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Magi Bro’s BRB Hut

BRB Chicken Leg Hut – The Magi Bro’s, Traders Extraordinaire

We prefer to exchange for our list of needed components****, portable art and artifacts, jewelry, gems, ancient coins, eggs, pups, and young untrained steeds.

Of course platinum, gold, and electrum are also welcome.
We take no silver nor copper coin.

For arrows, and other single use items, start at the bottom.
Quivers are under weapons.

“Make Magic, Water, Earth, Blood, and Spirit thick and deep, but do not let them rule us. The people united are our masters”
The Sylvanian Way

We reserve the right to eject anyone from our hut in any number of ways, to any place or plane, for not being Good, unless, Neutral.

You will be unlikely to enjoy it.

Please leave all Evil clear of our doorstep.

If we are out of an item in our any of our standard lines, we can usually get another one w/in the week, often next day.

Spec items not on hand may require you to provide some components****, if we do not have them, to commission a custom build.

Any common major item we don’t carry can usually be aquired thru us due to our many associates who consume materials, and sell items.

If you don’t see a low or mid level common item, just ask.
Some of our current selections:

Bob Magi’s Trained Mounts with Riding Equipment:

These prices all will have hp in the top quartile, (roll till you get 75%+ of max hp.).
3rd quartile may be avail for a few hundred less, 2nd quartile for a grand or so off on midprice selections like giant Badger or dire wolf. We have less than optimal mounts for up to 1/3 off regular price.

riding horse 100 gp, lowest price for average size charectors

mouse 150 gp, lowest price for fine charectors

rat 300 gp, lowest price for tiny charectors

squirrel 350 gp

dire rat 450 gp

giant rat 550 gp, lowest price for small charectors

crow 650 gp

pygmy rat 700 gp

warhorse 920 gp

least weasel 950 gp

falcon 1100 gp

pygmy squirrel 1150 gp

large draft warhorse 1250 gp, lowest price for lg charectors

dire squirrel 1300 gp, 5 for 4500gp.

Hawk 1400 gp

bat 1600 gp

dire badger 1950 gp very pop with gnomes, excellent deal!
5 for 8300gp, as low as 1200 gp each in bulk.

tiny badger 2300 gp

giant badger 2450 gp

great raven 2600 gp

dire eagle 2700 gp

dire wolf 3400 gp, 5 for 14,000 gp

lesser pegasus 3700, 5 for 15,000gp

hippogriff 3850, 5 for 15,500 gp

dire weasel 5700 gp

giant dire wolf 6300 gp

griffon 7200

thorn wolf 7400 gp

giant eagle 7500 gp

dire wolverine 7700 gp

Pseudodragon 1200 gp + 3500 gp/yr

giant wolverine 8500 gp

greater pegasus 9700 gp

drakkensteed 12,500 gp very rare, even rarer price!

aurumvorax 18,000 gp a steal, when you can even find one, likes to eat precious metals and gems, this one is particularly fond of taste of gold, quick! take it off my hands before the price goes up again!

greater unicorn 22,000 gp, just kidding, r u nutz?
How ’bout a Ki-Rin then?

wyvern 24,000 gp

contracted centaur, hybsil, wemic, ramtuar 1000gp + 2000 – 10,000gp/yr depending on race, experience, and level (1-3).

youthful green or black dragon contracted trained steed 2500 gp + 5000 – 20,000 gp/year depending on size, age, training/loyalty, & type.

pups, eggs, et cetera, and trainer hookups also avail

Bob will also sell reliable lore, locations, and contacts to enable self help in finding such steeds, harnesses, saddles, and trainers worth their prices. Many of their best contacts are veterans and auxilaries of the Sylvanian and other forces.

Human or better int (dragons & centaurs) will go up 1 lvl / lvl of character advancement and will require commensurate pay and facilities.
Animals will go up 1 lvl/2 lvls, treats and comfort will be needed more as they advance (boarding costs will rise some).

Robear Magi’s Potions:

We carry most low and mid price potions and oils, and some you may not have heard of. You may have to order ahead if you want more than 4 or 5. If you don’t see what you need, or are just not sure, just ask Rob.

Alchemical Fire

Potion of Cure Light Wounds
Potion of Endure Elements
Potion of Cure Moderate Wounds
Potion of Cure Light Wounds
Oil of Magic Weapon
Potion of Endure Elements
Potion of Fox’s Cunning
Potion of Fox’s Cunning
Potion of Cure Light Wounds
Potion of Barkskin +2
Potion of Enlarge Potion
Potion of Bull’s Strength
Potion of Magic Fang
Potion of Aid
Potion of Hide From Animals
Potion or Oil of Invisibility
Potion of Bull’s Strength
Potion of Aid
Potion of Bear’s Endurance
Potion of Magic Fang
Potion of Cat’s Grace
Oil of Bless Weapon
Potion of Owl’s Wisdom
Potion of Cure Light Wounds
Potion of Delay Poison
Potion of Lesser Restoration
Potion of Endure Elements
Potion of Cure Moderate Wounds
Potion of Remove Paralysis
Potion of Bull’s Strength
Potion or Oil of Invisibility
Potion of Resist Energy (type) 10
Oil of Magic Stone
Oil of Magic Weapon
Potion of Lesser Restoration

Potion of Misdirection
Potion of Heroism
Oil of Keen Edge
Potion of Shield of Faith +3
Oil of Greater Magic Weapon +1
Potion of Bull’s Strength
Potion of Remove Paralysis
Oil of Bless Weapon
Potion of Bull’s Strength
Potion of Eagle’s Splendor
Potion of Remove Curse
Potion of Aid
Potion of Owl’s Wisdom
Potion of Protection From Energy (type)
Potion of Blur
Potion of Neutralize Poison
Potion of Resist Energy (type) 10
Potion of Shield of Faith +3
Potion of Displacement
Potion of Resist Energy (type) 10

Potion or Oil of Invisibility
Potion of Resist Energy (type) 30
Potion of Remove Disease
Potion of Greater Magic Fang +4
Oil of Magic Vestment +2
Potion of Blur
Potion of Shield of Faith +4
Potion of Protection From Energy (type)
Potion of Nondetection
Potion of Darkvision
Potion of Blur
Potion of Resist Energy (type) 30

Dust of Tracelessness
This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.
A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal.

ethereal oil x 7

Extra Speedy Potion can run 10 times normal speed, (Dbl the feat) w/out becoming winded for 2 hrs.

Glibness

oil of sharpness +1

oil of impact +1

oil of sharpness +2

oil of impact +2

oil of sharpness +3

oil of impact +3

Bobby’s Items of Interest:

Just got a big batch of Dragon Scales (fr Dragon Magic):

Deep dragon scales dark clasp 2000gp extends reach 5′ 3/day

Ebon Mask of black dagon scales 6700 gp

Fanged ring of gray dragon, 8500 gp grants improved unarmed strike & Improved Natural Attack feats & deals 1 pt Con on crit

Sadow Dragon scale iron headband, 3800gp cloaks wearer in a mass o dark providing concealment and immunity to energy drain for 10 rounds or until enter 3rd+ lvl spell with light descriptor, 3 times per day

Kodate of Spirit Dragon, 5700gp, +2 silver buckler with center Shen Lung scale, that conveys fluency in Spirit Tongue & 1 rdn Etheral Juant 2/day

4 seat – 2 med & 2 lg, 8″ River Dragon scale Kuribune of way finding, 4500 gp, placed in contact with water and cmd, becomes 14′ canoe which moves towards your stated goal as close as it can on water @ 10’/rnd against strong current, 20’/rnd with no current, with the current it will flow at the current’s speed, +20′, each med size paddler can add 5’/rnd., sm 3′, lg 7’/rnd.

Crystals and Jewelry; We Stock Most Crystals, but don’t list them all, ask if you don’t see one

Returning weapon Crystal, 750gp, 2100gp, 4500gp

Truedeath Weapon Crystal, 1000gp, 5,000gp, 10,000gp

Revelation Weapon Crys, 400gp, 1000gp, 5000gp

Witchlight Reservoir weapon crys, 5000gp

Speedy Saddle Crys, +10′, +20′, +30′ move, 1600gp, 3600gp, 7800gp

Bolster Saddle Crys, +1, +2, +3 AC & hp/lvl-HD-CR best of, 2000gp, 4000gp, 8000gp

Strike Saddle Crys, +1, +2, +3 to hit & dam., 1200gp, 2800gp, 6400gp

Rings, Amulets, & Things

Ring of Emulate Feat 2 charges per week

Ring of Unfettered Heroism, heroism potion effect 3/day

Maker Training Ring 3rd level*

Minor Rings:

Counterspells
Jumping
Animal Friendship
Protection +2
Sustenance
Protection +1
Climbing
Mind Shielding
Feather Falling

Medium Rings:

Invisibility
Swimming, Improved
Meld into Stone
Climbing, Improved
Energy Resistance, Minor
Blinking
Protection +3

Major Rings:

Spell Storing
Blinking
Telekinesis

+2 Ring of All Weapons, 12,000gp

+3 Ring of All Weapons, 27,000gp

Ring of All Sheilds conjures any sheild user knows well enough to wear, or a staff. Proficiency not required.

fire ring +1 against fire – can use your finger like a lighter, after 1 minute it will begin to burn your finger

Amulet +1, +2, or +3 natural Armor, 1200gp, 3600gp, 8200gp

Amulet of Momentary Courage, 750gp, get a 1 round reprieve from fear

Amulet of Spell Recall 1/day.
Spellcasters who prepare their spells in advance can recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. This must be done in the same round that the spell is cast. Spontaneous spellcasters such as sorcerers and bards can cast a spell without using one of their daily spell slots. This free action can only be done as the spell is being cast, Maker Marked, +2 Will, +2 Wis.

Amulet of xtra spell slot

Handy Belt, 350gp, attach an object to the handy belt or take the object already attached to it as a swift action. A handy belt can hold a single object at a time that weighs up to 50 lb.

platinum ruby ring of regen 3 hp/day

Amulet of Inviolate Form, 11,000gp

Amulet of Teamwork, 1700gp, 5 for 8000gp, 10 for 15,000gp

Amulet of Retributive Healing 2000gp

Amulet of Spell Recall 1/day.
Spellcasters who prepare their spells in advance can recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. This must be done in the same round that the spell is cast. Spontaneous spellcasters such as sorcerers and bards can cast a spell without using one of their daily spell slots. This free action can only be done as the spell is being cast.

Amulet of xtra any available spell slot

Amulet of Secod Chances 40,000gp

unseen servent trap roller that can reduce from 100 lbs to 1 lbs

ring of unseen servant 8th lvl unseen servant 1 / day

Platinum hoop thru a large cut emerald earring of Rarys telepathic bond 1/wk… 2 rings? more?

Electrum and saphire Ring of Hiding – +10 competence bonus on Hide checks

Ring of identify 3rd lvl 3 charges/day

Amulet of Toxin Delay, 400gp

Anket of Translocation 700gp

Protective Insight Ioun Stone, +1 insight bonus to AC, 5000gp

Light Ioun Stone, 225gp

+1 Charisma Ioun Stone

craked +1 Inititive Ioun Stone, 500 gp

Contingency spell trigger ring, create or edit a contingency 3/day

onyx amulet of animal control 3 hit die animal intelligences (in the general sense) 1/wk, +1 AC vs humanoids (in the general sense)

Thendar Mind Ring – immunity to psionics, feeblemind, and forget

Platinum & gold Emulate Feat 1/day Ring
At the beginning of a character’s turn, she may use a free action to gain the benefit of a feat she doesn’t have. She must meet the prerequisites of the feat. She gains the benefit until the beginning of her next turn.

+2 (3) Mountbond Earring – more like shared body sense and balance than telepathy, as well as communication of intents and an override of the mount’s intents with the rider’s, +3 on all relevant checks, Maker Marked, +1 Will, +1 Wis

+3 Mountbond Earring

Planeshifter Crystal Ball, provides support for discovering the Planeshifter Class exists and a means to learn it. Gives an extra slot for the highest level spell character can cast & an extra slot for lvl 0 & lvl 1 spells. A planeshifter can add further functions, Maker Marked, +2 Will, +2 Wis. Manual o Planes

platinum ruby ring of regen 3 hp/day

4″ crystal ball that reveals randomly one property of each magic item viewed thru it each day. Dt magic 1/hr

Diamond post with small raven feather earing +5 bonus on Appraise, Knowledge, and bardic knowledge checks.

legend lore 9th lvl amulet, 1-3/day, Maker Marked, +2 Will, +2 Wis

Weapons – We stock most weapons in + 1 & 2, often +3 or better, if you do not see what you want want, esp. pole arms and exotics, ask.

+3 Animated mechanical reloading hand xbow, holds a clip of 5, allows 3 attacks per turn, 25,000gp, Maker Marked

+1 to hit & dam., Ring of All Weapons, 5600gp, conjures any weapon user knows well enough to know which end to hold and which end to strike with. Gives proficiency in any weapon seen properly used for 1+ minute, and practiced via sparring for 10 mins.

+2 Ring of All Weapons, 12,000gp

+3 Ring of All Weapons, 27,000gp

+2 short spear of dt mind flayer

+2 longspear of dt dragon

+2 short sword of throwing, +3 thrown, has return from 60′

+2 meteorotic knife 7200gp

+2 mace +1 1st lvl spell casting slot, 3000gp

+3 mace +1 1st & 2nd lvl spell casting slot, 20,000gp,

+2 staff +1 2nd lvl spell slot, 12,000gp

+1 whip of webs 6300gp

Werebane – talking +2 long sword of light – makes body hair stand on end if werefolk w/in 100′, 12 int 10 wis 13 char 8 sanity 3

+2 Kukri of throwing, +3 when thrown

lightning bolt longbow – turns arrows into +1 lightning bolts that can hit as +2 (+1 in adjacent planes)

+1 interplanar short swd, reaches into every plane adjacent to the one you’re on as a +2, cannot leave the material plane, this sword actually exists more on the adjacent planes where it appears normal, on the material plane it is translucent.

Gorebrute +3 (13 char, 12 int, 14 wis) talking hammer that knocks target prone on a 20, or 50% on any roll 4 over the score needed to hit. Int 10 wis 8 char 7, sanity 12. Returns to the hand of it’s owner upon calling it’s name for up to 24 hrs after last being held. Teaches and encourages practice throwing. It’s too big and heavy for a normal person to wield it in 1 hand but it’s magic makes it lighter to the wielder’s hand, but not the target’s helm. Small, med, & lg size can fully use this 1 hand warhammer

+2, optionally to hit only, Whip o Centered Truth. 11,000gp. Can be chosen at will to deliver norm. dam., subdual dam., illusory pain, or no effect, at will, and on hitting centers target’s mind, producing calm, focus, clarity, and temp +1 sanity, for 2 rnds, accumulates. Save vs Will DC 19 or choose to fail save. Calms Emotions ++. Save vs will again or be forced to tell the truth for one minute.

Aid Staff – 3rd lvl, 1-3/day

+3 Mithral Entrenching Tool of Excavation 5’x5’x16′ or Move Earth, 1/day each. Can be used as a one hand hammer-axe or dagger-axe for 1-4 hp blunt dam, if kept sharpened also 1-3 hp slashing, or 2-5 hp piercing. Maker Trainer mark level 7

Quiver that adds 3d6 lightning to arrows shot from it, 68,000gp
(won’t stack with lightning arrows or bows)

Quiver of Sharpness adds keen to arrows shot from it

Quiver of endless arrows, 16,000gp

Quiver of endless masterwork arrows, 21,000gp

Quiver of Plenty, +1 arrows of chosen type point, 32,000gp

Quiver of endless +2 arrows of chosen type point, 56,000gp

Quiver of endless +3 arrows of chosen type point, 96,000gp

Quiver of endless +3 (4) arrows of chosen type point, 96,000gp, Maker Marked, +1 will

Quiver of endless +4 arrows of chosen type point, 132,000gp

Scabbard of Vigor 1800gp, +1

Keening Scabard, 16,000gp

Handy Belt, 350gp, attach an object to the handy belt or take the object already attached to it as a swift action. A handy belt can hold a single object at a time that weighs up to 50 lb.

Armor

Helm of water breathing

+2 Ring of All Shields conjures any shield user knows well enough to wear, or a staff. Proficiency not required.

Flaxen Silk Core Thick & Tightly Woven Herringbone Pinstripe Twill Cloak of Triple Sheilding +2 AC, +1 to entangle or disarm weapon with off arm. Can be any color on command. Can be poofed out as if by the wind on command. Besides being worn as a cloak, on command it can take 3 other forms: Wrapped around the arm for a sheild +2. Folded right and draped over the arm to entangle or disarm as weapon @ +2. Combo where you get a +1 sheild that gives a +1 to entangle or disarm a weapon with off arm. First, one entangles the weapon or body weaponry successfully with 16 dex check upon hit, then one makes a dex check 16 to disarm or disable. If not, enemy gets a 16 dex check to free weapon as free action. Enemy gets another such free action at begining of each turn.

+2 (3) Helm of Extra Attack, Maker Marked +2 (3) Will, +1 Wis
During any round in which a character takes a full attack action, he may make an extra attack at his highest base attack bonus. May be used with both melee and ranged attacks.

+3 Buckler of leo’s tiny hut

Helm +2 (3) AC of speak with dead, 7 questions, once per day. Will fit the head of anyone who holds it who is between 1″ & 50′ tall, Maker Marked

Bracers of defense +2

Bacers of +2 to hit with archery

Minor Armor
Sm Heavy Steel Shield +1
Elven Chain +2
Heavy Steel Shield +1
lg Hide +2
Heavy Steel Shield +2, Slick
lg Heavy Steel Shield +3
Chain Shirt +2
lg Light Wooden Shield +1
Heavy Steel Shield +1
sm Heavy Steel Shield +2
Full Plate +2
Hide +1
Buckler +1
Sm Heavy Steel Shield +1
Lg Heavy Steel Shield +3

Medium Armor
Buckler +3
Heavy Wooden Shield +2
Heavy Steel Shield +3
Heavy Steel Shield +3
Hide +2
Breastplate +3
Heavy Steel Shield +2
Studded Leather +3, Silent Moves, Improved Slick
Light Steel Shield +3, Improved Silent Moves
Heavy Steel Shield +2, Shadow

Major Armor
Studded Leather +4
Sm studded +5
Full Plate +4, Improved Cold Resistance, Improved Fire Resistance
Hide +5
lg Hide +4, silence 2-4/day
Full Plate +5, Improved Silent Moves, Maker Marked +2 (3) Will, +1 Wis
Heavy Steel Shield +5, Improved Acid Resistance, Greater Electricity Resistance
Sm Full Plate +4, Improved Silent Moves
Sm breast plate +5
…………………………..
Clothing

Boots of Striding and Springing, 5500gp

Cloak of Displacement

Leather Gloves of +2 to hit & dam with unarmed strike, 3200gp

Headband of Memory Check, 1/day reroll Knowledge check, 250gp

Scabard of Vigor 1800gp, +1

Keening Scabard, 16,000gp

Cloak of +2 to resist negative energy, 1700gp

Hat of Disguise, 1800gp

Belt Buckle of Leo’s Tiny Hut

+2 Finest Beaver Felt Collapsable Top Hat of Deceptively Distracting Axes, which appears to turn into an illusiory light handaxe pulled out from under it when any random upward gesture is made and then the hat is grabbed by the brim and thrown. Can be thrown with a free hand as a free action when attacked, attacking, surprised or surprising, +2 to hit & -2 on sense motive, detect illusion & resist distraction for target. If not dodged, or detected as illusion, target recieves 1d3 dam. and is distracted, target loses initiative if failing a wisdom or constitution DC16. Returns to hand on tele empathic command @ will. Can give +2 to surprise, bluff, or initiative, due to circumstance. Can only be used once per encounter and requires Char and Dex 16+ or a DC 16 Char, Dex, or bluff check to execute. Especially effective when believably tipping one’s hat.
One can also draw a normal throwing hatchet d4 out of hat twice a week (when it’s not collapsed).

Riding Boots of Summon Mount – +3 on riding checks and summoning checks, summons nearest unowned mount usable by character in 1-10 minutes, type will vary by local area 1/week, points to nearest mount of named individual or type or names the plane needed if you are not there 3/day

Silk emboidered skullcap of deflect mind reading, either returns a null result, or is bounced to any other mind w/in 60′, chosen at will

Breather – large brass ring around a very sm portal to the plane of air with a coarse screen and leather mask that fits over the nose and mouth for breathing in abscence of atmosphere.

+2 AC Summon Thorn Buckle – summons nearest mounted thorn 3/week

Hat of Disguise

goggles of night

Bracers of Aura Dilation, 250gp, bonus to the radius of your auras.

Bracelets of Assistance, 250gp, gain a +2 insight bonus on all attack rolls and skill checks made to aid another. If you succeed, you grant an additional +1 insight bonus to your beneficiary’s attack roll, Armor Class, or skill check.

Bolstering Bracers, 350gp 2/day, after take damage, gain 6 temp hp for 2 minutes

Traveler’s Any-Tool, masterwork multi tool for many crafts, 450gp

bug net – silk scarf with iris flowers pattern of 10′ radius poisonous and biting insect exclusion sphere

Grey cloak of wind walk 1/week.

Avoid Planar Effects Cloak 2nd/3rd Manual o Planes

Interplanar Message Headband 3rd/4th Manual o Planes, Maker Marked +2 (3) Will, +1 Wis

Zone of Revelation Boots 3rd/4th Manual o Planes

Blinkback Belt, any 3 items drawn from it have weapon return and instant return to hand from 120′, 5500gp

Handy Belt, 350gp, attach an object to the handy belt or take the object already attached to it as a swift action. A handy belt can hold a single object at a time that weighs up to 50 lb.

Cloaks of protection and resistance

Cloaks of elemental endurances
…………………………………….

Minor Wondrous Items
Dust of Dryness
Pipes of Sounding
Pipes of Haunting
Bag of Tricks, Gray
Amulet of Mighty Fists +1
Cloak of Resistance +2
Periapt of Health
+3 Helm of Comprehend Languages and Read Magic, Maker Marked
Circlet of Blasting, Minor

Medium Wondrous Items
Harp of Charming
Portable Hole
Pearl of Power, 5th level spell
Cloak of Resistance +4
Gauntlet of Rust
Ioun Stone, Pearly White Spindle

Major Wondrous Items
Ioun Stone, Pale Green Prism
Ring Gates
Cubic Gate

Medium Rods
Metamagic, Extend, Lesser
Flame Extinguishing
Cancellation
Flame Extinguishing

Major Rods
Cancellation Maker Marked
Enemy Detection

Medium Staffs
Size Alteration
Illumination
Size Alteration
Size Alteration
Swarming Insects
Illumination

Major Staffs
Fire
Illumination
Fire Maker Marked

Minor Wands
Owl’s Wisdom
Summon Monster I
Cure Moderate Wounds
Cure Light Wounds
False Life
Magic Missile (5th)
Owl’s Wisdom
Ghoul Touch
Enlarge Person

Medium Wands
Mirror Image
Shatter
Hold Person
Shocking Grasp
Ghoul Touch
Shocking Grasp

Major Wands
Knock
Mirror Image
False Life

Other

Handy Haversack 2000gp

Bag of 20 Returning Caltrops +1, 350gp

Bag of 20 Returning Caltrops +2, 1300gp

Bag of 20 Returning Caltrops +3, 4700gp

Bag of Holding

dimensional backpack – 25% capacity of bag of holding

immovable rod

Bolstered & Aware Mount Saddle, +1 init, spot, AC, to hit, dam, saves, & hp/lv for mount wearing it, 5500gp

Two as One Saddle, +2 on all riding checks, init, & dodge, & +1 to hit, dam., spot, & dex, for both mount and rider seperately; or gives option to roll for both, then choose the better roll @ +2/+2 (if an attack with both mount and rider, one attack must be forgone, and channeled or feinted into the other), 7500gp

Training Maker mark lvl 2 Sterilize Land Wand – 30 square yards – 2 charges every 12 hours, no restrictions

mountain dragon breath wand – onyx carved wand in the likeness of mtn drag – 3rd lvl, 6 cubic yards of loose dirt, range 30′ and materializing up to 2′ – 12′ in the air, no restrictions

faire dragon laquered stuffed adult molt – emits up to 1 4th lvl euphoria breath every rolling 24 hrs, conveys the ability to cast spells from a scroll for 24 hrs – 24 hrs to recharge, + 3% mg. res. 8′ radius 10 rnds / 24hrs, no restrictions

Tome of Commonly Known Monster Strengths and Weaknesses
Lists 95% of common 1CR or less, 90% of rare ones, no unique nor 20+CR monsters are listed.
Common monsters are 100% – CR x 5% for each property, rarer monsters, – 5% more at each step.
Player rolls under % needed. Rolls under 3% will yeild randomly generated false results.
Rolls between 3-13% are not only accurate on all the strengths & weaknesses, but will list common deviations as well.
If the book has been studied one day @ 10 intelligence, player will have 25% chance to remember a given fact. Each repeated day of study after a week has passed since last study adds 5%, as does each intelligence point over 10.

Bedroll of Awareness, 225gp, Penalty for listen checks while sleeping reduced to -5

figurines wonderous

wand that points at the nearest potable water and makes magic glow purple 120% @ 30′ range

small gold pocket funhouse mirror worth 250 gp of misrepresent alignment for 3 hrs @ 40′ 1/day

Budget Items

Perm Coins & Gems** most 1-3rd lvl spells that can be potions

1 reduce ancient coin at 4th lvl 2/day, 550gp
2 perm light coins, 75gp
3 heal d8+2 coins 2/day, 350gp
3 perm dodge coins, 720gp
2 enlarge coins @ 3rd 1/day 350gp, & 5th 2-4/day 750gp

One Use Items:

Minor Scrolls:

Divine: Shield of Faith (@1st); Death Knell (@3rd); Spiritual Weapon (@3rd); Divine Favor (@1st);
Arcane: Spectral Hand (@3rd); Owl’s Wisdom (@3rd); Arcane Mark (@1st); Hold Person (@5th); See Invisibility (@3rd);
Arcane: Ventriloquism (@1st);
Arcane: Shatter (@3rd); Hold Portal (@1st);
Arcane: Spider Climb (@3rd); Magic Mouth (@3rd);
Arcane: Ray of Enfeeblement (@1st); Alter Self (@3rd);
Divine: Eagle’s Splendor (@3rd);
Arcane: Knock (@3rd); Pyrotechnics (@3rd); True Strike (@1st);
Divine: Deathwatch (@1st);

Medium Scrolls:

Arcane: Reduce Person, Mass (@7th);
Divine: Freedom of Movement (@7th); Blindness/Deafness (@5th); Magic Circle against Chaos/Evil/Good/Law (@5th); Discern Lies (@7th); Contagion (@5th);
Arcane: Enervation (@7th); Remove Curse (@7th); Nondetection (@5th);
Arcane: Scrying (@7th); Gentle Repose (@5th); Solid Fog (@7th); Magic Weapon, Greater (@5th); Summon Monster (@9th);
Arcane: Heroism (@5th); Dispel Magic (@5th);
Divine: Dimensional Anchor (@7th); Dimensional Anchor (@7th);

Major Scrolls:

Arcane: Transmute Mud to Rock (@9th); Dominate Person (@9th);
Arcane: Instant Summons (@13th); Mage’s Lucubration (@11th); Binding M (@15th); Forceful Hand (@11th);
Arcane: Planar Binding (@11th);
……………………………..

Blessed Bandages, stabilize recipient, 10gp; Heavily Subsidized by Sylvanian Effort & Support

Arrows; Heavily Subsidized by Sylvanian Effort & Support
Please ask about oath, target specific, standard flaming techniques, and other types of arrow.

5 vanilla +1 arrows 375gp, 1 is 100gp

Our arrows range from 100gp to 2000gp each, but they are always cheaper in bigger bundles.

+1 arrows, x 20 – x 50, standard head types, 900gp – 2000gp, silvered, special heads, 1000gp – 2200gp, admantine, 1050gp – 2250gp, deep obsidian (+1(+2)), 1500gp – 3000gp, deep obsidian mounted with adamite, foiled in silver, and tipped with mithral, 1900gp – 3500gp of lightning, ADD 1000gp for 20, & 1800gp for 50, to add 1d6 cold, lightning, or fire, or 5,000gp for 20 – or 10,000gp for 50, to add 5d6 lightning.

Starter Special: +1 (+2) obsidian standard double bump lightning and fire combo with minis 5 x 10′ lightning, 5 x 10′ fireball, 10 x dbl bump 5′ minis, 30 x dbl bump full, lightning & fireball 10′

+2 arrows, x 20 – x 50, no mods, 2400gp – 4600gp, special heads or silvered standard types, 2500gp – 4800gp, admantine, 2550gp – 4750gp, deep obsidian (+1(+3)), 3000gp – 5600gp, deep obsidian mounted with adamite, foiled in silver, and tipped with mithral, 3400gp – 6100gp, ADD 1500gp for 20, or 2600gp for 50, to add 2d6 cold, lightning, or fire. Add return to quiver when arrow survives for 400 for 20 or 1000 per 50.

Getting There Special, hitting the sweet spot:
+2 enchanted Deep Obsidian Triple Blessed*** (+4) Diverse Selection of points and mix of 3d6 dbl bumps & some minis, with return, @ 10,000gp for 50 arrows (200gp each). Thanks for supporting our Fletcher Mages.

Time to consider a default special deal to save shopping time?

+3 arrows, x 20 – x 50, no mods, 9000gp – 21,000gp, special heads or silvered standard types, 9200gp – 23,000gp, deep obsidian mounted with adamite, foiled in silver, and tipped with mithral, 10,000gp – 22,500gp, ADD 2000gp for 20, or 4600gp for 50, to add 3d6 cold, lightning, or fire, with return to quiver if usable or repairable.

The Mass Bomb: +3 enchanted Blessed Obsidian (+5) 1/2 armor piercing 1/2 broadhead points, 10 silvered, triple 4d6 bump, 4 of each single bump, 2 with no bump but silver deluxe, 7 triple bump minis, one of each single bump is mini, 30,000gp (600gp each)

Mass Bomb with return, 31,000gp for 50 (620gp each), 15,000gp for 20 (750gp each), 8700gp for 10 (870gp each), 4700gp for 5 (940gp each), 1000gp for 1 arrow, or 975gp w/out returning.

Specialist Mix & Match: Time to sit down and make a custom default build with options for spec work.

+4 arrows, x 20 – x 50, deep obsidian mounted with adamite, foiled in silver, wrapped and tipped with mithral, 16,000gp – 27,000gp, add 3000gp for 20 and 6800gp for 50, to add 4d6 cold, lightning, or fire. Or ADD 5,000gp for 20 – or 10,000gp for 50, to add 5d6 lightning & return to quiver for 21,500gp for 20 or 38,000gp for 50 total for our best standard offer.

Veteran Special Selection: +4(+6), Blessed Obsidian and rare metals, works, selection of head types, 30 triple bump 5d6 lightning cold & fire, 20 assorted 55,000gp for 50

50 of only full power Vet Spec, 58,000gp

Mini Pop Vet Spec: (5′ diameter burst) vers, 51,000gp for 50 +3 enchanted Tri-Blessed Obsidan (+5) 5d6 triple bump with return

50/50 Huge Vet Deal! +4 (6), 50 mini triple obsidian blessed pops, 50 big guns, 20 no pops, 25% of each type silvered, 25% cold iron, 95,000gp
That’s 120 arrows for less than the price of 100!
At this price we’re just giving our friends jobs and building Sylvanian strength, and we’re happy to do it.

+5 arrows are avail, by invite, only to top officers, grandest of great heroes, and most profitable and favored adventurers, makers, and traders. Thank you for your patronage.

Bolts

pretty much similar to arrows

Javelins

ask

Bullets & Stones

Darts

Coins & Gems**

1, 2, 3, 4, & 5 d6 fireball or lightning splash 10′ in a coin with safety dbl command @ 1st lvl for 120gp, second 310gp, third 760gp, 4th 1100gp, 5th 1500gp.

Pick 2 or all 3, lightning, fire, & cold. 2 for 200gp, 600gp

mini bangs, 5′ diameter fireballs & lightning or cold, add 500gp

3 heal d8+2 coins
3 dodge coins
2 enlarge coin @ 3rd & 5th
1 reduce ancient coin at 4th lvl

3 enlarge ancient gold coins

7 reduce ancient gold coins

5 Aid ancient gold coins

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**** Many of the most powerful items have a waiting list, so here’s the deal. If you can bring double the missing components, you get to skip in line and get a minor price break.

*** Triple Blessed is actually blessed by alliance of 12 gods from 4 alignments, all 3 Good planes, and pure Neutral. This is frequently done by a single cleric using a staff made by the entire team of Great Makers*. A very small fee helps keep their coffers from running low. LN & CN characters may use these arrow bonuses, as long as they are not working against the Alliance of 12 Gods or the Sylvanian cause. In many cases this can be used to test the waters and see if further action is beneficial. When first used against a target that is not covered by the blessing it will always miss.

** Ancient gold coins of sufficient value are often more recently seen as an item worthy of enchantment. If not consumed in the process of using up the magic, the coins vary in value mostly by spell lvl and access to the full price collectors’ market, as well as age and rarity.
An open market far from such markets may mostly ascribe a 1 gp value to even a coin worth 100,000 gp. Markets “adjacent” to collectors and reseller markets will tend to run 50-500gp depending on value, and skill or awareness of buyer.
We pay the best rates for ancient enchantables

* One must be 12th level in all four classes (artificer, magician, cleric, and craftsman) to wield one of the 10 Great Maker Rings. These are at the core of the nation’s powers. The expertise of the 10 is shared thru a subtle mind meld that allows all of them to exercise the talents of all. These items will not only vary by individual but by generation of makers. A true connoisseur can date a piece from the last 1000 yrs to the decade. Items of lower level can be found made by trainees, who use a set of graduated rings for each level below 12. These are not the property of the nation, they are distributed to the clans and tribes and so come into circulation generally. The effects of Maker masterpieces unavoidably occur on every adjacent plane.
Most of these items have standard effects and usage and are conveyed with the appropriate office, and given up upon retirement. The unique shared items that create, sustain, and defend the densely fertile and well populated oaklands environment are usually made by all 10 working together.
Ask if we have the common item you are interested in with a Maker’s Training mark. The rarer true Maker items will be listed as such.

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