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The many and fabulous bazaars of Port Nyanzaru - and beyond
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<blockquote data-quote="CapnZapp" data-source="post: 7387763" data-attributes="member: 12731"><p>Vest of Resistance +1 <strong>4000 sp</strong>(req attn)</p><p><em>You gain a +1 bonus to saving throws.</em></p><p>Meteoric Knife +1 <strong>4250 sp</strong></p><p><em>This throwing knife is made from a seamless piece of shining black metal. This magical dagger has the returning property: at the end of each attack, it returns to your hand. In addition, it has three charges (recharged daily). You may spend any or all charges whenever you make a damage roll, adding +1d6 fire per charge spent. If you used the dagger to cause the damage, spending one (or more) charges additionally creates a fiery explosion that deals an extra 3d6 points of fire damage to the target and all adjacent creatures (Dexterity DC13 half).</em></p><p>Wondrous Survival Pouch <strong>5000 sp</strong></p><p><em>Produce various survival items 5/day, including rations, water, tent, rope, campfire, short bow, mule.</em></p><p>Cloak of Protection (req attn) <strong>5000sp</strong> </p><p><em>You gain a +1 bonus to AC and saving throws while you wear this cloak.</em></p><p>Galeb Duhr Hammer <strong>5000 sp</strong></p><p><em>A galeb duhr hammer acts as a magic warhammer with two weapon damage dice: 2d8 bludgeoning (versatile 2d10). In addition, whenever you score a critical hit with a galeb duhr hammer against a non-flying creature, the ground attempts to hold the creature in place. For one minute, the target gains Speed 5 and melee attacks against it are made with advantage.</em></p><p>[STRIKE]Instrument of the Bards –Doss Lute <strong>16000sp</strong>[/STRIKE]</p><p>Knight's Torch of Plenty <strong>16050sp</strong></p><p><em>A magical club that burns with magical fire upon command. When lit, sheds light as a torch and deals +1d4 fire damage. When you wield this torch in one hand, your melee weapon attacks score acritical hit on 19 – 20.</em></p><p>Staff of Divination <strong>45000sp</strong> [STRIKE]<strong>55000 sp</strong>[/STRIKE]</p><p><em>Requires attunement by a bard, cleric, druid, sorcerer, warlock,or wizard</em></p><p><em>The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: find traps (1 charge),locate object (1 charge), tongues (2 charges), locate creature (3charges), arcane eye (4 charges) or true seeing (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff curls itself into a spiral and becomes useless.</em></p><p><em>You know one extra language while attuned to this staff.</em></p><p>Instrument of the Bards –Anstruth Harp (req attn) <strong>800</strong><strong>00 sp</strong></p><p><em>DMG176</em></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7387763, member: 12731"] Vest of Resistance +1 [B]4000 sp[/B](req attn) [I]You gain a +1 bonus to saving throws.[/I] Meteoric Knife +1 [B]4250 sp[/B] [I]This throwing knife is made from a seamless piece of shining black metal. This magical dagger has the returning property: at the end of each attack, it returns to your hand. In addition, it has three charges (recharged daily). You may spend any or all charges whenever you make a damage roll, adding +1d6 fire per charge spent. If you used the dagger to cause the damage, spending one (or more) charges additionally creates a fiery explosion that deals an extra 3d6 points of fire damage to the target and all adjacent creatures (Dexterity DC13 half).[/I] Wondrous Survival Pouch [B]5000 sp[/B] [I]Produce various survival items 5/day, including rations, water, tent, rope, campfire, short bow, mule.[/I] Cloak of Protection (req attn) [B]5000sp[/B] [I]You gain a +1 bonus to AC and saving throws while you wear this cloak.[/I] Galeb Duhr Hammer [B]5000 sp[/B] [I]A galeb duhr hammer acts as a magic warhammer with two weapon damage dice: 2d8 bludgeoning (versatile 2d10). In addition, whenever you score a critical hit with a galeb duhr hammer against a non-flying creature, the ground attempts to hold the creature in place. For one minute, the target gains Speed 5 and melee attacks against it are made with advantage.[/I] [STRIKE]Instrument of the Bards –Doss Lute [B]16000sp[/B][/STRIKE] Knight's Torch of Plenty [B]16050sp[/B] [I]A magical club that burns with magical fire upon command. When lit, sheds light as a torch and deals +1d4 fire damage. When you wield this torch in one hand, your melee weapon attacks score acritical hit on 19 – 20.[/I] Staff of Divination [B]45000sp[/B] [STRIKE][B]55000 sp[/B][/STRIKE] [I]Requires attunement by a bard, cleric, druid, sorcerer, warlock,or wizard[/I] [I]The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: find traps (1 charge),locate object (1 charge), tongues (2 charges), locate creature (3charges), arcane eye (4 charges) or true seeing (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff curls itself into a spiral and becomes useless.[/I] [I]You know one extra language while attuned to this staff.[/I] Instrument of the Bards –Anstruth Harp (req attn) [B]800[/B][B]00 sp[/B] [I]DMG176[/I] [/QUOTE]
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