Arriving in the Vestibule of Skyreach Castle, the party members meet up with an interesting fellow, who has a most interesting inventory
Poultices, Potions, and Poisons a Plenty!
Healing Potions at 115% of PHB prices
Mutagens – These viscus concoctions come in a silverite injector and take a move action to ‘Imbibe’
Strong Mutagen 250GP – Lasts 3D4 Minutes
Advantage on Strength ability checks and saves, +2 damage on melee attacks, +1 AC, and disadvantage on Intelligence and Wisdom ability checks and saves.
Sturdy Mutagen 250GP – Lasts 3D4 Minutes
Advantage on Constitution ability checks and saves, +1 AC, +2 temporary hit points per level, and disadvantage on Charisma and Intelligence ability checks and saves.
Swift Mutagen 250GP – Lasts 3D4 Minutes
Advantage on Dexterity ability checks and saves, +2 AC, +10 ft to your walking speed, and disadvantage on Wisdom and Charisma ability checks and saves.
Gadgets and Tinkers Damns
A Sorcerers Stone (not to be confused with THE SORCERERS STONE) 3000GP
This Amulet looks like a rock tied to a small silver chain, but every Sorcerer knows the power that lies within it. When worn, a Sorcerer can channel her sorcery points into the rock for useful and often powerful effects. As a bonus action, you can expend a sorcery point for one of the following effects
- Blood Aura: You are surrounded by a red aura; for the next 3 rounds, any damage you deal by spells heals you 1/4 of that damage in hit points. At 6th level or higher, this increases to 1/3. At 10th level or higher, this increases to 1/2.
- Fortune Aura: You are surrounded by a Blue aura; for the next 3 rounds, all attack rolls against you are at a disadvantage (magic or weapon based).
- Fate Aura: You are surrounded by a White aura; for the next 3 rounds you and any ally within 15 feet gain a +1 bouns to all attack rolls (Magic or Weapon Based).
- Nature Aura: You are surrounded by a Green aura; for the next 3 rounds, you are aware of all living creatures within 10 x Charisma Modifier feet not concealed by magic greater then your own. You are also aware of abarations and tainted creatures within that area, however you are ‘poisioned’ for as long as they are in your presence.
- Revenge Aura: You are surrounded by a Black shadowy aural for the next 3 rounds, or until triggered – any magical damage caused by magic not greater then your own can be charged by your sorcery and forked back at that spells caster as if they had themselves cast it. (The spell uses the casters DC/Saves or Spell Hit rolls, The spell must be a level of magic no higher then your highest spell slot)
Dancing Lanterns (Concentration): 500GP
As an action you can light these four small lanterns to cause them to hover in midair shedding 10ft of dim light each. As a bonus action you can move the lights up to 60ft from their current location as long as they remain within 120ft of their wielder and also be within 20ft of another lantern. If any of the lanterns drifts out of ranges they lose their light and fall to the ground until lit again. Note: Each lantern has it’s own concentration check if hit by an attack.
Perfume of Friends: 100GP
As an action you can apply this perfume granting you the effects of the Friends cantrip for the next person you speak to. The effect is identical to the cantrip “freinds” except it does not require concentration( For SW this grants +2 Charisma for 1minute, but after the subject knows they were being magically influenced). Additionally if applied the wearer has one hour to use the perfumes effects or they are lost. A bottle has 10 uses.
Gnomish Crank Light: 50GP
As an action you can crank the handle on this item to charge it for one hour. While charged the item sheds bright light in a 30ft cone and dim light for another 30ft. A lantern variant also exists illuminating 20ft of bright light in all directions with an additional 20ft of dim light as well as versions that emit different colored light.
Gnomish Claw Bot: 500GP
This small gnomish automaton is essentially a brass hands with a propeller at the wrist pared with a small control box. This item functions the same as mage hand with the exception of the hand being visible.
Alchemical Mender’s Torch: 500GP
This small welding torch has the ability to repair small breaks and tears in any object as long as the damaged area is no larger than 1ft in any dimension leaving no trace of the former damage. This Item uses an Alchemical Pack with grants 10 uses.
Alchemical Pack: 100gp
This set of jars and vials can be used to replenish the charges of any item that requires an alchemical pack.
Ghost Communicator Stones: 500GP
These small communicators each rest snuggly into a wearer’s ear. When two or more joined stones are worn a wearer of one may spend a bonus action to whisper a message up to 120ft to the wearer of another which will be heard perfectly. Spotting a communicator in a character’s ear requires a DC17 Perception (Notice -2 for SW) check if the ear is visible. As with the Ghost Speach ability, these messages can be heard by creatures within hearing range in the near etheral.
Phantasmal Projector (Concentration): 500GP
As an action you can set this small box to project an illusory image within 30ft of it for 1 minute. While projecting an image the box cannot be moved. If a creature uses its action to examine the image the creature can determine it is an illusion with a successful Intelligence (Investigation) check DC10 (Investigation +2 for SW). A device that can also produce sound is available for 5,000GP
Portable Flame Modulator: 50GP
As an action you can instantly light or snuff out a candle, torch, or small campfire within 10ft of you.
As an action you can spray the contents of this can on up to 1 cubic foot of material instantly cleaning it. This can comes in two varieties, a limited use can that contains 10 uses. A replenishing can with unlimited uses can be bought for 500GP.
The Instant Chief: 500GP
The 1ft cube instantly warms and flavors any nonliving material you put in it for the next hour.
Targeting Monocle: 500GP
As an action you can use the monocle to gain insights into the defenses of a target within 30ft of you granting you advantage on your next attack roll. (For SW this item allows a player to take the aim action and move in the same round)
Flaming Palm: Varies
This brass gauntlet houses alchemical ingredients, allowing it to shoot a jet of flames 60ft long against a single target who must make a Dexterity (Agility)save to avoid the damage. There are varying quality versions this device each dealing different damage with different levels of accuracy. Each Gauntlet can hold a single alchemical pack which grants 10 uses before needing replaced.
-Simple: DC10 (SW +2) deals 1d8Fire Damage 100GP
-Standard: DC12 (SW flat check) deals 2d8 Fire Damage 500GP
-Advanced: DC14 (SW -1) deals 3d8 Fire Damage 5,000GP
-Masterwork: DC17 (SW-2) deals 4d8 Fire Damage 50,000GP
Freezing Palm: Varies
This silver gauntlet houses alchemical ingredients, allowing it to shoot a jet of cold 60ft long against a single target who must make a Constitution (Vigor)save to avoid the damage. There are varying quality versions this device each dealing different damage with different levels of accuracy. Each Gauntlet can hold a single alchemical pack which grants 10 uses before needing replaced.
-Simple: DC10 (SW +2) deals 1d6 Cold Damage and Disadvantage on the targets next weapon attack. 100GP
-Standard: DC12 (SW flat) deals 2d6 Cold Damage and Disadvantage on the targets next weapon attack. 500GP
-Advanced: DC14 (SW-1) deals 3d6 Cold Damage and Disadvantage on the targets next weapon attack. 5,000GP
-Masterwork: DC17 (SW-2) deals 4d6 Cold Damage and Disadvantage on the targets next weapon attack. 50,000GP
Shock Glove: 500GP
This Martial Finesse Weapon deals a flat 2d8 Lightning damage on a successful touch attack. While the weapon does not add its wielder’s ability score modifier to damage the target does need to make a Constitution save DC12 (Vigor check) or suffer a point of Fatigue in addition to the damage. If the weapon scores a critical hit this save is made at disadvantage. Each Glove can hold a single alchemical pack which grants 10 uses before needing replaced.
Instant Bonfire (Concentration): 5,000GP
With an action this small bronze box unfolds into a 5ft wide bonfire. Any creature that is in the space of the bonfire when it is activate or enter the space while it is burning must make a DC10 Dexterity (Agility +2) save or take 2d8 fire damage. The bonfire burns for one hour until it collapses itself needing another hour to recharge before being used again.