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The Return: Rosen and Gilder's Caravan

Shay2014 May 6th, 2018 (edited) 84 Never
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  1. These two traveling merchants seem to conveniently turn up in the party's path, peddling their wares to whoever will buy them. They are well known throughout the Echoes as traders of trinkets and baubles. This Pastebin holds a selection of their wares. Note that items tagged as "unique" will disappear from their inventory once purchased, while those that are not will remain no matter how much is purchased (within reason). Note that these prices are not set in stone, and the merchants may be willing to negotiate.
  2.  
  3. -------------
  4. ANIMAL TREATS
  5. -------------
  6. Paper bags full of small pellets enjoyed by animals of all shapes and sizes. A favorite of many pet owners throughout the Echoes. Also useful as bait for some creatures.
  7.  
  8. Gilder: "I'm not really sure what's in them. Good question. All I know is that critters go nuts for them. We've got scores of the bags too, so buy as many as you need."
  9.  
  10. Price: 10 bits
  11.  
  12. -----------------
  13. CAMPING EQUIPMENT
  14. -----------------
  15. Standard camping equipment commonly used by travelers. It includes a simple cloth tent and some mattresses, as well as tent pegs. Tents can fit two normal sized ponies.
  16.  
  17. Rosen: "What, you don't have these already? How the hell have you survived this long?"
  18.  
  19. Price: 20 bits
  20.  
  21. -----------------
  22. CLOTHING AND DYES
  23. -----------------
  24. A boutique's worth of clothes and accessories, as well as phials of colored dyes. Also includes clothes suitable for harsh conditions, such as swamps, deserts, jungles and snow.
  25.  
  26. Gilder: "We have all sorts of clothes available. And if you don't care for the colors, we have dyes too. And more practical gear too if you don't fancy dressing up. I'm sure you'll find something you like."
  27.  
  28. Price: 5-50 bits, depending on what you need
  29.  
  30. ----------
  31. FIRE BEADS
  32. ----------
  33. Tiny glass orbs that ignite when struck, creating a merry blaze. Consumed on use. Somewhat volatile; handle with caution.
  34.  
  35. Rosen: "Good for camping. Really good, actually. If it's more your speed, you can lob 'em as well. Won't do much to hurt anyone, but it might scare someone away. 'Specially Prowlers."
  36.  
  37. Price: 15 bits each
  38.  
  39. -------------
  40. MAGICAL WANDS
  41. -------------
  42. Wands of varying size and material. They are enchanted with a variety of spells, being able to cast them up to 3 times before crumbling to dust. If the roll to use one is failed, it will not count as a use.
  43.  
  44. Gilder: "I can assure you, they're quite good. The wizard that made them is one of the best in the Echoes. Well, most of the time. ...I wouldn't count on him with my life, but I can guarantee these are the best he's made in a long time."
  45.  
  46. Price: 25-75 bits
  47.  
  48. Spells available:
  49.  
  50. 25 bits: Dream Wine, Bolster, Homing Magic, Commune, Climate Control, Enhancement
  51.  
  52. 50 bits: Spring Brew, Wrath, Storm Bolt, Transfix, Earthen Grasp, Reflect
  53.  
  54. 75 bits: Prayer of Healing, Haste
  55.  
  56. ----------
  57. MIASMA POD
  58. ----------
  59. Harvested pods of a certain fungus. When crushed, they release a blinding, stinging gas that lingers temporarily.
  60.  
  61. Rosen: "Use 'em as mines or just lob 'em at folks! If that's your speed I mean. Just mind the smell."
  62.  
  63. Price: 25 bits
  64.  
  65. --------
  66. NO-BAKES
  67. --------
  68. Small dry biscuits that expand and transform into loaves of bread when exposed to water.
  69.  
  70. Rosen: "Real useful, these. Just give 'em a drop of water and they blow up into full sized loaves of bread. I mean, they're not exactly nutritious, but they last forever. Just don't eat 'em before adding water. Bad idea."
  71.  
  72. Price: 5 bits each
  73.  
  74. ----
  75. ROPE
  76. ----
  77. Great lengths of firm rope. Handy for a variety of occasions, its usefulness depending greatly on its owner's creativity.
  78.  
  79. Rosen: "We've got rope for days, yeah. Just let us know how much you need mate."
  80.  
  81. Price: 5 bits/meter
  82.  
  83. ---------------
  84. TRAPPER'S TOOLS
  85. ---------------
  86. A portable box containing tools suitable for arming all manner of traps. Includes a large selection of caltrops as well as a bear trap, along with a foldable shovel and some metal spikes for a pitfall, among others. Some enemies may be easily able to escape certain traps. In addition, this kit includes several implements for disarming said traps, as well as any others you may find.
  87.  
  88. Gilder: "If you're going out hunting or dungeoneering, these will be the tools for you. If you know how to use them, that is. They're quite intuitive though."
  89.  
  90. Price: 40 bits
  91.  
  92. ---------------------------------------------------------------------------------------------------------------------------------------------
  93.  
  94. ----------
  95. DARKSLAYER
  96. ----------
  97. >unique
  98.  
  99. >great, autocrits vs dark magic enemies
  100.  
  101. A hefty warhammer that belonged to Paladin Robb, Slayer of a Hundred Demons. He met his demise at the hands of those he thought he could trust, but his legacy lives on in this enchanted weapon. Requires great strength to wield, but its effects are impressive.
  102.  
  103. Rosen: "I'm not even gonna try to lift that monster. If you've the muscles for it, and the coin, it's all yours."
  104.  
  105. Price: 90 bits
  106.  
  107. --------------
  108. HAND OF VERITY
  109. --------------
  110. >unique
  111.  
  112. A twisted, shriveled hand holding a glass candle. It gives off an unnatural green light when ignited, and all caught within it find themselves unable to lie. The light only lasts one hour before snuffing out of its own accord. If snuffed by anyone other than the wielder, they and all others apart from the Hand's owner will find themselves frozen in place for the remainder of the hour. The Hand can only be used once per owner, although the Hand itself seems to choose new owners of its own accord.
  113.  
  114. Gilder: "Don't ask. Please."
  115.  
  116. Price: 50 bits
  117.  
  118. -------
  119. HOPLAMP
  120. -------
  121. >unique
  122.  
  123. A black iron lantern. Its namesake comes from its magical enchantment: when activated, it springs to life, sprouting a single metallic limb to hop around on. It will follow its owner until deactivated, upon which it becomes a normal lantern again. It uses significantly less fuel than a normal lamp, and can follow basic instructions such as following a path.
  124.  
  125. Gilder: "It's actually kind of cute, if you ask me. The squeaking sound can get annoying though."
  126.  
  127. Price: 30 bits
  128.  
  129. -------------------------
  130. LOST CARD: XIV TEMPERANCE
  131. -------------------------
  132. >unique
  133.  
  134. A worn old tarot card depicting Temperance. It has some sort of magical energy that seems difficult to pinpoint. It could be invoked, but the results of doing so are unclear.
  135.  
  136. Gilder: "Found this one way out in the Blasted Heath, just lying around on its own. Wonder what happened to the rest of the deck..."
  137.  
  138. Price: 35 bits
  139.  
  140. --------------------
  141. MASK OF THE GARGOYLE
  142. --------------------
  143. A heavy stone mask carved in a hideous visage. When worn, the wearer's entire body slowly turns to stone, rendering them a living statue after 3 turns. This lasts until the mask is removed. While petrified, the wearer is fully conscious, and does not need to eat, drink or sleep. They can also still speak, albeit in a muffled tone due to the mask. They are also indistinguishable from any normal statue in this form. While being petrified, the victim may roll to try and remove the mask, although the DC is raised by 2 for every turn that passes.
  144.  
  145. Rosen: "You ever hear that story about the giant wooden horse hiding an army inside? Well, you could do something like that, maybe."
  146.  
  147. Price: 125 bits
  148.  
  149. -------------------------------------------------------------
  150. NAUTICAL NAUTILUS NICK-NACK OF NEVERENDING NATURAL NOSEDIVING
  151. -------------------------------------------------------------
  152. >unique
  153.  
  154. A magical nautilus shell made into a charm. Its wearer is granted the ability to breathe and see clearly underwater for up to 24 hours. For each hour spent underwater, one of the shell's 24 chambers will fill up. Once all chambers are filled, the item loses its enchantment. Each chamber can be restored by remaining above water for 24 hours each.
  155.  
  156. Rosen: "Oi, don't look at me like that, I didn't choose the name!"
  157.  
  158. Price: 45 bits
  159.  
  160. ------------------
  161. NORTHMAN'S DELIGHT
  162. ------------------
  163. >unique
  164.  
  165. An enchanted bone war horn that doubles as a drinking horn, having a seemingly never-ending supply of mead. This is both a blessing and a curse; when used for either purpose, it may have the opposite effect to what was intended.
  166.  
  167. Rosen: "Don't drink too much, mate. Take it from the poor sod who owned it last. It'll put you in an early grave. Or in this case, it could also leave you deaf."
  168.  
  169. Price: 45 bits
  170.  
  171. ------------------
  172. PHIAL OF SACRIFICE
  173. ------------------
  174. >unique
  175.  
  176. A sinister glass phial stained with red. The user may spill their blood into this phial by taking 1-3 wounds worth of damage; this creates a particularly nefarious healing potion that heals for the same amount. When filled, the Phial of Sacrifice cannot be used by the same person to heal themselves.
  177.  
  178. Gilder: "I mean, you could make good use of it in a pinch, but that's some evil magic if I've ever seen it. Use at your own risk."
  179.  
  180. Price: 50 bits
  181.  
  182. -------------------
  183. SHAMAN'S SNAKESTAFF
  184. -------------------
  185. >unique
  186. >catalyst
  187.  
  188. An oaken spellcasting staff carved in the likeness of a cobra's head. When activated by being thumped on the ground (an automatic action), the staff transforms into a venomous cobra, which acts as a 3/3 minion. It returns to its staff form upon death or when recalled by the owner. This ability can only be used once per combat.
  189.  
  190. Gilder: "Can't say I'd be sorry to see it go. I can't stand snakes."
  191.  
  192. Price: 50 bits
  193.  
  194. --------------
  195. SMELLING SALTS
  196. --------------
  197. >unique
  198. >automatic
  199.  
  200. A pouch of chemical compounds that can help to rouse consciousness. When used, you gain +2 to your next recovery roll, or you can use it on someone else to give them the same bonus. Cannot be used yourself while helpless. Using smelling salts consumes one of its 5 charges.
  201.  
  202. Rosen: "Oi, you really need to try these. Make you feel pretty woooo, know what I mean? Only got so many though, so be responsible!"
  203.  
  204. Price: 50 bits
  205.  
  206. ---------
  207. STRAY CAT
  208. ---------
  209. >unique
  210.  
  211. A large tuxedo cat that somehow found its way into the caravan. It seems quite friendly.
  212.  
  213. Rosen: "We just haven't been able to get rid of it. You can take her with you if you want. I don't like cats. Make me sneeze."
  214.  
  215. Price: 20 bits
  216.  
  217. ----------------
  218. VANISHING POWDER
  219. ----------------
  220. >unique
  221.  
  222. A pouch of light grey powder, rumored to be made from the ground bones of a Shadowcat. When sprinkled, it makes everything it touches nearly invisible, granting a +3 to Stealth rolls. Doing so consumes 1 of 3 uses.
  223.  
  224. Gilder: "If you need to go unnoticed, this should do the trick just fine. Use it sparingly, though. It's quite rare."
  225.  
  226. Price: 40 bits
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