Post by Oniryukain on May 22, 2009 14:17:35 GMT -5
Shops of Westeros
[/size][/u][/center]Shops of the New Dorne Southwest Sector's Bazaar:[/i][/size]
Alen Carshby's Temple Goods:
~Healing Potions~
Cure Light Wounds - 50 GP, (10) 500 GP
Cure Moderate Wounds - 100 GP, (10) 1,000 GP
Cure Serious Wounds - 200 GP, (10) 2,000 GP
Cure Critical Wounds - 300 GP, (10) 3,000 GP
~Helpful Potions~
Bless - 50 GP, (10) 500 GP
Aid - 150 GP, (10) 1,500 GP
Lesser Restoration - 150 GP, (10) 1,500 GP
Antidote - 300 GP, (10) 3,000 GP
~Healer's Kits~
+1 - 50 GP, (10) = 500 GP
+3 - 75 GP, (10) = 750 GP
+6 - 100 GP, (10) = 1,000 GP
~Scrolls/Divine Goods~
Holy Water - 30 GP
Neutralize Poison - 500 GP
Blessed Oil (Bless Weapon (10))- 500 GP
Jar of Phoenix Plume Dust (Raise Dead (9)) - 1700 GP (might be in scroll form at first)
~Crafting Base Goods~
Well Water - 5 GP, (10) 50 GP (Useful for only the weakest/cheapest of potions)
Glass Vials - 10 GP, (10) 100 GP (Useful for lower end potions)
Detoxified Well Water - 15 GP, (10) 150 GP (Useful for cheap potions)
Spring Water - 25 GP, (10) 250 GP (Useful for middle-range potions)
Tempered Glass Vials - 30 GP, (10) 300 GP (Useful for middle to strong potions)
Purified Water - 50 GP, (10) 500 GP (Useful for stronger potions)
~Herbs~
Cohosh Nut - 10 GP, (10) 100 GP (Helps with Vigor)
Digitalis Leaf - 10 GP, (10) 100 GP (Helps stimulate Strength)
Eyebright Petal - 10 GP, (10) 100 GP (Helps with Beauty and Charisma)
Ginseng Leaf - 10 GP, (10) 100 GP (Has a stimulating effect, required by most lower end potions to work)
Henbane Leaf - 10 GP, (10) 100 GP (Help cleanse the body, required for all detox and antidote potions)
Maidenhair Root - 10 GP, (10) 100 GP (Helps with healing wounds, required for all healing and regenerative potions)
Milfoil Nut - 10 GP, (10) 100 GP (Helps stop bleeding, required for all healing and regenerative potions)
Pennyroyal Petal - 10 GP, (10) 100 GP (Helps cleanse the blood, required for all detox and antidote potions)
Pinang Nut - 10 GP, (10) 100 GP (Helps cleanse the mind, required for most detox, antidote, and mind-shielding potions)
Spoonwort Nuts - 10 GP, (10) 100 GP (Helps with Vitality)
Suma Leaf - 10 GP, (10) 100 GP (Helps with Endurance)
Sumach Nut - 10 GP, (10) 100 GP (Helps stimulate Dexterity)
Tansy Petal - 10 GP, (10) 100 GP (Helps with healing wounds, required by all healing and regenerative potions)
Valerian Leaf - 10 GP, (10) 100 GP (Helps stimulate Strength)
Wild Indigo Petal - 10 GP, (10) 100 GP (Helps with wounds, required by all healing, regenerative, detox, and antidote potions)
Wintergreen Leaf - 10 GP, (10) 100 GP (Helps aid you, may be used in place of Ginseng Leaf and/or in combination)
Wormwood Leaf - 10 GP, (10) 100 GP (Helps open the mind and think more clearly)
Cereus Cactus - 20 GP, (10) 200 GP (Helps against Mind Afflictions)
Belinar Clovenshield's Metalworks:
~Weapons (Melee, some ammo, and throwing weapons)~
Base Weapon - Ammo (bolts, arrows, metal based) = (99) 10 GP
Base Weapon - Any type of melee and throwing weapon = 100 GP
Base Weapon - Matching Set = 250 GP
Base Weapon - With a +1 Enchantment = 1000 GP (at least a single enchantment (+1) is required for all additional weapon enchantments)
The following has the +1 enchantment bonus added already into the cost for new items, if you possess a +1 item that can be enchanted further (they must inspect to check) substract the 1,000 GP enchantment cost to determine your actual price.
The following also can be applied (where possible) to any melee, throwing, and ammo if metal based:
+1 - With Base Item Weight Reduction [40% of Weight] = 1,500 GP
+1 - With +1 AC Bonus (Deflection AC) = 2,000 GP
+1 - With One Extra Melee Damage Type = 2,500 GP
+1 - with +1d4 Base Weapon Damage = 2,500 GP
+1 - with +1d4 Fire = 3,000 GP
+1 - with Massive Criticals [1d6 Damage] = 3,000 GP
+1 - With Damage VS One Specific Creature Type = 4,000 GP
+1 - With +1 d4 Fire and Massive Criticals [1d6 Damage] = 5,000 GP
+1 - With Two Extra Melee Damage Types = 6,000 GP
+1 - With +3 Vampiric Regeneration = 6,500 GP
+1 - with On Hit: Poison [DC=16][Amount: 1d2 __ Damage] = 7,000 GP
+1 - With Damage VS Two Specific Creature Types = 8,000 GP
+1 - With +1d4 Fire and +1d4 Cold (Antipode Enchantment) - 10,000 GP
+1 - With Damage VS Three Specific Creature Types = 12,000 GP
Phoenix Enchantment - ? = 50,000 GP
~Armor/Shield/Helmet (Metal based only)~
Base Helmet - Any style (metal based) = 10 GP
Base Shield - Any type (metal based) = 75 GP
Base Armor - Any type (metal based) = 100 GP
Base Armor/Shield/Helmet - With +1 AC Bonus Enchantment = 1,000 GP (at least a single armor class enchantment (+1) is required for all additional armor enchantments)
The following has the +1 enchantment bonus added already into the cost for new items, if you possess a +1 item that can be enchanted further (they must inspect to check) substract the 1,000 GP enchantment cost to determine your actual price.
The following also can be applied (where possible) to any helmet, shield, or armor if metal based:
+1 - With Base Item Weight Reduction [40% of Weight] = 1,500 GP
+1 - With Fire Resist (5/-) = 2,000 GP
+1 - With Two +3 Skill BOnuses = 2,500 GP
+1 - With One Standard Weapon Resistance (5/-) = 3,000 GP
+1 - with +1 Universal Saving Throw Bonus = 3,500 GP
+1 - With Fire and Cold Resist (5/- each, Antipode Enchantment) = 4,000 Gp
+1 - With +3 Saving Throw Bonus VS Poison = 5,000 GP
+1 - With Two +5 Skill Bonuses = 5,500 GP
+1 - With Damage Reduction +1 Soak 5 Damage = 6,000 GP
+1 - with Spell Resistance [12] = 6,500 GP
+1 - With Two standard Weapon Resistance (5/- each) = 7,000 GP
+1 - With Immunity: Miscellaneous: Disease = 7,500 GP
+1 - With Immunity: Miscellaneous: Poison = 8,000 GP
+1 - With Cast Spell: Stoneskin (7) [2 Use/Day] = 9,000 GP
+1 - With Ability Bonus: Constitution [+2] = 10,000 GP
+1 - With one Bonus Spell Slot per Level: __ [Level 1] to [Level 4] = 12,000 GP
Phoenix Enchantment - ? = 50,000 GP
~Miscellaneous:~
Whetstone - Adds a sharp edge to your bladed weapon = 200 GP
Ironwood Scabbard - Protects both you and your weapon, can be used as a club weapon if need-be, made to fit = 300 GP
Blessed Oil - Makes your weapon effective against undead - 500 GP
Fyretwig Dust - Gives your weapon a burning touch for a short period of time = 500 GP
Nicho Derman's United Trading Association Stand:
~Trade Goods (list my be incomplete)~
Prices not established yet, however, if interested inquire.
Ale
Fish
Fruit
Fur
Gems
Gold
Livestock
Iron
Ivory
Oil
Meat
Salt
Silver
Timber/Wood
Wax
Wine
Calduil Thieleftyln's Woodworks and Leathery:
~Weapons (ranged, ammo, and throwing weapons)~
Base Ammo - Ammo (bolts, arrows, bullets) = (99) 10 GP
Base Ranged/Throwing Weapon - Any type of ranged and throwing weapon = 100 GP
Base Ranged Weapon - With a +1 AB = 1000 GP (at least a single enchantment (+1 AB) is required for all additional weapon enchantments)
Base Throwing/Ammo- With +1 Enchantment = 1,000 GP (at least a single enchantment (+1 AB) is required for all additional weapon enchantments)
The following has the +1 AB enchantment bonus added already into the cost for new items, if you possess a +1 item that can be enchanted further (they must inspect to check) substract the 1,000 GP enchantment cost to determine your actual price.
The following also can be applied (where possible) to any ranged, throwing, and ammo:
+1 - With Base Item Weight Reduction [40% of Weight] = 1,500 GP
+1 - With +1 AC Bonus (Deflection AC) = 2,000 GP
+1 - With One Extra Ranged Damage Type = 2,500 GP
+1 - with +1d4 Base Weapon Damage (Ammo/Throwing Weapons only)= 2,500 GP
+1 - With +3 Mighty (No ammo)= 3,000 GP
+1 - with +1d4 Fire (Ammo/Throwing Weapons only)= 3,000 GP
+1 - with Massive Criticals [1d6 Damage] = 3,500 GP
+1 - With Attack Bonus VS One Specific Creature Type (Ranged only)= 4,000 GP
+1 - With Damage VS One Specific Creature Type (Ammo/Throwing Weapons only)= 4,000 GP
+1 - With +1 d4 Fire and Massive Criticals [1d6 Damage] (Throwing Only)= 5,000 GP
+1 - With Two Extra Ranged Damage Types = 6,000 GP
+1 - With +3 Vampiric Regeneration (Ammo/Throwing Only) = 6,500 GP
+1 - with On Hit: Poison [DC=16][Amount: 1d2 __ Damage] (Ammo/Throwing Only) = 7,000 GP
+1 - With Attack Bonus VS Two Specific Creature Type (Ranged only)= 8,000 GP
+1 - With Damage VS Two Specific Creature Types (Ammo/Throwing Only) = 8,000 GP
+1 - With +1d4 Fire and +1d4 Cold (Antipode Enchantment) (Ammo/Throwing Only)- 10,000 GP
+1 - With Attack Bonus VS Three Specific Creature Type (Ranged only) = 12,000 GP
+1 - With Damage VS Three Specific Creature Types = 12,000 GP
+1 - With Unlimited Ammunition [Ammo: Basic] = 15,000 GP
+1 - With Unlimited Ammunition [Ammo: +1 Enchantment] = 20, 000 GP
+1 - With Unlimited Ammunition [Ammo: 1d6 _] = 25,000 GP
Winged Drake Enchantment - ? = 50,000 GP
~Armor/Shield/Helmet (Cloth, Leather, Wood based only)~
Base Helmet - Any style = 10 GP
Base Shield - Any type = 75 GP
Base Armor - Any type = 100 GP
Base Armor/Shield/Helmet - With +1 AC Bonus Enchantment = 1,000 GP (at least a single armor class enchantment (+1) is required for all additional armor enchantments)
The following has the +1 enchantment bonus added already into the cost for new items, if you possess a +1 item that can be enchanted further (they must inspect to check) substract the 1,000 GP enchantment cost to determine your actual price.
The following also can be applied (where possible) to any helmet, shield, or armor if Cloth, Leather, Wood :
+1 - With Base Item Weight Reduction [40% of Weight] = 1,500 GP
+1 - With Fire Resist (5/-) = 2,000 GP
+1 - With Two +3 Skill BOnuses = 2,500 GP
+1 - With One Standard Weapon Resistance (5/-) = 3,000 GP
+1 - with +1 Universal Saving Throw Bonus = 3,500 GP
+1 - With Fire and Cold Resist (5/- each, Antipode Enchantment) = 4,000 Gp
+1 - With +3 Saving Throw Bonus VS Poison = 5,000 GP
+1 - With Two +5 Skill Bonuses = 5,500 GP
+1 - With Damage Reduction +1 Soak 5 Damage = 6,000 GP
+1 - with Spell Resistance [12] = 6,500 GP
+1 - With Two standard Weapon Resistance (5/- each) = 7,000 GP
+1 - With Immunity: Miscellaneous: Disease = 7,500 GP
+1 - With Immunity: Miscellaneous: Poison = 8,000 GP
+1 - With Cast Spell: Stoneskin (7) [2 Use/Day] = 9,000 GP
+1 - With Ability Bonus: Constitution [+2] = 10,000 GP
+1 - With one Bonus Spell Slot per Level: __ [Level 1] to [Level 4] = 12,000 GP
Winged Drake Enchantment - ? = 50,000 GP
~Crafting Base Goods~
Weak Glass Vials - 1 GP, (10) 10 GP (Useful for only the weakest of potions)
Well Water - 5 GP, (10) 50 GP (Useful for only the weakest/cheapest of potions)
Salt Water - 5 GP, (10) 50 GP (Useful for weaker potions)
Glass Vials - 10 GP, (10) 100 GP (Useful for lower end potions)
Mountain Water - 25 GP, (10) 250 GP (Useful for middle-range potions)
Tempered Glass Vials - 30 GP, (10) 300 GP (Useful for middle to strong potions)
Purified Water - 50 GP, (10) 500 GP (Useful for stronger potions)
Crystal Vials - 100 GP, (10) 1,000 GP (Useful for stronger potions and double drink potions)
~Mixing Supplies/Monster & Animal Parts~
Snake's Fang - 10 GP, (10) 100 GP (Useful for amplifying)
Rat's Tail - 10 GP, (10) 100 GP (Useful for reaction)
Lizard's Blood - 10 GP, (10) 100 GP (Useful for mixing)
Graveyard Dirt - 10 GP, (10) 100 GP (Useful as a neutral base)
Drowner's Tongue - 25 GP, (10) 250 GP (Useful for detox and antidote potions)
Bear's Claw - 25 GP, (10) 250 GP (Useful for strength or endurance)
City Hunter's Leg Tendon - 25 GP, (10) 250 GP (Useful for reaction/agility)
Icefinder's Blood - 25 GP, (10) 250 GP (Useful for personality potions and cold potions)
Drowner's Claws - 50 GP, (10) 500 GP (Useful for their acidic nature)
Golem's Pith - 50 GP, (10) 500 GP (Useful for hardening of muscle and skin)
Brimstone - 50 GP, (10) 500 GP (Useful for its reactive nature)
Saltpeter - 75 GP, (10) 750 GP (Useful for controlling burn rates)
Salamander's Heart - 100 GP, (10) 1,000 GP (Useful to create burning passion and really hot fires)
Earalithiel Xilode'dwa's Magical Wonders:
~Scrolls~
Level 0 Spell Scrolls - 10 GP
Level 1 Spell Scrolls - 100 GP
Level 2 Spell Scrolls - 300 GP
Level 3 Spell Scrolls - 700 GP
Level 4 Spell Scrolls - 1300 GP
~Magical Gear~
Skill Boosting Items - +3 Sort = 200 GP
Skill Boosting Items - +6 Sort = 800 GP
Stat Increasing Items - +1 Sort = 2000 GP
Stat Increasing Items - +2 Sort = 4000 GP
Protective Items - +1 Sort = 1500 GP
Protective Items - +2 Sort = 3000 GP
Save Boosters - +1 Sort = 2500 GP
Save Boosters - +2 Sort = 5000 GP
Others exist, ask Earalithiel for details for specifications.
Frogo Blanger's Citygoods and Illiard Stonehaul's Nature's Finest 's
Ask either in person for what they sell. ((maybe listed later on))