All prices negotiable unless otherwise stated.
Restricted ItemsItems sold here are not to be used in any fashion within the walls of Sanctuary
Bone Whip - With a handle of carved bone and a skull for a pommel, this is not for the faint hearted! Will make even bones move!
300 gold [RESERVED: Salina Marshall]
3x Animate Dead (5)
//Bonus Feat Disarm
Carved Skull 2 - A Human skull etched with a rune, this magically animates into a powerful warrior
100 gold [RESERVED: Salina Marshall]
Animate Dead(5)
Charms and DevicesBounty Hunter's Belt - Festooned with ten pouches, this bag can be used to quickly draw out gear suitable for capturing criminals and bounties.
350 gold [RESERVED: Balund]
//10x Tanglefoot Bag
//Assasin/Rangers only(5)
Orc ear charm - Given a minor enchantment, this orc ear renders most lesser creatures to sleep
20 gold [SOLD]
//Sleep(5)
Ghostly Amulet 2 - Almost hard to pick up, this amulet grants the wearer the ability to assume an almost ghost-like visage. Making him both harder to hit and see. Two Amulets available.
600 and 475 gold
//5 charges and 3 charges
//Ghostly Visage (3) 1 charge
//Ghostly Visage (9) 3 charges
Bluefoot Tribe King's Amulet - Of some import to the Bluefoot ogre tribe, this item makes one extremely persuasive against weak minded foes.
200 gold
//9 charges
//Charm Person(2) 1 charge
Gem Encrusted Amulet - Encrusted with magical gems, this amulet can heal even the worst of runes, each time burning up the gem that fuels the healing.
250 gold [RESERVED: Quadra]
//4 charges
//Cure Critical Wounds(15) 1 charge
Snake Belt - Made from a snake, this belt seems to grant some powers against poison. Eating abit of it will even make it go away.
300 gold [RESERVED: Sergeant Greyward]
//5 charges
//Neutralise Poison(5) 1 charge
//Improved Saving Throw Vs Poison +1
Only usable by Evil and Neutral
Virtuous Belt - This belt is enchanted, and grants its wearer a feeling of rightousness, allowing him a sense of protection against certain spells. Not only that, it is capable of fortifying its wearer, making him stronger for a time.
250 gold [SOLD]
//10 charges
//+1 saving throws VS divine
//+1 Will save vs Fear
//Cast virtue(0) 1 charge
EnchancersGlowing Minor Amulet of Natural Armor - Enchanted with glowing light, this amulet allowed an explorer to delve farther than he should, magical protection not withstanding.
1000 gold SOLD! Almost immediately after the poster was put up!
//Nat Armor +1
//Bright White Light (20ft)
GlovesBuzzing Gloves - These gloves have been harderned to protect the wearer against electricity, a good thing, since it is also capable of throwing out a sharp electical jolt!
75 gold
//1 charge
//+1 saving throws electrical
//cast electric jolt left
BowsZurkhwood Bow - Made of tough Zurkhwood, this bow adds almost 10 pounds extra pull to the bow, allowing it to send arrows faster and therefore hit harder
450 gold [SOLD]
//Mighty +1
SwordsOrnate Rapier - Ornately made and carved. It seems to eminate distaste for those of mixed orcish blood
150 gold
//+1 damage (piercing) vs half-orcs
ExoticsHeavy Dire Mace - Made of heavy materials, this dire mace can be used to deliver powerful and crushing blows. Not suitable for children under the age of three
500 gold, negotiable even under reservation
//+1 damage (bludgeoning)
MissilesComplicated Throwing Stars - These lightly enchanted throwing stars require constant training to use properly, and are not advisable for someone without the proper patience
10 gold each
//+1d4 VS chaos
//1d4 massive criticals
//only useable by law
MiscellaneousBook of Lore - An ancient book of magic, alchemy, and many other things, this book seems fit for some research still. Worn and crumbling, it will not handle much of such before beginning to come apart.
120 gold
//2 charges
//cast Identity (on self)
CommissionsScroll of Identify - 100 gold to the first person who presents one to a Consortium Merchant for sale
RESERVATIONSQuadra - Unpaid
Sergeant Greyward - Unpaid
Balund - Unpaid
Salina Marshall - Paid Twice