throws Ellison at the last Harpie as it flees and hits. Ellison dies when he hits the ground after bouncing off the Harpie. Renegade points earned.
- One Harpie limps away, the other two are dead
- Retard tries to stabalize Pope and fails
- Snowrunner tries to stabalize Pope and fails
- Pope bleeds out and dies
- FiZi stabalizes Terry
- Terry takes the Head Band of Intellect from Pope's body
- Retard takes the Longsword of Warning
- Everyone else divides up Popes money
- Terry takes the Wind Fan
- We decide to head back to Freeport
- We last about 30 seconds in town and Retard almost murders someone
- We head for the Wizards Library
- On the walk Terry makes copies of the book pages we are going to return
- Once at the Library Terry has a very stoy ased conversation with Master Opanrael.
- We head off to the Belching Beaver
- The Inn Keeper tells us about an announcent at the temple while we were away
- Orian has become the new speaker, opening speech was about shining light into the darkness
- The Inn Kepper also gives us a letter that was delivered for us by the Doomsayer we broke out of jail. Letter was sealed.
-
My friends,
Be wary of who you trust. The city may appear to have achieved order, but it is still in disarray.
Word has it the Child of Light, Orian, will soon take Stowan's place. My contacts tell me that Stowan has fallen ill. Some say he was poisoned by revolutionaries. I'm not so sure.
Be safe, trust few, and I will reach out to you again if I find out more.
-
- While in the Inn we meet Pope2 who joins our party
- The Inn Keeper tells us about an announcent at the temple while we were away
We end here for the night
2017-06-13 - Seven Weddings
We are in Freeport drinking at the Belching Beaver
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Freeport is under martial law
- Previous leader of town fell ill
- The Red Claw have the same information as us and are likely heading to Luketown as well
- We don't know if they are going after Lillian
- Terry remembered some information the Dragon gave us
- The group does some shopping in Freeport before heading out
- We made it out of Freeport with out randomly murdering anyone and headed for Freeport
- Uneventful first night on the road
- During our travels we reminisce about Pope (who died) and Retards fire cock, FiZi drinks one of his fine wines
- The weather takes a turn and we make camp
- During first watch Terry thinks he hears something but nothing comes of it
- Second watch is uneventful, weather stays shitty
-
Terry sends out Peck to do some scouting
- We find out we're nearing out destination and things seem deserted but it could just be the shitty weather
-
Terry and Retard show off their shit to each other while FiZi heads off to do something useful and scout the town solo
- Terry sends Peck with FiZi so recon information can be relayed nearly real time (TACTICS)
-
FiZi finds people leaving their homes and notices some strange behavior and dress for the local villagers
- FiZi can't tell what's going on
- Terry can't either
-
FiZi tries to interact with one of the villagers who is walking backwards
- There is a wedding going on in Lukestown
- Marcus is getting married (again) according to the villager
- Villager recommends leaving town, says the weddings are more like wakes than weddings
- Anytime Marcus gets married the bride dies on the alter
- Turns out the villagers are all acting strange out of superstition
- FiZi asks about a Lillian, villager unable to help
- We get back together and head over to the wedding
- At the wedding
- Marcus is yelling at someone named Felderman swearing things will be different this time
- Felderman is trying to talk Marcus out of it
- Retard tries to convince the group to stop the wedding
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Terry tries to convince Retard else wise by lying to him about having a gig at the wedding and needing to get paid
- It doesn't seem to work
- Marcus and Felderman start getting louder and louder
- "and then suddenly........ and then suddenly...... Ghouls (6) emerge from the ground" (literally)
-
Terry formulates a plan to try and convince the bride to marry him
- Retard sets him straight by reminding him about his IRL life choices
- We destroy the first Ghoul with out breaking a sweat
- The Ghouls go after the crowd but suck hard
- We wreak the second Ghoul
- A Ghoul takes out a woman from the crowed
- Terry calls dibs on the gown from the dead woman
- A Ghoul lands a hit on Snowrunner, he shrugs it off like a man
- Retard crits the next nearest Ghoul and sends it right back to the containment unit
- Terry crit fails trying to cast a spell on a Ghoul near him
- Snowrunner kills the Ghoul he's engaged with
- FiZi hits the nearest Ghoul and lightly annoys him with an arrow hit
- Ghoul misses Snowrunner
- Ghoul misses FiZi
- Terry crit fails again trying to cast a spell on a Ghoul near FiZi and Retard
-
Snowrunner gives his Ghoul a hard whack and it keeps coming (we think this is the leader Ghoul)
- Snowrunner is immune to Ghoul aids
- FiZi deftly moves away from the Ghoul next to him and puts an arrow into him
-
Ghoul swings at Retard and hits
- Retard avoids getting Ghoul aids
- Boss Ghoul swings at Snowrunner and misses
- Ghoul moves away from Snowrunner and dodges the AOO
- Retard crushes the Ghoul next to him
- Terry crit fails AGAIN trying to cast a spell
- Snowrunner swings at Boss Ghoul and connects
- FiZi fires and lands a solid hit on Boss Ghoul
-
Boss Ghoul heads back for Snowrunner and connects
- Snowrunner avoids Ghoul aids but takes some damage
- Retard charges Boss Ghoul and hits for like max damage and wipes out Boss Ghoul
-
Terry formulates a plan to try and convince the bride to marry him
- Felderman starts giving Marcus shit for the ONE person who died
- Felderman thanks us for saving everyone
-
Terry starts questioning Felderman
- What's up with the weddings, how many times?
- This was wedding #6
- How often does this happen?
- Every so often, maybe I'll tell you the story over a pint after they clean up
- Where is the tavern
- We're given directions
- Do you know a Lillian
- He knows her and says she has much to do with this story
- What's up with the weddings, how many times?
- We head over to the Inn, get some drinks and food
- Felderman, who turns out to be the mayor, joins us
- We start talking about how we heard about Lillian, Felderman is surprise someone from Freeport knows her
- Lillian hasn't been around for 30-40 years
- Lillian was a Witch who studied all the bad stuff
- Lillian's fiance was/is Marcus
- We find out Marcus is like 80
-
Retard figures out the curse all on his own (we think he read Jack's Wiki)
- It turns out Lillian cursed Marcus to never be able to wed. She wished for love eternal and crafted magical rings to seal the deal. She ended up dying in her experiments.
- Marcus fell in love with Alice while Lillian was working and Lillian cursed/killed them
- Retard says some sexist stuff about Marcus at this point
- Turns out women just fall in love with Marcus and cannot be convinced otherwise
- This has been going on for years
- The Ghouls were new. Never happened before. Just for us apparently.
- Felderman thinks NOW is the time that something be done about this curse. QUEST TIME!!
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Terry finds out where Lillian lived and worked
- Up on the hill north of town, villagers stay away from it
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Retard asks where Marcus is
- The cages near the town hall
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Terry asks if they've ever tried to lockup Marcus before
- This is the first time
- We might have a ticking clock
- FiZi says something snarky to Felderman that is ultimately pointless to the story
- We offer to help the town with their problem but we want access to Marcus and Lillian's house... and a reward
- Felderman is non-committal about the reward but wants the help
-
Terry asks for more details on Lillian's research
- He doesn't know more than what he told us about the rings
- Terry smells philosophers stones and wants to investigate
-
Retard asks where the bride is
- She'll be kept safe at the town hall
- We head over to the town hall to question Marcus
- We ask him about Lillian
- He tells us she is dead (duh) and provides no more useful information
-
Terry tries to prod more out of Marcus by describing what her research was about and asks if Marcus knew anything about it
- He knows nothing
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Retard asks in the most polite way possible of Marcus had been unfaithful to Lillian
- He either lied or didn't cheat on Lillian
- He references an accident in the lab causing them to no longer be together
- Says he came home one day and found her dead, shriveled and blackened in the lab
- No burn marks
- He says her spirit lingered and he visited her for a time
- He visited her spirit in the mausoleum where she was buried
- Snowrunner has a theory that if we get rid of Lillian Marcus will die as well
- Marcus can't remember the last time he saw Lillian
- Marcus only ever saw her at the mausoleum and she was always there waiting for her
- Terry wants to talk to the bride (Keylie)
- Retard says something charming about Keylie
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Terry asks if Keylie every talked to Lillian
- She says no and thinks Terry is crazy
-
Retard takes the direct method and confronts Keylie with her decision to want to marry Marcus
- Retard tries to convince her not to get married via facts and directly observable evidence. He fails like Hillary Clinton did. Oh shit sick burn. I'm so good at this.
- Terry tries to convince her and fails
-
- Terry goes and tells Felderman we need Keylie and Marcus separated to stop them getting married while we're away trying to fix everything
- We ask him about Lillian
- We head over to Lillian's house
- We cautiously explore the house wary of traps
- The place seems "frat party wrecked"
-
Terry starts digging for books/notes
- Terry finds a small painting of Marcus and we assume Lillian
- Down into the basement we go
- The stairs collapse on us because we're so fat and stupidly went down the stairs at the same time
-
Terry avoids getting hurt, Snowrunner falls and hurts himself
- Snowrunners heart containers start to chirp
- FiZi tries to push Retard and fails
- We find a strange statue in the basement
- Terry tells us not to touch it
- Terry recognizes it as Golem (construct, clay)
- Terry detects magic and finds the Golem and the east wall are glowing
- FiZi wastes two healing spells on Snowrunner cause he sucks at rolling
- Retard sets up an escape from the room using the magic rope in case attacking the Golem goes south
- We look really hard for a riddle cause no one wants to fight the Golem
- We find a riddle "I can be stolen or given away and you will live, yet you cannot live without me"
- First guess: Breath, not right but Terry makes the Golem blush
- Second guess: Heart, ding ding ding
- The wall disappears and we enter the lab behind it
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Terry searches and finds some books, scrolls and a set of rings meant for a bride and groom
- Rings are next to book open to a page with a flower that has black and white pedals
- We find a note that says:
"Doolb fo a nerw, evmon fo a gerptnan restnep, htob epslat fo a luosmoolb wolfre… I nacton mees ot worg eht luosmoolb. Lliw a busitsetut useciff? I tsum evah eht gnir aeryd rof Ramsuc eberof eht dewgnid eceromyn ebsnig. Rofvere ym evol..."
Blood of a wren, venom of pregnant serpent, both petals of a soulbloom flower... I cannot seem to grow the soulbloom. Will a substitute suffice? I mush have the ring ready for Marcus before the wedding ceremony begins. Forever my love...
- We find this diagram:
We **think** this might mean Lillian is trying to take over the body of brides and that's causing them to die - Looks like Lillian tried to sub out the Soulbloom Flower and shouldn't have
- Terry digs around and finds the venom and blood in a vial
- Terry grabs the vials of venom, blood and the notes
- FiZi grabs the rings and then bolts out of the lab after everyone else has gotten to safety first
- On our way out of the lab two town folks bump into us at the front door
- One of the towns folk throws something at us and combat begins
- Turns out they are Hobgoblins
- FiZi takes a few hits and almost goes down
- Retard swings and misses
- Retard action surges and hits
- The Hobgoblin Retard hits screams and two more appear at the door
- The two new Hob's charge Retard, one swings and misses the other hits
- Snowrunner moves up and swings at the Hobgoblin that hit FiZi and punches it's shit in, literally, and it dies
- FiZi quaffs a Healing Potion
- Terry re-positions to the clam of safety
- The remaining original Hobgoblin comes at FiZi and downs him
- Retard takes a swing and misses (FiZi did the roll for him because Retard was shitting.... literally)
- FiZi makes his death saving throw (1)
- Terry casts hold person on the deadly Hobgoblin but she saves
- Hobgoblin throws a few daggers at Retard, some connect
- Retard attacks the Hob's in front of him and misses, second winds and hits
- Hob's swing at Retard and miss
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Snowrunner attacks the closest Hob and crit fails
- Snowrunner drops his weapon
- Snowrunner picks up his weapon and does unarmed strikes missing the Hob
- FiZi fails his death saving throw (1)
- Terry administers a Healing Potion anally to FiZi
- FiZi's up and hard
- Hobgoblin attacks Terry and hits one of Terry's duplicates
- Hobgoblin attacks Terry and hits one of Terry's duplicates
-
Hobgoblin attacks Terry and misses
- She melds back into the shadows afterwards
- Retard rolls a crit and just straight murders a Hob
-
Snowrunner attacks the remaining Hob and misses
- Swings again and hits breaking the skin of the Hob but knocks him down
- FiZi fires at the Hobgoblin and it does a pathetic amount of damage
- Terry casts chromatic orb at the Hobgoblin and misses, not a crit fail this time, so an improvement
-
Hobgoblin throws three darts at Terry
- First misses
- Second hits the last mirror image
- Third hits and draws some blood from Terry
- Retard swings and misses the Hob on the ground
- Hob swings at Snowrunner and downs him
- Snowrunner makes his death saving throw (1)
- FiZi fires at the Hob in front of Retard and misses
- Terry magic missiles the Hob in front of Retard and hits him and then finds a nice place to hide halfway down a hole
- Hobgoblin comes at FiZi, miss and two hits and downs FiZi
- Retard attacks the Hob in front of him and misses
-
Hob swings at Retard and misses, tries to run
- Retard swings at the AOO and knocks out the Hob trying to flee
- Snowrunner makes his death saving throw (2)
- FiZi makes his death saving throw (1)
- Terry pokes his head up, fires a magic missile and hits the dirt again
-
Hobgoblin casts a spell, (haste?), and runs away
- She says "The Red Claw will be your doom as she runs away"
- FiZi and Snowrunner swig some Healing Potions
- We'll interrogate the captive next session
- One of the towns folk throws something at us and combat begins
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Terry searches and finds some books, scrolls and a set of rings meant for a bride and groom
2017-06-27 - Seven Weddings
We are in Lillian's house
- Time to do some interrogating
- Retard handles the interrogation by stripping the hobgoblin naked
- He works for the Red Claw
- Retard whips it out, pees on the hobgoblin who immediately kills himself via a magic cyanide pill
- The best minds among us try to figure out what is going on, best guess is the Red Claw is trying to amass an army and use the magic Lillian was developing
- We remember we're looking for Soulbloom Flower and we have Lillian's rings
- The party takes a short rest
- We head off to the mausoleum to commune with Lillian... hopefully
- We hear weeping coming from the mausoleum
- Retard enters and attempts to communicate with Lillian
- Lillian responds asking for her Marcus
- Retard asks how she dies, she isn't interested in talking
- We ask if she's killing the brides, she doesn't want to talk about them
- Retard asks about Soulbloom and the plant life in the mausoleum twitch and grow slightly
- We determine the vines are Soulbloom
- FiZi collects some Soulboom while Retard and Terry speak with Lillian
- We ask Lillian why she's pissed, she says it's because Marcus left her here to die
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Terry tells Lillian by telling her we'll help her finish the ritual started
- She seems to go for it, we need to go get Marcus
-
Retard asks what will happen at the conclusion of the ritual, she reaches out and touches Terry
- Lillian transfers all of the knowledge of her ritual into Terry
- Terry grabs the rings and some Soulbloom and heads to Lillians lab, FiZi goes with him
- Retard and Snowrunner head back to town to get Marcus
- Terry and FiZi have an uneventful trip to the lab
-
Retard and Snowrunner find the door open to the prison seemingly waiting for them
- Seems the guards got smacked around and Marcus + Bride 3304 are missing
- Ronald assisted them in their escape
- Retard finds out where Marcus would go to elope and Snow and him head off
- Retard sends a villager to fetch FiZi and Terry
- Retard and Snowrunner get to the wedding and Retard interrupts them best he can
- Snowrunner explains the situation to Marcus, Marcus doesn't believe him
- Retard appeals to the logic of the priest, Ronald
- Seems the guards got smacked around and Marcus + Bride 3304 are missing
- Smash cut to Lillians place
- The villager enters, delivers Retards message to FiZi
- Terry just then completes his ritual
- FiZi pays the villager, picks up Terry and they haul ass to meet up with Retard
- Retard is tricked(?) into getting Keylie to say "I do", she drops dead
- The body of Keylie starts to tremble and a specter of some kind emerges from her body
-
<FINAL FANTASY FIGHT MUSIC GO>
- Retard hits Keylie
- Snow hits Keylie
- Keylie starts making out with Retard and literally sucking the life out of him
- Second specter emerges, attacks Snowrunner, hits and start making out with him sucking the life out of him
- Suddenly from the bushes, Terry and FiZi emergy
- FiZi uses his moment to fling Terry who casts Chromatic Orb mid-air, the Ord smacks into the specter latched on to Retard
- The specter latched on to Retard loses her grip
- FiZi fires at the specter attacking Snowrunner, critical misses but avoids any consequences
- Retard attacks the specter latched on to Snowrunner, hits but fails to break her off Snowrunner
- Retard action surges, hits again but fails to knock her off again
- Snowrunner goes down as the specter sucks all the life out of him
- One of the specters swings at Retard, misses and tries to flee, Retard gets a AOO and hits
- The other specter heads to Terry, hits and then flees, Terry gets a AOO and hits
- Terry fires another chromatic orb at the specter closest to him and misses
- FiZi fires an arrow at the specter closest to Terry and hits
- Retard jumps at the specter above him, attacks, hits and kills Keylie
- Snowrunner saves against death, passes
- Remaining specter comes down and swings at Terry, misses, floats back up and provokes a AOO, Terry misses
- Terry shoots a fire bolt at the specter and hits, Terry backup
- FiZi fires an arrow and misses
- Retard runs over to Snowrunner and stabilizes him
- Specter comes down and attacks Retard, hits, flees provoking a AOO, Retard hits and kills her
-
Retard pours the flask of semen down Snowrunners through
- High-fives all around
- Terry uses a healing potion on Snowrunner
- We grab Marcus
- We get Marcus and Lillian married and Lillian becomes mortal... I think
- Terry asks what Lillian's studies were all about
- She has been trying to figure out eternal life for her and Marcus
- The rings were a step in that direct
- She says she was able to contain the soul of a small beast within her own at one point
- The only thing that could bring a soul to ease was another soul, you could calcify your soul into a cage to trap another
- She says it's a way to protect/hide a soul from harm
- She was only able to contain small souls, a mouse was as far as she got
-
Terry asks what the host gains by doing this
- Nothing it turns out, it's supposed to be voluntary
- If you were to force a soul into another the contained soul would be trapped
- Only great magic can reverse this but if the host dies the contained soul dies
- Her transmutation magic is what lets you contain a soul
- She says you could contain an army of souls
- Lillian has notes in her lab and recommends great caution trying to do it ourselves
- Retard wants to screw with Popes soul
-
Terry asks what would happen if you hosted a higher being inside yourself, like a celestial being
- You could safe-keep a soul or hide it that way
- Terry asks if it could be transferred to a empty vessel, she doesn't know
- FiZi flips the question, what if a celestial being wanted to hid a soul in it
- There is a inverse relationship between the host and the amount of magic it takes to contain a soul
- A human can do a mouse
- Celestial could do a human
- More powerful magic can hold more
-
FiZi muses out loud about how some of the gods recently went missing
- Lillian suggests you'd need nine vessels of great power to do this
- She says you'd need to get a legion of studied power wizards to do this but it is possible, very unethical
- The town throws us a party, pays us 250gp
- Session over, quest complete
Party Notes
Party Magic Items
Pope
Headband of Intellect
Requires Attunement
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it.
Dunowhere
Rope of Climbing
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Terry
Fragments of a Magic Horn
You can use an action to speak the horn's Command Word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is Deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't Deafened. Creatures and Objects made of glass or Crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Boots of Striding and Springing
Requires Attunement
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing Heavy Armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining Movement would allow.
Immovable Rod
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Ritto
Ring of Swimming
You have a swimming speed of 40 feet while wearing this ring.
FiZi
Drem
Snowrunner
Party Bank
Items we've collected to sell at some point
Item | Qty | Value (Each) | Value (Total) |
- 10 turqoise worth 10 gp each
- 3 malcahite worth 10 gp each
- soapstone figurine worth 25gp
- polished wood pair of dice worth 25gp
- gold figurine worth 25gp
- onyx locket worth 25gp
- opal-framed small mirror worth 25gp
References
Everything else
Players and their Characters
Retard
Character Name:
Class / Race:
Character Sheet:
Status: Alive
Times gone down: 1
Drem
Character Name:
Class / Race:
Character Sheet:
Status: Alive
Times gone down: 0
Snowrunner
Character Name:
Class / Race:
Character Sheet:
Status: Alive
Times gone down: 0
Ritto
Character Name:
Class / Race:
Character Sheet:
Status: Alive
Times gone down: 0
Pope
Character Name:
Class / Race:
Character Sheet:
Status: Alive
Times gone down: 3
FiZi
Character Name: Kristof Fordrunner
Class / Race: Ranger / Wood Elf
Character Sheet: https://dicecloud.com/character/c3h7nctXTGdKZbeKv
Status: Alive
Times gone down: 0
Terry
Character Name:
Class / Race:
Character Sheet:
Status: Alive
Times gone down: 1
House Rules
Critial fails
Upon rolling a 1 something bad will happen. Roll 1d4 against the below list:
- Friendly Fire (full damage)
- Drop weapon
- Fall over
- Provoke attack
The term "Bloodied"
This means the creature being attacked is at or below 50% hitpoints. Do the math chuds.
Shop Catalog
Blacksmith/Armory
Hard Sell (daily) at 1000 gp (Cheap: 750 gp, Expensive: 1500)
Selling Cap (daily) at 2000 gp (Cheap: 1500 gp, Expensive: 3000 gp)
Item Name |
Cost (Normal) |
Cost (Cheap) |
Cost (Expensive) |
Limited Stock |
Rural Locale |
Urban Locale |
Premium Locale |
[Armor] |
|
|
|
|
|
|
|
Light Armor |
|
|
|
|
|
|
|
Studded Leather |
45 gp |
33 gp |
68 gp |
|
|
|
X |
Medium Armor |
|
|
|
|
|
|
|
Chain Shirt |
50 gp |
38 gp |
75 gp |
X |
X |
X |
X |
Scale Mail |
50 gp |
38 gp |
75 gp |
|
|
X |
X |
Breastplate |
400 gp |
300 gp |
600 gp |
X |
X |
X |
X |
Half Plate |
750 gp |
562 gp |
1125 gp |
|
|
|
X |
Heavy Armor |
|
|
|
|
|
|
|
Ring Mail |
30 gp |
22 gp |
45 gp |
|
X |
X |
X |
Chain Mail |
75 gp |
56 gp |
113 |
X |
X |
X |
X |
Splint |
200 gp |
150 gp |
300 gp |
|
|
X |
X |
Plate |
1500 gp |
1125 gp |
2250 gp |
|
|
|
X |
Shield |
|
|
|
|
|
|
|
Shield |
10 gp |
7 gp |
15 gp |
X |
X |
X |
X |
[Weapons] |
|
|
|
|
|
|
|
Simple Melee Weapons |
|
|
|
|
|
|
|
Dagger |
2 gp |
1 gp |
3 gp |
X |
X |
X |
X |
Handaxe |
5 gp |
3 gp |
8 gp |
X |
X |
X |
X |
Javelin |
5 sp |
3 gp |
8 gp |
|
|
X |
X |
Light Hammer |
2 gp |
1 gp |
3 gp |
|
|
X |
X |
Mace |
5 gp |
3 gp |
8 gp |
|
X |
X |
X |
Sickle |
1 gp |
7 sp |
2 gp |
|
|
X |
X |
Spear |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
Martial Melee Weapons |
|
|
|
|
|
|
|
Battleaxe |
10 gp |
7 gp |
15 gp |
X |
X |
X |
X |
Flail |
10 gp |
7 gp |
15 gp |
|
|
X |
X |
Glaive |
20 gp |
15 gp |
30 gp |
|
|
X |
X |
Greataxe |
30 gp |
22 gp |
45 gp |
|
X |
X |
X |
Greatsword |
50 gp |
38 gp |
75 gp |
X |
X |
X |
X |
Halberd |
20 gp |
15 gp |
30 gp |
|
|
X |
X |
Lance |
10 gp |
7 gp |
15 gp |
|
|
|
X |
Longsword |
15 gp |
11 gp |
22 gp |
X |
X |
X |
X |
Maul |
10 gp |
7 gp |
15 gp |
|
|
X |
X |
Morningstar |
15 gp |
11 gp |
22 gp |
|
|
X |
X |
Pike |
5 gp |
3 gp |
8 gp |
|
X |
X |
X |
Rapier |
25 gp |
18 gp |
38 gp |
|
|
|
X |
Scimitar |
25 gp |
18 gp |
38 gp |
|
|
X |
X |
Shortsword |
10 gp |
7 gp |
15 gp |
X |
X |
X |
X |
Trident |
5 gp |
3 gp |
8 gp |
|
|
|
X |
War Pick |
5 gp |
3 gp |
8 gp |
|
|
X |
X |
Warhammer |
15 gp |
11 gp |
22 gp |
|
X |
X |
X |
[Adventuring Gear] |
|
|
|
|
|
|
|
Ball Bearings (bag of 1,000) |
1 gp |
7 sp |
2 gp |
|
X |
X |
X |
Bell |
1 gp |
7 sp |
2 gp |
|
X |
X |
X |
Block and Tackle |
1 gp |
7 sp |
2 gp |
|
|
X |
X |
Chain (10 feet) |
5 gp |
3 gp |
8 gp |
X |
X |
X |
X |
Crowbar |
2 gp |
1 gp |
3 gp |
X |
X |
X |
X |
Grappling Hook |
2 gp |
1 gp |
3 gp |
|
|
X |
X |
Hammer |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
Hammer, Sledge |
2 gp |
1 gp |
3 gp |
|
X |
X |
X |
Hunting Trap |
5 gp |
3 gp |
8 gp |
|
X |
X |
X |
Lamp |
5 sp |
3 sp |
8 sp |
|
X |
X |
X |
Lantern, Bullseye |
10 gp |
7 gp |
15 gp |
|
|
|
X |
Lantern, Hooded |
5 gp |
3 gp |
8 gp |
|
|
X |
X |
Lock |
10 gp |
7 gp |
15 gp |
|
X |
X |
X |
Manacles |
2 gp |
1 gp |
3 gp |
|
|
X |
X |
Mirror, Steel |
5 gp |
3 gp |
8 gp |
|
|
X |
X |
Pick, Miner's |
2 gp |
1 gp |
3 gp |
|
X |
X |
X |
Piton |
5 cp |
3 cp |
8 cp |
|
X |
X |
X |
Pot, Iron |
2 gp |
1 gp |
3 gp |
|
X |
X |
|
Spikes, Iron |
1 gp |
7 sp |
2 gp |
|
|
X |
X |
Whetstone |
1 cp |
1 cp |
2 cp |
X |
X |
X |
X |
[Tools] |
|
|
|
|
|
|
|
Artisan's Tools |
|
|
|
|
|
|
|
Carpenter's Tools |
8 gp |
6 gp |
12 gp |
|
X |
X |
X |
Mason's Tools |
10 gp |
7 gp |
15 gp |
|
|
X |
X |
Smith's Tools |
20 gp |
15 gp |
30 gp |
X |
X |
X |
X |
Tinker's Tools |
50 gp |
38 gp |
75 gp |
|
|
|
X |
Musical Instrument |
|
|
|
|
|
|
|
Horn |
3 gp |
2 gp |
5 gp |
|
|
|
X |
Fletcher/Bowyer
Hard Sell (daily) at 500 gp (Cheap: 375 gp, Expensive: 750)
Selling Cap (daily) at 1000 gp (Cheap: 750 gp, Expensive: 1500 gp)
Item Name |
Cost (Normal) |
Cost (Cheap) |
Cost (Expensive) |
Limited Stock |
Rural Locale |
Urban Locale |
Premium Locale |
[Weapons] |
|
|
|
|
|
|
|
Simple Ranged Weapons |
|
|
|
|
|
|
|
Crossbow, Light |
25 gp |
18 gp |
38 gp |
|
X |
X |
X |
Shortbow |
25 gp |
18 gp |
38 gp |
X |
X |
X |
X |
Martial Ranged Weapons |
|
|
|
|
|
|
|
Crossbow, Hand |
75 gp |
56 gp |
113 gp |
|
|
X |
X |
Crossbow, Heavy |
50 gp |
38 gp |
75 gp |
|
X |
X |
X |
Longbow |
50 gp |
38 gp |
75 gp |
X |
X |
X |
X |
[Adventuring Gear] |
|
|
|
|
|
|
|
Ammunition |
|
|
|
|
|
|
|
Arrows (20) |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
Crossbow Bolts (20) |
1 gp |
7 sp |
2 gp |
|
X |
X |
X |
Case, Crossbow Bolt |
1 gp |
7 sp |
2 gp |
|
X |
X |
X |
Quiver |
1 gp |
7 cp |
2 gp |
X |
X |
X |
X |
Leatherworker
Hard Sell (daily) at 500 gp (Cheap: 375 gp, Expensive: 750)
Selling Cap (daily) at 1000 gp (Cheap: 750 gp, Expensive: 1500 gp)
Item Name |
Cost (Normal) |
Cost (Cheap) |
Cost (Expensive) |
Limited Stock |
Rural Locale |
Urban Locale |
Premium Locale |
[Armor] |
|
|
|
|
|
|
|
Light Armor |
|
|
|
|
|
|
|
Leather |
10 gp |
7 gp |
15 gp |
X |
X |
X |
X |
Studded Leather |
45 gp |
33 gp |
68 gp |
|
X |
X |
X |
Medium Armor |
|
|
|
|
|
|
|
Hide |
10 gp |
7 gp |
15 gp |
X |
X |
X |
X |
Shield |
|
|
|
|
|
|
|
Shield |
10 gp |
7 gp |
15 gp |
|
|
X |
X |
[Weapons] |
|
|
|
|
|
|
|
Simple Ranged Weapons |
|
|
|
|
|
|
|
Sling |
1 sp |
7 cp |
2 sp |
|
X |
X |
X |
[Adventuring Gear] |
|
|
|
|
|
|
|
Waterskin |
2 sp |
1 sp |
3 sp |
X |
X |
X |
X |
[Tools] |
|
|
|
|
|
|
|
Artisan's Tools |
|
|
|
|
|
|
|
Cobbler's Tools |
5 gp |
3 gp |
8 gp |
|
X |
X |
X |
Leatherworker's Tools |
5 gp |
3 gp |
8 gp |
X |
X |
X |
X |
Musical Instrument |
|
|
|
|
|
|
|
Bagpipes |
30 gp |
22 |
45 |
|
|
|
X |
Drum |
6 gp |
4 gp |
9 gp |
|
|
X |
X |
Temple/Faith Supplies
Hard Sell (daily) at 375 gp (Cheap: 281 gp, Expensive: 500)
Selling Cap (daily) at 750 gp (Cheap: 562 gp, Expensive: 1000 gp)
Trade goods accepted.
Item Name |
Cost (Normal) |
Cost (Cheap) |
Cost (Expensive) |
Limited Stock |
Rural Locale |
Urban Locale |
Premium Locale |
|
[Adventuring Gear] |
|
|
|
|
|
|
|
|
Alms Box |
5 gp |
3 gp |
8 gp |
|
O |
O |
O |
|
Bell |
1 gp |
7 sp |
2 gp |
|
|
X |
X |
|
Blanket |
5 sp |
3 sp |
8 sp |
|
X |
X |
X |
|
Book, Scripture |
25 gp |
18 gp |
38 gp |
X |
X |
X |
X |
|
Candle |
1 cp |
1 cp |
2 cp |
X |
X |
X |
X |
|
Case, Map or Scroll |
1 gp |
7 sp |
2 gp |
|
|
X |
X |
|
Censer |
5 gp |
3 gp |
8 gp |
|
O |
O |
O |
|
Chalk (1 piece) |
1 cp |
1 cp |
2 cp |
|
X |
X |
X |
|
Flask |
2 cp |
1 cp |
3 cp |
X |
X |
X |
X |
|
Healer's Kit |
5 gp |
3 gp |
8 gp |
|
|
X |
X |
|
Holy Symbol |
|
|
|
|
|
|
|
|
Amulet |
5 gp |
3 gp |
8 gp |
X |
X |
X |
X |
|
Emblem |
5 gp |
3 gp |
8 gp |
X |
X |
X |
X |
|
Reliquary |
5 gp |
3 gp |
8 gp |
X |
X |
X |
X |
|
Holy Water (flask) |
25 gp |
18 gp |
38 gp |
X |
X |
X |
X |
|
Incense (1 block) |
1 cp |
1 cp |
2 cp |
|
O |
O |
O |
|
Ink (1 ounce bottle) |
10 gp |
7 gp |
15 gp |
|
|
X |
X |
|
Ink Pen |
2 cp |
1 cp |
3 cp |
|
|
X |
X |
|
Lamp |
5 sp |
3 sp |
8 sp |
|
X |
X |
X |
|
Lantern, Hooded |
5 gp |
3 sp |
8 sp |
|
|
|
X |
|
Oil (flask) |
1 sp |
7 cp |
2 sp |
X |
X |
X |
X |
|
Paper (one sheet) |
2 sp |
1 sp |
3 sp |
|
|
|
X |
|
Parchment (one sheet) |
1 sp |
7 cp |
2 sp |
|
|
X |
|
|
Perfume (vial) |
5 gp |
3 gp |
8 gp |
|
|
|
X |
|
Potion of Healing |
50 gp |
38 gp |
75 gp |
|
|
|
X |
|
Rations (1 day) |
5 sp |
3 sp |
8 sp |
|
X |
X |
X |
|
Torch |
1 cp |
1 cp |
2 cp |
X |
X |
X |
X |
|
Vial |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
|
Waterskin |
2 sp |
1 sp |
3 sp |
|
X |
X |
X |
|
[Tools] |
|
|
|
|
|
|
|
|
Artisan's Tools |
|
|
|
|
|
|
|
|
Calligrapher's Supplies |
10 gp |
7 gp |
15 gp |
|
|
O |
O |
|
Herbalism Kit |
5 gp |
3 gp |
8 gp |
|
|
X |
X |
|
Musical Instrument |
|
|
|
|
|
|
|
|
Flute |
2 gp |
1 gp |
3 gp |
|
|
|
O |
|
Lyre |
30 gp |
22 gp |
45 gp |
|
|
|
O |
|
Horn |
3 gp |
2 gp |
5 gp |
|
|
|
O |
|
[Services] |
|
|
|
|
|
|
|
|
Spellcasting |
|
|
|
|
|
|
|
|
Cure Wounds (lvl 1) |
10 gp |
7 gp |
15 gp |
X |
X |
X |
X |
|
Gentle Repose (lvl 2) |
50 gp |
38 gp |
75 gp |
|
X |
X |
X |
|
Lesser Restoration (lvl 2) |
50 gp |
38 gp |
75 gp |
X |
X |
X |
X |
|
Remove Curse (lvl 3) |
100 gp |
75 gp |
150 gp |
|
X |
X |
X |
|
Revivify (lvl 3) |
400 gp |
375 gp |
450 gp |
|
X |
X |
X |
|
Raise Dead (lvl 5) |
1000 gp |
875 gp |
1250 gp |
|
X |
X |
X |
Spellcaster Availability
Locale |
Available Spellcasters |
Limited |
1 Acolyte. No expendable components available, subtract costs of materials if provided. Roll d%; 1-15 is a Commoner (either a pious merchant, or a charlatan posing as a healer) instead of an Acolyte; 80-100 is a Priest instead of an Acolyte, with additional hit dice and caster level equal to 1d4-1. |
Rural |
1d4 Acolytes, and 1 Priest with additional hit dice and caster level equal to 1d4-1. Expendable components available at a 25% chance, subtract costs of materials if provided. |
Urban |
2d8+3 Acolytes, and 1d2 Priest with additional hit dice and caster level equal to 1d6-1. Expendable components available at a 55% chance, subtract costs of materials if provided. |
Premium |
3d10+2 Acolytes, and 1d4 Priests with additional hit dice and caster level equal to 1d6-1. Expendable components available at a 75% chance, subtract costs of materials if provided. |
Priest's Available Spell Slots per Day (cleric spell list)
Priest's Hit Dice |
Spell Save DC |
Spell Attacks |
Cantrips Known |
1st |
2nd |
3rd |
4th |
5th |
5 |
13 |
+5 |
4 |
4 |
3 |
2 |
- |
- |
6 |
13 |
+5 |
4 |
4 |
3 |
3 |
- |
- |
7 |
13 |
+5 |
4 |
4 |
3 |
3 |
1 |
- |
8 |
13 |
+5 |
4 |
4 |
3 |
3 |
2 |
- |
9 |
14 |
+6 |
4 |
4 |
3 |
3 |
3 |
1 |
10 |
14 |
+6 |
5 |
4 |
3 |
3 |
3 |
2 |
General Store
Hard Sell (daily) at 375 gp (Cheap: 281 gp, Expensive: 500)
Selling Cap (daily) at 750 gp (Cheap: 562 gp, Expensive: 1000 gp)
Trade goods accepted.
Item Name |
Cost (Normal) |
Cost (Cheap) |
Cost (Expensive) |
Limited Stock |
Rural Locale |
Urban Locale |
Premium Locale |
[Adventuring Gear] |
|
|
|
|
|
|
|
Abacus |
2 gp |
1 gp |
3 gp |
|
|
X |
X |
Barrel |
2 gp |
1 gp |
3 gp |
|
X |
X |
X |
Blanket |
5 sp |
3 sp |
8 sp |
X |
X |
X |
X |
Bottle, glass |
2 gp |
1 gp |
3 gp |
|
X |
X |
X |
Bucket |
5 cp |
3 cp |
8 cp |
|
X |
X |
X |
Candle |
1 cp |
1 cp |
2 cp |
X |
X |
X |
X |
Chest |
5 gp |
3 gp |
8 gp |
|
|
X |
X |
Clothes, Common |
5 sp |
3 sp |
8 sp |
|
X |
X |
X |
Clothes, Fine |
15 gp |
11 gp |
23 gp |
|
|
|
X |
Flask or Tankard |
2 cp |
1 cp |
3 cp |
X |
X |
X |
X |
Hammer |
1 gp |
7 sp |
2 gp |
|
X |
X |
X |
Ink (1 ounce bottle) |
10 gp |
7 gp |
15 gp |
X |
X |
X |
X |
Ink Pen |
2 cp |
1 cp |
3 cp |
|
X |
X |
X |
Jug or Pitcher |
2 cp |
1 cp |
3 cp |
X |
X |
X |
X |
Ladder (10-foot) |
1 sp |
7 cp |
2 sp |
|
X |
X |
X |
Lantern, Hooded |
5 gp |
3 gp |
8 gp |
|
|
X |
X |
Lamp |
|
|
|
|
X |
X |
X |
Lock |
10 gp |
7 gp |
15 gp |
|
|
X |
X |
Mess Kit |
2 sp |
1 sp |
3 sp |
|
X |
X |
X |
Mirror, Steel |
5 gp |
3 gp |
8 gp |
|
X |
X |
X |
Paper (one sheet) |
2 sp |
1 sp |
3 sp |
|
|
X |
X |
Parchment (one sheet) |
1 sp |
7 cp |
2 sp |
X |
X |
X |
|
Pick, Miner's |
2 gp |
1 gp |
3 gp |
|
X |
X |
X |
Pot, Iron |
2 gp |
1 gp |
3 gp |
X |
X |
X |
X |
Pouch |
5 sp |
3 sp |
8 sp |
|
X |
X |
X |
Rope, Hempen (50 feet) |
1 gp |
7 sp |
2 gp |
|
X |
X |
X |
Rope, Silk (50 feet) |
10 gp |
7 gp |
15 gp |
|
|
|
X |
Sack |
1 cp |
1 cp |
2 cp |
X |
X |
X |
X |
Scale, Merchant's |
5 gp |
3 gp |
8 gp |
|
|
X |
X |
Shovel |
2 gp |
1 gp |
3 gp |
|
X |
X |
X |
Signet Ring |
5 gp |
3 gp |
8 gp |
|
|
X |
X |
Soap |
2 cp |
1 cp |
3 cp |
|
|
X |
X |
Vial |
1 gp |
7 sp |
2 gp |
|
|
X |
X |
[Tools] |
|
|
|
|
|
|
|
Artisan's Tools |
|
|
|
|
|
|
|
Carpenter's Tools |
15 gp |
11 gp |
23 gp |
X |
X |
X |
X |
Cobbler's Tools |
25 gp |
18 gp |
38 gp |
|
X |
X |
X |
Cook's Utensils |
50 gp |
38 gp |
75 gp |
X |
X |
X |
X |
Glassblower's Tools |
30 gp |
22 gp |
45 gp |
|
|
|
X |
Leatherworker's Tools |
5 gp |
3 gp |
8 gp |
|
|
X |
X |
Mason's Tools |
10 gp |
7 gp |
15 gp |
X |
X |
X |
X |
Potter's Tools |
10 gp |
7 gp |
15 gp |
|
X |
X |
X |
Smith's Tools |
20 gp |
7 gp |
15 gp |
|
|
|
X |
Weaver's Tools |
1 gp |
7 sp |
2 gp |
|
X |
X |
X |
Woodcarver's Tools |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
Adventuring Supplies
Hard Sell (daily) at 750 gp (Cheap: 562 gp, Expensive: 1125)
Selling Cap (daily) at 1500 gp (Cheap: 1125 gp, Expensive: 2260 gp)
Trade goods accepted.
Item Name |
Cost (Normal) |
Cost (Cheap) |
Cost (Expensive) |
Limited Stock |
Rural Locale |
Urban Locale |
Premium Locale |
[Armor] |
|
|
|
|
|
|
|
Light Armor |
|
|
|
|
|
|
|
Padded |
5 gp |
3 gp |
8 gp |
|
|
X |
X |
Leather |
10 gp |
7 gp |
15 gp |
|
|
X |
X |
Studded Leather |
45 gp |
33 gp |
68 gp |
|
|
|
X |
Medium Armor |
|
|
|
|
|
|
|
Hide |
10 gp |
7 gp |
15 gp |
|
X |
X |
X |
[Weapons] |
|
|
|
|
|
|
|
Simple Melee Weapons |
|
|
|
|
|
|
|
Club |
1 sp |
7 cp |
2 sp |
|
X |
|
|
Dagger |
2 gp |
1 gp |
3 gp |
X |
X |
X |
X |
Greatclub |
2 sp |
1 sp |
3 sp |
|
X |
X |
|
Handaxe |
5 gp |
3 gp |
8 gp |
X |
X |
X |
X |
Light Hammer |
2 gp |
1 gp |
3 gp |
|
X |
X |
X |
Quarterstaff |
2 sp |
1 sp |
3 sp |
|
X |
X |
|
Simple Ranged Weapons |
|
|
|
|
|
|
|
Crossbow, Light |
25 gp |
18 gp |
38 gp |
|
|
X |
X |
Dart |
5 cp |
3 cp |
8 cp |
|
X |
X |
X |
Shortbow |
25 gp |
18 gp |
38 gp |
X |
X |
X |
X |
Sling |
1 sp |
7 cp |
2 sp |
|
X |
X |
|
Martial Melee Weapons |
|
|
|
|
|
|
|
Whip |
2 gp |
1 gp |
3 gp |
|
X |
X |
X |
Martial Ranged Weapons |
|
|
|
|
|
|
|
Blowgun |
10 gp |
7 gp |
15 gp |
|
X |
|
|
Crossbow, hand |
75 gp |
56 gp |
113 gp |
|
|
X |
X |
Crossbow, heavy |
50 gp |
38 gp |
75 gp |
|
|
|
X |
Longbow |
50 gp |
38 gp |
75 gp |
X |
X |
X |
X |
[Adventuring Gear] |
|
|
|
|
|
|
|
Ammunition |
|
|
|
|
|
|
|
Arrows (20) |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
Blowgun Needles (50) |
1 gp |
7 sp |
2 gp |
|
X |
|
|
Crossbow Bolts (20) |
1 gp |
7 sp |
2 gp |
X |
|
X |
X |
Sling Bullets (20) |
4 cp |
3 cp |
6 cp |
|
X |
X |
|
Backpack |
2 gp |
1 gp |
3 gp |
X |
X |
X |
X |
Bedroll |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
Blanket |
5 sp |
3 sp |
8 sp |
X |
X |
X |
X |
Block and Tackle |
1 gp |
7 sp |
2 gp |
|
|
X |
X |
Bottle, glass |
2 gp |
1 gp |
3 gp |
X |
X |
X |
X |
Candle |
1 cp |
1 cp |
2 cp |
|
|
X |
X |
Case, Crossbow Bolt |
1 gp |
7 sp |
2 gp |
|
|
X |
X |
Case, Map or Scroll |
1 gp |
7 sp |
2 gp |
|
X |
X |
X |
Chain (10 feet) |
5 gp |
3 gp |
8 gp |
|
|
X |
X |
Chest |
5 gp |
3 gp |
8 gp |
|
X |
X |
X |
Climber's Kit |
25 gp |
18 gp |
38 gp |
|
|
X |
X |
Clothes, Traveler's |
2 gp |
1 gp |
3 gp |
X |
X |
X |
X |
Crowbar |
2 gp |
1 gp |
3 gp |
X |
X |
X |
X |
Flask or Tankard |
2 cp |
1 cp |
3 cp |
X |
X |
X |
X |
Grappling Hook |
2 gp |
1 gp |
3 gp |
X |
|
X |
X |
Hammer |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
Healer's Kit |
5 gp |
3 gp |
8 gp |
|
|
|
X |
Hourglass |
25 gp |
18 gp |
38 gp |
|
|
|
X |
Hunting Trap |
5 gp |
3 gp |
8 gp |
|
X |
X |
X |
Ink (1 ounce bottle) |
10 gp |
7 gp |
15 gp |
|
|
|
X |
Ink Pen |
2 cp |
1 cp |
3 cp |
|
|
X |
X |
Jug or Pitcher |
2 cp |
1 cp |
3 cp |
X |
X |
X |
X |
Ladder (10-foot) |
1 sp |
7 cp |
2 sp |
|
|
X |
X |
Lantern, Bullseye |
10 gp |
7 gp |
15 gp |
|
|
X |
X |
Lantern, Hooded |
5 gp |
3 gp |
8 gp |
X |
X |
X |
X |
Lock |
10 gp |
7 gp |
15 gp |
|
|
|
X |
Mess Kit |
2 sp |
1 sp |
3 sp |
|
|
X |
X |
Mirror, Steel |
5 gp |
3 gp |
8 gp |
|
|
X |
X |
Paper (one sheet) |
2 sp |
1 sp |
3 sp |
|
|
|
X |
Parchment (one sheet) |
1 sp |
7 cp |
2 sp |
|
X |
X |
|
Pick, Miner's |
2 gp |
1 gp |
3 gp |
|
X |
X |
X |
Piton |
5 cp |
3 cp |
8 cp |
|
X |
X |
X |
Pole (10-foot) |
5 cp |
3 cp |
8 cp |
|
X |
X |
X |
Pot, Iron |
2 gp |
1 gp |
3 gp |
X |
X |
X |
X |
Pouch |
5 sp |
3 sp |
8 sp |
X |
X |
X |
X |
Quiver |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
Rations (1 day) |
5 sp |
3 sp |
8 sp |
|
|
X |
X |
Rope, Hempen (50 feet) |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
Rope, Silk (50 feet) |
10 gp |
7 gp |
15 gp |
|
|
|
X |
Sack |
1 cp |
1 cp |
2 cp |
X |
X |
X |
X |
Shovel |
2 gp |
1 gp |
3 gp |
X |
X |
X |
X |
Signal Whistle |
5 cp |
3 cp |
8 cp |
|
|
X |
X |
Signet Ring |
5 gp |
3 gp |
8 gp |
|
|
|
X |
Spyglass |
1000 gp |
750 gp |
1500 gp |
|
|
X |
X |
Tent, Two-person |
2 gp |
1 gp |
3 gp |
X |
X |
X |
X |
Tinderbox |
5 sp |
3 sp |
8 sp |
X |
X |
X |
X |
Torch |
1 cp |
1 cp |
2 cp |
X |
X |
X |
X |
Vial |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
Waterskin |
2 sp |
1 sp |
3 sp |
X |
X |
X |
X |
[Tools] |
|
|
|
|
|
|
|
Artisan's Tools |
|
|
|
|
|
|
|
Cartographer's Tools |
15 gp |
11 gp |
23 gp |
|
|
X |
X |
Jeweler's Tools |
25 gp |
18 gp |
38 gp |
|
|
|
X |
Tinker's Tools |
50 gp |
38 gp |
75 gp |
|
|
X |
X |
Herbalism Kit |
5 gp |
3 gp |
8 gp |
|
|
X |
X |
Navigator's Tools |
25 gp |
18 gp |
38 gp |
X |
X |
X |
X |
Water-side Theme
(can apply to either a General Store or an Adventuring Supplies Shop)
[Weapons] |
|
|
|
|
|
|
|
|
Simple Melee Weapons |
|
|
|
|
|
|
|
|
Spear |
1 gp |
7 sp |
2 gp |
|
X |
X |
X |
|
Martial Ranged Weapons |
|
|
|
|
|
|
|
|
Net |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
|
[Adventuring Gear] |
|
|
|
|
|
|
|
|
Fishing Tackle |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
|
[Waterborne Vehicles] |
|
|
|
|
|
|
|
|
Rowboat |
50 gp |
38 gp |
75 gp |
|
X |
X |
X |
|
[Trade Goods] |
|
|
|
|
|
|
|
|
1 lb. of Fishing Bait |
5 cp |
3 cp |
8 cp |
X |
X |
X |
X |
Magical Theme
[Adventuring Gear] |
|
|
|
|
|
|
|
Arcane Focus |
|
|
|
|
|
|
|
Crystal |
10 gp |
7 gp |
15 gp |
|
|
X |
X |
Orb |
20 gp |
15 gp |
30 gp |
|
|
|
X |
Rod |
10 gp |
7 gp |
15 gp |
|
X |
X |
X |
Staff |
5 gp |
3 gp |
8 gp |
X |
X |
X |
X |
Wand |
10 gp |
7 gp |
15 gp |
X |
X |
X |
X |
Component Pouch |
25 gp |
18 gp |
38 gp |
X |
X |
X |
X |
Potion of Healing |
50 gp |
38 gp |
75 gp |
|
|
X |
X |
Spellbook |
50 gp |
38 gp |
75 gp |
|
X |
X |
X |
Shady Dealer Theme
(can apply to either a General Store or an Adventuring Supplies Shop)
Item Name |
Cost (Normal) |
Cost (Cheap) |
Cost (Expensive) |
Limited Stock |
Rural Locale |
Urban Locale |
Premium Locale |
[Adventuring Gear] |
|
|
|
|
|
|
|
Acid (vial) |
25 gp |
18 gp |
38 gp |
X |
X |
X |
X |
Antitoxin (vial) |
50 gp |
38 gp |
75 gp |
X |
X |
X |
X |
Caltrops (bag of 20) |
1 gp |
7 sp |
2 gp |
|
|
X |
X |
Clothes, Costume |
5 gp |
3 gp |
8 gp |
|
|
|
X |
Manacles |
2 gp |
1 gp |
3 gp |
|
|
|
X |
Oil (flask) |
1 sp |
7 cp |
2 sp |
X |
X |
X |
X |
Poison, Basic (vial) |
100 gp |
75 gp |
150 gp |
X |
X |
X |
X |
Ram, Portable |
4 gp |
3 gp |
6 gp |
|
|
|
X |
Spikes, Iron (10) |
1 gp |
7 sp |
2 gp |
|
|
|
X |
[Tools] |
|
|
|
|
|
|
|
Disguise Kit |
25 gp |
18 gp |
38 gp |
|
|
X |
X |
Forgery Kit |
15 gp |
11 gp |
23 gp |
|
X |
X |
X |
Gaming Set |
|
|
|
|
|
|
|
Dice Set |
1 sp |
7 cp |
2 sp |
X |
X |
X |
X |
Playing Card Set |
5 sp |
3 sp |
8 sp |
|
X |
X |
X |
Poisoner's Kit |
50 gp |
38 gp |
75 gp |
X |
X |
X |
X |
Thieves' Tools |
25 gp |
18 gp |
38 gp |
X |
X |
X |
X |
Art and Games Theme
(can apply to either a General Store or an Adventuring Supplies Shop)
Item Name |
Cost (Normal) |
Cost (Cheap) |
Cost (Expensive) |
Limited Stock |
Rural Locale |
Urban Locale |
Premium Locale |
[Tools] |
|
|
|
|
|
|
|
Artisan's Tools |
|
|
|
|
|
|
|
Calligrapher's Supplies |
10 gp |
8 gp |
15 gp |
|
|
X |
X |
Glassblower's Tools |
30 gp |
22 gp |
45 gp |
|
|
|
X |
Painter's Supplies |
10 gp |
8 gp |
15 gp |
X |
X |
X |
X |
Potter's Tools |
10 gp |
8 gp |
15 gp |
|
|
X |
X |
Weaver's Tools |
1 gp |
7 sp |
2 gp |
|
X |
X |
X |
Woodcarver's Tools |
1 gp |
7 sp |
2 gp |
|
X |
X |
X |
Disguise Kit |
25 gp |
18 gp |
38 gp |
|
|
|
X |
Gaming Set |
|
|
|
|
|
|
|
Dice Set |
1 sp |
7 cp |
2 sp |
X |
X |
X |
X |
Dragonchess Set |
1 gp |
7 sp |
2 gp |
|
|
|
X |
Playing Card Set |
5 sp |
3 sp |
8 sp |
|
X |
X |
X |
Three-Dragon Ante Set |
1 gp |
7 sp |
2 gp |
|
|
X |
X |
Musical Instrument |
|
|
|
|
|
|
|
Bagpipes |
30 gp |
22 gp |
45 gp |
|
|
|
X |
Drum |
6 gp |
4 gp |
9 gp |
|
X |
X |
X |
Dulcimer |
25 gp |
18 gp |
38 gp |
|
|
X |
X |
Flute |
2 gp |
1 gp |
3 gp |
X |
X |
X |
X |
Lute |
35 gp |
26 gp |
53 gp |
|
X |
X |
X |
Lyre |
30 gp |
22 gp |
45 gp |
X |
X |
X |
X |
Horn |
3 gp |
2 gp |
5 gp |
|
|
X |
X |
Pan Flute |
12 gp |
9 gp |
18 gp |
|
X |
X |
X |
Shawn |
2 gp |
1 gp |
3 gp |
|
|
X |
X |
Viol |
30 gp |
22 gp |
45 gp |
|
|
|
X |
Tailor/Textiles
Hard Sell (daily) at 375 gp (Cheap: 281 gp, Expensive: 500)
Selling Cap (daily) at 750 gp (Cheap: 562 gp, Expensive: 1000 gp)
Item Name |
Cost (Normal) |
Cost (Cheap) |
Cost (Expensive) |
Limited Stock |
Rural Locale |
Urban Locale |
Premium Locale |
|
[Weapons] |
|
|
|
|
|
|
|
|
[Adventuring Gear] |
|
|
|
|
|
|
|
|
Backpack |
2 gp |
1 gp |
3 gp |
|
X |
X |
X |
|
Basket |
4 sp |
3 sp |
6 sp |
X |
X |
X |
X |
|
Bedroll |
1 gp |
7 sp |
2 gp |
|
X |
X |
X |
|
Blanket |
5 sp |
3 sp |
8 sp |
X |
X |
X |
X |
|
Clothes, Common |
5 sp |
3 sp |
8 sp |
X |
X |
X |
X |
|
Clothes, Costume |
5 gp |
3 gp |
8 gp |
|
|
|
X |
|
Clothes, Fine |
15 gp |
11 gp |
23 gp |
|
|
X |
X |
|
Clothes, Traveler's |
2 gp |
1 gp |
3 gp |
|
X |
X |
X |
|
Component Pouch |
25 gp |
18 gp |
38 gp |
|
|
|
X |
|
Pouch |
5 sp |
3 sp |
8 sp |
X |
X |
X |
X |
|
Robes |
1 gp |
7 sp |
2 gp |
|
X |
X |
X |
|
Sack |
1 cp |
1 cp |
2 cp |
X |
X |
X |
X |
|
Tent, Two-person |
2 gp |
1 gp |
3 gp |
|
|
X |
X |
|
[Tools] |
|
|
|
|
|
|
|
|
Artisan's Tools |
|
|
|
|
|
|
|
|
Weaver's Tools |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
Jeweler/Stonecutter
Hard Sell (daily) at 1000 gp (Cheap: 750 gp, Expensive: 1500)
Selling Cap (daily) at 2000 gp (Cheap: 1500 gp, Expensive: 3000 gp)
Item Name |
Cost (Normal) |
Cost (Cheap) |
Cost (Expensive) |
Limited Stock |
Rural Locale |
Urban Locale |
Premium Locale |
|||
[Adventuring Gear] |
|
|
|
|
|
|
|
|||
Amulet/Necklace, Exquisite |
5 gp |
3 gp |
8 gp |
X |
X |
X |
X |
|||
Amulet/Necklace, Mundane |
5 sp |
3 sp |
8 sp |
X |
X |
X |
X |
|||
Arcane Focus |
|
|
|
|
|
|
|
|||
Crystal |
10 gp |
8 gp |
15 gp |
|
|
X |
X |
|||
Orb |
20 gp |
15 gp |
30 gp |
|
|
|
X |
|||
Earrings, Exquisite |
4 gp |
3 gp |
6 gp |
X |
X |
X |
X |
|||
Earrings, Mundane |
4 sp |
3 sp |
6 sp |
X |
X |
X |
X |
|||
Jewelry |
Gem value +50 gp |
+38 gp |
+75 gp |
X |
X |
X |
X |
|||
Ring, Exquisite |
3 gp |
2 gp |
5 gp |
X |
X |
X |
X |
|||
Ring, Mundane |
3 sp |
2 sp |
5 sp |
X |
X |
X |
X |
|||
Signet Ring |
5 gp |
3 gp |
8 gp |
|
X |
X |
X |
|||
[Tools] |
|
|
|
|
|
|
|
|||
Artisan's Tools |
|
|
|
|
|
|
|
|||
Jeweler's Tools |
25 gp |
18 gp |
38 gp |
|
X |
X |
X |
|||
[Services] |
|
|
|
|
|
|
|
|||
Gemstone Appraisal (3 gems) |
5 gp |
3 gp |
8 gp |
X |
X |
X |
X |
|||
Resizing Jewelry |
10 gp |
8 gp |
15 gp |
|
X |
X |
X |
|||
Set Gem (<100 gp value) |
45 gp |
34 gp |
68 gp |
|
X |
X |
X |
|||
Set Gem (100-1K gp value) |
75 gp |
56 gp |
113 gp |
|
X |
X |
X |
|||
Set Gem (1K+ gp value) |
150 gp |
113 gp |
225 gp |
|
X |
X |
X |
|||
Stonecutting |
Gem value x0.25 |
(n/a) |
(n/a) |
|
|
X |
X |
|||
[Miscellaneous] |
|
|
|
|
|
|
|
|||
10 gp Gemstones |
10 gp |
7 gp |
15 gp |
X |
X |
X |
X |
|||
50 gp Gemstones |
50 gp |
38 gp |
75 gp |
X |
X |
X |
X |
|||
100 gp Gemstones |
100 gp |
75 gp |
150 gp |
|
X |
X |
X |
|||
500 gp Gemstones |
500 gp |
375 gp |
750 gp |
|
|
X |
X |
|||
1000 gp Gemstones |
1000 gp |
750 gp |
1500 gp |
|
|
|
X |
|||
5000 gp Gemstones |
5000 gp |
3750 gp |
7500 gp |
|
|
|
X |
|||
Gemstone Availability
Selection |
Gemstones Available |
d% |
Poor |
Less than ten 10gp gemstones, and a single 50gp gemstone |
1-40 |
Fair |
Less than twenty 10gp gemstone, less than ten 50gp gemstones, and two 100gp gemstones |
41-80 |
Moderate |
Six of every basic 10gp gemstone, less than twenty 50gp gemstones, less than ten 100gp gemstones, three 500gp gemstones, and one gemstone of greater value than 500gp |
81-90 |
Wide |
Twelve of every basic 10gp gemstone, Six of every basic 50gp gemstone, less than twenty 100gp gemstones, less than ten 500gp gemstones, four gemstones of greater value than 500gp |
91-100 |
Potion Shop
Hard Sell (daily) at 500 gp (Cheap: 375 gp, Expensive: 750)
Selling Cap (daily) at 1000 gp (Cheap: 750 gp, Expensive: 1500 gp)
Selling Cap (daily) at 1000 gp (Cheap: 750 gp, Expensive: 1500 gp)
Item Name |
Cost (Normal) |
Cost (Cheap) |
Cost (Expensive) |
Limited Stock |
Rural Locale |
Urban Locale |
Premium Locale |
|
[Adventuring Gear] |
|
|
|
|
|
|
|
|
Acid (vial) |
25 gp |
18 gp |
38 gp |
|
X |
X |
X |
|
Alchemist's Fire (flask) |
50 gp |
38 gp |
75 gp |
|
|
X |
X |
|
Antitoxin (vial) |
50 gp |
38 gp |
75 gp |
X |
X |
X |
X |
|
Bottle, glass |
2 gp |
1 gp |
3 gp |
X |
X |
X |
X |
|
Component Pouch |
25 gp |
18 gp |
38 gp |
|
X |
X |
X |
|
Flask |
2 cp |
1 cp |
3 cp |
X |
X |
X |
X |
|
Healer's Kit |
5 gp |
3 gp |
8 gp |
|
|
X |
X |
|
Ink (1 ounce bottle) |
10 gp |
7 gp |
15 gp |
|
|
|
X |
|
Jug |
2 cp |
1 cp |
3 cp |
X |
X |
X |
X |
|
Oil (flask) |
1 sp |
7 cp |
2 sp |
|
X |
X |
X |
|
Perfume (vial) |
5 gp |
3 gp |
8 gp |
|
|
|
X |
|
Poison, Basic (vial) |
100 gp |
75 gp |
150 gp |
X |
X |
X |
X |
|
Potion of Healing |
50 gp |
38 gp |
75 gp |
X |
X |
X |
X |
|
Vial |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
|
[Tools] |
|
|
|
|
|
|
|
|
Artisan's Tools |
|
|
|
|
|
|
|
|
Alchemist's Supplies |
50 gp |
38 gp |
75 gp |
|
|
X |
X |
|
Brewer's Supplies |
20 gp |
15 gp |
30 gp |
X |
X |
X |
X |
|
Cook's Utensils |
1 gp |
7 sp |
2 gp |
|
|
X |
X |
|
Poisoner's Kit |
50 gp |
38 gp |
75 gp |
|
X |
X |
X |
|
[Magic Items] |
|
|
|
|
|
|
|
|
Potions |
|
|
|
|
|
|
|
|
Common |
50 gp |
38 gp |
75 gp |
X |
X |
X |
X |
|
Uncommon |
250 gp |
175 gp |
375 gp |
X |
X |
X |
X |
|
Rare |
2500 gp |
1750 gp |
3750 gp |
|
|
X |
X |
|
[Miscellaneous] |
|
|
|
|
|
|
|
|
Spell Components |
See Spell |
(x0.75) |
(x1.5) |
X |
X |
X |
X |
|
Potion Availability
Selection |
Potion Names |
d% |
Poor |
(C) Healing, Climbing, (U) Water Breathing, (R) Gaseous Form |
1-25 |
Fair |
(U) Greater Healing, Resistance, (R) Elixir of Health, Diminution |
26-50 |
Moderate |
(U) Animal Friendship, Growth, Potion of Poison (disguised), (R) Heroism, Superior Healing, Frost/Stone Giant Strength, Clairvoyance |
51-80 |
Wide |
(U) Oil of Slipperiness, Philter of Love, Fire Breath, (R) Oil of Etherealness, Fire Giant Strength, Invulnerability, Mind Reading, |
81-100 |
Arcane Shop
Hard Sell (daily) at 750 gp (Cheap: 562 gp, Expensive: 1125)
Selling Cap (daily) at 1500 gp (Cheap: 1125 gp, Expensive: 2260 gp)
Item Name |
Cost (Normal) |
Cost (Cheap) |
Cost (Expensive) |
Limited Stock |
Rural Locale |
Urban Locale |
Premium Locale |
|
[Weapons] |
|
|
|
|
|
|
|
|
Simple Melee Weapons |
|
|
|
|
|
|
|
|
Quarterstaff |
2 sp |
1 sp |
3 sp |
X |
X |
X |
X |
|
[Adventuring Gear] |
|
|
|
|
|
|
|
|
Abacus |
|
|
|
|
|
X |
X |
|
Arcane Focus |
|
|
|
|
|
|
|
|
Crystal |
10 gp |
7 gp |
15 gp |
X |
X |
X |
X |
|
Orb |
20 gp |
15 gp |
30 gp |
|
|
X |
X |
|
Rod |
10 gp |
7 gp |
15 gp |
|
X |
X |
X |
|
Staff |
5 gp |
3 gp |
8 gp |
X |
X |
X |
X |
|
Wand |
10 gp |
7 gp |
15 gp |
X |
X |
X |
X |
|
Bottle, glass |
2 gp |
1 gp |
3 gp |
|
X |
X |
X |
|
Candle |
1 cp |
1 cp |
2 cp |
X |
X |
X |
X |
|
Case, Map or Scroll |
1 gp |
7 sp |
2 gp |
|
X |
X |
X |
|
Component Pouch |
25 gp |
18 gp |
38 gp |
|
|
|
|
|
Druidic Focus |
|
|
|
|
|
|
|
|
Sprig of Mistletoe |
1 gp |
7 sp |
2 gp |
X |
X |
X |
X |
|
Totem |
1 gp |
7 sp |
2 gp |
|
|
X |
X |
|
Wooden Staff |
5 gp |
3 gp |
8 gp |
X |
X |
X |
X |
|
Yew Wand |
10 gp |
7 gp |
15 gp |
|
X |
X |
X |
|
Hourglass |
25 gp |
18 gp |
38 gp |
|
|
|
X |
|
Ink (1 ounce bottle) |
10 gp |
7 gp |
15 gp |
|
X |
X |
X |
|
Ink Pen |
2 cp |
1 cp |
3 cp |
|
X |
X |
X |
|
Paper (one sheet) |
2 sp |
1 sp |
3 sp |
|
|
X |
X |
|
Parchment (one sheet) |
1 sp |
7 cp |
2 sp |
|
X |
X |
X |
|
Pouch |
5 sp |
3 sp |
8 sp |
|
X |
X |
X |
|
Robes |
1 gp |
7 sp |
2 gp |
|
|
X |
X |
|
Spellbook |
50 gp |
38 gp |
75 gp |
|
X |
X |
X |
|
Vial |
1 gp |
7 sp |
2 gp |
|
X |
X |
X |
|
[Tools] |
|
|
|
|
|
|
|
|
Artisan's Tools |
|
|
|
|
|
|
|
|
Alchemist's Supplies |
50 gp |
38 gp |
75 gp |
|
X |
X |
X |
|
Calligrapher's Supplies |
10 gp |
7 gp |
15 gp |
|
|
X |
X |
|
Musical Instrument |
|
|
|
|
|
|
|
|
Lute |
35 gp |
26 gp |
53 gp |
|
|
X |
X |
|
Lyre |
30 gp |
22 gp |
45 gp |
|
|
|
X |
|
[Magic Items] |
|
|
|
|
|
|
|
|
Spell Scrolls |
|
|
|
|
|
|
|
|
Common (Cantrip) |
50 gp |
38 gp |
75 gp |
X |
X |
X |
X |
|
Common (Level 1) |
100 gp |
75 gp |
150 gp |
X |
X |
X |
X |
|
Uncommon (Level 2) |
250 gp |
187 gp |
375 gp |
|
|
X |
X |
|
Uncommon (Level 3) |
500 gp |
375 gp |
750 gp |
|
|
X |
X |
|
Rare (Level 4) |
2500 gp |
1875 gp |
3750 gp |
|
|
|
X |
|
Rare (Level 5) |
5000 gp |
3750 gp |
7500 gp |
|
|
|
X |
|
[Services] |
|
|
|
|
|
|
|
|
Magic Appraisal (Identify) |
100 gp |
75 gp |
150 gp |
X |
X |
X |
X |
|
[Miscellaneous] |
|
|
|
|
|
|
|
|
Spell Components |
See Spell |
(x0.75) |
(x1.5) |
|
X |
X |
X |
|
Spell Scroll Availability
Selection |
Offensive Spells |
Support Spells |
d% |
Poor |
(0) Shocking Grasp, (1) Burning Hands, (2) Melf's Acid Arrow, (3) Lightning Bolt, (4) Ice Storm, (5) Hold Monster |
(0) Mending, (1) Alarm, (2) Magic Weapon, (3) Haste, (4) Mordenkainen's Faithful Hound, (5) Bigby's Hand |
1-25 |
Fair |
(0) Fire Bolt, (1) Magic Missile, (2) Flaming Sphere, (3) Fire Ball, (4) Wall of Fire, (5) Cone of Cold (includes poor availability list) |
(0) Mage Hand, (1) Tensor's Floating Disc, (2) Invisibility, (3) Fly, (4) Stoneskin, (5) Teleportation Circle (includes poor availability list) |
26-60 |
Moderate |
(0) Acid Splash, Chill Touch, (1) Chromatic Orb, Sleep, (2) Hold Person, Scorching Ray, (3) Bestow Curse, Slow, (4) Phantasmal Killer, Confusion, (5) Cloudkill, Conjure Elemental (includes poor/fair availability list) |
(0) Light, Message, (1) Detect Magic, Jump, (2) Darkness, Levitate, (3) Dispel Magic, Water Breathing, (4) Arcane Eye, Greater Invisibility (5) Scrying, Telekenisis (includes poor/fair availability list) |
61-80 |
Wide |
(0) Friends, Minor Illusion, Poison Spray, (1) Color Spray, Ray of Sickness, Tasha's Hideous Laughter, (2) Blindness/Deafness, Cloud of Daggers, Ray of Enfeeblement, (3) Hypnotic Pattern, Sleet Storm, Vampiric Touch (4) Conjure Minor Elementals, Fire Shield, Otiluke's Resilient Sphere, (5) Dominate Person, Gaes, Planar Binding (includes poor/fair/moderate availability list) |
(0) Blade Ward, Dancing Lights, Prestidigitation, (1) Feather Fall, Identify, Mage Armor, (2) See Invisibility, Arcane Lock, Knock, (3) Leomund's Tiny Hut, Magic Circle, Tongues, (4) Dimension Door, Leomund's Secret Chest, Polymorph, (5) Legend Lore, Rary's Telepathic Bond, Wall of Stone (includes poor/fair availability list) |
81-95 |
Full |
(All Wizard Spells Level 1-5 and cantrips) |
(All Wizard Spells Level 1-5 and cantrips) |
96-100 |
Useful Links
D&D 5e Compendium Tool
http://radai.github.io/dnd5tools/
Modules
Collection of the modules we've played once they've been completed
- Session 2017-06-13 to 2017-06-27 - Seven Wedding Module