Post by Emmarie on May 23, 2011 15:50:53 GMT -5
What do you do with all that gold you've earned on adventures? Spend it!
If you buy an item, and decide you want to trade it back in, the Emporium will buy back items for HALF the cost (usually) they were sold to you. Also, loot found on missions and adventures that are in the Emporium are also bought back at half price, or whatever price ExaltedEmerald/HaloofNoire feels is fair.
Be sure to check if an item is a one time use, or permanent item, or something different (wands usually have 10 uses, potions one use).
To purchase an item FIRST make sure you've got enough gold. THEN, make a list of what you want and how much each costs, and any other pertinent information and send an email to Exalted Emerald.
Please label your email's subject "RaS Emporium Purchase" or it might be ignored or lost.
And do not forget about the limit of +5 for attack and +5 for defense at any given time!!
Items to assist with adventuring such as sunrods, special clothing, light sources, etc.[/center]
Moonglobe Flashlight 50gp
This magical flashlight has three options. One click allows for a flashlight, another click and the glowing rod portion lights up, another click and it pulses, good for warning lights. Five inches long, easily attached to a pack. Gives off a soft light akin to moonlight.
Adventurer’s Outfit: 250gp
This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, thick trousers or skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak or coat. The clothes have plenty of pockets (especially the cloak or coat). The outfit also includes any extra items you might need, such as a scarf or a hat. This outfit is the ultimate adventurer's outfit and will allow you to be cool in heat, warm in cold, and be dressed as needed in most situations.
[Slot: Clothing]
Helm of Comprehend Languages **Only One** 2000gp
This silver toned helmet, when worn, allows the wearer to understand any spoken language being spoken around him, or read any language or magical writing.
Compass of RaS **Only Four** 200gp
No matter where you are on this plane of existence, the compass of RaS will always point you back to Cair Rhyfellion!
Backpack of Holding **Only ONE** 2000gp
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 30 pounds in weight. The large central portion of the pack can contain up to 150 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. Also, when the wearer reaches into it for a specific item, that item is always on top.
Flask of Endless Water 100gp
This plain flask is always filled with clean, drinkable water.
Darkeye Lenses 250gp
These contact lenses are black, and allow you to see in the darkness as "darksight" skill. They also make you immune to blindness attacks. The drawback is that in bright light while wearing them, you cannot see as well, everything appears shadowy in the light.
[Slot: Eye Lenses]
Sunrod 5gp Each
This gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless. One use.
Darkrod 10gp Each
This black tipped, iron rod sheds dim light when struck. It dimly illuminates a 60-foot radius, and allows all within the glow to see clearly around them, but nothing outside of the glow to see in. It glows for 6 hours, after which the tip is burned out and worthless. One use.
Charm of Adaptation 5000gp
This charm can be worn on a bracelet, necklace, or even clipped to a belt. It allows the wearer to adapt to their surroundings, including allowing you to breathe underwater or in situations where clean air is not available.
[Slot: Amulet]
Rope of Climbing 3000gp
60 feet of very thin rope capable of holding up to 5,000 lbs. It obeys it's owners commands to move and tie itself to where the owner wishes it to.
Rod of Oasis **Only One** 500gp
This six inch rod of white polished stone is quite powerful and treasured by sailors. When at sea, one merely has to point it outwards and wait till it feels "heavy" and that is the direction of the nearest land. It also works in the desert to point to the nearest oasis in the sands.
Phineas' Beer Stein 300gp **Only One**
Twelve inch pewter stein with a golden handle, carved with designs. It weighs 13lbs. Drinking from this allows the drinker to not be affected by drunkenness, used by Phineas to win many a drinking contest in his day.
Robe of Useful Items **Only One** 5000gp
This appears to be an unremarkable robe (mun's choice as to appearance), but a character who dons it notes that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. [Slot: Cloak]
This robe has the following patches (once you pull of a patch and use it, it is gone for good and you must mark it as gone):
Dagger (3)
Bullseye lantern (filled and lit) (2)
Mirror (a highly polished 2-foot-by-4-foot steel mirror) (2)
Pole (10-foot length) (2)
Hemp rope (50-foot coil) (2)
Sack (2)
Bag of 100 gold pieces (1)
Ten random gems (2)
24 foot wooden ladder (3)
Mule with saddlebags (1)
Potion of Healing (Heals up to 10hp) (3)
Rowboat 12 foot long (1)
Window (2 ft by 4 ft) (1)
Normal Longsword (2)
Rogue’s Tools: 1500gp
This kit contains the tools you need to quickly and expertly pick a lock, or check for traps. It gives you +5 to Rogue checks.
Healer’s Kit 1000gp
This small healer's kit gives healers an extra amount of heal points they can use during adventures. It adds 10 heal points to whatever you can already heal by rank. The kit is exhausted after 10 uses. Keep up with it!
Lantern of Revelation 1500gp
This handy, plain looking magical lantern helps you with your Spot checks, giving you a +5 to Spot.
Search Goggles 1500gp
A handy piece of gear for any adventurer, these small steampunkish goggles aid in any searching that one has to do giving you a +5 to Search rolls.
[Slot: Goggles]
Loupe of Appraisal
This triplex, color corrected loupe allows for a +5 to Appraise checks when used to examine items.
Amulet of Health +5 OR +10 7,000gp, 13,000gp
This golden amulet in the shape of a sun gives you a +5 or a +10 to your hit points at the start of any adventure. For instance if you have 10hp, and own a +5, you would have 15.
[Slot: Amulet]
Belt of Strength 1,500gp
A simple leather belt with an adamantine buckle in the shape of interlocking hands, which gives you a +5 to all Strength rolls. It also allows you to pick up and move twice as much as you normally would be able to.
[Slot: Belt]
Boots of Stealth 1,500gp
These boots look like any other type of boots (your choice) but they are enchanted to be extra-stealthy. It gives you a bonus to your Stealth roll when you are attempting to Move Silently of +5.
[Slot: Boots]
Brooch of Magic Shielding 10,500gp
This metallic brooch absorbs magic sent your way giving you a +5 defense against any attack spells sent your way when worn, the shield deflects as much of the magic as it can away from you.
[Slot: Brooch]
Ring of Persuasion 2,000gp
This slender ring of white gold is inset with a small moonstone chip. It allows you a +5 to Diplomacy and Bluff rolls.
[Slot: Ring]
Hourglass of Red Sand 2,000gp **Only One**
Can be used to stop time for 5 minutes, once per day, everything is affected except the owner of this hourglass. This is small enough to be worn on a belt or chain, and once the sand runs from the top to the bottom time begins again. Can be used on quests, or by mun consent outside of normal combat.
Willpower Band : 3,000gp for +1 / 5,000gp for +2
This thin black iron ring fits upon a finger, and boosts your willpower, by +1 or +2. Your limit is a +2, be it two +1 or a +2.
Elemental Gem
An elemental gem allows you a boost to your elemental magic attacks during adventures by giving you a +1, +2 or +3, +4 or +5 to attack. Or you may buy a elemental gem roller of 1d3, 2d3, or 3d3.
You may only use this IF you use an elemental attack in combat. You can't strike someone with your sword, and then say you are using a fire gem, unless you've sheathed your sword in flames.
[Slot: Various]
+1 = 3,000gp
+2 = 5,000gp
+3 = 7,000gp
+4 = 10,000gp
+5 = 15,000gp
1d3 = 5,000gp
2d3 = 10,000gp
3d3 = 17,000gp
Hawk Eyes 3,000gp
These crystal contacts give you a +5 to Spot checks.
[Slot: Eye Lenses]
Rod of Healing 3,000gp
Tired of carrying around healing potions? Invest in a rod of healing, which heals up to 14 hp during an adventure. A rod does not lose it's enchantment and is half the size of a wand, and thicker around and can be made of any substance. A rod of healing is made of rose quartz and engraved with healing runes.
Rezz Coin 3,000gp
This magical coin instantly rezzes you when you die! No loss of AP, but you MUST have this coin on your person when you die, or within 15 minutes another person putting it on you for it to work.
Rezz Charm 1,500gp
FOR COMPANIONS
This rezz charm allows your combat companion, or familiar, to be rezzed immediately when they die.
Wand of Full Heal 1,000gp
This wand heals up to 10hp per adventure, with 10 charges.
Wand of Lightning 5,000gp
This silver wand can be used as your attack, and adds 2d3 lightning damage. Roleplay out the use of the wand, roll your attack dice and if you hit, roll 2d3 extra for damage.
Wand of Ice Shards 5,000gp
This blue wand can be used as your attack, and adds 2d3 cold damage. Roleplay out the use of the wand, roll your attack dice and if you hit, roll 2d3 extra for damage.
Healing Potion 400gp
Heals up to 10hp during adventures. Can be used in a hypo-pistol.
Raise the Dead Potion 1,500gp
This potion can only be injected with a hypo-pistol and will restore life as a "raise dead" spell after injection. All rules per death and resurrection apply, see "How Death Works". This brings you to 1 point before death. So if you have 10hp, you'd be 9/10.
Laughing Potion 400gp
This potion when injected causes the target to erupt in a laughing fit for 1d2 rounds, causing them to be unable to attack for up to 2 rounds following the injection.
Growth Potion 400gp
This potion causes you to grow twice your size, including anything on your person. It lasts 1 hour.
Shrinking Potion 400gp
This potion causes you to shrink to the size of a mouse with all your gear. It lasts 1 hour.
Potion of Moonlight 400gp
Drinking this potion immediately causes one's entire body to glow with the light of the moon. Undead cannot come within 10 feet of this person, and the glow lasts 30 minutes.
Potion of Darksight 400gp
Drinking this potion gives you darksight for 3 hours. Darksight allows you to see up to 60 feet in darkness, though everything is in black and white.
Potion of Mage Armor 2000gp
What it Does: This causes the drinker to glow a dull silvery color while creating a mystic armor under their skin, giving them a +3 defense for the length of one combat.
Hypo- Pistol 1000gp
A hypo pistol is a hypodermic administering and delivery system for potions and poisons. It contains a needle placement and hand-activated trigger. Hypo pistols can load a vial of potion or poison by pressing it into the loading dock. Attacking with a hypo pistol is a melee attack, if you roll a miss then you've expended the vial without injection. The pistol must be pressed to the target's body before the contents can be injected with a pull of the trigger.
Scroll Case 250gp
A scroll case is nearly essential to keep your scrolls handy and unharmed on adventures. One scroll case can hold 5 scrolls.
If you buy an item, and decide you want to trade it back in, the Emporium will buy back items for HALF the cost (usually) they were sold to you. Also, loot found on missions and adventures that are in the Emporium are also bought back at half price, or whatever price ExaltedEmerald/HaloofNoire feels is fair.
Be sure to check if an item is a one time use, or permanent item, or something different (wands usually have 10 uses, potions one use).
To purchase an item FIRST make sure you've got enough gold. THEN, make a list of what you want and how much each costs, and any other pertinent information and send an email to Exalted Emerald.
1. Name & Screen Name
2. What you want to buy, and each item's cost.
3. How much gold you have.
4. How much gold you are spending.
5. How much gold you've got left!
Please label your email's subject "RaS Emporium Purchase" or it might be ignored or lost.
And do not forget about the limit of +5 for attack and +5 for defense at any given time!!
Gear
Items to assist with adventuring such as sunrods, special clothing, light sources, etc.[/center]
Moonglobe Flashlight 50gp
This magical flashlight has three options. One click allows for a flashlight, another click and the glowing rod portion lights up, another click and it pulses, good for warning lights. Five inches long, easily attached to a pack. Gives off a soft light akin to moonlight.
Adventurer’s Outfit: 250gp
This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, thick trousers or skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak or coat. The clothes have plenty of pockets (especially the cloak or coat). The outfit also includes any extra items you might need, such as a scarf or a hat. This outfit is the ultimate adventurer's outfit and will allow you to be cool in heat, warm in cold, and be dressed as needed in most situations.
[Slot: Clothing]
Helm of Comprehend Languages **Only One** 2000gp
This silver toned helmet, when worn, allows the wearer to understand any spoken language being spoken around him, or read any language or magical writing.
Compass of RaS **Only Four** 200gp
No matter where you are on this plane of existence, the compass of RaS will always point you back to Cair Rhyfellion!
Backpack of Holding **Only ONE** 2000gp
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 30 pounds in weight. The large central portion of the pack can contain up to 150 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. Also, when the wearer reaches into it for a specific item, that item is always on top.
Flask of Endless Water 100gp
This plain flask is always filled with clean, drinkable water.
Darkeye Lenses 250gp
These contact lenses are black, and allow you to see in the darkness as "darksight" skill. They also make you immune to blindness attacks. The drawback is that in bright light while wearing them, you cannot see as well, everything appears shadowy in the light.
[Slot: Eye Lenses]
Sunrod 5gp Each
This gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless. One use.
Darkrod 10gp Each
This black tipped, iron rod sheds dim light when struck. It dimly illuminates a 60-foot radius, and allows all within the glow to see clearly around them, but nothing outside of the glow to see in. It glows for 6 hours, after which the tip is burned out and worthless. One use.
Charm of Adaptation 5000gp
This charm can be worn on a bracelet, necklace, or even clipped to a belt. It allows the wearer to adapt to their surroundings, including allowing you to breathe underwater or in situations where clean air is not available.
[Slot: Amulet]
Rope of Climbing 3000gp
60 feet of very thin rope capable of holding up to 5,000 lbs. It obeys it's owners commands to move and tie itself to where the owner wishes it to.
Rod of Oasis **Only One** 500gp
This six inch rod of white polished stone is quite powerful and treasured by sailors. When at sea, one merely has to point it outwards and wait till it feels "heavy" and that is the direction of the nearest land. It also works in the desert to point to the nearest oasis in the sands.
Phineas' Beer Stein 300gp **Only One**
Twelve inch pewter stein with a golden handle, carved with designs. It weighs 13lbs. Drinking from this allows the drinker to not be affected by drunkenness, used by Phineas to win many a drinking contest in his day.
Robe of Useful Items **Only One** 5000gp
This appears to be an unremarkable robe (mun's choice as to appearance), but a character who dons it notes that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. [Slot: Cloak]
This robe has the following patches (once you pull of a patch and use it, it is gone for good and you must mark it as gone):
Dagger (3)
Bullseye lantern (filled and lit) (2)
Mirror (a highly polished 2-foot-by-4-foot steel mirror) (2)
Pole (10-foot length) (2)
Hemp rope (50-foot coil) (2)
Sack (2)
Bag of 100 gold pieces (1)
Ten random gems (2)
24 foot wooden ladder (3)
Mule with saddlebags (1)
Potion of Healing (Heals up to 10hp) (3)
Rowboat 12 foot long (1)
Window (2 ft by 4 ft) (1)
Normal Longsword (2)
Items
Things that affect skills and hp, and such.
Things that affect skills and hp, and such.
Rogue’s Tools: 1500gp
This kit contains the tools you need to quickly and expertly pick a lock, or check for traps. It gives you +5 to Rogue checks.
Healer’s Kit 1000gp
This small healer's kit gives healers an extra amount of heal points they can use during adventures. It adds 10 heal points to whatever you can already heal by rank. The kit is exhausted after 10 uses. Keep up with it!
Lantern of Revelation 1500gp
This handy, plain looking magical lantern helps you with your Spot checks, giving you a +5 to Spot.
Search Goggles 1500gp
A handy piece of gear for any adventurer, these small steampunkish goggles aid in any searching that one has to do giving you a +5 to Search rolls.
[Slot: Goggles]
Loupe of Appraisal
This triplex, color corrected loupe allows for a +5 to Appraise checks when used to examine items.
Amulet of Health +5 OR +10 7,000gp, 13,000gp
This golden amulet in the shape of a sun gives you a +5 or a +10 to your hit points at the start of any adventure. For instance if you have 10hp, and own a +5, you would have 15.
[Slot: Amulet]
Belt of Strength 1,500gp
A simple leather belt with an adamantine buckle in the shape of interlocking hands, which gives you a +5 to all Strength rolls. It also allows you to pick up and move twice as much as you normally would be able to.
[Slot: Belt]
Boots of Stealth 1,500gp
These boots look like any other type of boots (your choice) but they are enchanted to be extra-stealthy. It gives you a bonus to your Stealth roll when you are attempting to Move Silently of +5.
[Slot: Boots]
Brooch of Magic Shielding 10,500gp
This metallic brooch absorbs magic sent your way giving you a +5 defense against any attack spells sent your way when worn, the shield deflects as much of the magic as it can away from you.
[Slot: Brooch]
Ring of Persuasion 2,000gp
This slender ring of white gold is inset with a small moonstone chip. It allows you a +5 to Diplomacy and Bluff rolls.
[Slot: Ring]
Hourglass of Red Sand 2,000gp **Only One**
Can be used to stop time for 5 minutes, once per day, everything is affected except the owner of this hourglass. This is small enough to be worn on a belt or chain, and once the sand runs from the top to the bottom time begins again. Can be used on quests, or by mun consent outside of normal combat.
Willpower Band : 3,000gp for +1 / 5,000gp for +2
This thin black iron ring fits upon a finger, and boosts your willpower, by +1 or +2. Your limit is a +2, be it two +1 or a +2.
Elemental Gem
An elemental gem allows you a boost to your elemental magic attacks during adventures by giving you a +1, +2 or +3, +4 or +5 to attack. Or you may buy a elemental gem roller of 1d3, 2d3, or 3d3.
You may only use this IF you use an elemental attack in combat. You can't strike someone with your sword, and then say you are using a fire gem, unless you've sheathed your sword in flames.
[Slot: Various]
They are as follows:
Red or Orange Gem = Fire
Blue Gem = Water (Ice, etc)
Brown Gem = Earth
Clear Gem = Air (Wind, Lightning, etc)
Black Gem = Shadow
+1 = 3,000gp
+2 = 5,000gp
+3 = 7,000gp
+4 = 10,000gp
+5 = 15,000gp
1d3 = 5,000gp
2d3 = 10,000gp
3d3 = 17,000gp
Hawk Eyes 3,000gp
These crystal contacts give you a +5 to Spot checks.
[Slot: Eye Lenses]
Rod of Healing 3,000gp
Tired of carrying around healing potions? Invest in a rod of healing, which heals up to 14 hp during an adventure. A rod does not lose it's enchantment and is half the size of a wand, and thicker around and can be made of any substance. A rod of healing is made of rose quartz and engraved with healing runes.
Rezz Coin 3,000gp
This magical coin instantly rezzes you when you die! No loss of AP, but you MUST have this coin on your person when you die, or within 15 minutes another person putting it on you for it to work.
Rezz Charm 1,500gp
FOR COMPANIONS
This rezz charm allows your combat companion, or familiar, to be rezzed immediately when they die.
Wands
Wands have 10 charges. YOU are required to keep up with this, if you are found fudging uses, you will have ALL your loot taken, no kidding!
Wands have 10 charges. YOU are required to keep up with this, if you are found fudging uses, you will have ALL your loot taken, no kidding!
Wand of Full Heal 1,000gp
This wand heals up to 10hp per adventure, with 10 charges.
Wand of Lightning 5,000gp
This silver wand can be used as your attack, and adds 2d3 lightning damage. Roleplay out the use of the wand, roll your attack dice and if you hit, roll 2d3 extra for damage.
Wand of Ice Shards 5,000gp
This blue wand can be used as your attack, and adds 2d3 cold damage. Roleplay out the use of the wand, roll your attack dice and if you hit, roll 2d3 extra for damage.
Potions & Oils
Potions and oils are one time use! Each comes in a thick crystal vial. Potions are imbibed or injected, oils are spread on the skin or on weapons (such as poisons).
Potions and oils are one time use! Each comes in a thick crystal vial. Potions are imbibed or injected, oils are spread on the skin or on weapons (such as poisons).
Healing Potion 400gp
Heals up to 10hp during adventures. Can be used in a hypo-pistol.
Raise the Dead Potion 1,500gp
This potion can only be injected with a hypo-pistol and will restore life as a "raise dead" spell after injection. All rules per death and resurrection apply, see "How Death Works". This brings you to 1 point before death. So if you have 10hp, you'd be 9/10.
Laughing Potion 400gp
This potion when injected causes the target to erupt in a laughing fit for 1d2 rounds, causing them to be unable to attack for up to 2 rounds following the injection.
Growth Potion 400gp
This potion causes you to grow twice your size, including anything on your person. It lasts 1 hour.
Shrinking Potion 400gp
This potion causes you to shrink to the size of a mouse with all your gear. It lasts 1 hour.
Potion of Moonlight 400gp
Drinking this potion immediately causes one's entire body to glow with the light of the moon. Undead cannot come within 10 feet of this person, and the glow lasts 30 minutes.
Potion of Darksight 400gp
Drinking this potion gives you darksight for 3 hours. Darksight allows you to see up to 60 feet in darkness, though everything is in black and white.
Potion of Mage Armor 2000gp
What it Does: This causes the drinker to glow a dull silvery color while creating a mystic armor under their skin, giving them a +3 defense for the length of one combat.
Hypo- Pistol 1000gp
A hypo pistol is a hypodermic administering and delivery system for potions and poisons. It contains a needle placement and hand-activated trigger. Hypo pistols can load a vial of potion or poison by pressing it into the loading dock. Attacking with a hypo pistol is a melee attack, if you roll a miss then you've expended the vial without injection. The pistol must be pressed to the target's body before the contents can be injected with a pull of the trigger.
Spell Scrolls
Scrolls with spells that can be used over and over. The scrolls available change quite often. You *must* have magical affinity as a skill, or be a cleric, mage or druid to use spell scrolls.
Scrolls with spells that can be used over and over. The scrolls available change quite often. You *must* have magical affinity as a skill, or be a cleric, mage or druid to use spell scrolls.
Scroll Case 250gp
A scroll case is nearly essential to keep your scrolls handy and unharmed on adventures. One scroll case can hold 5 scrolls.