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What will our heroes do now?

Zer0

Haiku Hitman
948169b4793b4acfdf08ee4e33da34f2.jpg
- Leh Shop -
"All items in purple can only be bought in black markets and are considered illegal goods.
These goods will be available once your characters gain access to the black market. "



THINGS TO KNOW:
  • Repairing items yourself
    Requires 1/4th crafting cost worth of goods + tools needed to craft + 1/4th of crafting time. Requires proficiency, if it was stated in item crafting.
  • Selling
    You gain silver = 1/2 cost, unless the item is damaged wherein you gain less, or if you cheat or haggle you gain more.
  • Concentration Spells = Last until you cast another spell, fall unconscious, or receive an attack that had a roll equal or higher than your spell power.
  • Yes, you can steal.

WEAPONS:
Cost: 40 silver
Craft (Artisan Proficiency): 2 Days + Forge + Toolbox + 20 silver worth of common goods.
  1. Heavy
    Weight 2. Once per turn, you can make an area attack with -2 to hit, to damage a number of foes = Strength that are clustered around you. Two-handed.
    Damage: 2 | Slam Damage: 1
    Hit: +0
  2. Light
    Weight 1. Can be dual-wielded by equipping a second light weapon in your off-hand. When dual-wielded you can use a minor action to make an extra attack. One-handed.
    Damage: 1
    Hit: +1
  3. Mage
    Weight 1. Attack range: 1/2 football field. +2 Spell Power. You can cast the origin point of your spell within your weapon's attack range.
    Damage: 1
    Hit: +0
  4. Ranged
    Weight 2. Attack range: football field. "Aim", Use a minor action to stay still, reducing your Evasion by -1, but gaining +2 hit to your next ranged attack. You have -2 to attack rolls when melee attackers are engaged with you. Two-handed.
    Damage: 1
    Hit: +0
ARMOR :
  1. Light
    Weight 1. Made of furs, bone, padded cloth, or leather, and a few pieces of metal. Feel free to change the look of your armor, such as mage robes.
    Evasion: +2 | Spell Power +2 | Health: +1
    Cost: 40 silver
    Craft : 2 Days + Toolbox + 20 silver worth of common goods.
  2. Heavy
    Weight 2. Made of forged steel. Feel free to change the look of your armor, such as a few metal pieces on or under everyday clothes, or a coat fortified by protection runes.
    Evasion: +4 | Health: +2 | Disadvantage to stealth
    Cost: 60 silver
    Craft (Artisan Proficiency): 4 Days + Forge+ Toolbox + 30 silver worth of common goods.
  3. Shield
    Weight 1. Made of wood, sometimes ringed with iron with a handle of padded leather. Feel free to change the look of your shield, such as sleek bracers that flare with magic upon impact.
    Evasion: +1 | Spend 1 Mp to share the benefits of the major action "Guard" with a willing ally right next to you.
    Cost: 20 Silver
    Craft : 4 hours + Toolbox + 10 silver worth of common goods.

ARMOR UPGRADES:
*These are permanent and do do not take up customization slots.
  1. Health +1
    Maximum +1 for Light armor, Maximum +2 for Heavy armor
    Cost: 200 silver
    Craft (Knowledge Proficiency): 1 Day + Forge + Toolbox +100 silver worth of expensive goods.
  2. Evasion +1
    Maximum+2 for Light and Heavy armor, Maximum +1 for shield.
    Cost: 100 silver
    Craft (Artisan Proficiency): 1 Day + Forge + Toolbox +50 silver worth of expensive goods.
  3. Spell Power +1
    Maximum+4 for Light and Heavy armor.
    Cost: 100 silver
    Craft (Knowledge Proficiency): 1 Day + Forge + Toolbox +50 silver worth of expensive goods.

LIGHT & HEAVY ARMOR ATTACHMENTS:
*Light and heavy armor have 3 Attachment Slots. You can switch attachments by spending 10 minutes to change each slot. Please state in your gear, which attachments you have on.
  1. Ghillie Netting (Light Armor):
    +2 to Stealth checks in a specific terrain. Please choose 1 upon purchase: Greenery, Rocky, Snow, Desert, Ruins, Wet.
    Cost: 10 silver
    Craft: 5 silver worth of common goods, toolbox, 1 hour.
  2. Maneuver Gear (Light Armor):
    Weight 1. You can pull yourself to a heavier target, or pull a lighter target towards you. Pull range: 1/2 football field. You have +2 to climbing rolls and have x2 travel speed in regions that where your maneuver gear can anchor into structures. Runs on 1 manna crystal a week. (Requires Dexterity 4).
    Cost: 60 silver
    Craft (Artisan Proficiency): 4 Days + Forge+ Toolbox + 30 silver worth of expensive goods.
  3. Rune: Depth Strider
    Allows you to cast "Depth Strider" (Requires Intelligence 2). And when your Hp =0 underwater, you automatically float to the surface (Passive).
    Manna Cost: 1
    Duration (concentration): Hours = Intelligence
    Target: Self
    You grow gills at the side of your neck, allowing you to breathe and talk normally underwater. Clothes, armor, and flesh meld down to a powerful tail that give you advantage to swimming rolls, allowing you to swim as fast as you can run, and leap over the waves like a magnificent killer whale.
    Cost: 60 silver
    Craft (Artisan Proficiency): 4 Days + Forge+ Toolbox + 30 silver worth of expensive goods.
SHIELD ATTACHMENTS:
*Shields have 1 Attachment slot. You can switch attachments by spending 10 minutes to change each slot. Please state in your gear, which attachment you have on.
  1. Ghillie Netting (Light Armor):
  2. Hang glide
    Activates like a small parachute, allowing you to glide safely down.
    Cost: 10 silver
    Craft (Artisan Proficiency): 2 Days + Forge + Toolbox + 5 silver worth of expensive goods.
ACCESSORIES:
  1. Disguise
    Pick a specific type of crowd. +2 to deception and blending into that kind of crowd to escape notice.
    Cost: 2 Silver
    Craft: 10 minutes + Artist's Case +1 silver worth of common goods
  2. Hiking Gear
    Weight 1. +2 to climbing, traveling safely across the wilderness, and surviving noxious gases. Comes with a pair of crampons, pitons, hooks, ice axe, a hooded winter coat that's waterproof, and a firestorm shroud.
    Cost: 20 Silver.
    Craft (Artisan Proficiency): 4 Days + Forge+ Toolbox + 10 silver worth of expensive goods.
  3. Mask of Many Faces
    Weight 1. Allows you to cast "Disguise Self" (Requires Intelligence 2).
    Manna Cost: 1
    Duration: Hours = Intelligence
    Target: Self

    Cast an illusion, changing your image into that of a creature similar to yourself. You can make yourself 1 ft. taller or shorter, fatter or thinner, but not change your body type such as give yourself extra limbs.
    Cost: 100 Silver.
    Craft (Knowledge Proficiency): 1 Week + Toolbox + 50 silver worth of expensive goods.
  4. Cloak of Shadows: You can "Hide" as a bonus action (Passive). You can also cast "Invisibility" (Requires Intelligence 4).
    Manna Cost: 1
    Duration (concentration): 1 Minute, or until you make an attack.
    Target: Self

    You vanish from sight. Those near enough to try to attack or perceive you using smell or sound have -Intelligence to their rolls.
    Cost: 100 Silver
    Craft (Knowledge Proficiency): 1 Week + Toolbox + 50 silver worth of expensive goods.

ACCESSORY ATTACHMENTS:
Accessories have 2 attachment slots. You can switch attachments by spending 10 minutes to change each slot. Materia are destroyed upon use.
  1. x1 Materia: Spare the Dying
    Upon getting knocked out, you no longer need to make death saves until you regain consciousness. This crystal is destroyed the moment you receive a death blow and flares a halo of protection around your body.
    Cost: 60 Silver
    Craft (Knowledge Proficiency): 1 Week + Forge + Toolbox + 30 silver worth of expensive goods.
  2. x1 Materia : Charm Person
    Make an intelligence roll against the Spell Power of a number of people you can see = Intelligence. You have disadvantage to your roll if you or your party were the ones that started hostilities with them. If successful, they become friendly.
    Cost: 60 Silver
    Craft (Knowledge Proficiency): 1 Week + Forge + Toolbox + 30 silver worth of expensive goods.
  3. Rune: Mage Hands
    spend 1 Mp to summon two visible, but ghostly hands that can manipulate items with a weight of 1. They have a stealth of +2 and can move around a cottage sized area. Cannot be used to directly attack.
    Cost: 30 Silver
    Craft (Knowledge Proficiency): 1 Week + 15 silver worth of expensive goods.
  4. Rune: Arcane Lens
    You can "Find" as a bonus action (passive). Spend 1 Mp to identify 1 magical object upon touch, or cast "Detect Magic" as a continuous spell. Detect Magic allows you to see auras surrounding magical objects that you can see within a football field radius.
  5. x1 Materia: Illusion
    Cast small area illusions around you. This can make the real creatures in the area look 1 ft. taller, shorter, fatter, thinner, with the same number of limbs, unless you choose to encase them entirely in a bigger illusion. Concentration. When moving to a new area, use a major action to move the illusions with you.
BOMBS:
  1. x3 Molotov
    Weight 1. Sets a small area in flames, burning those that stay in it or enter it. You have -2 to attack rolls when melee attackers are engaged with you.
    Damage: 1 per round. | Area burn duration: 2 Rounds. May spread and burn longer in flammable areas | Individual burn duration: 2 rounds. You may use a minor action to remove "Burn"
    Cost: 6 Silver
    Craft : 1 minute + 3 silver worth of common goods.
  2. x1 Beehive
    Weight 1. Swarms a small area, damaging those that stay in it or enter it. Bees may chase a random target. You have -2 to attack rolls when melee attackers are engaged with you.
    Damage: 2 | Duration: Until they feel like leaving
    Cost: 10 Silver
    Craft : 10 Minutes + 5 silver worth of expensive goods.
  3. x3 Dynamite
    Weight 1. Greatly damages everything in a small area. You have -2 to attack rolls when melee attackers are engaged with you.
    Damage: 3
    Cost: 30 Silver
    Craft (Knowledge Proficiency): 2 days + crockpot + 15 silver worth of expensive goods.
  4. x3 Sleeping Potion
    Weight 1. Everyone in a small area loses their turn. When woken, targets are immediately granted a turn if they hadn't had a turn this round.
    Weapon application: 2 single target attacks.
    Duration: 4 hours or until woken up.
    Cost: 30 Silver
    Craft (Knowledge Proficiency): 1 day + crockpot + 15 silver worth of expensive goods.
  5. x3 Smoke Screen
    Weight 1: Everyone in a small area is immediately "Hidden", with a Find DC = 12.
    Duration: 3 rounds. Smoke spreads an additional 1 small area radius per round.
    Cost: 10 Silver
    Craft (Knowledge Proficiency): 1 days + crockpot + 5 silver worth of expensive goods.
  6. x3 Flashbang
    Weight 1. Everyone in a small area have friendly fire on, have -4 to combat and sight related rolls, and are deafened.
    Duration: 1 round.
    Cost: 10 Silver
    Craft (Knowledge Proficiency): 1 days + crockpot + 5 silver worth of expensive goods.
  7. x1 Poison
    Everyone in a small area is "Slowed". In battle they can only travel up to 1 area at a time and have only one action, either Minor or Major, but not both. -6 to Death Saves. Make one death save every one hour.
    Weapon application: 2 single target attacks
    Area gas duration: 3 rounds. Gas spreads an additional 1 small area radius per round | Individual duration: 1 day | Cure: Trauma Kit or Long Rest
    Cost: 30 Silver
    Craft (Knowledge Proficiency): 1 day + crockpot + 15 silver worth of expensive goods.
  8. x1 Nightshade
    Target is "Sick", their maximum Hp and Mp halved. -6 to Death Saves. Make one death save every ten minutes.
    Weapon application: 2 single target attacks
    Duration: 1 hour | Cure: Trauma Kit
    Cost: 30 Silver
    Craft (Knowledge Proficiency): 1 day + crockpot + 15 silver worth of expensive goods.
  9. x1 Basilisk Toxin | Target is "Stunned", they lose their turn. -6 to Death Save rolls. Make one death save every ten seconds or battle round.
    Ingested only.
    Duration: 1 minute | Toxin Cure: Trauma Kit | Stun Cure: Make a DC12 Strength roll every round. Failure stuns you again.
    Cost: 100 Silver
    Craft (Knowledge Proficiency): 1 day + crockpot + 15 silver worth of expensive goods.
TOOLS:
  1. Artist's Case
    Weight 1. +2 to Art, forgery, and cosmetics. Comes with a spyglass and a long water-proof scroll case made of carved wood with an interior of lead.
    Cost: 20 silver
    Craft (Artisan Proficiency): 1 week + forge+ toolbox +10 silver worth of expensive goods.
  2. Cartographer's Tools
    Weight 1. Advantage to navigation rolls and allows you to create maps that grant +1 Traveling speed, and +2 to Exploration rolls such as: not getting lost, or finding the best hunting grounds. Comes with a spyglass and a long water-proof scroll case made of carved wood with an interior of lead.
    Cost: 20 silver
    Craft (Artisan Proficiency): 1 week + forge+ toolbox +10 silver worth of expensive goods.
  3. Crockpot
    Weight 1. +2 to Cooking and alchemy rolls. Comes with a mess kit, skinning knife, and a collection of containers for monster parts, unknown liquids, and acid.
    Cost: 20 Silver
    Craft (Artisan Proficiency): 1 week + forge+ toolbox +10 silver worth of expensive goods.
  4. Fishing Rod
    Weight 1. +1 to foraging rolls in bodies of water.
    Cost: 2 Silver
    Craft : 1 hour+ toolbox +1 silver worth of expensive goods.
  5. Hunter's Kit
    Weight 1. +2 to forensics, hunting, and spotting hidden things. Comes with a spyglass, skinning knife, tanning liquid, fingerprint dust, blood stain revealing potion, magic detection dust, magnifying lens, tweezers, and a collection of containers. During hunting and foraging, you gather more resources = Dexterity. (Doesn't stack with Toolbox).
    Cost: 20 Silver
    Craft (Artisan Proficiency): 1 week + forge+ toolbox +10 silver worth of expensive goods.
  6. Map
    When inside the mapped dungeon, +1 Traveling speed, and +2 to Exploration rolls such as: not getting lost, or finding the best hunting grounds.
    Cost: 2 Silver
    Craft: Actively map making as you pass through an area + Navigation tools + 1 silver worth of common goods
  7. x3 Traps
    Weight 1. These can be quickly set up in 6 seconds. When triggered by an unaware target, the trap inflicts an affliction. Please choose 1 affliction upon purchase. "Don't Move" traps can be reused. DC to Disable your trap once set up = 6+ Dexterity
    Cost: 10 Silver
    Craft: 1 day + forge + toolbox + 5 silver worth of common goods.
  8. Toolbox
    Weight 1. +2 to Crafting, lock-picking, and disable machine rolls. During hunting and foraging, you gather more resources = Dexterity.
    Cost: 20 Silver
    Craft (Artisan Proficiency): 1 week + forge+ toolbox +10 silver worth of expensive goods.
FOOD:
  1. Cookbook
    +1 to Cooking rolls. Bonus doesn't stack with other cookbooks.
    Cost: 2 Silver
  2. x3 Fresh Ingredients
    Recently hunted meat, fish, picked fruits and vegetables. +1 to animal handling rolls. Remains fresh for a day.
    Cost: 1 Silver
  3. x1 Meal, Hot
    +1 Condition, and when fed to pets, gives them +2 condition. +2 to animal handling rolls. Fresh for a day.
    Cost: 2 Silver
    Craft ( DC 8 Dexterity roll): 30 minutes + crockpot/campfire + 1 Fresh Ingredient.
  4. x1 Meal, Hearty
    +2 Condition, and when fed to pets, gives them +2 condition. +2 to animal handling rolls. Fresh for a day.
    Cost: 4 silver
    Craft ( DC 10 Dexterity roll): 30 minutes + crockpot/campfire + 1 Fresh Ingredient.
  5. x1 Meal, Exquisite
    +3 Condition, and when fed to pets, gives them +2 condition. +2 to animal handling rolls. Fresh for a day.
    Cost: 10 Silver
    Craft ( DC 12 Dexterity roll): 30 minutes + crockpot/campfire + 1 Fresh Ingredient.
  6. x6 Seeds
    A handful of seeds. After planting and a month of care, yields 2d6 Fresh Ingredients, 2d6 spices, and crops worth 1d6 silver .
    Cost: 1 silver
  7. x12 Spices
    +1 to cooking rolls. Includes seasoning such as salt. Cooking roll bonus does not stack.
    Cost: 1 Metal
  8. x2 Rations
    Restores +1 manna during a short rest, and when fed to pets, gives them +1 Condition. +1 to animal handling rolls. These are smoked meats, salted fish, dried fruits and nuts, coffee, tea leaves, and other preserved meals. Lasts for 1 month.
    Cost: 2 Silver
    Craft: 30 minutes + crockpot/campfire + 1 Fresh Ingredient +1 spice.
HEALING:
  1. x1 Trauma Kit
    +2 to Healing rolls. Heals 1 Hp. DC 10 intelligence roll stabilizes dying character. Every extra 1 hour performing the medical operation gives +1 to Trauma Kit rolls.
    Cost: 50 Silver
    Craft (Knowledge Proficiency): 4 hours + crockpot + toolbox + 25 Silver worth of expensive goods.
  2. Phoenix Down
    Revives a corpse that has been dead for no longer than a day to 1 Hp after making a successful DC 8 Intelligence roll. Allies may aid the one reviving, through magic or by offering words or gifts and making a DC8 roll using any attribute appropriate to the gift. Each success decreases the Revive DC by -2, failure increases it by +1.
    Cost: 200 Silver
  3. Field Medic Guide
    Weight 1. +1 to medical procedures when performing them with this book open.
    Cost: 10 Silver
CONDITION:
*Grant condition points during a long rest.
  1. x12 Bathroom Kit
    +1 to Condition. Also comes with cosmetics and all kinds of bubble bath bombs.
    Cost: 6 Silver
    Craft: 1 week + crockpot + 3 silver worth of expensive goods.
  2. Books
    Weight 1. Make up a book title. +1 to Condition after a one hour read. A collection of amusing, fascinating, horrifying, suspenseful, or relaxing pieces of literature.
    Cost: 20 Silver
  3. Gaming Set
    Weight 1. Pick one type of game, such as a deck of artistic cards that may or may not blow up, or a rolled-up chess board with magically moving pieces, horse shoes and pike, a ball, or a magical puzzle. +1 Condition to everyone who plays a one hour game. The one who wins gets +2 Condition instead.
    Cost: 20 Silver
    Craft: 1 week + toolbox + 10 silver worth of common goods.
  4. x12 Hobby Goods
    +1 to Condition. Do you knit? Do you carve? What is your hobby?
    Cost: 6 Silver
  5. x1 Local Delicacy
    +1 to Condition, restores +2 Manna during a short rest. Unique snacks, magical sweets, and weird food that the place you are currently staying in is known for. This can be anything from sought after coffee blend, tea and dried fruit mix, hopping chocolate frogs, bag of every flavored beans, smoked bacon seasoned with a rare herb, or booze that actually make you belch fire~ feel free to world build. Lasts 1 month.
    Cost: 2 Silver
  6. Plush Sleeping Bag
    Weight 1. +1 to Condition.
    Cost: 20 Silver.
    Craft: 1 week + toolbox + 10 silver worth of expensive goods.
MISCELLANEOUS:
  1. Backpack
    Carrying Capacity = Strength x 3. The inside is waterproof. Characters can equip 1 backpack at a time.
    Cost: 10 silver
  2. Celadon Dinnerware
    A small mess kit encased in a metal container that can be disassembled into two pans, with a ceramic bowl, plate, and cutlery that changes color when toxins and poisoned food touch them.
    Cost: 2 Silver.
  3. Chest: 40 Carrying Capacity. Toughness 10.
    Cost: 10 silver
  4. Fancy Clothes
    +2 to Persuasion and making a good impression. Equipped in the armor slot.
    Cost: 20 silver
  5. Lock: DC 12 lockpick and destroy, and requires tools or a heavy weapon to break.
    Cost: 6 silver
  6. Manacles: DC 12 lockpick and destroy, and requires tools or a heavy weapon to break.
    Cost: 6 silver
  7. Manacles, sealing: DC 12 lockpick and destroy, and requires tools or a heavy weapon to break. Depletes manna to 0, and prevents manna regeneration.
    Cost: 20 silver
  8. Magic Lantern
    Weight 1. Casts light in a 30 ft. radius. or 60 ft. cone. Has a hood allowing you to lower the light to a dim 5 ft. radius. Runs on 1 manna crystal for 1 month. Can change color of light. Can be hung on belt.
    Cost: 20 silver.
  9. Musical Instrument
    Weight 1. +2 to performance rolls when playing with another singer or musician. You may choose a weaponized version such an axuitar, if you do, please choose a weapon type upon purchase.
    Cost: 40 silver
  10. Oil Lamp
    Weight 1. Casts light in a 30 ft. radius. or 60 ft. cone. Has a hood allowing you to lower the light to a dim 5 ft. radius. Stays lit for 8 hours on 1 pint of oil. Can be hung on belt.
    Cost: 6 silver.
  11. x6 Oil Flask
    1 pint. Can be used in combination with fire attacks, increasing the duration of flames by 1 round, and increasing the area of effect by 1 small area.
    Cost: 1 silver.
  12. x6 Torches
    Equipped in the weapon slot. Casts light in a 30 ft. radius. Burns for an hour with a chance of being blown out in bad weather. Burns enemies and extinguishes torch upon a successful hit.
    Damage: 1 per round | Burn duration: 2 rounds. You may use a minor action to get rid of "Burn"
    Cost: 2 silver
  13. Flint and Steel
    Make fire. Comes with a box of tinder.
    Cost: 1 silver
  14. Lashings
    Weight 1. Advantage to Overcoming Difficult Terrain when set up. Rope or similar that's 50 ft. in length.
    Cost: 2 silver
  15. Net:
    Weight 1. A successful attack with the net on 1 target, afflicts them with "Don't Move". A major action can be spent to make a DC 10 Attack roll with a sharp weapon to get out.
    Cost: 2 silver
  16. Block and Tackle
    A wooden pulley that when set up with rope allows you to haul up to four times the weight you can normally lift.
    Cost: 1 silver
  17. Manna Crystal
    Small refined manna ore that powers small magical devices and relics.
    Cost: 6 Silver
  18. Tent, 2 people
    Weight 1. Protects against bad weather. Can be turned into a hanging tent.
    Cost: 10 silver
  19. Tent, 4 people
    Weight 1. Protects against bad weather. Can be turned into a hanging tent.
    Cost: 20 silver.
  20. Mirror, small:
    Cost: 1 Silver
  21. Wooden Whistle: You can choose to buy a pet whistle that sounds silent to people, but is heard by dogs and other animals with sensitive hearing.
    Cost: 1 Metal
  22. Bell
    Each craftsman and settlement has unique handsome bell designs mostly based on culture. The bell can be made from brass, porcelain, glass, metal, crystal, bone, etc.
    Cost: 1 Silver
  23. Battle horn
    Cost: 2 Silver
  24. Pocket Watch
    Runs on 1 manna crystal for a year. Has beautiful engravings and space on one side of the locket for a small photo or painting.
    Cost: 25 Silver
  25. x6 Common goods
    Leather or cotton garments, baked goods, honey, crafted baubles and woodwork, journals, popular second-hand books, etc.
    Cost: 1 Silver
  26. x3 Expensive goods
    Jewelry, wine, dashing clothes, finely crafted gifts, rare books, etc.
    Cost: 1 Silver
SERVICES:
  1. Bartender Info
    +1 to +6 to Persuasion rolls when asking around about criminal activities, or secret information.
    Cost: 10 silver per +1 to roll.
  2. Courier
    Delivers messages and packages for you.
    Cost: 1 Silver for 1 letter. 1 Silver per 1 Weight for packages.
  3. Entertainment
    +2 Condition.
    Cost: 10 Silver
  4. Fortune Teller
    Predict weather 1 week in advance. Or hear a prediction about the future, this may or may not be fake.
    Cost: 1 Silver.
  5. Kitchen
    +4 to cooking. Does not stack with crockpot. A public kitchen you can ask to use in taverns or inns.
    Cost: 1 silver per day.
  6. Library
    +4 to Research.
    Cost: 1 silver per day.
  7. Lodgings, Comfortable
    +2 condition. With DC 12 locked chests for your belongings.
    Cost: 4 Silver per day
  8. Lodgings, Luxurious
    +3 condition. With DC 12 locked chests for your belongings.
    Cost: 10 silver per day
  9. Lodgings, Stable
    +2 condition to pets.
    Cost: 1 Silver per day
  10. Public Bath
    +2 Condition instead of one when resting and relaxing here. The public bath workers also give hair cuts, and massages.
    Cost: 2 Silver
  11. Repair Items
    Repair time is halved.
    Cost: Total repair cost + 10 silvers
  12. Trade Caravan
    Hire a trader that'll go on a journey to another settlement to sell your goods. The trader will give back double the investement you paid them when they come back home after 1 week. The trader will make a Travel roll to see if they make the journey back and forth successfully. The Travel DC will be rolled at random by the GM in the OOC thread and will present the DC to you before you choose to hire the trade caravan. This DC will remain for a week.
    Cost: 20 Silver
  13. Training Grounds
    +2 condition instead of one when doing training with a master.Cost: 2 silver per day.
  14. Workshop
    +4 to crafting, lockpicking, and disable machine rolls. Roll bonus doesn't stack with toolbox. +2 condition instead of one when doing gear maintenance. Has a forge, work bench, sewing machine, kiln, and other things.
    Cost: 2 Silver per day.
MOUNTS:
  1. Chocobo
    A hardy intelligent birb trained to come to its owner when you whistle. Has a 3 Hex speed on the world map. Can carry 2 people with an extra carrying capacity of 30 when saddled. Already comes with a saddle.
    Cost: 50 Silver
  2. Giant Ram
    A giant intelligent mountain sheep that's very fluffy. Has a 3 Hex speed on the world map. Can carry 2 people with an extra carrying capacity of 30 when saddled. Already comes with a saddle.
    Cost: 50 Silver
  3. Polar Bear Dog
    Big huggable pupper. Has a 3 Hex speed on the world map. Can carry 2 people with an extra carrying capacity of 30 when saddled. Already comes with a saddle.
    Cost: 50S ilver
VEHICLES:
  1. Caravan
    Can be drawn by up to 2 mounts. Has 1 travel speed when drawn by one mount, 2 travel speed if two mounts. Can carry 8 people with an extra carrying capacity of 100. Comes with a canvass cover built to withstand harsh weather.
    Cost: 20 Silver.
  2. Canoe
    Weight 20. 4 hex speed in water. Can carry 3 people with an extra carrying capacity of 40.
    Cost: 20 silver.
CARAVAN UPGRADES:
  1. Smuggler's Illusion:
    15 ft. cube illusion. Makes the back look like its full of supply crates and barrels. Illusion can be turned off or on. Runs on 1 manna crystal a month.
    Cost: 100 Silver. 1 hour enchanting time.
  2. Caravan Garden
    Weight 10. Sheltered and protected boxes that allows you to grow small plants. Can plant up to 12 seeds.
    Cost: 10 Silver.
  3. Caravan Kitchen
    Weight: 10. +4 cooking and potion brewing, reduces cooking time by half. Can cook 4 meals at once. Iron stove with a second cooking pit that holds a big cauldron. Cooking and potion brewing bonus does not stack with crockpots.
    Cost: 60 silver. 2 Days upgrade time.
  4. Caravan Forge
    Weight 80. Big, heavy smoking forge with a small chimney and 2 toolboxes. -1 travel speed. Caravan can now only carry 4 people. Requires 2 mounts to pull.
    Cost: 100 Silver. 1 week upgrade time. -1 hex speed.
  5. Comfortable Furnishings:
    Weight 20. +2 condition.
    Cost: 100 silver. 2 days crafting time.
  6. Exquisite Furnishings
    Weight 20. +3 condition. Replaces comfortable furnishings.
    Cost: 200 silver. 4 days crafting time.
 
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