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
| Item | Bonus/Powers | Qty In Stock | Cost |
|---|---|---|---|
| Backpack | 10 | 2gp | |
| Deluxe Backpack | 3 hidden pockets | 5 | 5gp |
| Climbing Gear | Pitons, hammer | 10 | 1gp |
| Compass | 5 | 35gp | |
| Daily Ration | 3 meals | 30 | 5sp |
| Fishing Line and Hook | 20 | 2sp | |
| Rope | 10m | 30 | 1gp |
| Shoulder Bag | 5 | 5sp | |
| Tent | 2 person | 5 | 4gp |
| Waterskin | 5L | 10 | 5sp |
| Hourglass | 10 | 10gp | |
| Perfume | 50 applications | 5 | 5gp |
| Sack | 50 | 8sp | |
| Weapon Paste | Plus 1 WB for d20 attacks | 50 | 5sp |
| Candle | Tallow, 6 hr | 50 | 1cp |
| Lantern Oil | 4hr | 30 | 5cp |
| Bulls-eye Lantern | 5 | 8gp | |
| Tinder Kit | 30 | 5cp | |
| Torch | Burns 2h, WB+1 | 50 | 1cp |
| Crowbar | WB+1 | 10 | 15sp |
| Deck of Cards | 5 | 1gp | |
| Marked Cards | 2 gamble | 10 | 5gp |
| Lock Pick | 100 | 1gp | |
| Handcuffs | 5 | 8gp | |
| Tools | 5 | 5gp | |
| Wooden Dice | 10 | 2cp | |
| Loaded Dice | 2 gamble | 5 | 2gp |
| Lock, Simple | LV: 0 | 5 | 1gp |
| Lock, Good | LV: 2 | 5 | 5gp |
| Lock, Solid | LV: 4 | 5 | 10gp |
| Lock, Mstwk | LV: 8 | 2 | 50gp |
| Lock, Dwarven | LV: 12 | 1 | 250gp |
Arms and Armor
| Item | Bonus/Powers | Qty In Stock | Cost |
|---|---|---|---|
| Leather Armor | AV+1 | 5 | 4gp |
| Leather Gr & Vb | AV+1 | 5 | 4gp |
| Bow, Short | WB+1, INI+1 | 10 | 6gp |
| Brass Knuckles | 5 | 1gp | |
| Club | WB+1, wood,/td> | 10 | 2sp |
| Crossbow, Lt | WB+2, 2h | 5 | 8gp |
| Dagger | INI+1 | 20 | 2gp |
| Sling | 10 | 1sp | |
| Sword, Short | WB+1 | 10 | 6gp |
| Throwing Knife | 10 | 2gp |
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
