Borrower's Shoppe

Roosk’s Shoppe is filled with all sorts of items that a thief would find useful.
The following basic items from the equipment tables are available here























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ItemBonus/PowersQty In StockCost
Backpack102gp
Deluxe Backpack3 hidden pockets55gp
Climbing GearPitons, hammer101gp
Compass535gp
Daily Ration3 meals305sp
Fishing Line and Hook202sp
Rope10m301gp
Shoulder Bag55sp
Tent2 person54gp
Waterskin5L105sp
Hourglass1010gp
Perfume50 applications55gp
Sack508sp
Weapon PastePlus 1 WB for d20 attacks505sp
CandleTallow, 6 hr501cp
Lantern Oil4hr305cp
Bulls-eye Lantern58gp
Tinder Kit305cp
TorchBurns 2h, WB+1501cp
CrowbarWB+11015sp
Deck of Cards51gp
Marked Cards2 gamble105gp
Lock Pick1001gp
Handcuffs58gp
Tools55gp
Wooden Dice102cp
Loaded Dice2 gamble52gp
Lock, SimpleLV: 051gp
Lock, GoodLV: 255gp
Lock, SolidLV: 4510gp
Lock, MstwkLV: 8250gp
Lock, DwarvenLV: 121250gp

Arms and Armor












ItemBonus/PowersQty In StockCost
Leather ArmorAV+154gp
Leather Gr & VbAV+154gp
Bow, ShortWB+1, INI+1106gp
Brass Knuckles51gp
ClubWB+1, wood,/td>102sp
Crossbow, LtWB+2, 2h58gp
DaggerINI+1202gp
Sling101sp
Sword, ShortWB+1106gp
Throwing Knife102gp

Specialty Items
Caltrops: Thrown, covers up to 3m in squares from the thrower, in the pattern of his or her choosing. If witnessed being thrown, automatically detected, otherwise MV3 perception check required. , If detected, MR is reduced to 2M/round to avoid damage. If undetected or movement not reduced, MAT d10, ignoring armor. Can be reused if the time is taken to pick them all up. (2 minutes). Cost: 5gp.

Smoke Bomb: Thrown. When hits ground, a 3×3M square space is covered temporarily in blinding smoke. Smoke dissipates in d20/2 rounds. Vision is blocked by the smoke and creatures inside the smoke suffer -8 to all checks that involve vision, including attacks and defense. Creatures normally blind or using other senses are not affected by smoke bombs. Smoke bombs are fragile, if a person equipped with them falls or suffers more than 50% total HP in a single hit, they explode on a CTN of 10 or less. Only useable once. Cost 25gp

Blinding Powder: A pinch of this dust blown or thrown into the eyes of an opponent causes them to suffer -4 to all checks for 1d20 rounds or until they can wash their eyes out with water. The thrower/blower must make a RAT attack against the target, who doesn’t add armor (except helmet) to his DEF check. Creatures who do not have eyes or use sight are immune. 2gp.

Ball Bearings: Thrown. Covers up to 1×3m in a straight line from the thrower. Must be thrown onto a smooth surface (like tiled floor) to work. If witnessed being thrown, or detected (MV 2), those travelling through the squares affected must move at MR 2 / round or risk slipping. If undetected or ignored, the traveler must make a MOB+AG check to avoid falling prone. Can be reused if the time is taken to pick them all up (2 minutes). Cost 5gp,

Collapsible Weapon: For three times the cost, a weapon can be made collapsible for easier concealment. When in it’s collapsed state, it takes 1 action per WB to prepare or break down.

Jointed Armor: the MR penalty of armor can be reduced by 0.5 at 4 times the base cost. This does not affect the types of armor that can be worn by a given class.

Breathing Reed: A wooden reed that permits someone to breath underwater. 2gp

Climbing Chalk: Dusting hands with this talc adds +1 to climb check CTNs. 1gp

Climbing Boots – Specialized boots designed for climbing. Cannot be worn with armored greaves. Adds +1 to climb CTNs. 10gp

Climbing Gloves: Specialized gloves designed for climbing. Cannot be worn with armored vambrace. Adds +1 to climb CTNs. 10gp

Disguise Kit: A box filled with makeup, fake facial hair, wigs and such. Adds +2 to any disguise attempts. 50gp

Weapon Lanyard: Can be affixed to any one handed, WB+1 or less weapon and is worn around the wrist or attached to a belt.. Weapon is not dropped when a MAT fumble is rolled. If weapon is dropped to free up hands for another weapon, it is not dropped to ground. 2gp.

Grappling Gun: Spring loaded grappling hook fires with pull of trigger. Hand cranked winch allows user to scale rope at MR speed. 25gp.

Zip Line: A wheel and handle that permits someone to slide down a rope quickly. When affixed to a rope, has a small return line to allow the device to be retrieved for additional usage. 15 gp

Magic Items for sale
Leather Armor +1 1,130gp
Leather Armor of Stealth +1 (Adds 1 rank of Stealth talent) 1,300gp

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Borrower's Shoppe

Bandit Tales KellyDavis Adam_H