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       #Post#: 1987--------------------------------------------------
       Razvahn
       By: Rognvaldr Date: July 15, 2016, 10:18 pm
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       An ornate silvered shortsword
       An array of filled vials: flumph toxin, drow poisons, shadowrot
       poison, serpent venom, glimmersea jellyfish venom, spider venom,
       oil of slipperiness, or a potion of vitality, philter of love
       a painting of Ellistraee and Vhaeraun
       [s]A large urn that has a tightly sealed lid[/s] (Includes Grey
       Ooze)
       Drow Darkboats
       A black shortbow (Darkbow)
       A black hand crossbow
       [s]A 6" glass globe with yellow/gold starburst at the center
       (magic)[/s]
       A Drow disguise kit (Advantage on disguise for drow)
       Ancient looking scrolls and a tome
       stylish riding boots
       [s] dried flumph tentacles[/s]
       an array of vials
       sheets of white dridersilk
       books
       silver jewelery
       dark bronze jewelery
       a bar of dark bronze metal
       dark bronze metal coins
       a lock without a key (Olly, you see a key sticking out of the
       lock, glowing magically)
       a liquid storing bladder made from some animal part
       black brocade shirt.
       #Post#: 1989--------------------------------------------------
       Missiles
       By: Rognvaldr Date: July 15, 2016, 10:27 pm
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       Arrow of Flumph slaying x2
       Arrow of Spider slaying x3
       Bolt of Darkflight (increases range by x2 in darkness)
       Arrow of Armor piercing x2 (ignores piercing resistance)
       Howling arrow (DC 12 wis ST or feared to target) x2
       Arrow of Bullseye Splitting (if hits, the following ranged
       attack against the same target has advantage, and will seek to
       hit this arrow directly, dealing an extra 1d6 piercing damage if
       hit.)
       Arrow of Darkflight (x2 range in darkness, missing doesnt
       reveal)
       Bolt of Easy Loading (ignores the crossbow loading property when
       used) x3
       Arrow of the assassin (extra 1d12 damage on suprised creature)
       Arrow of elfslaying
       Arrow of manslaying
       Bolt of Close Quarters (no DA for firing eithin 5')
       Melee Arrow (can be used as a 1d4 melee weapon, dagger)
       #Post#: 1990--------------------------------------------------
       Vials
       By: Rognvaldr Date: July 15, 2016, 10:28 pm
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       Potion of vitality reduces your exhaustion level by 1.
       Drow poison (injury) poisoned on DC 13 con ST, puts foes to
       sleep on DC 18 saving throw.
       Shadowrot poison (injested) decreases Str score by 1d4 per turn
       on DC 15 Con ST until saved 3 times. If the creatures STR drops
       to 0, it dies.
       Serpent venom (injury) does 3d6 damage on a failed DC 11 ST.
       Spider Venom (injury) a neurotoxin DC 15 con ST or poisoned, if
       failed DC 15 int ST or paralyzed.
       Jellyfish Venom (Contact) DC 16 con ST or paralyzed.
       Flumph Toxin (Contact): Creatures can be coated in a
       foul-smelling liquid. A coated creature exudes a horrible stench
       for 1d4 hours. The coated creature is poisoned as long as the
       stench lasts, and other creatures are poisoned while with in 5
       feet of the coated creature. A creature can remove the stench on
       itself by bathing in water, alcohol, or vinegar for 10 minutes.
       #Post#: 2495--------------------------------------------------
       Lantern of Darkness
       By: Rognvaldr Date: December 16, 2016, 10:43 pm
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       Lantern of Darkness
       While lit, this hooded lantern burns for 6 hours on 1 pint of
       oil, shedding bright light in a 30-foot radius and dim light for
       an additional 30 feet. You can take an action to lower the hood
       reducing the light to dim light in a 5 foot area. As an action,
       you can cast the Darkness spell; this feature recharges at dawn.
       #Post#: 2496--------------------------------------------------
       Dueregar Warhammer
       By: Rognvaldr Date: December 16, 2016, 10:44 pm
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       A Dueregar warhammer
       A hammer made by Duergar. As an action this weapon enlarges for
       one minute, doubling the weapon's damage dice, but creatures who
       are not at least Large have disadvantage when wielding this
       weapon when enlarged.
       #Post#: 2497--------------------------------------------------
       Eyes of the Arachnid
       By: Rognvaldr Date: December 16, 2016, 10:45 pm
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       Eyes of the Arachnid
       A 2" metal circle with 8 red lenses and a sort of short spike at
       an end
       This device fits on the head in such a way that it covers the
       wearer's left eye. Eight rubies are set into its silver surface,
       starting directly over the covered eye and rising in a line
       toward the top of the head. The jagged shape of the item is
       reminiscent of a spider's legs. A character wearing eyes of the
       spider cannot also wear a pair of eye lenses or goggles (though
       he or she can wear a single eye lens, such as a single eye of
       charming or eye of doom) or a headband, hat, or helmet.
       When the eyes of the spider are first put on, the device extends
       a protrusion into the wearer's left eye socket. This causes
       excruciating pain and deals 2d6 points of damage. Once this
       occurs, the device cannot be removed until the wearer is dead.
       Once per day, the wearer of the eyes of the spider may use a
       standard action to make a gaze attack. The range of the attack
       is 30 feet, and the target must succeed at a Constitution save
       (DC 15) or take 2d10 points of necrotic damage plus 1d4 points
       of Charisma drain.
       The character can see through magical and mundane darkness to a
       range of 120 feet. Because the device also grants all-around
       vision, the wearer cannot be flanked and gains a +5 bonus to
       Passive Perception.
       #Post#: 2498--------------------------------------------------
       Tentacle Rod
       By: Rognvaldr Date: December 16, 2016, 10:45 pm
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       Tentacle Rod
       A rod with what appears to be tentacles at one end, you might
       think it's some sort of mop (magic)
       Made by the drow, this rod is a magic weapon that ends in three
       rubbery tentacles. This item has 3 charges and regains 1d3
       expended charges daily at dawn. If you expend the last charge,
       roll a d20. On a 1, the tentacles dissolve into a slime and the
       weapon becomes a regular rod. While holding the rod, you can use
       an action to expend a charge and direct each tentacle to attack
       a creature can see within 15 feet of you. Each tentacle makes a
       melee attack roll with a +9 bonus. On a hit, the tentacle deals
       1d6 bludgeoning damage. If you hit a target with all three
       tentacles, it must make a DC 15 Constitution saving throw. on a
       failure, the creature's speed is halved, it has disadvantage on
       Dexterity saving throws, and it can't use reactions for 1
       minute. Moreover, on each of its turns, it can take either an
       action or a bonus action, but not both. At the end of each of
       its turns, it can repeat the saving throw, ending the effect on
       itself on a success.
       #Post#: 2499--------------------------------------------------
       Dridersilk Rope
       By: Rognvaldr Date: December 16, 2016, 10:46 pm
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       White/grey silken rope
       Dridersilk Rope
       Wondrous item, uncommon
       This 60-foot length of silk rope weighs 3 pounds and can hold up
       to 3,000 pounds. You can fasten the ends of the rope on a solid
       surface by sticking it to the surface or throwing it. The sticky
       surface grants advantage on checks made to climb it.
       The rope has AC 20, 20 HP, and a damage threshold of 10.
       #Post#: 2500--------------------------------------------------
       Spidersilk Net
       By: Rognvaldr Date: December 16, 2016, 10:47 pm
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       Spidersilk net
       Packaged into a cannister. As an action you can pop open the
       canister and deploy a net as described in the Web spell.
       #Post#: 2501--------------------------------------------------
       Clothes of Spiderclimb
       By: Rognvaldr Date: December 16, 2016, 10:51 pm
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       Cloak, Boots, and Gloves of the Arachnida (Requires attunement)
       This fine garment is made of black silk interwoven with faint
       silvery threads. While wearing it, you gain the following
       Benefits:
       -Resistance to Poison damage
       -Your Climb speed is equal to your walking speed.
       -You gain the ability to climb up, down, and across vertical
       surfaces and upside down along ceilings
       -You can't be caught in webs of any sort and can move through
       webs as if they were difficult Terrain
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