[h2][b][color=D87093]✯ A[/color] L C H E M I S [color=D87093]T ✯[/color][/b][/h2][hr][color=D87093]A[/color][sub]lchemists sell potions, and can augment items using reagents.[/sub] [hider=Alchemist Services][color=D87093][b]P O T I O N S[/b][/color][hr][sub] [color=D87093][b]Enchant Potion[/b][/color]: You may Enchant a potion to look like another potion within your inventory for [color=gold]38%[/color] extra. [color=D87093][b]Private Buying[/b]:[/color][/sub][list][*][sub]You may PM me to buy a potion privately. This incurs [color=gold]10%[/color] extra cost[/sub] [*][sub]You may ask to buy an enchanted potion: this will be [color=gold]25%[/color] extra cost and have the appearance of a random other potion in your inventory. [/sub][*][sub]If you pay [color=gold]50%[/color] extra cost, it will be given the appearance of a potion of your choice in your inventory.[/sub][/list][sub] [color=gold]10g[/color] Minor Health Pot [color=gold]10g[/color] Low grade Alchohol [color=gold]70g[/color] Red Potion [color=gold]40g[/color] Pink Potion [color=gold]50g[/color] Orange Potion [color=gold]30g[/color] Yellow Potion [color=gold]20g[/color] Gentle Green Potion [color=gold]20g[/color] Bright Green Potion [color=gold]30g[/color] Dark Green Potion [color=gold]120g[/color][s]Black Potion[/s] [color=gold]40g[/color] Motion Potion [color=gold]60g[/color] Rocky Potion [color=gold]60g[/color] Watery Potion [color=gold]60g[/color] Windswept Potion [color=gold]60g[/color] Smoldering Potion [color=gold]30g[/color] Vibrant Potion [color=gold]50g[/color] [s]Mysterious Potion[/s] [color=gold]30g[/color] Heart Shaped Potion [color=gold]100g[/color] Golden Brew [color=gold]75g[/color] Glowing Green Brew [color=gold]40g[/color] Shimmering Blue Potion [color=gold]25g[/color] Viscous Blue Potion [color=gold]500g[/color] Dark Grey Potion [color=gold]40g[/color] Flask of oil [color=gold]30g[/color] Flask of grit [color=gold]200g[/color] Ironskin Potion [color=gold]150g[/color] Furred Bottle [color=gold]150g[/color] Silvered Potion [color=gold]250g[/color] Silver Tincture [color=gold]75g[/color] Large Potion [color=gold]75g[/color] Small Potion [color=gold]220g[/color] Pale White Potion [color=gold]250g[/color] Whispering potion [color=gold]80g[/color] Grey Potion [color=gold]90g[/color] Viscous Green Potion [color=gold]300g[/color] Well Mixed Potion [color=gold]280g[/color] Red Gilded Potion [color=gold]280g[/color] Green Gilded Potion [color=gold]280g[/color] Grey Gilded potion [color=gold]280g[/color] Blue Gilded Potion [color=gold]280g[/color] Purple Gilded Potion [color=gold]280g[/color] Gold Gilded Potion [color=gold]100g[/color] Inky black potion [/sub] [color=D87093][b]A L C H E M Y & E N C H A N T I N G[/b][/color][hr][sub]Up to three regents may be used to create an item from scratch. What type of item is created is dependent on what is in the [b]Primary[/b] slot. Artefacts may be further augmented, but any augments on the weapon take up the primary or primary and secondary slots first and foremost. [color=D87093]Alchemist Sheet[/color] Primary: Secondary: Tetriary:[/sub] [sub][color=D87093]Other Purchases:[/color] Tincture for weapon: +1 dmg vs enemy type (synthesised from blood, higher amounts = higher damage) Quest for vial: Collect enough of a certain sample/ gain a bounty.[/sub][/hider] [h2][b][color=D19049]⚔ B[/color] L A C K S M I T [color=D19049]H ⚔[/color][/b][/h2][hr][color=D19049]A[/color][sub] place to purchase weapons and weapon upgrades. Once a reagent has been fully discovered, characters can take large quantities of the reagent here to forge weapons of specific assets. The price is more expensive then the alchemist, but removes the random element. Price is based off the rarity and power.[/sub] [hider=Armor] [hr][center][b]Armor Value 1 Items (Students in Training)[/b][/center][hr][sub][center][b]Cannot typically be enhanced. Durability before repair: 5. Are not damaged at lvl 1 Durability.[/b][/center] [b]Wood: [color=gold]14 [Color=gold] GP [/color] [/color] // AV 2 // HP +3 // [color=tan]Stamina Needed: 12[/color][/b] Wooden swords and armor have been used for centuries to teach younglings and newbies how to fight. This tool of training is used by many at the start of their journey, to help them pave their way to the history books. [b]Furs [color=gold]10 [Color=gold] GP [/color] [/color] // AV 1 // HP +1 // Stealth +1 // Dexterity +1 // [/b][color=tan]Stamina Needed: 11[/color]: Furs; the crude armor used by wildmen since the beginning of time. Sure, it will protect you from the elements a little and mask you in the wild, but it isn't the best at protecting your vital organs from pointy objects. [b]Rags [color=gold]12 [Color=gold] GP [/color] [/color] // AV 1 // Willpower +2 // Sanity +1 // [/b][color=tan]Stamina Needed: 10[/color]: The rags of the common peasantry, enough to clothe oneself decently enough. Rags provide enough free movement of the hands to allow magical energies to flow freely. One must have strong will to wear them and not care what others think.[/sub] [hr][center][b]Armor Value 2 Items (Students in Training)[/b][/center][hr][sub] [center][b]Cannot typically be enhanced. Durability before repair: 7[/b][/center] [b]Bronze[/b] [color=gold]50 [Color=gold] GP [/color] [/color] // AV2 // Health +6 // [color=tan]Stamina Needed: 15[/color]: [b]Pigshide[/b] [color=gold]75 [Color=gold] GP [/color] [/color] // AV2 // Health +2 // Stealth +1 // Dexterity +1 // Vigilance +1 // [color=tan]Stamina Needed: 12[/color]: [b]Patchwork[/b] [color=gold]100 [Color=gold] GP [/color] [/color] // AV1 // Sanity +4 // Magic +2 // Willpower + 1 // Vigilance +1 // [color=tan]Stamina Needed: 10[/color]:[/sub] [hr][center][b][color=9B65A6]Armor Value 3 Items (Initiate Students)[/color][/b][/center][hr][sub] [center][b]May hold one enhancement. Durability before repair: 10[/b][/center] [b]Iron:[/b] [Color=gold] 300 GP [/color] // AV 3 // Health +11 // Strength +2 // +1 Dexterity // [color=tan]Stamina Needed: 16[/color] [b]Leather:[/b] [Color=gold] 250 GP [/color] // AV 3 // Health +5 // Stealth +2 // Dexterity +2 // Vigilance +1 // [color=tan]Stamina Needed: 13[/color]: [b]Cloth:[/b] [Color=gold] 270 GP [/color] // AV 2 // Sanity +5 // Magic +3 // Willpower +2 // Vigilance +1 // [color=tan]Stamina Needed: 13[/color]:[/sub] [center][hr][b][color=3F82C4]Armor Value 4 Items (Novice Students)[/color][/b][/center][hr][sub] [center][b]May Hold two enhacements. Durability before repair: 10[/b][/center] [b]Steel:[/b] [Color=gold] 600 GP [/color] // AV 4 // Health +20 // Strength +3 // Dexterity +1 // [color=tan]Stamina Needed: 13[/color]: [b]Studded Leather:[/b] [Color=gold] 550 GP [/color] // AV 4 // Health +8 // Sanity +2 // Stealth +3 // Dexterity +2 // Vigilance +1 // [color=tan]Stamina Needed: 13[/color]: [b]Velvet:[/b] [Color=gold] 500 GP [/color] // AV 3 // Health +3 // Sanity +6 // Magic +4 // Willpower +3 // Vigilance +1 // [color=tan]Stamina Needed: 13[/color]:[/sub] [hr][center][b][color=018B45]Armor Value 5 (Intermediate Students)[/color][/b][/center][hr][sub] [center]May Hold three enhacements. Durability before repair: 14[/center] [b]Darkstone:[/b] [Color=gold] 800 GP [/color] // AV 5 // Health +26 // Strength +4 // Stamina +3 // Dexterity +1 // [color=tan]Stamina Needed: 13[/color]: [b]Bolted Leather:[/b] [Color=gold] 900 GP [/color] // AV 5 // Health +11 // Sanity +4 // Stealth +3 // Dexterity +4 // Willpower +2 // Vigilance +3 // [color=tan]Stamina Needed: 14[/color]: [b]Chiffon:[/b] [Color=gold] 700 GP [/color] // AV 4 // Magic +5 // Willpower +4 // Sanity +7 // [color=tan]Stamina Needed: 11[/color]:[/sub] [hr][center][b][color=018B45]Armor Value 6 (Intermediate Students)[/color][/b][/center][hr][sub] [center][b]May Hold three enhacements. Durability before repair: 15[/b][/center] [b]Mithril:[/b] [Color=gold] 1750 GP [/color] AV 6 // Health +32 // +5 Strength // +5 Stamina // +2 Dexterity // [color=tan]Stamina Needed: 13[/color]: [b]MetalBraid:[/b] [Color=gold] 1500 GP [/color] // AV 6 // Health +14 // Sanity +6 // Stealth +3 // Dexterity +5 // Willpower +3 Vigilance +3 // [color=tan]Stamina Needed: 20[/color]: [b]Satin:[/b] [Color=gold] 1300 GP [/color] // AV 5 // Health + 11 // Sanity +10 // Magic +7 // Willpower +5 // Dexterity +2 // Vigilance +2 // [color=tan]Stamina Needed: 15[/color]:[/sub] [hr][center][b][color=C4312D]Armor Value 7 (Advanced Students)[/color][/b][/center][hr][sub] [center]May Hold three enhacements. Durability before repair: 20[/center] Adamant: [Color=gold] 2500 GP [/color] // AV 7 // Health +40 // +6 Strength // +10 Stamina // +3 Dexterity // +3 Vigilance // [color=tan]Stamina Needed: 13[/color]: Synthsalve: [Color=gold] 2450 GP [/color] // AV 7 // Health +20 // Sanity +8 // Stealth +4 // Dexterity +6 // Willpower +4 // Vigilance +3 // [color=tan]Stamina Needed: 15[/color]: Silks: [Color=gold] 2700 GP [/color] // AV 6 // +20 Health // +14 Sanity // +8 Magic // +10 Willpower // +3 Dexterity // +3 Vigilance // [color=tan]Stamina Needed: 11[/color]:[/sub] [hr][center][b][color=BFAB42]Armor Value 8 (Elite Students)[/color][/b][/center][hr][sub] [center]May Hold three enhacements. Durability before repair: 25[/center] [b]Runic:[/b] [Color=gold] 4000 GP [/color] // Health +52 // +8 Strength // +15 Stamina // +4 Dexterity // +4 Vigilance // [color=tan]Stamina Needed: 20[/color]: [b]Ghosthide:[/b] [Color=gold] 3400 GP [/color] // Health +23 // Sanity +10 // Stealth +4 // Dexterity +8 // Willpower +5 // Vigilance +4 // [color=tan]Stamina Needed: 16[/color]: [b]Softmare:[/b] [Color=gold] 4500 GP [/color] // +24 Health // +17 Sanity // +10 Magic // +15 Willpower // +4 Dexterity // +4 Vigilance // [color=tan]Stamina Needed: 12[/color]: [/sub] [hr][center][b][color=FF8527]Armor Level 9 (Proven Students)[/color][/b][/center][hr][sub] [center]May Hold five enchantments. Durability before repair: 50[/center] [b]Hellsbane/Heavensbane:[/b] [Color=gold] 5500 GP [/color] // Health +60 // +10 Strength // +20 Stamina // +6 Dexterity // +6 Vigilance // [color=tan]Stamina Needed: 25[/color]: [b]Ethereal Leather:[/b] [Color=gold] 4500 GP [/color] // Health +27 // Sanity +12 // Stealth +5 // Dexterity +10 // Willpower +6 // Vigilance +6 // [color=tan]Stamina Needed: 17[/color]: [b]Duskweave:[/b] [Color=gold] 5200 GP [/color] // Health +28 // Sanity +20 // Magic +12 // Willpower +20 // Dexterity +6 // Vigilance +4 // [color=tan]Stamina Needed: 12[/color]:[/sub] [hr][center][b][color=FF8527]Armor Level 10 (Proven Students)[/color][/b][/center][hr][sub] [CENTER]Can hold five enhancements. Materials must be sorced to obtain. Never needs repair.[/CENTER] [b]Meltanite:[/b] [Color=gold] 12,000 GP [/color] // Health +75 // +13 Strength // +25 Stamina // +8 Dexterity // +8 Vigilance // [color=tan]Stamina Needed: 30[/color]: [b]Godkiln:[/b] [Color=gold] 9,000 GP [/color] //Health +35 // Sanity +15 // Stealth +6 // Dexterity +13 // Willpower +7 // Vigilance +8 [color=tan]Stamina Needed: 20[/color]: [b]Eonthread:[/b] [Color=gold] 10,500 GP [/color] // Health +35 // Sanity +24 // Magic +15 // Willpower +25 // Dexterity +8 // Vigilance +6 [color=tan]Stamina Needed: 13[/color]:[/sub][/hider] [hider=Weapons][sub] If wielding a weapon that has [b]reach[/b], you gain a free attack before Round 1 against creatures not using a [b]reach[/b] weapon or ranged spell. In order to use a [b]reach[/b] weapon, you must wield the [b]reach[/b] weapon 2 handed. To dual wield a weapon, one must meet the [b]dexterity requirement[/b]. If you fail to meet the Dexterity requirement of a weapon, you are too clumsy to fight proficiently, and gain [b]Disadvantage[/b] as well as damage output being more erratic (requires rolls). The dex value for duel wielding is represented by the [b]DV[/b] symbol. 2 Handed weapons that don't have reach generally do a lot more damage, but affect a user's speed attribute. [b]Strength Based Weapons[/b] [color=gold]100g[/color] Club - [color=FF0E20]4 Damage[/color] - Str: 10 DW: 12 [color=gold]200g[/color] Maul - [color=FF0E20]5 Damage[/color] Str: 12 DW: 13 [color=gold]250g[/color] Morningstar - [color=FF0E20]5 Damage[/color] Str: 11 DW: 13 [color=gold]300g[/color] Handaxe - [color=FF0E20]6 Damage[/color] - Str: 14 DW: 18 [color=gold]450g[/color] Sword - [color=FF0E20]6 Damage[/color] Str: 13 DW: 17 [color=gold]500g[/color] Flail - [color=FF0E20]6 Damage[/color] Str: 12 DW: 16 [color=gold]500g[/color] Hammer - [color=FF0E20]7 Damage[/color] Str: 16 DW: 19 [color=gold]600g[/color] Mace - [color=FF0E20]7 Damage[/color] Str: 15 DW: 18 [color=gold]700g[/color] Greatclub - 2 Handed - [color=FF0E20]9 Damage[/color] Str: 20 DW: 42 [color=gold]800g[/color] Warpick - 2 Handed - [color=FF0E20]10 Damage[/color] Str: 25 DW: 46 [color=gold]900g[/color] Greataxe - 2 Handed - [color=FF0E20]10 Damage[/color] Str: 23 DW: 46 [color=gold]1000g[/color] Battleaxe - 2 Handed - [color=FF0E20]11 Damage[/color] Str: 27 DW: 50 [color=gold]1100g[/color] Warhammer - 2 Handed - [color=FF0E20]12 Damage[/color] Str: 30 DW: 55 [color=gold]1500g[/color] Greatmaul - 2 Handed - [color=FF0E20]14 Damage[/color] Str: 35 DW: 60 [color=gold]1000g[/color] Longbow - 2 Handed - [color=FF0E20]10 Damage[/color] Str: 25 DW: -- [color=gold]1300g[/color] Heavy Crossbow - 2 Handed - [color=FF0E20]10 Damage[/color] Str: 20 DW: 44 [b]Dexterity Based Weapons[/b] [color=gold]250g[/color] Dagger - [color=FF0E20]4 Damage[/color] - 10% chance to cause 4 damage Bleed for two rounds. Dex: 12 DW: 12 [color=gold]300g[/color] Sickle - [color=FF0E20]4 Damage[/color] - 10% chance to cause 4 damage Bleed for two rounds. Dex: 10 DW: 12 [color=gold]400g[/color] Whip - [color=FF0E20]4 Damage[/color] - 20% chance to grant the 'ensnared' effect when aimed at the legs. Dex: 10 DW: 14 [color=gold]450g[/color] Glaive - [color=FF0E20]6 Damage[/color] Dex: 14 DW: 15 [color=gold]300g[/color] Scimitars - [color=FF0E20]6 Damage[/color] Dex: 12 DW: 17 [color=gold]250g[/color] Rapier - [color=FF0E20]5 Damage[/color] Dex: 12 DW: 14 [color=gold]150g[/color] Sling - [color=FF0E20]4 damage[/color] Dex: 10 DW: - [color=gold]300g[/color] Darts - [color=FF0E20]5 Damage[/color] Dex: 12 DW: 14 [color=gold]500g[/color] Shortbow - [color=FF0E20]6 Damage[/color] Dex: 14 DW: 20 [color=gold]600g[/color] Javelin - [color=FF0E20]8 Damage[/color] Dex: 19 DW: 26 [b]Attuned Weapons (Magic)[/b] [color=gold]350g[/color] Wand - [color=FF0E20]4 Damage[/color] - can hold 5 enchantments Mgc: 14 DW: 16 (magic stat) [color=gold]450g[/color] Orb - [color=FF0E20]3 Damage[/color] - can hold 5 enchantments, +1 to Magic Mgc: 16 DW: 17 (magic stat) [color=gold]250g[/color] Razor Ring - [color=FF0E20]5 Damage[/color] Mgc: 12 DW: 14 (magic stat) [b]Dexterity or Strength:[/b] [color=gold]250g[/color] Shortsword - [color=FF0E20]5 Damage[/color] Str/Dex: 12 DW: 13 [color=gold]600g[/color] Trident - [color=FF0E20]7 Damage[/color] Str/Dex: 16 [color=gold]600g[/color] Pike - 2 Handed - Reach - [color=FF0E20]5 Damage[/color], +10% on Defensive Actions in the engagement round. Str/Dex: 12 DW: 30 [color=gold]550g[/color] Lance - 2 Handed - Reach - [color=FF0E20]6 Damage[/color] Str/Dex: 14 [color=gold]500g[/color] Halberd - 2 Handed - Reach - [color=FF0E20]7 Damage[/color] Str/Dex: 16 [color=gold]300g[/color] Hand Crossbow - [color=FF0E20]5 Damage[/color] Str/Dex: 12 DW: 14 [b]Dexterity or Attuned:[/b] [color=gold]600g[/color] Quarterstaff - [color=FF0E20]5 Damage[/color] can hold up to four enchantments. Dex/Mgc: 12 DW: 14 [color=gold]500g[/color] Sword-Staff - [color=FF0E20]6 Damage[/color] - can hold one extra enchant Dex/Mgc: 14 DV 20 DW: 16 [color=gold]600g[/color] Chakram - [color=FF0E20]7 Damage[/color] - returns on impact Dex/Mgc: 16 DW: 24[/sub][/hider] [sub] Reagent Upgrades:[hr]+ No Reagent has been fully discovered yet.[/sub] [h2][b][color=3CB371]۞ D[/color] I S E N C H A N T E [color=3CB371]R ۞[/color][/b][/h2][hr][color=3CB371]D[/color][sub]isenchanter will remove augments from an Artefact. Occasionally regeants would be salvaged from this action. Prices vary base on the Artefacts and Reagents in question. The Disenchanter can also remove less vicious curses for a price.[/sub] [h2][b][color=00FFFF]+ D[/color] O C T O [color=00FFFF]R +[/color][/b][/h2][hr][color=00FFFF]T[/color][sub]he Doctor removes Corruptions, Maladies and Insanity. Visiting the Doctor will give a price check on the unique infliction that affects your character. Once successfully treated, that infliction will be added to the Doctor's list of specialities for future reference regarding price.[/sub] [hider=Doctor Services][sub] Price depends on the infliction. Treat Corruption Points: You may remove a number of CP for the cost of [color=gold]100g[/color] each. Then roll a [b]D6.[/b] on a roll of 1-3, you take [b]D6 health damage[/b]. Maladies can always be removed. Some weaker Corruptions and Madnesses only require paying the Doctor to be cured. Most require going into Surgery - but success is not always guarenteed. Roll a [b]D6[/b] to see the outcome of surgery. [color=00FFFF]Current Prices:[/color] [color=00FFFF]Injections & Services:[/color] [color=gold]100g[/color] Anti-Venom: For the next mission, you are immune to all Poison effects. [color=gold]500g[/color] Heightened Senses: For the next mission, You are +1 Speed. At the end of a round, if your enemy has done damage to you, you may [b]retaliate[/b] for 1/3 of your usual damage. The Next mission you take without this injection, you are -1 Speed. [color=gold]300g[/color] Heartblood Injection: For the next Mission, you start the adventure with two rerolls. You also immediately take one CP. [color=gold]100g[/color] Safety in the Field 101: For the next mission, you may prevent one corruption attack that you would usually have suffered. [color=gold]100g[/color] Counselling Session: For the next mission, you may prevent all damage from one Sanity attack that you usually would have suffered. [color=gold]100g[/color] Disease Resistant: For the next mission, you are immune to all disease effects. [color=gold]1000g[/color] A Special Concoction: It's well known that dirty tools create dirty wounds. It just so happens there are some substances even worse then dirt of rust. Once in a mission, you may use the Special Concoction to reduce an enemy's armor to 0. [color=gold]920g[/color] Doctor's Tools: You are no stranger to the wounded of battles. Regain 1 Sanity every time you kill an enemy. [color=gold]150g[/color] Specimen Jar: The Doctor is always looking for unique flora and specimens for study in the name of medicine. The GM will give you oppurtunities to make [b]Luck[/b] tests while out on missions near areas of scientific interest. You may return a filled Specimen Jar to the Doctor for a gold reward.[/sub] [/hider] [h2][b][color=9370D8]๑ F[/color] O R T U N E T E L L E [color=9370D8]R ๑[/color][/b][/h2][color=9370D8]T[/color][sub]he Fortune Teller can tell you secrets of the future. She can grant you extra information about quests you undertake and occasionally sells rare reagents.[/sub] [hider=Fortune Teller Services][sub] [color=gold]100g[/color] Fortune Telling [color=gold]50g[/color] Quest information The Fortune Teller will grant Tokens to people for mysterious reasons. These can be spent on changing the course of fate, making things difficult for Jacks and Jokers, learning about Meltaine and buying special Artefacts, items or regeants from her, and can influence other Player Characters. [b]Tokens[/b] can even be used to change the course of time itself. [b]For Sale:[/b] [/sub][/hider] [b][h2][color=FF6347]⚀ G[/color] A M B L E R 'S D E [color=FF6347]N ⚀[/color][/h2][/b][hr][color=FF6347]G[/color][sub]amble for money, gain connections with seedy folk, apply for favors. Those who have Perfomance skills may come here to earn extra gold once an evening.[/sub] [hider=Gambler's Den Services][center][color=FF6347]G A M B L I N G[/color][/center][hr][list][*][sub][b][color=FF6347]Devil's Dice[/color]:[/b][/sub] [list][*][sub]Costs [color=yellow][b]50g[/b][/color] or [color=yellow][b]100g[/b][/color] to play[/sub] [*][sub]Roll a D6 for each [b]Luck[/b] Point. Gain 50g or 100g for each 5+ rolled.[/sub][/list] [*][sub][b][color=FF6347]Performance[/color]:[/b][/sub] [list][*][sub][i]Performers only.[/i] Costs [color=yellow][b]50g[/b][/color].[/sub] [*][sub]If you currently have no rerolls and a performance based ability, roll a [b]d6[/b]. On a [b]4+[/b] gain one reroll.[/sub][/list] [*][sub][b][color=FF6347]Poker[/color][/b]:[/sub] [list][*][sub]Costs [color=yellow][b]50g[/b][/color] to join a game of Poker.[/sub] [*][sub]Roll 5d6 to represent your hand of cards. You must now make your bet of [color=yellow]50g[/color] - [color=yellow]500g[/color] or fold and instantly lose. You may now reroll any number of dice (does not spend character rerolls).[/sub] [*][sub]You may then spend 1 Character reroll to [b]Raise[/b] your bet up to [color=yellow][b]500g[/b][/color] more (this is optional). You must then make a luck test based on your dice ([color=red][b]WIP[/b][/color])[/sub] [list][*][sub]Royal Flush (5 of the same number):[/sub] [*][sub]Four of a Kind (4 of the same number):[/sub] [*][sub]Full House (2 of a number and 3 of another number):[/sub] [*][sub]Straight (4 sequential numbers):[/sub] [*][sub]Three of a Kind (3 of the same number):[/sub] [*][sub]Anything else:[/sub][/list] [*][sub]If you win, gain D6 X 25g + Double your bets.[/sub][/list][/list] [sub][/sub][color=FF6347]T E M P T F A T E G A M E[/color][hr] [center][img]http://i.imgur.com/55nf8Lj.png[/img][/center] [list][*]Roll [b]12d12[/b]. This shall then be placed on the grid. [*]Any dice that lands on a symbol counts for half it's points, with some special spots counting for full points. Dice that don't land on a symbol are worth nothing. [*] Any number of dice may then be rerolled for a [b]second time[/b]. If another square filled by a dice is hit, that square is then rerolled also. [*] Any number of dice may then be rerolled for the third and [b]final time[/b]. If another square filled by a dice is hit, that square is then rerolled also. [*] Once all rerolls have taken place, points are totalled. [*] For each dice adjacent to or on the [b]Raven[/b], the player may press their luck. On a roll of [b]4+[/b] they win and may take the dominant artefact as well as their prize money, on a roll of [b]3 or under[/b] they lose and gain that many [b]corruption points.[/b] [*]In addition, any time an artefact is claimed, everyone else in the Gambler's Den at that time gains [b]D6 x [color=gold]25g[/color][/b] in celebration.[/list] [center][b][color=FF6347]Prize Money Scores[/color][/b] 0-20 points: No reward 20-30: x [color=gold]50g[/color] 31- 49: x [color=gold]100g[/color] 50-65: x [color=gold]250g[/color] 66-89: x [color=gold]500g[/color] 90 - 100: x [color=gold]1,000g[/color] 100 - 129: x [color=gold]2500g[/color] 130 - 143: [color=gold]5000g[/color] 144: x [color=gold]10,000g[/color][/center] [hr] G A I N C O N N E C T I O N S // L O O K F O R T R O U B L E[hr][sub] While at the Gambler's Den, you may look around for NPCs to "befriend".[/sub] F A V O R S[hr][/hider] [h2][b][color=gold]☋ G[/color] E N E R A L S T O R [color=gold]E ☋[/color][/b][/h2][hr][color=gold]F[/color][sub]or purchasing general adventuring equipment.[/sub][hider=Goods][sub] [color=gold]1g per foot[/color]: Rope [color=gold]1g[/color]: Needle and Thread [color=gold]2g[/color]: Soap [color=gold]3g[/color] Crayons [color=gold]3g[/color]: Dice & Card game [color=gold]3g[/color]: Hand Buzzer [color=gold]3g[/color]: Waterskin [color=gold]3g[/color]: Standard Rations (1 week) will go off after 2 weeks. [color=gold]4g[/color]: Brass bell [color=gold]5g[/color]: Ball bearings [color=gold]5g[/color]: Caltrops [color=gold]7g[/color]: Drinking horn [color=gold]7g[/color]: Empty book [color=gold]8g[/color]: Compass [color=gold]9g[/color]: Fishing Line, Hook and Tackle [color=gold]10g[/color]: Hour Glass [color=gold]10g[/color]: Iron Rations (1 week) regain 1 point of health/sanity. [color=gold]10g[/color]: 5x Torches or 10x Candles [color=gold]12g[/color]: Box of Matches (10) [color=gold]12g[/color]: Mess Kit: small cup, simple cutlery. small cooking pan, plate/shallow bowl. [color=gold]10g[/color]: Bag of Light Tools: small tongs, pliers, small hammer, 10 ft string, 3ft razorwire, various nails/screws. [color=gold]10g[/color]: Net [color=gold]10g[/color]: Scythe [color=gold]12g[/color]: Cloak [color=gold]12g[/color]: Measuring Scale [color=gold]12g[/color]: Writing Tools [color=gold]15g[/color]: Handcuffs & Manacles [color=gold]15g[/color]: Grappling Hook [color=gold]15g[/color]: Decorated Box [color=gold]15g[/color]: Spyglass [color=gold]15g[/color]: 5x Glass Vials [color=gold]18g[/color]: Harpoon [color=gold]18g[/color]: Ladder [color=gold]20g[/color]: Mirror [color=gold]20g[/color]: 5x Lockpicks [color=gold]20g[/color]: Snow Shoes [color=gold]25g[/color]: Spyglass [color=gold]25g[/color]: Mining Pick [color=gold]25g[/color]: Shovel [color=gold]25g[/color]: Bag of Heavy Tools: Hammer, 6 spikes, large tongs, chisel, 10ft rope. [color=gold]40g[/color]: Bear Trap [color=gold]40g[/color]: Battering Ram [color=gold]50g[/color]: Climbing Gear [color=gold]50g[/color] Hidden Pouch: One small item in your inventory is hidden, such as a potion, small trinkets/artefacts (e.g. ring) [color=gold]150g[/color]: Disguise kit [color=gold]150g[/color]: Camoflauge Clothing [color=gold]150g[/color] Warm Clothes: Immunity to freezing temperatures while travelling. This can be anything from a selection of fur pelts or even just a knee-length jacket. [color=gold]150g[/color] Flowing Clothes: immunity to hot temperatures while travelling. These are typically clothes of lighter colours with more air flow. [color=gold]150g[/color]: Cache. Can be buried somewhere to store items off or on one's property. [color=gold]175g[/color]: Fashoinable Clothing [color=gold]200g[/color] Instruments of Performance: +1 on Performance skills while in town. This could be an insturment such as a flute, a beautiful dress for a dancer, or a pad of scribbled poetry. [color=gold]250g[/color] Tent: Less chance of being attacked while travelling. Those without tents in your Deck are still vulnerable. [color=gold]400g[/color] Camping Equipment: You will never go starving or become parched if you have camped with this equipment. Must be renewed every 7 Missions. [color=gold]750g[/color] Scroll of Identify: To identify items on the go. One use per scroll. Chance of failure and small chance of misinformation.[/sub][/hider][h2][b][color=5F9EA0][\\] L[/color] I B R A R [color=5F9EA0]Y [\\][/color][/b][/h2][hr][color=5F9EA0]T[/color][sub]he library can be used to research locations and gain information on lore, monsters, ect.[/sub][hider=The Library][sub] [color=gold]50g[/color] for Students-In-Training and [color=gold]40g[/color] for Initiates. Free use for other ranks. [b][color=5F9EA0]Lost Knowledge[/color][/b] While this is the largest collection of knowledge in Wormwold, there are many things still unknown in the world. Returning lost books to the library and providing information on monsters or locations not listed in the Library's records will provide a hefty gold reward.[/sub][/hider] [h2][b][color=FF7F50]۩ M[/color] A R K E T [color=FF7F50]P[/color] L A C [color=FF7F50]E ۩[/color][/b][/h2][hr][color=FF7F50]S[/color][sub]ells a random selection of items each day, and used as a communal market place. Item selection are often based off of which locations in the world have been discovered in the world and secured. The current market items change daily, and are only listed here once the market has been visited this day.[/sub] [hider=Market] [center][h2][b]Day 1 Items[/b][/h2][sub] Ink Well, Ink and feather: (3 available) [color=gold]30g[/color] Exotic feathered band: (2 available) [color=gold]70g[/color] Cryptograph: (4/5 available) [color=gold]100g[/color] Dynamite: (3 stick available) [color=gold]120g[/color] Pulsating Purple Stone: (1/2 available) [color=gold]170g[/color] Shining Pickaxe: (1 available) [color=gold]300g[/color][/sub][/center][/hider] [h2][b]🐦 M E N A R G E R I E 🐦[/b][/h2][hr] [h2][b][color=DA70D6]M[/color] U S E U [color=DA70D6]M[/color][/b][/h2][hr] [color=DA70D6]T[/color][sub]he museum can be visited to identify artefacts and potions, and rarely the Museum will know of artefacts and their location in relation to mission goals. Museums will occasionallly have unique missions of archeological value.[/sub] [hider=Museum][sub]Upon entering the museum you are greeted by one of the Curators. You may either ask the Curator if he knows anything about the item you are carrying (roll [b]1d20[/b]). If he cannot identify the item, he will give you a price and timescale for more in depth study. Generally speaking, Potions are the easiest to identify, Trinkets are slightly harder, and artefacts the most difficult to deicpher.[/sub] [/hider] [h2][b][color=DC143C]T[/color] R A I N I N G [color=DC143C]G[/color] R O U N D [color=DC143C]S[/color][/b][/h2][hr][color=DC143C]C[/color][sub]heck the day's bounty (Beasts, Demons, Undead, ect) to receive gold for each creature of that type killed. Training can improve skills and moves over time, though it is a slow process.[/sub] [hider=Training Grounds][sub]Today's Bounty: Training Costs:[/sub][/hider] [hr][h2][b][color=B0E0E6]♨ W[/color] I S H I N G B A S I [color=B0E0E6]N ♨[/color][/b][/h2][hr][hider=Wishing Basin][sub]It is many a winding road to get to the Wishing Basin. In the old part of town breathes an overgrown park, it's name long forgotten and itself long abandoned. The flowers are bright and the shade is cool, wherein which the Wishing Basin may be found. A simple circle of soft white stone cradles a still pool who's depths, they say, go on forever. It is said those who throw a few coin in may have their wishes granted. As you watch your offering dissapear beyond sight, you hear a horn resound in the distance. Your offering has been counted...[hr] You may visit the Wishing Basin to gain new destinies or ask for certain events to happen IC. You may also ask for loot drop types in the next adventure (such as asking for a cloth armor drop or a specific reagent type effect.) Wishes must be made in bold. For example: [center][b]"I wish to receive a weapon blessed by fire."[/b][/center] [center][b]"I wish that Mary Sue would fall into my arms."[/b][/center] [center][b]"I wish the gods would protect Gary Stu on our next adventure.[/b][/center] [center][b]"I wish the Market would stock an adorable Parakeet like the ones back home."[/b][/center] [center][b]"I wish I knew the truth about my heritage.[/b][/center] Wishes will then have a [b]Wish Cost[/b] assosciated with them. Making the same wish continually in the Wishing basin will eventually bring that wish to life. Sometimes, the gods require something more... such as a good or noble deed, or proof of your devotion to them, before granting more powerful wishes. Generally though, if you have shown the gods reverence, the only thing you need to do is just keep wishing.[/sub][/hider]