A few notices are placed around Mirakus Post, Second Wind Inn, and Port Avanthyr at areas providing protection from the rain. The charcoal writing is neat and precise, except where bolded for emphasis.
Articles for Sale:
- Payment valued in local Sundren "stags". Barter can be used to reduce cost
-- Offers of items to barter will be prioritised over offers of pure stags
- Members and affiliates of Exigo Syndicate and House Meriadoc receive a 30% discount off final price once sufficient proof of membership/affiliation is shown
-- Members of the Skullcleavers and/or Bristlebeard Clan receive a further 20% discount off the final price, for a total of 50%
- If no price is listed, the merchant can negotiate a reasonable offer for the item(s)
- Merchant reserves the right to refuse to sell articles to a customer for any reason
Arms & Armour:
The Iron Maiden -- 8,000
[iron full plate
+3 enhancement bonus
4/Bludgeoning damage reduction
+5 Will vs. Mind-affecting
+5 Intimidate
Spike Growth, 1/day
-2 Dexterity
-25% damage resistance (Bludgeoning)]
A menacing-looking full plate bristling with enough spikes to lend credence to the rumours of its origin as a former actual iron maiden. While guaranteed to make the wearer the center of attention (as well as providing excellent protection due to its solid construction), the merchant highly encourages the wearer to pad sensitive areas well and avoid bumping into things, and waives all liability for any injuries sustained in disregarding the advice.
Refurbished Everwatch Knight Armor -- 10,000
[iron full plate
+2 enhancement bonus
+2 Constitution
Immunity: Deafness/Blindness]
A suit of plate that had once adorned one of Helm's faithful. It has been exchanged by many hands since then, yet the armour still stands strong against the ravages of weaponry and spell alike.
Antique Dwarven Heavy Plate -- 8,000
[adamantine full plate
+2 enhancement bonus
+10 HP
2/Adamantine damage reduction
-1 Dexterity
Restriction: Level 10]
An exquisitely crafted and enchanted suit of full plate salvaged from the Whurest ruins deep within the Spine. The thick interlocking slabs of adamantine provide unparalleled protection against physical blows, but its bulk and weight tends to impede mobility.
Antique Dwarven Heavy Shield -- 20,000
[steel heavy shield
+3 enhancement bonus
10% Negative damage immunity
+3 Wisdom
Restriction: Level 10]
An elaborately engraved shield, salvaged from the ruins beneath Whurest. On top of its already stellar worksmanship, the shield has been enchanted to provide further protection against physical blows and life-sapping magic alike, and provides rare clarity of mind for those in need of such wisdom.
Antique Dwarven Tower Shield -- 10,000
[steel tower shield
+2 enhancement bonus
+3 AC vs. Giants
+3 Fortitude save
Foundation of Stone (2/day)
Restriction: Level 10]
An extremely large tower shield, elaborately engraved and perfectly serviceable as a substitute door in emergency situations. Enchantments laid upon the shield grant greater protection and personal fortitude to the wielder, as well as lending some of stone's stability at times of great need.
The Piercing Cold -- 10,000 -- 2 in stock
[adamantine battleaxe
+2 enhancement bonus
+2 cold damage
+2 magical damage
Bonus Feat: Spell Penetration
-1 Dexterity]
A ludicrously large and elaborately decorated battleaxe that is apparently as much a functional as well as a ceremonial armament for the most distinguished and elite of Auril's followers. The weapon has been enchanted to pierce through physical and magical barriers alike, though a wielder will quickly find that its poorly balanced construction will hamper their personal dexterity somewhat.
Frostburn -- 6,000
[steel falchion
+2 enhancement bonus
+2 cold damage
Corona of Cold, 1 charge/use (10 charges)]
A large falchion with jagged teeth lining its edge that is continually wreathed with an icy pale blue flame; the details on how a flame can be cold instead of hot is best left to the open mystery known as "magic". Tapping the pommel of the falchion will summon more pale blue flame from the blade to encircle the wielder, providing them some protection from more mundane and hotter flames, and deliver a bite of cold to any unfortunate soul within range.
Freezing Falchion -- 1,500
[iron falchion
+2 attack bonus
+2 cold damage]
This falchion's curved blade grants it a keener edge than the typical greatblade at the cost of some stopping power. The weapon possesses a good distribution of weight between blade and hilt to allow greater control and accuracy in striking blows, and an enchantment placed upon it grants blows struck with the additional bite of winter's chill.
"Cleaver" -- 3,000
[steel falchion
+2 enhancement bonus]
A curved greatblade with a reverse scalloped edge and enchanted to deliver more powerful blows.
Spectral Blade -- 4,000
[longsword
+1 enhancement bonus
+2 magic damage
+2d4 damage vs. incorporeals
Green light, dim (5m)]
A faintly glowing longsword that yields a strange sensation to the touch, as if the blade were not entirely of this plane. This does not interfere with the weapon's primary purpose; in fact, a skilled enough wielder may appreciate its improved cutting power on par with adamantine, if not better.
Ravager -- 5,000
[steel halberd
+1 enhancement bonus
+1d6 sonic damage]
A finely made halberd that emits a low hum. An ideal armament for particularly stubborn foes, though the background noise may prove distracting for some wielders.
Stonefire Axe -- 5,000
[steel greataxe
+1 enhancement bonus
+2 fire damage]
Salvaged from the possession of the Firedrake giants, this axe--a mere handaxe to them--is large enough to require wielding with two hands for most. A pair of enchantments on the blade gives it more accuracy and bite with both steel and fire, and is an ideal armament to ensure that trolls and their kin remain where they lie.
Ember's Axe -- 2,500 -- 2 in stock
[iron handaxe
+2 enhancement bonus (+4 vs. Outsiders)]
A small hand axe with origins tracing to the Ember's Corps, a company of adventurers under the service of a dwarven paladin frequently besieged by demons and other such infernal creatures. The axe's enchantment, already powerful enough, is especially lethal towards extraplanar foes, should the wielder come across them.
Axe of the Granite Guard -- 3,500
[+2 dwarven waraxe
+1d4 Acid damage
+2 Parry
Restriction: Level 10]
An axe recovered from the depths of the Whurest ruins, bearing the markings of a regiment long gone. Its blade is enchanted to strike more accurately and lethally, and this particular model is further augmented to seek and parry incoming attacks if wielded in defense, and infuse a significant amount of corrosive acid with each blow if wielded offensively.
Hammer of the Granite Guard -- 2,000 -- 2 in stock
[steel warhammer
+2 enhancement bonus
+1 Acid damage
+1 Sonic damage
Restriction: Level 10]
A large warhammer recovered from the depths of the Whurest ruins, bearing the markings of a regiment long gone. The enchantment upon its surface aids in striking deadlier blows, and this particular model has been further enchanted to amplify the force of impact and deliver a bite of acid with each blow.
Scimitar of Searing Ice -- 2,000 -- 2 in stock
[ice scimitar
+2 cold damage
Massive Criticals: 1d6
Blue light, normal (15m)]
The blade of this sword seems to be formed from ice that emits a blue glow and never melts, and contains enough sharp edges to ensure that telling blows are especially deadly. Other than its obvious application, this weapon is also convenient for keeping perishables and other articles (for example, blueberries) frozen.
Glassteel Cutlass -- 5,000
[glassteel scimitar
+2 attack bonus
+1 slashing damage
+3 Sleight of Hand]
The blade of this weapon is crafted from "glassteel", giving a keener edge and difficulty in perceiving at a cursory glance. Ideal for those who wish to appear unarmed to the casual observer.
- Payment valued in local Sundren "stags". Barter can be used to reduce cost
-- Offers of items to barter will be prioritised over offers of pure stags
- Members and affiliates of Exigo Syndicate and House Meriadoc receive a 30% discount off final price once sufficient proof of membership/affiliation is shown
-- Members of the Skullcleavers and/or Bristlebeard Clan receive a further 20% discount off the final price, for a total of 50%
- If no price is listed, the merchant can negotiate a reasonable offer for the item(s)
- Merchant reserves the right to refuse to sell articles to a customer for any reason
Arms & Armour:
The Iron Maiden -- 8,000
[iron full plate
+3 enhancement bonus
4/Bludgeoning damage reduction
+5 Will vs. Mind-affecting
+5 Intimidate
Spike Growth, 1/day
-2 Dexterity
-25% damage resistance (Bludgeoning)]
A menacing-looking full plate bristling with enough spikes to lend credence to the rumours of its origin as a former actual iron maiden. While guaranteed to make the wearer the center of attention (as well as providing excellent protection due to its solid construction), the merchant highly encourages the wearer to pad sensitive areas well and avoid bumping into things, and waives all liability for any injuries sustained in disregarding the advice.
Refurbished Everwatch Knight Armor -- 10,000
[iron full plate
+2 enhancement bonus
+2 Constitution
Immunity: Deafness/Blindness]
A suit of plate that had once adorned one of Helm's faithful. It has been exchanged by many hands since then, yet the armour still stands strong against the ravages of weaponry and spell alike.
Antique Dwarven Heavy Plate -- 8,000
[adamantine full plate
+2 enhancement bonus
+10 HP
2/Adamantine damage reduction
-1 Dexterity
Restriction: Level 10]
An exquisitely crafted and enchanted suit of full plate salvaged from the Whurest ruins deep within the Spine. The thick interlocking slabs of adamantine provide unparalleled protection against physical blows, but its bulk and weight tends to impede mobility.
Antique Dwarven Heavy Shield -- 20,000
[steel heavy shield
+3 enhancement bonus
10% Negative damage immunity
+3 Wisdom
Restriction: Level 10]
An elaborately engraved shield, salvaged from the ruins beneath Whurest. On top of its already stellar worksmanship, the shield has been enchanted to provide further protection against physical blows and life-sapping magic alike, and provides rare clarity of mind for those in need of such wisdom.
Antique Dwarven Tower Shield -- 10,000
[steel tower shield
+2 enhancement bonus
+3 AC vs. Giants
+3 Fortitude save
Foundation of Stone (2/day)
Restriction: Level 10]
An extremely large tower shield, elaborately engraved and perfectly serviceable as a substitute door in emergency situations. Enchantments laid upon the shield grant greater protection and personal fortitude to the wielder, as well as lending some of stone's stability at times of great need.
The Piercing Cold -- 10,000 -- 2 in stock
[adamantine battleaxe
+2 enhancement bonus
+2 cold damage
+2 magical damage
Bonus Feat: Spell Penetration
-1 Dexterity]
A ludicrously large and elaborately decorated battleaxe that is apparently as much a functional as well as a ceremonial armament for the most distinguished and elite of Auril's followers. The weapon has been enchanted to pierce through physical and magical barriers alike, though a wielder will quickly find that its poorly balanced construction will hamper their personal dexterity somewhat.
Frostburn -- 6,000
[steel falchion
+2 enhancement bonus
+2 cold damage
Corona of Cold, 1 charge/use (10 charges)]
A large falchion with jagged teeth lining its edge that is continually wreathed with an icy pale blue flame; the details on how a flame can be cold instead of hot is best left to the open mystery known as "magic". Tapping the pommel of the falchion will summon more pale blue flame from the blade to encircle the wielder, providing them some protection from more mundane and hotter flames, and deliver a bite of cold to any unfortunate soul within range.
Freezing Falchion -- 1,500
[iron falchion
+2 attack bonus
+2 cold damage]
This falchion's curved blade grants it a keener edge than the typical greatblade at the cost of some stopping power. The weapon possesses a good distribution of weight between blade and hilt to allow greater control and accuracy in striking blows, and an enchantment placed upon it grants blows struck with the additional bite of winter's chill.
"Cleaver" -- 3,000
[steel falchion
+2 enhancement bonus]
A curved greatblade with a reverse scalloped edge and enchanted to deliver more powerful blows.
Spectral Blade -- 4,000
[longsword
+1 enhancement bonus
+2 magic damage
+2d4 damage vs. incorporeals
Green light, dim (5m)]
A faintly glowing longsword that yields a strange sensation to the touch, as if the blade were not entirely of this plane. This does not interfere with the weapon's primary purpose; in fact, a skilled enough wielder may appreciate its improved cutting power on par with adamantine, if not better.
Ravager -- 5,000
[steel halberd
+1 enhancement bonus
+1d6 sonic damage]
A finely made halberd that emits a low hum. An ideal armament for particularly stubborn foes, though the background noise may prove distracting for some wielders.
Stonefire Axe -- 5,000
[steel greataxe
+1 enhancement bonus
+2 fire damage]
Salvaged from the possession of the Firedrake giants, this axe--a mere handaxe to them--is large enough to require wielding with two hands for most. A pair of enchantments on the blade gives it more accuracy and bite with both steel and fire, and is an ideal armament to ensure that trolls and their kin remain where they lie.
Ember's Axe -- 2,500 -- 2 in stock
[iron handaxe
+2 enhancement bonus (+4 vs. Outsiders)]
A small hand axe with origins tracing to the Ember's Corps, a company of adventurers under the service of a dwarven paladin frequently besieged by demons and other such infernal creatures. The axe's enchantment, already powerful enough, is especially lethal towards extraplanar foes, should the wielder come across them.
Axe of the Granite Guard -- 3,500
[+2 dwarven waraxe
+1d4 Acid damage
+2 Parry
Restriction: Level 10]
An axe recovered from the depths of the Whurest ruins, bearing the markings of a regiment long gone. Its blade is enchanted to strike more accurately and lethally, and this particular model is further augmented to seek and parry incoming attacks if wielded in defense, and infuse a significant amount of corrosive acid with each blow if wielded offensively.
Hammer of the Granite Guard -- 2,000 -- 2 in stock
[steel warhammer
+2 enhancement bonus
+1 Acid damage
+1 Sonic damage
Restriction: Level 10]
A large warhammer recovered from the depths of the Whurest ruins, bearing the markings of a regiment long gone. The enchantment upon its surface aids in striking deadlier blows, and this particular model has been further enchanted to amplify the force of impact and deliver a bite of acid with each blow.
Scimitar of Searing Ice -- 2,000 -- 2 in stock
[ice scimitar
+2 cold damage
Massive Criticals: 1d6
Blue light, normal (15m)]
The blade of this sword seems to be formed from ice that emits a blue glow and never melts, and contains enough sharp edges to ensure that telling blows are especially deadly. Other than its obvious application, this weapon is also convenient for keeping perishables and other articles (for example, blueberries) frozen.
Glassteel Cutlass -- 5,000
[glassteel scimitar
+2 attack bonus
+1 slashing damage
+3 Sleight of Hand]
The blade of this weapon is crafted from "glassteel", giving a keener edge and difficulty in perceiving at a cursory glance. Ideal for those who wish to appear unarmed to the casual observer.
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