The Great Emporium
№2 Caldwa’s Terraces.
This multi-level, high-end store sells all manners of luxury items of interest to magic-users, from practical but jazzed-up everyday tools of the trade to the weirdest doodads, all at extravagant prices but with a solid warranty and excellent return policy. Empty grimoires, smooth scrolls, rare inks, fine wand wood, spellcasting components, ornamental stones and gems, pearls, rings, pointy shoes, hats, robes, and cloaks, feathers, fancy masks, carpets, furniture, laboratory equipment, flasks, trick chests, decorative sarcophagi, wax dolls, scented candles, lamps, Lao-Kweian incense, Munaani myrrh, Kumoshiman chopsticks, talking fish trophies, and reams of magic items (locked in glass cases—please ask for help for the latter) are some of the goods available if the gold is right. An entire aisle is devoted to wizardly socks—sober, garish, or merely elegant, anything from mundane hosiery to exotic weaves can be found.
The entire edifice is enchanted to prevent not-so-honest clients from walking away with unpaid articles, causing the latter to be returned to their shelves and the former to a holding cell down on the Wyvern. Two dozen watchful faeries sporting the emporium’s green and silver livery provide discreet but efficient customer service. Two large gorilla-shaped golems sternly stand by the exit, next to the registers in case of trouble there. If needed, the store’s faeries can awake them and lead them to a shoplifter.
The business owner, one Gabbie Glittamax previously known as Maddie Magpie before she moved to Arcanial, owns the distinguished establishment. This crafty gnome started her business with a small shop in the Lower District, and gained notoriety during the past decade, being particularly skillful at getting what her clients were looking for. Nearly anything can be obtained if the price is right. Gabbie handles private negotiations and special orders in her office, on the sub-terrace floor. Warehouses, workshops, and break rooms, reach as far down as the Banshee.
Gorilla Golems (2): AR 20, Monster LF 28, MV 180’ (60’), TA 2 fists, DR 2M/2M, DC as monster; Size L (7’tall)—Str 106, Agt 89, Dex 50, Sta n/a, Int 50, Wis 44, Per n/a, MR 100, PH H*/M*/S*
Abilities: These golems are made of flesh and bone. They can easily climb walls and detect invisibility. They are immune to non-magical weapons, and electrical attacks heal combat damage. After first suffering a wound, they thump their chests; their next two attacks receive a +3 bonus to hit. With two successful punches, gorilla golems can slam shoplifters on the floor, stunning them for 2d6+2 combat actions, drag them back to the store’s register area, and pin them down until the city militia can intervene.
Faeries (up to 24): AR 25, Monster LF 3, MV 120’ (40’)/240’ (80’) flying, TA 1 dagger or spell, DR 1 VL or by spell, DC as monster; Size S (3’ tall)—Str 33, Agt 83, Dex 89, Sta n/a, Int 78, Wis 56, Per n/a, MR 75, PH H+2/M–2/S+3
Abilities: Can turn invisible at will and detect invisible; create fog (10’ cube around the creature); four of the faeries are department supervisors who can cast spells as LF22 magic-users.
Gabbie, Gnomish Sorceress-Rogue: AR 35, LF 25, MV 90’ (30’), TA 1 dagger +2, DR VL, Size S—Str 44, Agt 78, Dex 94, Sta 67, Int 83, Wis 56, Per 72, MR 75, PH H+3/M–4/S+5. Faith: Zarghadin, casual. Credentials: Bachelor of Illusion. Apparent Age: middle aged. Ancestry: Osriel.
Abilities: Spellcasting as an LF 25 magic-user; thieving skills are those of an LF 25 rogue.
Game Stats: These are explained in a pamphlet. Click here to download this from DTRPG..
№2 Caldwa’s Terraces.
This multi-level, high-end store sells all manners of luxury items of interest to magic-users, from practical but jazzed-up everyday tools of the trade to the weirdest doodads, all at extravagant prices but with a solid warranty and excellent return policy. Empty grimoires, smooth scrolls, rare inks, fine wand wood, spellcasting components, ornamental stones and gems, pearls, rings, pointy shoes, hats, robes, and cloaks, feathers, fancy masks, carpets, furniture, laboratory equipment, flasks, trick chests, decorative sarcophagi, wax dolls, scented candles, lamps, Lao-Kweian incense, Munaani myrrh, Kumoshiman chopsticks, talking fish trophies, and reams of magic items (locked in glass cases—please ask for help for the latter) are some of the goods available if the gold is right. An entire aisle is devoted to wizardly socks—sober, garish, or merely elegant, anything from mundane hosiery to exotic weaves can be found.
The entire edifice is enchanted to prevent not-so-honest clients from walking away with unpaid articles, causing the latter to be returned to their shelves and the former to a holding cell down on the Wyvern. Two dozen watchful faeries sporting the emporium’s green and silver livery provide discreet but efficient customer service. Two large gorilla-shaped golems sternly stand by the exit, next to the registers in case of trouble there. If needed, the store’s faeries can awake them and lead them to a shoplifter.
The business owner, one Gabbie Glittamax previously known as Maddie Magpie before she moved to Arcanial, owns the distinguished establishment. This crafty gnome started her business with a small shop in the Lower District, and gained notoriety during the past decade, being particularly skillful at getting what her clients were looking for. Nearly anything can be obtained if the price is right. Gabbie handles private negotiations and special orders in her office, on the sub-terrace floor. Warehouses, workshops, and break rooms, reach as far down as the Banshee.
Gorilla Golems (2): AR 20, Monster LF 28, MV 180’ (60’), TA 2 fists, DR 2M/2M, DC as monster; Size L (7’tall)—Str 106, Agt 89, Dex 50, Sta n/a, Int 50, Wis 44, Per n/a, MR 100, PH H*/M*/S*
Abilities: These golems are made of flesh and bone. They can easily climb walls and detect invisibility. They are immune to non-magical weapons, and electrical attacks heal combat damage. After first suffering a wound, they thump their chests; their next two attacks receive a +3 bonus to hit. With two successful punches, gorilla golems can slam shoplifters on the floor, stunning them for 2d6+2 combat actions, drag them back to the store’s register area, and pin them down until the city militia can intervene.
Faeries (up to 24): AR 25, Monster LF 3, MV 120’ (40’)/240’ (80’) flying, TA 1 dagger or spell, DR 1 VL or by spell, DC as monster; Size S (3’ tall)—Str 33, Agt 83, Dex 89, Sta n/a, Int 78, Wis 56, Per n/a, MR 75, PH H+2/M–2/S+3
Abilities: Can turn invisible at will and detect invisible; create fog (10’ cube around the creature); four of the faeries are department supervisors who can cast spells as LF22 magic-users.
Gabbie, Gnomish Sorceress-Rogue: AR 35, LF 25, MV 90’ (30’), TA 1 dagger +2, DR VL, Size S—Str 44, Agt 78, Dex 94, Sta 67, Int 83, Wis 56, Per 72, MR 75, PH H+3/M–4/S+5. Faith: Zarghadin, casual. Credentials: Bachelor of Illusion. Apparent Age: middle aged. Ancestry: Osriel.
Abilities: Spellcasting as an LF 25 magic-user; thieving skills are those of an LF 25 rogue.
Game Stats: These are explained in a pamphlet. Click here to download this from DTRPG..
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