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19:58, 28th April 2024 (GMT+0)

TEMP: Shops/Buildings.

Posted by Triple BunFor group 0
Triple Bun
GM, 13 posts
Fri 20 Jan 2023
at 06:10
  • msg #1

TEMP: Shops/Events

Shops
Normal Shops and Special Shops will also be displayed here, when I add new items to the shop, I will not posting a new posts, since posting a new post would mean a new event, I will only edit the shop post while adding new items, so be sure to check this out from time to time.

Buildings
Here you can buy or rent lands for your own purposes. However It takes a lot of money and quite a lot of time to be invested in such endeavors. You'll be able to erect your own house or castle that would generate weekly to monthly income for you. Special rooms inside these structures are also available to be made that have their own magical or practical effects as well. Like making your own tools, armor or magical items. Be sure to read this category properly from below..

Buying in Shops

Since I'm too tired to list down the price all the time, I have revised the shopping process of the game, giving players the every possible outcome and prices within the game.

Prices: Each shops promotes the [Standard] Price, If you wish to haggle, you can roll a persuasion/intimidation/deception check to see if you can get a better price. A succesful haggle would put the price at the [Discounted] value, failing the DC would place it at the [Markup] Value. See the table below for the DCs.

Note: Any items you don't see here, you can still look for in downtime. Even if its not listed here it doesn't mean you won't find a seller in the city, you just have to look (investigation) around.

Location:
Dene's marketplace is located just behind the guild center. A huge street district, that is six blocks long, of houses, stalls, and establishments of all kinds. These shops are sponsored and cared for by the adventurer's guild and their association. The guild itself has a cut of the shopkeepers earnings in exchange for the guild's protection and of-course their popularity in hopes to lure their own members and associates to the district. Advertising at its finest. Local shops are cheaper but take note that the quality of their items have a tendency to be dubious or poorly conceived and made. Due to the adventurer's guild having a share of their profits, the prices are marked up unusually higher than local shops found through out the city.


Note: Anything not listed here is basically unavailable or out of stock however it does not mean some shops don't have them. You'll just have to ask around, Various checks would be given to you just to see if you can find a seller to have such an item. Some stocks are not infinite, and eventually stocks will run out.

You can roll per item;

Haggling Table
ChecksMark UpNo ChangeDiscount
Persuasion0-78-1415+
Intimidation0-1112-1617+
Deception0-56-1516+

Gear    Weapons   
ItemStandardDiscountMarkup ItemStandardDiscountMarkup
Abacus213 Club213
Alms Box538 Dagger213
Arcane Focus, Crystal10715 Greatclub213
Arcane Focus, Orb201530 Handaxe538
Arcane Focus, Rod10715 Javelin538
Arcane Focus, Staff538 Light Hammer213
Arcane Focus, Wand10715 Quarterstaff213
Backpack213 Mace538
Ball Bearings (1,000)213 Sickle213
Barrel213 Spear213
Bell213 Battleaxe10715
Bedroll213 Flail10715
Blanket213 Glaive201530
Block and Tackle213 Greataxe302245
Book, Scripture251838 Greatsword503875
Book, Softbound8612 Halberd201530
Book, Hardbound10715 Lance10715
Bottle, glass213 Longsword151122
Bucket213 Maul10715
Caltrops (20)213 Morningstar151122
Candle213 Pike538
Case, Map/Scroll213 Rapier251838
Censer538 Scimitar251838
Chalk (12 piece)213 Shortsword10715
Chain (10 ft.)538 Trident538
Chest538 War Pick538
Component Pouch251838 Warhammer151122
Cotton Thread (50 ft)213 Whip213
Crowbar213 Net213
Fishing Tackle213 Blowgun10715
Flask213 Crossbow, Light251838
Grappling Hook213 Shortbow251838
Hammer213 Dart213
Hammer, Sledge213 Crossbow, Hand7556113
Hourglass251838 Crossbow, Heavy503875
Hunting Trap538 Longbow503875
Ink (1 ounce bottle)10715 Sling213
Ink Pen, Fountain325 Arrows (30)213
Journal, Softbound7511 Blowgun needles (75)213
Jug213 Crossbow Bolts (30)213
Ladder213 Sling Bullets (30)213
Lamp213 Bow String (15)213
Lantern, Bullseye10715 Bow Case213
Lanter, Hooded538 Quiver213
Leather Cord (20 ft)10715 Armor   
Lock10715 ItemStandardDiscountMarkup
Manacles213 Padded538
Mirror, Steel538 Leather10715
Oil (Flask)10715 Studded Leather553570
Paper (One Sheet)325 Hide10715
Parchments (One Sheet)213 Chain Shirt604080
Perfume (Vial)538 Scale Mail604080
Pick, Miner's213 Breastplate500320610
Piton213 Half-Plate9006001200
Pole (10 ft.)213 Ring Mail302245
Pot, Iron213 Chain Mail7556113
Pouch213 Splint200150300
Ram, Portable436 Plate150011252250
Rope, Hempen (50 ft.)213 Shield10715
Rope, Silk (50 ft.)10715 Musical   
Sack213 ItemStandardDiscountMarkup
Scale, Merchant's538 Bagpipes302245
Shovel213 Drum659
Signal Whistle213 Dulcimer251838
Soap213 Pan Flute10715
Spellbook503875 Flute213
Spikes, Iron213 Horn325
Spyglass10007501500 Lute352653
Tankard213 Lyre302245
Tent, two person213 Shawn213
Tent, three person325 Viol302215
Tinderbox325 Clothing   
Torch213 ItemStandardDiscountMarkup
Vial213 Bandolier8612
Waterskin213 Bracers213
Whetstone213 Belt213
Packs    Blouse213
ItemStandardDiscountMarkup Breeches213
Alchemist's Supplies503875 Boots436
Brewer's Supplies201530 Buckles213
Calligrapher's Supplies10815 Cloak, Canvas213
Carpenter's Tools8612 Cloak, Leather325
Cartographer's Tools151123 Clothes, Common213
Climber's Kit251838 Clothes, Fine151123
Cobber's Tools538 Clothes, Traveler's213
Cook's Utensils213 Clothes, Costume538
Dice Set213 Coat538
Disguise Kit251838 Coin Purse213
Dragonchess Set213 Corset325
Dungeoneer's Pack151225 Cuisse213
Explorer's Pack121018 Dance Shoes213
Forgery Kit151123 Dress7413
Glassblower's Tools302245 Dress Pants213
Healer's Kit538 Dress Shirt213
Herbalism Kit538 Dress Shoes325
Jeweler's Tools251838 Gauntlets213
Leatherwork's Tools538 Gloves, Leather213
Mason's Tools10715 Gloves, Silk649
Mess Kit213 Harness7413
Navigator's Tools251838 Hat213
Painter's Supplies10815 Jacket436
Playing Card Set213 Pauldrons (Shoulder)213
Potter's Tools10815 Robe538
Poisoner's Kit503875 Skirt213
Smith's Tools201530 Scarf213
Tattooist’s Tools7049105 Sandals325
Thieves' Tools251838 Snaps213
Three-Dragon Ante Set213 Swimwear325
Tinker's Tools503875 Tunic213
Weaver's Tools213 Undergarments213
Woodcarver's Tools213 Vests325
Religious    Potions   
ItemStandardDiscountMarkup ItemStandardDiscountMarkup
Holy Symbol, Amulet10715 Acid (Vial)251838
Holy Symbol, Emblem10715 Alchemist's Fire (flask)503875
Holy Symbol, Reliquary10715 Antitoxin (Vial)503875
Holy Water (1 flask)10715 Potion of Healing10060150
Incense (1 block)10715 Greater Healing250130370
Cure Wounds (Lvl 1)10715 Poison, Basic (Vial)10075150
Gentle Repose (Lvl 2)503875 Superior Healing600450750
Lesser Restoration (Lvl 2)503875 Supreme Healing12008001600
Remove Curse (Lvl 3)10075150 Potion of Invisibility180120250
Revivify (Lvl 3)400375450 Potion of Growth250130370
Raise Dead (Lvl 5)10008751250 Potion of Resistance300240410
Food    Rentals   
ItemStandardDiscountMarkup ItemStandardDiscountMarkup
Rations (1/day)213 Cart               (1/7days)201530
Feed, Horse (1/day)213 Wagon           (1/7days)302245
Feed, Livestock (1/day)213 Wagon, Large (1/7days)402855
Bait, Fish (10)213 Pony              (1/7days)302245
Bait, Meat (5)213 Horses           (1/7days)654580
Bait, Worms (20)213 Warhorse       (1/7days)410365460



Narcotics

--------------WARNING--------------
Getting caught with these items on hand by authorities will lead to a fine or arrest
These can only be bought in Downtime and not in the OCC

In a world full of weird and wonderful magic, it seems only right that natural narcotics can have a powerful effect on characters. Purchasing drugs are only available to limited situations;
  • Characters with the criminal/spy/entertainer/pirate/guild merchant background
  • Characters who can speak Can't Thieves
  • Has established connection and is neutral or higher favor with the Thief's guild or any criminal organization.
  • Has established connection with an NPC with a decent authority and connection to criminal organizations.

Opium
 
Dirt Leaves
 
The Red Berry
 
The Green Berry
 
Blue Earthstar
Seeds, Uncommon, Very Minor Plant, Uncommon, Moderate Mushroom, Uncommon , Minor Mushroom, Uncommon , Minor Fruit, Uncommon , Mild
Price per Pcs Price per Pcs Price per Pcs Price per Pcs Price per Pcs
2
 
10
 
10
 
15
 
25
Consumption Time Consumption Time Consumption Time Consumption Time Consumption Time
1 bonus action
 
1 bonus action
 
1 bonus action
 
1 reaction
 
1 bonus action

 
 
 
 
Cactus Seed
 
Love Hearts
 
Zingle Mushroom
 
The Pop Eye
 
King Puffball
Seeds, Uncommon, Minor Mushroom, Uncommon , Minor Mushroom, Rare , Moderate Mushroom, Rare , Severe Mushroom, Very Rare, Severe
Price per Pcs Price per Pcs Price per Pcs Price per Pcs Price per Pcs
7
 
21
 
28
 
16
 
25
Consumption Time Consumption Time Consumption Time Consumption Time Consumption Time
1 bonus action
 
1 bonus action
 
1 bonus action
 
1 reaction
 
1 bonus action

 
 
 
 

Opium/Poppy
Opium is a type of drug that was derived from the poppy flower. Using the seeds and crushing them to be sprinkled inside a pipe.
  • Smoking this will make time pass quite fast.
  • As a bonus action, you take a few puffs. Roll a Constitution saving throw, and depends on the roll, time will pass by with the creature passed out or oblivious.
-------------------------
Dirt Leaves
Dirt Leaves grow in wet and muddy earth, and can be dried and brewed as tea.
  • Drinking a cup will give the creature advantage on all ability checks and saving throws until a long rest.
  • However, the creature will struggle to sleep and as a result will be level 2 exhausted.
  • One leaf makes 4 cups of tea
-------------------------
The Green Berry
Found in large bunches in bushy grassland, these tasty berries will put a spring in your step.
  •   As a bonus action one berry can be eaten, after which the creature will gain +2 to it's AC until the end of it's next turn.
-------------------------
The Red Berry
Easily confused with the green berry, the red berry is sour tasting and will stop you in your tracks.
  •   As a bonus action one berry can be eaten, after which the creature will gain -2 to it's AC until the end of it's next turn..
-------------------------
Blue Earthstar
The low-hanging fruit of Blue Earth trees, the Blue Earthstar, is a star-shaped fruit filled with sweet nectar and juice.
  • Taking a bite of this fruit will give the creature advantage on melee attack rolls until the start of the creatures next turn.
  • Roughly three bites can be taken from one fruit.
-------------------------
Cactus Seed
These small white seeds, found inside some desert cacti, are a favourite among party-hard adventurers.
  • 5 minutes after consuming a seed the creature must succeed on a constitution saving throw against DC10.
  • On a successful save, the creature starts to feel energised and happy; and for two hours, the creature has advantage on all charisma-based ability checks. A creature suffering from level 1 exhaustation will also no longer be exhausted.
  • On a failed throw, the creature comes paranoid of everyone in sight, and for the next hour the creature must use it's entire turn to move away from anyone within a 10ft radius, and attempt to hide.
-------------------------
Love Hearts
Shaped like a love heart, this bright red mushroom fills a creatures heart with the firey hot passion of the lava from which it grows.
  •   After consuming this mushroom, the creature is charmed by the first creature it lays eyes on. The affected creature is charmed for 10 minutes.
-------------------------
Zingle Mushroom
The Zingle mushroom is a dazzling shade of teal, often found in damp conditions and growing on hanging moss.
  • As a bonus action, a Zingle mushroom can be eaten, after which a first level spell slot can be used to cast spells at higher levels as long as the user can cast at this level.
  • The creature must succeed on a constitution saving throw against DC10 once the spell's effects have ended, or the creature takes 4 times its level of damage, and is left gagging, heaving and incapacitated until the end of it's next turn. On a successful save, the creature takes half damage.
-------------------------
The Pop Eye
A small, bright orange mushroom which grows at the base of trees in dense forests; the Pop Eye Mushroom makes you very alert of your surroundings, sometimes to the point of paranoia.
  • After consuming the mushroom the creature can move their place in the initiative order, and has advantage on it's next attack roll until the end of it's next turn.
  • At the end of the creature's next turn, it must succeed on a constitution saving throw against DC15 or become paranoid and confused, using its subsequent turn to attack the nearest ally.
  • If the nearest ally is out of range, the creature must move as far as its speed will allow towards the ally; if the ally becomes within range, the creature must then attack. At the end of each of the creature's turn, the create can take the saving throw again.
-------------------------
King Puffball
Nestled within damp and mossy caves, the King Puffball is a small, black and spherical mushroom.
  • As a bonus action, a creature can consume a King Puffball, after which the creature gains one spell slot.
  • The creature can use this spell slot to cast any spell that they already know at one level higher than their current casting ability, or any spell from their available spell list at their current casting level. The spell slot will vanish when used, or at the end of the creatures turn.
  • At the end of spell's effects, the creature must succeed on a constitution saving throw against DC15. On failed saved, the creature is incapacitated for 1 minute and takes 6 times their level in damage. On a successful save, the creature takes half damage.

Whilst drugs are powerful, they are also highly addictive, and are categorised by the following 5 classes;

ADDICTION SAVE  WITHDRAWAL DAMAGE  
Narcotic ClassCon Save DamageDaysCon Save
Very Minor
DC 2
 
3
5
DC 2
Minor
DC 5
 
6
3
DC 5
Mild
DC 10
 
12
2
DC 5
Moderate
DC 15
 
18
1
DC 15
Severe
DC 25
 
25
1
DC 20
Extreme
DC 30
 
50
1
DC 25

Once any effects or side-effects of the drug have worn off, the creature must take a constitution saving throw based on the drug class, or become addicted. If an addicted creature has not found drugs to satisfy their cravings, they will start to experience withdrawal symptoms. As the gratification time gets near to passing, the creature starts to crave the substance and must seek out a high if possible. It is left to me on how this is enforced; perhaps a change in character flaws, or a reward of inspiration.

To gratify the cravings, the creature must consume a drug of the same severity as their addiction level. If they do so, the gratification time resets. If the creature has not been gratified once the time has elapsed, the creature must take a constitution saving throw against the DC shown on the withdrawal damage table. On a failed throw the creature takes full damage, and half as much on a save. Whether or not the creature fails, the severity is reduced down to the next level and the process now repeats, with the creature craving drugs that match the new level of addiction.

Note: Characters may build up tolerance to drugs over time. Each time an addicted creature consumes a drug to stave off the withdrawal symptoms, they gain a tolerance point (to a maximum of 5). They can then add the number of tolerance points to any future addiction or withdrawal damage saving throws. For a clean creature, the tolerance points go down for each day that the creature does not consume drugs.

There might be more narcotics out there that isnt listed here. Only common to rare ones are here while further rarity's might needed to be discovered or persuaded to be revealed to you through connections.
Triple Bun
GM, 14 posts
Fri 20 Jan 2023
at 06:10
  • msg #2

TEMP: Shops/Events

The Ink and Paint Club


the popular magical shop for all your gorgeous and beautifying needs.

--------------------
The hugely popular founder of The Ink and Pain Club, Dirk Seldom is a retired adventurer of simple upbringing, for whom the thrill of the escapade was its own reward. He grew up in Dene's busy Dock Ward, and briefly served in the Church of Lathander, but his heart yearned to explore and adventure. With the questing life now behind him, Dirk lives the classic adventurer's dream of running his own shop. He remains a true adventurer's paragon. As a long-term party leader, multi-classed combatant, being able to net the E Rank and veteran of countless expeditions, his wealth of experience is considerable. He remains keenly enthusiastic about the adventuring life and is only too happy to share his tales with any who will listen.

When he was adventuring, he always had a sense of dread when him and his companions would return home to the guild, with much and grime on their faces and all ove theirs bodies, they smiled like a ogre's pits most of the time. Now he started his shop in hopes to give his fellow adventurers the luxury of not dealing with such a pesky oversight when it comes to hygiene and even looking good. Recently his shop turned quite the sales when he had announce half price to all of his products giving this statement to the local gazzette;

"EVERY ADVENTURER HAS THEIR swords, bows, and armor. Most lumber around with backpacks full of loot and treasure from their dangerous dungeon excursions. Yet despite how much they hope to be seen as impressive or intimidating, they’ll never be taken seriously by most unless they can look good doing it. Yes, the chumps will tell you that looks are just that and beauty is skin deep, but they’ll be the first to be forgotten after all is said and done. A true adventurer knows how to leave an impression at first glance. Be it with the princess in need of rescue or a dragon to be slain, that first sight should set the stage for your glorious victories. So first things first, you need to look as powerful as you hope to be."

Note: These magical items are meant to give players another way of customizing their characters, while still being functional. The majority of these items are consumable or have a limited number of uses. Mechanically they function similarly to spell scrolls that are ready to use at a moments notice by anyone who has them applied, or like a wand that doesn’t normally recharge its charges.

The items in general focus on the idea of preparing them ahead of time. This means they can’t be applied at a moments notice when problems arise. A majority of cosmetics can only be applied to a character during a short or long rest, and equipable items usually require attunement. In additon to this, if an item is applied and not used after 24 hours, then the magical effects are lost and the item needs to be reapplied.


Eyes

Eye cosmetic products come in eyeshadows and false lashes. Eyeshadow can be applied during a short or long rest and remain applied for 24 hours or until removed, unless otherwise noted. Lashes can be worn like an accessory over the eyes which takes a few rounds to do in battle, so do it beforehand. You can only equip one kind of eye shadow and lashes at the same time.

Darkvision Eyeshadow Price: 35 GoldInsightful Eyeshadow Price: 80 Gold
Wonderous Item, UncommonWonderous Item, Rare
A small container with 1d4+2 uses of a deep purple powder. One use can be applied around the eyes during a short or long rest and remains applied for 24 hours, unless removed. While applied the wearer has darkvision up to 30ftA glass container with 1d4+2 uses of a blue powder. One use can be applied around the eyes during a short or long rest and remains applied for 24 hours, unless removed. While applied, if you concentrate on keeping eye contact of a creature you can see for 1 minute you learn one piece of information of your choice about the creature listed later, once that information is learned you cannot learn more from that creature: Creature’s alignment, Creature’s level or CR, Creature’s current health
Readers Eyeshadow Price: 40 GoldTrue Sight Eyeshadow Price: 30 Gold
Wonderous Item, UncommonWonderous Item, Uncommon
A small container with 1d4+2 uses of a pink powder. One use can be applied around the eyes during a short or long rest and remains applied for 24 hours, unless removed. While applied the wearer can read the language that is listed on the container. It does not allow you speak, write, or understand the language in any other way besides reading.A small container with 1d4+2 uses of a shimmering mint colored powder. One use can be applied around the eyes during a short or long rest and remains applied for 24 hours, unless removed. While applied the wearer can see through Illusory Script, it appears as normal writing in the hand and language that wrote it. The wearer also advantage on Investigation (Intelligence) checks against Illusions.
Magicseeker Eyeshadow Price: 45 GoldFan Lashes Price: 80 Gold
Wonderous Item, UncommonWonderous Item, Uncommon
A small container with 1d4+2 uses of a glittery blue colored powder. One use can be applied around the eyes during a short or long rest and remains applied for 24 hours, unless removed. While applied the wearers can see the presence of magic within a 15ft cone. A faint aura appears around magical creatures or objects that are visible. This does not reveal the school of magic.A pair of white staggered eyelashes. Once per day while wearing these lashes, the wearer can use an action you can flutter your eye lashes and create a gust of wind in a 15ft line. Any creature hit by the wind must make a DC 12 Strength saving throw or be pushed back 5 ft.
Flame Lashes Price: 80 GoldRevealing Lashes Price: 210 Gold
Wonderous Item, Very RareWonderous Item, Very Rare (Requires Attunement)
A pair of thick short dark red eyelashes. As an action you can make a ranged spell attack (+2 to attack) as a single ray shoots from each of the lashes to a specified target. Each ray deals 1d12 fire damage on hit. The lashes are burnt up in the process of attacking.A pair of glittery doll shaped eyelashes. While squinting with these lashes you have disadvantage on checks requiring sight but are able to see a glowing outline around invisible creatures and objects.


Fragrances

Fragrances can be applied to a single creature during a short or long rest and last for 6 hours or until removed, unless otherwise noted. Can only apply one type of perfume at a given time, should you apply a different perfume before the other one expires, the new application will overwrite the old.

"Choking" Fragrance Price: 80 Gold"Unveil" Fragrance Price: 70 Gold
Wonderous Item, RareWonderous Item, Rare
A small glass bottle containing 1d4+1 uses of a green perfume that causes creatures to gag when smelled. One use can be applied during a short or long rest and remains applied for 6 hours or until removed. While this fragrance is applied any hostile creatures adjacent to you must make a Constitution saving throw of DC 13, on a failure the creature begins to have a coughing fit and has disadvantage on all attack rolls, skill checks, and saving throws. So long as the creature is conscious and within 5ft of you it can repeat the saving throw at the end of each of its turns. On a success the creature is immune to the effects of this fragrance for the next 24 hours. If the creature is no longer within 5ft the effect endsA small glass bottle containing 1d4+1 uses of a milky perfume that creates a cloud of mist around you. One use can be applied during a short or long rest and remains applied for 6 hours or until removed. Prevents invisibility. Invisible creatures or objects adjacent to you have the mist cling to them, making them visible
"Serenity" Fragrance Price: 30 Gold"Courage" Fragrance Price: 30 Gold
Wonderous Item, UncommonWonderous Item, Uncommon
A small glass bottle containing 1d4+1 uses of a deep purple perfume that calms the mind when smelled. One use can be applied during a short or long rest and remains applied for 6 hours or until removed. While this perfume is applied, you and any friendly creatures within 5ft that can smell has advantage on saving throws against charm effects.A small glass bottle containing 1d4+1 uses of a golden perfume that invokes the feelings of confidence and bravery when smelled. One use can be applied during a short or long rest and remains applied for 6 hours or until removed. While this perfume is applied, you and any friendly creatures adjacent to you that can smell has advantage on saving throws against fear effects.
"Diplomat" Fragrance Price: 45 Gold"Daze" Fragrance Price: 80 Gold
Wonderous Item, UncommonWonderous Item, Very Rare
A small glass bottle containing 1d4+1 uses of a blue perfume that creates a cloud of mist around you. One use can be applied during a short or long rest and remains applied for 6 hours or until removed. You have advantage on charisma based skill checks with any creature adjacent to you that can smell.A small glass bottle containing 1d4+1 uses of a wine colored perfume that makes it difficult to focus when smelled. One use can be applied during a short or long rest and remains applied for 6 hours or until removed. While this perfume is applied any hostile creatures starting their turn adjacent to you that can smell must make a Wisdom DC 12 saving throw, or the creature loses focus takes no action this turn. On a success the creature is immune to the effects of this fragrance for the next 24 hours.


Hair

Hair cosmetic products come in balms and dyes, or wigs. Hair dyes and hair tonics require a short or long rest to be applied to a creature and their effects fade after 24 hours unless otherwise noted. Wigs can be worn normally as head equiptment. You can only equip one kind of dye or wig. You cannot apply a magical dye on a magical wig.

Berry Dye Price: 45 GoldSmoke Dye Price: 65 Gold
Wonderous Item, UncommonWonderous Item, Rare
A small bottle of deep red hair dye containing 1d4 uses. Once applied it causes the hair to grow 1d6 berries, like a bush. The berries can be removed and eaten as an action. Once eaten the berries recover 1d4 hit points and remove the poison condition. After 24 hours the berries wither and fall off, losing their properties. You can only dye your hair once every 24 hours.A small bottle containing 1d4 uses of a gray dye that looks like smoke when swirled around. Once applied it causes smoke to spill out from your hair for 6 hours. All attack rolls using sight against you has disadvantage from the obscuring smoke. You can only dye your hair once every 24 hours.
Climber Wig Price: 80 GoldCollectors Wig Price: 30 Gold
Wonderous Item, UncommonWonderous Item, Rare
A long blonde wig made with extreamly strong strands of hair. While wearing this wig you can extend the length of this hair up to 100ft as an action. The hair can be climbed like a rope.This curly black wig has a surprising amount of volume to it that bounces easily. This wig has a extra-dimensional space within it, allowing the wearer to put any small or thin object into the wig. The pocket dimension size is 3 cubic feet and can hold up to 20 pounds. Pulling an object out takes a bonus action and the wearer has to have seen the object before. If the wig is removed, all items that were placed inside fall out.
Helmet Wig Price: 45 GoldTangle Wig Price: 80 Gold
Wonderous Item, Uncommon (Requires Attunement)Wonderous Item, Rare (Requires Attunement)
The wearer of this wig can use an action to turn it into metal and form a plate helmet. The wearer gains +1 to AC while it is in helmet form and are not already wearing a helmet. Switching it back to a wig is an action.This red haired wig looks like a tangled mess, simply touching it can get your fingers caught in it. While wearing this wig you can use an action to animate the hair and tangle it around another creature within 5ft of you. The creature must make a DC 15 Strength save or become restrained on a failed save. The creauture can attempt to break free on each of its turns.


Lipstick

Lipsticks can be applied during a short or long rest and their remains applied for 24 hours, unless removed or the magic is removed by other means. Once the magic is expended, you will have to reapply the lipstick to ready its effects. Only one kind of lipstick can be applied at a time, applying a different kind would overwrite the old one.

Lipstick of Dreams Price: 60 GoldLipstick of Flames Price: 50 Gold
Wonderous Item, UncommonWonderous Item, Rare
A crystal tube containing 2d4+2 uses of a pastel purple colored lipstick. One use can be applied to your lips during a short or long rest and remains applied for 24 hours, unless removed. A creature wearing this lipstick can expend its magic while kissing another creature and roll 4d6 against the target. If the total rolled is equal to or greater than the targets current health points they fall asleep for 30 minutes, and are considered unconscious. Once the magic is expended the color of the lipstick turns pink. You can stack this lipstick's application, with each additional use after the first would increase your roll against the target by 1d6.A dark metal tube containing 2d4 uses of a bright red colored lipstick with flakes of gold. One use can be applied to your lips during a short or long rest and remains applied for 24 hours, unless removed. The wearer can use an action to expend the magic from the applied lipstick and breathe a 15ft cone of fire. Creatures within the cone must make a DC 13 Dexterity save or take 3d6 fire damage, or half as much on a success. Once the magic is expended the lipstick changes to a natural red color.
Lipstick of Languages Price: 40 GoldLipstick of Hidden Space Price: 25 Gold
Wonderous Item, UncommonWonderous Item, Uncommon
A small gold tube with the name of a language etched into one side containing 2d4 uses of a light pink colored lipstick. One use can be applied to your lips during a short or long rest and remains applied for 24 hours, unless removed. When applied the wearer can speak the language labeled on the tube. This only affects speech, the wearer is not able to read or write in the specified language.Sparkling black tube containing 2d4 uses of a deep purple colored lipstick. One use can be applied to your lips during a short or long rest and remains applied for 24 hours, unless removed. While wearing this lipstick you can activate its magic to transport a small object able to fit within your mouth (coin, key, gemstone) to a temporary extra dimensional space. The object can be pulled back out at anytime or until the lipstick wears off or is removed, at which point the object appears back in your mouth. There is only enough space for one object to be stored at any given time.
Lipstick of Purifying Price: 55 GoldLipstick of Reviving Price: 550 Gold
Wonderous Item, RareWonderous Item, Very Rare
White tube containing 2d4 uses of a white colored lipstick. One use can be applied to your lips during a short or long rest and remains applied for 24 hours, unless removed. While wearing this lipstick the creature cannot become poisoned from eating or drinking food.A white gold tube containing 2d4 uses of a shimmering gold colored lipstick. One use can be applied to your lips during a short or long rest and remains applied for 24 hours, unless removed. When you make lip contact with a creature, you expend its magic and can cast Revivify on the creature. Once the magic is expended the lipstick fades off.


Nailpolish

One use of a nailpolish covers a single nail and can only be applied during short or long rests. To clarify, you can apply multiple nailpolish during the short or long rest periods. Once applied the Nailpolish remains there for 24 hours, until removed or the magic is spent in each nail. You can also mix and match the types of nailpolishe you use, you cannot however place a different nailpolish on a nail that already has a different type of nailpolish. Once the magic is expended, you will have to reapply the Nailpolish to ready its effects.

Arcanist Striker Nailpolish Price: 35 GoldClawhand Nailpolish Price: 25 Gold
Wonderous Item, UncommonWonderous Item, Uncommon
A bottle containing an opalescent nail polish, it contains enough nail polish for 1d6+4 uses. Can be applied during a short or long rest and remains applied until removed, one use can cover a single nail. While at least one nail has the the nail polish applied, you can use a bonus action to cast a single bolt of Magic Missile at a target. After that the magic is expended from the nail and it fades to white.A bottle containing a dark metallic gray color that hardens into a metal coating, the bottle contains enough nail polish for 1d6+4 uses. The polish can be applied during a short or long rest and remains applied until removed, one use can cover a single nail. While at least one nail has the the nail polish applied and you are attacking another creature, you can expend the magic from as many nails you choose and add 1 point of piercing damage to the damage for each nail expended. After the attack the polish breaks off of the nail.
Razzle Dazzle Nailpolish Price: 25 GoldSnap Nailpolish Price: 30 Gold
Wonderous Item, UncommonWonderous Item, Uncommon
A bottle containing a sparkling silver nail polish, it contains enough nail polish for 1d6+4 uses. Can be applied during a short or long rest and remains applied until removed, one use can cover a single nail. While at least one nail has the the nail polish applied, you can use a bonus action to cast Prestidigitation and perform single minor magical trick that goes off instantly. After that the magic is expended from the nail and it fades to a light blue.While wearing at least one nail of polish you can use a bonus action to snap your fingers and expend the magic in one nail worth of polish. The sound of the snap is amplified and deals 1d4 force damage to any creature adjacent to you
Rejuvenation Nailpolish Price: 45 GoldSafecracker Nailpolish Price: 30 Gold
Wonderous Item, UncommonWonderous Item, Uncommon
A bottle containing a red nail polish, it contains enough nail polish for 1d6+4 uses. Can be applied during a short or long rest and remains applied until removed, one use can cover a single nail. While at least one nail has the the nail polish applied and you are touching another creature, you can use an action expend the magic from as many nails you choose to heal 1 hit point for each nail expended. After that the magic is expended from the nail it fades to a white color.A bottle containing a silver nail polish, it contains enough nail polish for 1d6+4 uses. Can be applied during a short or long rest and remains applied until removed, one use can cover a single nail. While at least one nail has this applied you can touch a lock and gain a +1 on your next Sleight of Hand skill check to unlock it for every nail’s magic you expend. After the magic is expended from the nail it fades into plum color.
Grave Touch Nailpolish Price: 55 GoldPrima Prisma Nailpolish Price: 90 Gold
Wonderous Item, RareWonderous Item, Very Rare
A bottle containing a green nail polish, it contains enough nail polish for 1d6+4 uses. Can be applied during a short or long rest and remains applied until removed, one use can cover a single nail. While at least one nail has the nail polish applied and you are touching another creature, you can use an action expend the magic from as many nails you choose to deal 1 necrotic damage for each nail expended. You regain health equal to the amount damage dealt to the creature. After that the magic is expended from the nail it fades to a black color.A bottle containing a glittering rainbow nail polish, it contains enough nail polish for 1d6+4 uses. Can be applied during a short or long rest and remains applied until removed, one use can cover a single nail. While at least one(1) nail has the the nail polish applied, you can use an action to release the magic in one nail to cast Color Spray. If all ten(10) nails have the nail polish applied you can use an action to release all the magic at once to cast Prismatic Spray. After the magic is expelled from a nail the polish becomes a flat white color.


Lotions

Creams and lotions can be applied during a short or long rest and remains applied for 24 hours, unless removed or the magic is removed by other means. Can only apply one type of cream at a time.

Color Lotion Price: 10 GoldBlurring Cream Price: 20 Gold
Wonderous Item, CommonWonderous Item, Uncommon
A small container with enough cream for 1d4+2 uses. Can be applied during a short or long rest and remains applied for 24 hours, unless removed. This item can come in a variety of colors. When applied, the creature’s skin becomes the color of the lotion for 24 hours.A small container with white cream, it contains enough cream for 1d4+2 uses. Can be applied during a short or long rest and remains applied for 24 hours, unless removed. While this facial Cream is applied, it becomes difficult for for creatures to remember your face
Stoneskin Lotion Price: 30 GoldWard Cream Price: 30 Gold
Wonderous Item, UncommonWonderous Item, Uncommon
A small container with gray shimmering cream, it contains enough cream for 1d4+2 uses. Can be applied during a short or long rest and remains applied for 24 hours, unless removed. When this Cream had been applied to a creature their skin hardens into a rough bark like surface. That creature gains +1 to AC for 24 hours.A small container with sparkling light purple cream, it contains enough cream for 1d4+2 uses. Can be applied during a short or long rest and remains applied for 24 hours, unless removed. When this cream has been applied you have resistance to bludgeoning, piercing, and slashing damage from non magical weapons on the first attack that hits you. This resistance is only applied to the first strike that hits, it must be reapplied before you can gain this effect again.
Cooling Lotion Price: 25 GoldWarming Lotion Price: 25 Gold
Wonderous Item, UncommonWonderous Item, Uncommon
A small container with blue cream, it contains enough cream for 1d4+2 uses. Can be applied during a short or long rest and remains applied for 24 hours, unless removed. Applying this lotion gives you resistance to fire damage. Do not receive exhaustion when exposed to hot temperatures for extended periods of time.A small container with orange cream, it contains enough cream for 1d4+2 uses. Can be applied during a short or long rest and remains applied for 24 hours, unless removed. Applying this lotion gives you resistance to cold damage. Do not receive exhaustion when exposed to cold temperatures for extended periods of time
Face Cream of Many Faces Price: 80 GoldSkulker Cream Price: 90 Gold
Wonderous Item, RareWonderous Item, Very Rare
A small container with a dazzling multi colored cream, it contains enough cream for 1d4+2 uses. Can be applied during a short or long rest and remains applied for 24 hours, unless removed. While applying the cream to the face, imagine another humanoid creature you’ve seen before and the cream will change the appearance of your face to match. This effect lasts as long as the cream is applied.A small container with black cream, it contains enough cream for 1d4+2 uses. Can be applied during a short or long rest and remains applied for 24 hours, unless removed. When this Cream has been applied to a creature their skin fades away and becomes invisible when in complete shadow. They have advantage with stealth checks and attacks against them have disadvantage when in shadow.

Triple Bun
GM, 15 posts
Fri 20 Jan 2023
at 06:10
  • msg #3

TEMP: Shops/Events

Houses & Strongholds

Want to rent lands or own a home?

A castle on a wind-swept cliff, overlooking a verdant, bone-strewn valley where an ancient battle took place. Set against the seaside, an open-air ivory-columned temple spreads its arms wide to welcome in the elements. At a clusty crossroads, a lone trading post invites all travelers, especially those with purses filled with gold, or lips laden with rumors. As storied as these locations may be, they were all founded at one point by historical figures. Bold, noteworthy folk of many walks of life who invested coin and manpower into building these landmarks for purposes inscrutable, either lost to the passage of time or handed down in song and story between the generations. Immortality is available to all adventurers with sufficient coin, Should they wish to own or build it themselves.

Players often wish to leave their mark on the world. To establish something grand that can survive their characters and change the world around them, making it altogether better, worse, or simply different for its presence. Structures that are created by the characters are an excellent opportunity for roleplaying, quests, and story, being an instantly visible and prominent part of the city and perhaps the world, influencing those regions nearby. A structure or land included in this game is typically both a focal point of the overall narrative and an investment opportunity for the player characters. The more gold and time characters spend expanding, improving, and staffing their structure; The more benefits, defense, and utility it provides. A well-governed structure can act as a military bastion, a powerful trading hub, or the spiritual center of a faith, and those that control the structure may stand as the stewards of the fates of millions. Is this too imposing? Well you can also just make your own home or rent one and just live your life in a more simpler life.

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Building your Home or Base

Should players wish to build a home or structure, they must pay the associated construction fee and invest the proper construction time to build it, as indicated on the Buildable Structures table. If this structure will be on owned land in Dene or other governed places in the region, players must typically buy the land to be allowed to build by the government, at a price determined by its size and location. The price of land typically runs between 100 gold and 1000 gold, for a small to, well-sized plot, but can stretch upwards of 5,000 for a large, expansive plot. I will determine land prices, and not all land is inherently for sale. You will have to ask around, ask for favors, and based on your connections some lands maybe available for you to attain through unique quests or favors.

The cost of construction includes materials and labor, and players need not be present during construction. If a character is present and contributes to, labor each for the entire duration of the construction time, then it maybe possible to reduce the structure's total cost by a percentage equal to half the character's level, rounded up. Multiple characters may work on a structure for its entire construction time in this way to secure this benefit multiple times.

Damaged Structures. You may also rebuild damaged structures you happen upon, should I determine you can make a legitimate claim to its ownership. You do not have to pay full price for such a structure and may not necessarily have to purchase the land this structure is on. The construction time and cost of a damaged structure varies directly with the amount of damage the structure has taken. This will be determined by me and will give you the necessary values once an expert looks at the damage and the overall cost of the area found.

Buildable Structure
StructureConstruction CostConstruction TimeStarting Room PointsSkilled HirelingsUnskilled HirelingsFree Room Built on Completion
Cottage250030 days1
1
-
Garden or Lodgings
Medium House250030 days
1
1
-
Garden or Lodgings
Large House500060 days
2
4
2
Caravansary or Lodgings
Trading Post500060 days
2
4
2
Caravansary or Lodgings
Guild Hall500060 days
2
5
3
Dining Hall
Lodge500060 days
2
5
3
Dining Hall
Barrow15000100 days
3
3
15
Jails
Dungeon15000100 days
3
3
15
Jails
Outpost15000100 days
3
20
40
Armory
Fort15000100 days
3
20
40
Armory
Noble Estate25000150 days
4
3
15
Library
Small School25000250 days
4
3
15
Theatre
Large School50000400 days
6
5
25
Theatre
College50000400 days
6
5
25
Theatre
Abbey50000400 days
6
5
25
Garden
Temple50000400 days
6
10
10
Chapel
Keep50000400 days
6
50
50
War Room
Small Castle50000400 days
6
50
50
War Room
Large Castle5000001200 days
10
200
100
Any Room that costs 1 Room Point
Palace5000001200 days
10
200
100
Any Room that costs 1 Room Point


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Hirelings, Soldiers & Casters

The Skilled and Unskilled Hirelings columns indicate how many hirelings the structure and its expansions require to function (see the Hirelings, Soldiers, & Casters section later on for more) For the purposes of this chart, soldiers and spellcasters qualify as skilled hirelings. Hirelings must consistently be paid the wages indicated in the Hirelings, Soldiers, & Casters section and failure to pay hireling wages causes the structure and its expansions to provide no benefit. After 7 days of failure to pay, hirelings will abandon their posts.

Any large-scale structure requires constant work and upkeep to remain operational, and roving heroes or otherwise aren't usually predisposed to building maintenance. Hirelings are individuals that can perform ordinary or skilled tasks at your behest, expecting payment in return. Soldiers are hirelings skilled in the art of combat; while spellcasting hirelings are those with at least a cursory grasp of magic. Hirelings of any sort must be paid to retain their services, and hirelings will typically desert their service after 7 days without pay. If hirelings required by a structure are not paid or they desert, the structure and its rooms will cease functioning or providing any benefits.

Service of the following hirelings may be retained by purchasing them at their listed price or paying their listed cost per day.

Hirelings   Soldiers   Spellcasters  
ClassPayProficiency ClassPaySource ClassPaySource
Hireling, unskilled1GP/DAY
-
 Bandit2GP/DAYMM 343 Acolyte5GP/DAYMM 342
Hireling, skilled1GP/DAY1 skill or set of tools Guard2GP/DAYMM 343 Apprentice Wizard5GP/DAYVGtM 209
Slave, unskilled75 Permanent
-
 Tribal Warrior2GP/DAYMM 350 Bard25GP/DAYVGtM 211
Slave, skilled750 Permanent1 skill or set of tools Scout5GP/DAYMM 349 Druid25GP/DAYMM 346
Adventurers   Thug5GP/DAYMM 350 Priest25GP/DAYMM 348
ClassPayClass Spy10GP/DAYMM 349 Illusionist40GP/DAYVGtM 214
Rank H60GP/DAY
Melee Type
 Bandit Captain20GP/DAYMM 349 Enchanter60GP/DAYVGtM 213
Rank H70GP/DAY
Spellcaster
 Berserker20GP/DAYMM 344 Transmuter60GP/DAYVGtM 217
Rank G120GP/DAY
Melee Type
 Archer25GP/DAYVGtM 210 Warlock, archfey50GP/DAYVGtM 219
Rank G160GP/DAY
Spellcaster
 Knight25GP/DAYMM 347 Warlock, fiend85GP/DAYVGtM 219
Rank F210GP/DAY
Melee Type
 Martial Adept25GP/DAYVGtM 216 Warlock, old one75GP/DAYVGtM 220
Rank F270GP/DAY
Spellcaster
 Swashbuckler25GP/DAYVGtM 217 Conjurer75GP/DAYVGtM 212
Rank E300GP/DAY
Melee Type
 Veteran25GP/DAYMM 350 Mage75GP/DAYMM 347
Rank E360GP/DAY
Spellcaster
 Gladiator40GP/DAYMM 346 Divinier100GP/DAYVGtM 213
Rank D430GP/DAY
Melee Type
 Master Thief20GP/DAYVGtM 216 Abjurer110GP/DAYVGtM 209
Rank D470GP/DAY
Spellcaster
 Assassin65GP/DAYMM 343 Evoker110GP/DAYVGtM 214
Rank C550GP/DAY
Melee Type
 Blackguard65GP/DAYVGtM 211 Necromancer110GP/DAYVGtM 217
Rank C630GP/DAY
Spellcaster
 Champion75GP/DAYVGtM 212 War Priest110GP/DAYVGtM 217

HirelingsSoldiersSpellcasters
Unskilled hirelings have no special skills to speak of, though they can clean, cook passably, and keep a structure cared for in ways that do not require a particular skillset.Trained in the ways of battle, the following soldiers may be retained at their listed cost per day. Their statistics are found on the associated page of either the Monster Manual or Volos Guide to Monsters, as noted.Magically gifted and ski]led in arcane, ,divine, or primal arts, these hirelings may be retained at their listed cost per day, and their statistics found on the associated page of the Monster Manual or Volo'S Guide to Monsters.
Skilled hirelings each come proficient in a particular skill or set of tools and have a +5 bonus to checks they make with this proficiency. This bonus is considered to include both their relevant ability modifier and their proficiency bonus. You determine which skill or set of tools the hireling is proficient with at the time you first hire them.Soldiers stationed within a structure count as required skilled hirelings but no longer count towards this requirement while dispatched or relocated elsewhere.Spellcasters stationed within a structure count as required skilled hirelings, but no longer count towards this requirement while dispatched or relocated elsewhere.
Slaves may only be owned by evil characters. May be skilled or unskilled and require no pay. Slaves may or may not be available for purchase and are usually sold for the values listed above  

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Buying or Renting Lands

As a reminder, you'll need to own the land before you are able to build a structure on top of it. When buying lands prices would vary depending on the seller, the location and how's the economic status on the current date and time. Renting a spot of land would also vary but here's a table to generalize a standard pricing.

Land Size (By foot)PriceBuildable Structures AllowedRental/7days
40x40500Any Building with 1  Starting Room Points100
60x20500Any Building with 1  Starting Room Points100
60x601100Any Building with 2  Starting Room Points250
100x201100Any Building with 2  Starting Room Points250
80x802500Any Building with 3  Starting Room Points550
120x402500Any Building with 3  Starting Room Points550
140x202500Any Building with 3  Starting Room Points550
100x1004500Any Building with 4  Starting Room Points800
140x604500Any Building with 4  Starting Room Points800
160x404500Any Building with 4  Starting Room Points800
180x204500Any Building with 4  Starting Room Points800
180x1809000Any Building with 6  Starting Room Points1800
240x1209000Any Building with 6  Starting Room Points1800
260x1009000Any Building with 6  Starting Room Points1800
500x50020000Any Building with 10 Starting Room Points5000
750x25020000Any Building with 10 Starting Room Points5000

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Furnishing your Rooms

Any time after a structure is built, the owner may choose to furnish already available rooms within the structure. The owner then expends the related gold cost of the room to provide for materials and labor, and, after the construction time indicated elapses, the room is furnished. Note that each room also carries a size cost in room points, and that your structure may never for any reason have more points used up by built rooms than are available under its listed total room points on the Buildable Structures table. As with the structures themselves, characters need not be present while the rooms are being furnished, but if they are present and labor for the entire duration of a room's construction time, they may reduce the room's total cost by a percentage equal to half the character's level, rounded up. More than one character may secure this benefit for one room at the same time. Work may be done to furnish multiple rooms at the same time, but laboring characters may only gain a discount on one of them.

Buildable Rooms
TypeConstruction CostConstruction TimeRoom Points Cost TypeConstruction CostConstruction TimeRoom Points Cost
ALCHEMIST'S LAB250015 days
1
 GARDEN250015 days
1
ANIMAL PEN500030 days
1
 GRAVEYARD250015 days
1
ARCANIST'S STUDY250015 days
1
 LIGHTHOUSE250015 days
1
ARMORY250015 days
1
 LODGINGS250015 days
1
BANK500030 days
2
 JAILS250015 days
1
BATTLE RING250015 days
1
 LIBRARY250015 days
1
BATHS250015 days
1
 MILL250015 days
1
BOUTIQUE250015 days
1
 MARKET STALLS250015 days
1
CARAVANSARY250015 days
1
 POISONER'S GROTTO250015 days
1
CHAPEL250015 days
1
 RITUAL CIRCLE250015 days
1
CLOCK TOWER250015 days
1
 SEWERS250015 days
1
CATACOMBS250015 days
1
 SMITHY250015 days
1
DINING HALL250015 days
1
 SIEGE WORKSHOP250015 days
1
DOCKS, AIR1000030 days
2
 STABLES250015 days
1
DOCKS, PLANAR1500030 days
2
 TAVERN250015 days
1
DOCKS, WATER1000030 days
2
 THEATER250015 days
1
ESCAPE TUNNEL250015 days
1
 WARROOM250015 days
1

These links will explain what each room's purpose and use is:
Alcehmist's Lab, Animal Pen, Arcanist's Study, Armory
Bank, Baths, Battle Ring, Boutique, Caravansary
Caravansary, Catacombs, Chapel, Clock Tower, Dining Hall
Dining Hall, Docks (Air, Planar, WAter), Escape Tunnel, Garden
Garden, Graveyard, Jails, Lighthouse, Lodgings
Lodgings, Market Stalls, Mill, Poisoner's Grotto
Poisoner's Grotto, Ritual Circle, Sewers, Smithy, Siege Workshop
Siege Workshop, Stables, Tavern, Theater, War Room