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<blockquote data-quote="Crothian" data-source="post: 429880" data-attributes="member: 232"><p>Equipment</p><p></p><p>Every week new caravans come into the city and ships dock at the seaport. This ensures that there is a constant supply of new people and plenty of new things to buy. For basic equipment I've found that using Arura's Realm Catalog really adds a little extra something. The Bazaar is filled with people selling neither everything, however to get something of value one needs to know who to ask and how to approach them. Things of real value are rarely kept out in the open for fear of theft. So, when a character wants to hunt through the bazaar to find something I require a Gather Information skill check. This represents a few hours of looking around and asking people the right questions. The DC is usually 20+ depending on what I determine the rarity of the item is. Now, just because the character finds the info doesn't mean it's accurate. He could be being set up for a robbery or even worse. I don't suggest using that too often, and I prefer using something like that after the characters have made some enemies. </p><p></p><p>It is very possible that the characters will score a big hit and get a lot of money. They will want to spend it one better weapon. Finding magical weapons can be done, but only the Wizards guild really has the resources to keep and identify magical items. More on magic later. In the bazaar one can find many different grades of weapons. </p><p></p><p>Shoddy weapons (detailed in Heroes of High Favor: Half Orcs): These are the common weapons people have because they are cheap. A roll of a natural 1 or even a natural 1-4 depending on just how bad the weapon is, the weapon breaks.</p><p></p><p>Normal: as the PHB</p><p></p><p>Masterwork: as the PHB</p><p></p><p>Carrone steel: Carrone is the best steel on the planet. It offers +1 to attack and +2 damage. The Harness is 12 and has 20 hp per inch of thickness. It's very rare, hard to make (craft of MW part DC 25) and cost +750gp</p><p></p><p>Enlibar Steel: This is legendary steel that cannot be made anymore, as the secret has been lost. There are still weapons made of it that can be found and purchased. Enlibar Steel has a Hardness of 30, 50 hp per inch of thickness, and weapons need to be made of Enlibar Steel or have and enchantment bonus of +4 or higher to harm the weapon. These weapons cost in the thousands and any weapon made of them get +3 to attack, and +3 Damage. </p><p></p><p>I also insert special weapons and armor made from special materials. There are some good ones in Magic of Faurun, Spells and Spellcraft, as well as a few other sources I can't recall. </p><p></p><p>For general equipment I offer the usual stuff, plus shoddy and superior version. Shoddy usually costs about half and gives a -2 circumstance bonus, and the superior items are usually double or more and add +2 or higher circumstance bonus. Basically those are MW items. </p><p></p><p>Magical items are tough to come by in Sanctuary. I allow Stulwig to be able to produce almost any type of alchemical item (there are some great ones in the Dragon Magazines, Spells and Spellcraft, and many other books) and some potions. These are expensive, and Stulwig knows he can charge high prices because no one else can do what he does. In the Bazaar one can find all sorts of so-called magical item. I do have many trinkets that are one use and do provide a small bonus to a roll. Basically a one use luck charm. As always buyer beware. If one is serious about getting magical items the best people to contact are the Wizards Guild and Enas Yorl. The guild will have a good amount of mage-oriented items like scrolls and wands. They might be able to enchant or get something else, but that will take some role-playing. The guild will charge a good amount of money as well as probably ask for a favor in return. Enas Yorl is another matter entirely. One first has to get in to see him, and then convince him to deal with you. He could ask potential anything from the characters. Always a risk, but always a great role-playing opportunity. </p><p></p><p>I have all permanent magical items unique. There are no sword+1 or other bland magical items. Relics and Rituals 1 & 2 both have some great weapons with a rich history that can easily be altered to fit here. I also give them all complete descriptions to set them apart from normal items and other magical ones. Magical items are beyond rare, so it's not a lot of extra work to do this. </p><p></p><p>Now, if a character wants to craft magical items I'd encourage this. It's expensive and will really add richness to the game. Many people would sell their children (literally) to get magical items. So, it's a great way to make a name for your self as well as plenty of enemies.</p></blockquote><p></p>
[QUOTE="Crothian, post: 429880, member: 232"] Equipment Every week new caravans come into the city and ships dock at the seaport. This ensures that there is a constant supply of new people and plenty of new things to buy. For basic equipment I've found that using Arura's Realm Catalog really adds a little extra something. The Bazaar is filled with people selling neither everything, however to get something of value one needs to know who to ask and how to approach them. Things of real value are rarely kept out in the open for fear of theft. So, when a character wants to hunt through the bazaar to find something I require a Gather Information skill check. This represents a few hours of looking around and asking people the right questions. The DC is usually 20+ depending on what I determine the rarity of the item is. Now, just because the character finds the info doesn't mean it's accurate. He could be being set up for a robbery or even worse. I don't suggest using that too often, and I prefer using something like that after the characters have made some enemies. It is very possible that the characters will score a big hit and get a lot of money. They will want to spend it one better weapon. Finding magical weapons can be done, but only the Wizards guild really has the resources to keep and identify magical items. More on magic later. In the bazaar one can find many different grades of weapons. Shoddy weapons (detailed in Heroes of High Favor: Half Orcs): These are the common weapons people have because they are cheap. A roll of a natural 1 or even a natural 1-4 depending on just how bad the weapon is, the weapon breaks. Normal: as the PHB Masterwork: as the PHB Carrone steel: Carrone is the best steel on the planet. It offers +1 to attack and +2 damage. The Harness is 12 and has 20 hp per inch of thickness. It's very rare, hard to make (craft of MW part DC 25) and cost +750gp Enlibar Steel: This is legendary steel that cannot be made anymore, as the secret has been lost. There are still weapons made of it that can be found and purchased. Enlibar Steel has a Hardness of 30, 50 hp per inch of thickness, and weapons need to be made of Enlibar Steel or have and enchantment bonus of +4 or higher to harm the weapon. These weapons cost in the thousands and any weapon made of them get +3 to attack, and +3 Damage. I also insert special weapons and armor made from special materials. There are some good ones in Magic of Faurun, Spells and Spellcraft, as well as a few other sources I can't recall. For general equipment I offer the usual stuff, plus shoddy and superior version. Shoddy usually costs about half and gives a -2 circumstance bonus, and the superior items are usually double or more and add +2 or higher circumstance bonus. Basically those are MW items. Magical items are tough to come by in Sanctuary. I allow Stulwig to be able to produce almost any type of alchemical item (there are some great ones in the Dragon Magazines, Spells and Spellcraft, and many other books) and some potions. These are expensive, and Stulwig knows he can charge high prices because no one else can do what he does. In the Bazaar one can find all sorts of so-called magical item. I do have many trinkets that are one use and do provide a small bonus to a roll. Basically a one use luck charm. As always buyer beware. If one is serious about getting magical items the best people to contact are the Wizards Guild and Enas Yorl. The guild will have a good amount of mage-oriented items like scrolls and wands. They might be able to enchant or get something else, but that will take some role-playing. The guild will charge a good amount of money as well as probably ask for a favor in return. Enas Yorl is another matter entirely. One first has to get in to see him, and then convince him to deal with you. He could ask potential anything from the characters. Always a risk, but always a great role-playing opportunity. I have all permanent magical items unique. There are no sword+1 or other bland magical items. Relics and Rituals 1 & 2 both have some great weapons with a rich history that can easily be altered to fit here. I also give them all complete descriptions to set them apart from normal items and other magical ones. Magical items are beyond rare, so it's not a lot of extra work to do this. Now, if a character wants to craft magical items I'd encourage this. It's expensive and will really add richness to the game. Many people would sell their children (literally) to get magical items. So, it's a great way to make a name for your self as well as plenty of enemies. [/QUOTE]
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