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C r e d i t s
Design Concept: Anne BrownDesign: J. Robert King and Co.Company: Tim Beach, Karen S. Boomgarden, Anne Brown, David
“Zeb” Cook, Jeff Grubb, Julia Martin, Colin McComb, ThomasReid, Steven Schend
Editing: Karen S. BoomgardenCover Art: Design PartnersInterior Art: Ned Dameron, Marco AidalaTypography: Angelika LokotzGraphic Design: Stephanie Tabat, Angelika Lokotz, J. Robert KingProduction: Stephanie TabatSpecial Thanks: Richard W. Brown
The material contained herein is protected under the copyright laws of the United States ofAmerica. Any reproduction or other unauthorized use of the material or artwork containedherein is prohibited without the express written permission of TSR, Inc.
Copyright ©1992 TSR, Inc. All Rights Reserved.
Random House and its affiliate companies have worldwide distribution rights in the book tradefor English language products of TSR, Inc. Distributed to the book and hobby trade in theUnited Kingdom by TSR Ltd. Distributed to the toy and hobby trade in the United States byregional distributors.
Printed in the United States of America.
ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMSare registered trademarks owned by TSR, Inc.
The TSR logo is a trademark owned by TSR, Inc.
ISBN 1-56076-327-2 9358XXX1501
TSR, Inc.POB 756
TSR Ltd.120 Church End,
Lake Geneva,WI 53147
U.S.A.
Cherry HintonCambridge CB1 3LBUnited Kingdom
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C o n t e n t s
Designer’s Notes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4A Word from Our Founder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5Rangers’ Field. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7Thieves’ Corner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13Bards’ Emporium . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21Priests’ Alcove. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31Wizards’ Laboratory. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39Laborers’ List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51Inn and Tavern. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65Scribes’ Desk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67Storage Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71General Hardware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73Tailors’ Corner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75Clothes and Shoes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77Boom’s Garden. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90Jewelry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94Household Accoutrements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97Personal Supplies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100Illuminations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103Diversions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109Aurora’s Larder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116Breads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119Cheese Shop. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .124Wines and Ales... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128Exotics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131Wilderness Gear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134Priest in a Poke. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141DaRoni’s Workshop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .146
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Designer's Notes
Aurora’s Catalogue found its beginnings in a pragmatic setting: the gaming table.During a campaign in turn-of-the-century America, Anne Brown happened upon areprint of a 1902 mail-order catalogue. She brought the catalogue to the next sessionto let the PCs do some shopping. Over the following weeks, the catalogue proved ashandy and oft-referenced as the materials provided for the game; it showed just whatwas available in 1902, with illustrations, descriptions, and prices for items from plowsto electric belts (don’t ask). Clearly, if such a reference could help recreate the familiarworld of turn-of-the-century America, a similar catalogue could help recreate the for-eign world of medieval fantasy.
That’s how Aurora’s Catalogue was conceived. Its maturation, however, was a bitmore involved. Anne and I spent many hours poring over materials from the extensive(and frightening) TSR library and the University of Wisconsin Library—among thehighest ranked research facilities in the nation. (Jon Pickens’ apartment has a slightlyhigher ranking: he provided over 20 useful resources, allowed unlimited checkouttime, and supplied 24 hour reference.) From over 10,000 pages of material wegleaned loads of authentic medieval items to offer. To these we added many fantasticinventions from the timeless genius of Leonardo Da Vinci—everything from barelyfunctional flying machines to scythe-bladed war wagons. Other contraptions are ofour own creation, things calculated to help AD&D® game PCs. Finally, we accessedthe mutual brain of Greenwood and Grubb for odd items and peoples of Faerun thatshould somehow figure into the catalogue.
The whole process is summed as follows: every item that appears here is either au-thentically medieval or suitably fantastic. The best items are both. We purposelyavoided magical items (“how much are you asking for the Wand of Orcus?”) becausecareless acquisition of magic can completely unbalance a game. And in concern forgame balance and flavor, DMs should allow themselves absolute latitude in determin-ing the availability of products. A DM whose players face an attack of giant slugs maysay that salt is unavailable, or sell it by gross tonnage! DMs who distribute money onecopper at a time might begin a green-stamp purchasing program; others who runMonty Haul campaigns may double costs.
Aurora’s Guide was meant not only to be flexible in prices, but also in uses. WhenPCs enter a cheese shop, let them page through the cheese section of Aurora’s andread some of the entries to learn what sort of fare appears in the shop. When an angrymob chases a monster to a castle, outfit them with the laborer’s tools as weapons.When you need any adventure idea, call the PCs to the catalogue station and haveAurora hire them to find her lost shipment (of Maztican cotton, Shou Lung silk, etc.).
Shop early; shop often. Our hope is that Aurora’s Catalogue will become the mosttattered (and loved) book in your gaming collection.
4
A Word from Our Founder
Welcome to Aurora’s Emporium!You are about to embark on the finest shopping experience in all of Faerun. I am
pleased to bring you the widest selection of impeccable merchandise available any-where on the continent.
No doubt you’ve already thumbed through the pages of this catalogue and ad-mired my wide variety of goods and their lavish descriptions and illustrations. Mysmall staff of scribes and artists has spent countless hours preparing this tome for du-plication. A second staff of apprentice mages spends its days magically copying anddistributing these volumes to my catalogue outlets. I regret that my catalogues cannotleave the outlets, as public distribution has proven too expensive, but be assured thateach outlet is furnished with enough copies so there is never a wait to browse.
How Aurora’s Emporium WorksFor those of you who are new to my catalogue bazaar, let me explain how my system
operates. My agents and I purchase goods from traveling peddlers, wholesalers, indi-vidual craftspersons, and a long list of reputable merchants. I never knowingly buyfrom the black market; my divination spells ensure this! Merchandise is shipped infrom the four corners of Faerun to my central warehouse, the location of which is awell-guarded secret. (Incidentally, I move my entire warehouse about once a year toensure the security of its location.)
My catalogue outlets are sprinkled across the continent, in all major cities. Current-ly, I have six outlets in Waterdeep alone! New outlets are opening monthly—if you’renot near a convenient location now, chances are good that another will open soon!
When your order is taken at one of my outlets, it is placed in a batch with otherorders from the outlet. Every morning and every evening, orders are teleported to thecentral warehouse, where the merchandise is picked and batched. My staff assemblesan outlet’s orders; then, using magical platforms of teleportation, the orders areshipped to their respective stores. Especially large orders or items are frequently re-duced in size magically, then enlarged at the destination.
Orders typically arrive at the outlets in two to three days. Outlet staff can advise youon current shipping trends. Shipping times may be slightly longer near majorholidays—plan ahead!
Orders are processed in the order they are received. The exception to this rule isdisaster relief—if a locale is ravaged by fire or flood, for example, their orders forfood, blankets, clothing, etc. are always filled first. Again, outlet staff can advise youif such conditions exist.
Ordering InstructionsOrder forms are available at all catalogue outlets. My trained staff will assist you and
advise you. For all orders, a 25% deposit is required when the order is placed. (Certainitems require payment in full when ordering—refer to individual item descriptions.)Your deposit is cheerfully refunded if an item is out of stock.
If you don’t see it, ask! Frequently, I have merchandise in stock that hasn’t foundits way into an updated catalogue.
5
When your merchandise arrives, you may examine it at the outlet before complet-ing your purchase. If it does not meet with your satisfaction, you may reject the ship-ment and your deposit will be refunded. Once the merchandise leaves the premises,however, we cannot accept any returns or exchanges.
Unless prior arrangements are made, orders are stored at an outlet for 14 days. Afterthat time, merchandise is returned to the warehouse and the deposit is forfeited.
Rush Delivery —If you require same-day delivery on your merchandise, we can usuallyaccommodate your needs. A nonrefundable surcharge of 15% is added to your order.
SubstitutionsWe occasionally substitute merchandise pictured in the catalogue. If the exact item
is unavailable, a similar item may be shipped. You always have the option to examineand refuse such items.
Color SelectionsWhen purchasing clothing or fabrics, outlet staff will have a list of colors available
in addition to those listed in the catalog entries. If these colors do not suit your needs,consider using our dyeing service. For an additional 10% fee, have your garment orfabric dyed to order from our extensive collection of common and exotic dyes. Aswatch booklet is available at all outlets to assist you in your selection. Please allow 3-4extra days for these special orders.
Work For HireWhen visiting catalogue outlets, please check the notice board for job postings. I
am frequently in need of novice mages for mundane spellcasting, hired muscle toserve as caravan escorts, or sometimes groups of intrepid adventurers to hunt downlost shipments or locate an obscure item. I pay handsomely, commensurate with thedanger and difficulty of a task.
I’m extremely proud of the selection and quality of merchandise I can offer you. Ihope you’ll be surprised and delighted by my catalogue bazaar!
6
AXE,HATCHET:Among the simplestand most versatiletools of thewoodsman is theaxe. Whether usedto cut firewood orto cleavehobgoblins, a keenaxe can be alifesaver. Our full-size woodsman’s axe(3 gp) comes with a
Ranger's Field
I do not offer weapons or armor: few fighters would buy a long-sword not crafted and weighted for his orher stance, or buy armor as though it were stretchable stockings. Even so, my catalogue does contain
equipment for warriors. The following equipment works well not only in the hands of a ranger, but alsoin those of any warrior who spends much time in the wilderness. The hunting and fishing gear are
incomparable, and the tree seats and beds suit anyone on the prowl for orcs. All of our ranger gear isconstructed of durable and light-weight material and fits easily onto our equipment frame.
leather case, as does our hatchet (2 gp).Axe: Wt 6 lb; Sz M; Tp S; Spd Fctr 7; Dmg1d6+1/1d6+1; two-handedHatchet: Wt 3 lb; St S; Tp S; Spd Fctr 4; Dmg1d4+1/1d4+1; one-handed
BODY SLEIGH: Whether you needan easy way to haul a slain deer back tocamp or a fast method for taking awounded friend from the fray, you willwant to be carrying our body sleigh.The durable canvas sleigh wraps inmoments about a downed creature, andthe leather harness straps easily to yourshoulders. When in your rucksack, thebody sleigh weighs a mere 8 pounds,and when hauling a body, it allows you
to move rapidly. (8 gp)works for up to L creatures; user can haul in lbs 10times Str at ¾ movement rate, 20 times Str at 1/2movement rate, and 25 times Str at ¼movement; can pull for number of rounds equalto Con before exhaustion
CAGES: Most natural animals aretrainable to some degree, growinghostile only when provoked. With ourvariously-sized cages, rangers can keepanimals either for taming or training.Our fowlers’ cages (8 gp) are built ofsturdy bamboo from Hungtse andprovide enough space for creatures fromtit-mouse to falcon sizes. We also offerbrass cages of the same size (12 gp) forgnawing rodents such as ferrets andsquirrels. Both types are easilycollapsible into flat and light-weightpanels that fit snugly on our equipmentpack. For larger creatures, see ourofferings of collars and leashes.
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Ranger's Field
Wt 2 lb (bamboo)/5 lb (brass); require 1 turn toset up, collapse; proper cage provides +1 toAnimal training checks for taming or training
Dagger boots: Wt 3 lb; S S; T P; Spd Fctr 3; Dmg1d4/1d4; heavy tread makes person easier to track(+2 to Tracking proficiency of person following)
CORDINGMALLET: Thoughaxes may be best forfelling trees, acording mallet isbest for splittingthe wood thereafter.With a solid steeltriangular head thatweighs 20 lbs, thewoodsman needsonly to lift thecorder high and letit drop onto the
wood to be split. Lumberers I know saythat a cording mallet can split twice thewood an axe can, merely becausecording mallets never bind. The steelhandle prevents breakage if the wood ismissed. (10 gp)Cording mallet: Wt. 25 lb; S M; Typ S/B; SpdFctr 12; Dmg 1d8/1d8; Hit Prob. -2
DAGGERBOOTS: Originallymeant for treeclimbing, thesesharp-toed bootshave becomepopular weapons aswell. Constructed offine grain leather and well-temperedsteel, dagger boots provide a suretoehold on even the smoothest bark.Dagger boots have also proven useful inscraps with orcs and other suchcreatures. Because the claw-shapedblade of these boots is raised from theground, dagger boots do not impairmovement.
EQUIPMENTFRAME: A wellhung pack canmake the differencebetween staminaand fatigue. Ourequipment frame(10 gp) is a light(5 lb) steel harnessthat centers weightupon the hipsrather than theshoulders. Bristlingwith one-wayhooks, the frame can be loaded withrucksack, waterskins, weaponry, mapscrolls, and all manner of equipment ineasy reach. For an added 3 sp, wesupply a canvas fly that drapes over theframe, protecting equipment and bodyalike from even torrential rains.shifts encumbrance level down one category (e.g.from severe to heavy) when used
FIELD GLASS: This new productcomes from the ingenious craftsmen ofthe Shining South. A tapered piece ofleather contains pockets that holdspecially ground pieces of glass. Whenremoved from their pockets, fitted inthe clips at the ends of the leather, andencased by the buttoned leather roll,these pieces of glass work an odd magic:they make distant things appear close,
8
Ranger's Field
and close things appear blurry. Thoughthis oddity might seem useless at firstglance, imagine the application on thebattlefield or when spying on an enemycamp. (25 gp)doubles the range and detail-level of normalvision (see “Vision and Light” in the PHB)
FISHING TACKLE: Those who donot like fish do not live near water. Fishfried within the hour of its capture isamong the most luscious meals to behad. Our fishing tackle kit (10 gp)includes a birchwood rod, silken line,corkwood bobbers, steel hooks, leadsinkers, velvet lures, narrow netting,and any other items you might need forindividual fishing. We also supplylobster traps (5 gp) for those who livealong northern reaches of the TracklessSea, and eel traps (3 gp) designed forplacement in rivers.most items in the kit are required for use ofFishing proficiency (DM’s discretion); not neededfor spear fishing
FOWLERS’SNARES: Birds areamong the mostalluring, elusive,and powerfulcreatures of theforest. We offerfowlers’ snares forsmall and trainablebirds such as thesparrow or theexotic mynah ofShou Lung, as wellas traditional birdsof prey such as the falcon and hawk.Both sizes of snare have open weaveconstruction so that the bird will notfeel enclosed until the door snaps shutbehind it. Small-bird: 1 gp;Large-bird: 3 gp.
HUNTING KNIVES: Our set of fivehunting knives includes a 7-inch full-bellied blade for quick kills, a 5-inchserrated blade for tough hides, a 4-inchblade for cutting bone and wood, ahooked blade for opening bellieswithout knicking guts, and anotherblade for quick skinning. All theseknives come with their own sheath,which buttons into a leather carryingpack. (12 gp)treat 7- and 5-inch blades per dagger; treatremaining blades as per knife
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Ranger's Field
HUNTING TRAPS: Though anyranger worth his salt can cobble togethera sufficient animal trap in half an hour,most such traps tend to be lethal ortorturous in nature. By contrast, weoffer both live and lethal traps. Our livetraps come in three sizes—rabbit (4 gp,3 lb), boar (7 gp, 8 lb), and bear (12gp, 15 lb), all of which can be set up inten minutes. Our lethal trap (10 gp)works on any size of animal and ismercifully swift. These baited trapscontain opposing blades that springclosed when an animal comes to feed,decapitating it instantly.
LEASHES:Though a trainedbear might make afine companion inthe wilds, it woulddoubtless cause apanic if broughtunleashed into acity. We therefore offer chain leash andcollar assemblies in various sizes:common cat (2 sp); small dog (4 sp);common dog (5 sp); wolf (6 gp), direwolf (8 sp). These sets are not meant foruse on sapient creatures.proper leash provides + 1 to Animal Trainingproficiency check
PROVISIONBAG: After a longday’s hike, nothingtastes better than avenison steak, a cupof cold wine and aslice of cheese.Unfortunately, theother forest inhabitants could not agreemore. However, our leather provisionbag not only holds smells in, but alsoallows victuals to be hung from treebranches, well out of the reach ofdangerous animals. By cinching themouth tight, casting the rope over atree-limb and hoisting the bag, foodcan be stored safely away from rovinganimals. (3 gp)
ROPE LADDER:Not a devicetypically needed byfleet-footed rangers,rope laddersbecome most usefulwhen a ranger’scamp entertainsnonadventurers. Iknow of one famousranger whoestablished a wholecitadel in the wood,with houses in the
trees and rope ladders to every door.Our rope ladders are also useful asbridges. We use only ¾ inch hempwith 2-inch board slats, for loads up to800 pounds. Our rope ladders are soldin two-foot increments, minimum of 8feet, maximum of 60 (1 sp/4 ft).does not require Mountaineering proficiency orthief Climb Walls check; wt equals length
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Ranger's Field
SAW, FOLDING: Tree-felling toolsare commonly quite bulky. Fewadventuring woodsmen can carry an axeand saw upon the trail. However, withour new folding saw, woodsmen canhave a sharp and sturdy blade on handat any time. Merely by removing theretaining band, opening the hingedblade, and locking it in place with theflat band, the woodsman can have ablade ready.cuts through 4 in sq of soft wood per round, 2 insq of hardwood; ineffective as a weapon
the dwarven sayinggoes, “No sword isever sharp enough.”So too, no ranger’saim is ever perfectenough. Those whocan hit the bullseye
a number of targets to aid users ofmissile weapons. Our 2' diametercircular target (1 sp) is made of linenand straw and marked at its exact centerwith a black X. Our 1' diameter circulartarget (3 sp) is made of 2" thick cork.We also offer a pair of 1' targetsmounted on a pivoting board and stand(5 gp). By pulling a long cord, thearcher can set the targets to spinning,adding a new challenge to the task.2 months spent solely in practice with these targets
should learn to split the shaft. We offer
TARGETS: As
may allow an additional weapon proficiency, asper training rules (DMG, Ch. 8)
TREE BED: Sleeping unprotected onthe ground is not only dangerous, butalso uncomfortable. We therefore offer atree bed (8 gp). This gnomishcontraption stretches a canvas sheetacross a wooden frame that can belashed in place upon most any tree. Thetree bed provides a comfortable sleepremoved from the dirty earth and awayfrom the notice of roaming beasts. Foran added 2 gp, we will include apitched roof, turning the tree bed into aprivate tent for times of cold or rain.wt: 8 lb; not useful outside of trees
TREE SEAT:Those unfamiliarwith the ways of thewildernesscommonly do notrealize that afortress lies in everytree. Our tree seatprovides rangers ahigh andinconspicuousvantage forguarding in forestedareas. Modeled afterthe crow’s nests aboard ships, the treeseat is the watchtower of the wood. Aranger in a tree seat almost invariablygets off the first shot or sends out thefirst warning call, and such folk arenever garrotted. Assembled andmounted in minutes, the tree seat isconstructed of sturdy duskwood and itssteel claws will not slip. Not to be used
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Ranger's Field
on treants. (15 gp)requires Dex check to assemble correctly; provideswatcher +3 to surprise roll and ground creatures a-3 to surprise roll; doubles range of vision
WHISTLES AND ANIMAL CALLS:The forest is filled with innumerablebirds and beasts, some of whom youmay wish to attract, and some of whom
you may wish to repel. We offer whistlesand calls for both purposes. Those thatattract creatures produce the soundpleasing to the creature’s ear (matingcall or sound of prey); those that repelcreate an unpleasant sound (distress callor cry of enemy). All our animal callscost 1 gp. Please specify which creatureyou wish to attract or repel: badger, bat,bear, boar, cat, deer, dog, eagle, hawk,horse, mountain lion, owl, rat, snake,sparrow, wolf, wren.90% chance to attract/repel friendly creatures;70% on indifferent; 50% on cautious; 30% onthreatening; 10% on hostile; 0% if none in ½mile radius
12
Pocket-Picking
MINI-BLADE: This little blade—sosmall that it hides easily between theknuckles of a thief—has given thecutpurse his name. Masters of this tinyand keen blade can garner a day’s wagesin a mere hour. Of course, novices mayend up missing a finger or two. (1 sp)+5% to Pick Pockets; cannot be used with rosin,powder, or wired cane
Thieves' Corner
I like thieves. Rather a strange confession for a business owner, I realize,but I spent much of my adventuring life in the company of thieves—and I enjoyed it.
Thieves are not necessarily unethical, they just restrict their ethical conduct to a specific group ofpersons. Of course, though I sell thieving aids, I cannot condone thievery against any but those withill-gotten goods. For all thieving equipment, I require payment in full prior to delivery of materials.
Some of these items are unavailable at particular stations due to legality.
Powder vial— 15 applications: (5 cp).+2% to Pick Pockets used separately; +5together; cannot be used with mini-blade or wired
ROSIN AND POWDER: For thieveswhose pocket-picking fingers do notseem sticky enough, rosin applied to thetips can boost sticking power. Thosewho have trouble slipping their handsinto and out of purses and pocketsmight use our thieving powder tofacilitate movement. Using rosin on thefingertips and powder on the edgesproduces a particularly usefulcombination.Rosin cube—100 applications: (1 sp);
cane
WIRED CANE:A rigid wire andleather wristbandstraps this cane tothe wrist, allowing apick-pocket to feigninfirmity until closeenough to strike.Then by bumpinginto the target, thecane-bearing handcan perform thepilfery and returnto the cane before itis noticed. The wired cane’s handlecontains a long-bored hole sized forcoins of most types and most jewels.Ivory (10 gp); Bronze (5 gp);Oak (3 gp).+5% to Pick Pockets; cannot be used withmini-blade or powder
Entering
GAROTTES: Only the worst andmost vile of thieves would garotte a
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Thieves' Corner
guard when a more cunning and lessbrutal method commends itself. Evenso, I receive enough orders for these thatI feel I must stock them. All my garottesare constructed of strong wire andhardwood handles—and all aredamnably effective. (3 sp)Wt 1 lb; Sz S; Tp Special; SpF 2; Dmg1d4/—(cannot be used on L); surprise provides+3 attack-roll bonus, no surprise provides -3penalty; three consecutive hits kill victim
GLASSCUTTER: Whyspend preciousminutes (if notlonger) picking arusty and complexlock when a windowlies in reach? Thediamond head ofthis glass-cutter isguaranteed to scoreeven the thickestand most refinedglass. Merely plant
the sap-spong in the center of a pane ofglass and score a circle around it. Agentle tap creates a hole frommouse-size to person-size. (2 gp)Requires Dex check at -2; failure means the cutsection of window slipped and shattered
HACKSAW: Where lockpicksrequire finesse and time, hacksaws onlyrequire time. All our blades areconstructed by dwarven craftsmen andmade of fire-hardened steel; our
common blades can cut throughanything made of steel or softermaterial. Our superior-grade blades,toothed with diamond chips, can cutany material of lesser hardness thandiamond. Common: 5 gp;Superior: 20 gp.Either blade cuts one quarter-inch square perround; common blades last ten uses, superior lasttwenty.
HINGE-REMOVING SET: Doorshave two sides—if you can’t pick thelock, you might try removing thehinges. Our hinge-removing setcontains all the tools you need toremove hinges on anything from jewelryboxes to castle keeps. (30 gp)Requires Dex check +1 round for small, 1 turnfor door-size, and 10 turns for large hinges
KEYMAKING SET: The mostsophisticated lockpick is a duplicate ofthe key itself. Our keymaking setincludes a wax pad for taking animpression of the original, a scribe formarking the metal stock, a set of bladesand files for shaping the stock, and evena stack of metal stocks in small,medium, and large size and thickness.(40 gp)
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Thieves' Corner
Requires imprint of original, 1 day, and 5 Dexchecks—three successes produce a working key
LOCKPICKS: In addition to theassortment of wires, rods, and angledwrenches common to lockpick sets, ourexpanded version also contains a funnel,magnifying glass, hammer, oils, acids,chisels—even a listening cone. We havenever received a complaint about theeffectiveness of our sets—at least notfrom the buyers.+20% bonus to Open Locks; listening conegrants a +10% bonus to Detect Noise
SLEEP GAS:A sleeping guard isundeniably nicerthan a garottedone. We have threelevels of potency forour sleeping gas, forsmall, medium,and large-sizecreatures. All comein sturdy stopperedflasks that breakeasily on impact. Inliquid form whenstoppered, these vials contain enoughpunch to instantly lay low one creatureof the indicated size. Small: 5 gp/ flask;Man-size: 10 gp/flask;Large: 20 gp/flask.Effective 1d4+1 turns; useless against H or Gsizes
SilenceDIVERSION DEVICES: Some
thieves could not move silently if theirlives depended on it—and typicallytheir lives do. Therefore, we offer twodevices to attract attention elsewherewhile the thief moves not-so-silently.
BAMSMACKS:Shipped from ShouLung, these tinysegments ofbamboo containordinary salt. Whena string on thebamsmack is set onfire, the device splits apart with a loudsmack. Bamsmacks are best used whenthrown. (5 gp each)
1 5
Thieves' Corner
GIGWHORLS: Thesetight-wound topsfrom Calimshanhave a lock andspring mechanism.When thrown, theyhit the ground andwhirl in a loud,
clattering fashion. (3 gp each)Provide a 1 round diversion; they work only onceper encounter, only on creatures unaware of theuser
cloaks of elvenkind,these garments arenot magical. Theirneutral gray colorand ingenious
make their wearerblend readily intoshadows. Small:
gnomish design
10 gp. Large: 12 gp.+5% bonus to Hide inShadows
CLOAKS: Unlike
comes from poorshoes. These softleather shoes arecoated with a thick,
SILENT SHOES:Much stray sound
stretchy substancefrom Chult. The
silent shoes work well in thick forests aswell as wet dungeons. All sizes: 10 gp.+4% bonus to Move Silently
SILKBODYSUIT:Any noise not madeby shoes must comefrom clothes. Thisblack, tight-fittingbodysuit, madefrom a resilientfabric from Maztica,helps thieves hidein shadows.All sizes: 10 gp.+4% bonus to MoveSilently
the risk of revealing one’s place. Thismakeup will not harm the skin, asnormal tar or rubbed charcoal may.One jar (25 applications): 3 gp.+2% bonus to Hide in Shadows
WEAPON-
One vial (25 applications): 3 gp.+5 bonus to Hide in Shadows
BLACK: Thiscompound does fordagger or swordwhat tar makeupdoes for one’s face.Unlike that of othercompanies, ourweaponblack will not affect thesharpness of the weapon, nor is itflammable.
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HidingGNOMISH
TAR MAKEUP:A cloaked bodymay still be givenaway by anuncovered face. Ourtar makeup allowsfull vision andflexibility without
Thieves' Corner
Listening
THIEVING HELMET: A perennialproblem of being a thief is that anyhelmet must be removed to hearthrough doorways. Therefore, agnomish inventor in Waterdeep devisedthis thieving helm, which not onlyprotects the head, but also amplifiessound coming to a listener. They maylook silly, but some of my friends swearby them. (10 gp)-1 bonus to AC; +5% to Detect Noise
Climbing
CLAMP GAUNTLETS ANDCHISEL BOOTS: These ingeniousitems were invented by the samegnomish craftsman who made thethieving helmet. By means ofnarrow-tipped fingers and toes and aratcheted clamp mechanism, in thegauntlets, thieves can find a handholdon most external wall surfaces:cut-stone, riverstone, or wood.Either size: 25 gp.+10 bonus to Climb Walls; -5 penalty to attackrolls; halves movement; cannot be used with otherclimbing gear
CLIMBINGIRONS:These bent rodsstrap comfortably tothe legs, allowing athief to sink thebarbed ankles intomost any woodsurface.Traditionally usedby lumbermen,climbing irons alsowork very effectivelyon the corners ofwooden buildings. Of course, thoughthey aid climbing, they hampergetaways— I’ve seen many a thiefrunning bow-legged from a crime sceneto avoid bloodying his ankles.+7 bonus to Climb Walls; -3 penalty to normalmovement until removed
ROPE SET:Our rope set notonly includes 200yards ofhigh-quality,triple-stranded silkrope of elvenmanufacture, butalso two foldable grapples and thespikes and pulleys needed for seriousclimbing. All of this comes in alightweight pack. (40 gp)+10 bonus to Climb Walls; cannot be used withother climbing gear; total set weighs 5 lb; packweighs ½ lb
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Thieves' Corner
SPIDER POLES: This odd andgangly assortment of metal poles can becollapsed into a small, lightweightbundle. When unfolded, however, thespider-poles can be snapped variouslytogether to form a semirigid ladder orarticulated frame for scaling walls. Paycareful attention when you unfold thespider poles, though, or you may neverremember how to collapse them.+10 bonus to Climb Walls; requires Dex checkfor assembly/fold up; cannot be used with otherclimbing equipment
EscapingBLADEBOOTS:
Captured thievesare typicallystripped of theirweapons, but not oftheir shoes. If athief has a shoe fora weapon, odds for
escape improve significantly. Solidleather construction, a broad steelblade, and a heel-click triggermechanism add kick to any escape.(15 gp)Wt 2 lbs; Sz S; Tp P; Speed 4; Dmg 1d6/1d6+1
EARBLADE: Though many thievescarry these handy gadgets, most hopenever to use them. The earblade is anincredibly keen blade mounted on aspring hinge and resting unobtrusivelybehind the ear. The earblade’s sole useis to deeply score a nooseline placed
over a thief’s head.Thus, when thegibbet block isdropped, the ropewill snap and thethief can escape.Since none canguess which side thenoose will be placed on, most thievesbuy two of these. (1 sp)15% chance of discovery; 50% chance of success
FILES: Thesethin and sturdy filescan be easily sewninto the hems ofclothing before anythievery isattempted. Then ifcaptured, the thiefhas a ready meansfor making an exitfrom his cell. Thesefiles are not to beswallowed andregurgitated underany circumstance.Cut through ¼ inch square of iron or lessermaterial in 1 turn
MASKS:Arguably the bestway to escapepursuit is to beunrecognizable. Westock only thetypical blackthieving masks, but
can special order face dressings that, indim light, disguise the wearer entirely.Specify type and allow six months forspecial orders.40% chance of disguise, or +3 to Disguiseproficiency, whichever is greater
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Thieves' Corner
POISON:Live thieves arecarted off or slain;dead thieves are leftto the mortician orthe ravens. Bydrinking two vialsof this mild poison
(one vial for demihumans or weakhumans), a thief can all but stop hisheart and breathing for 30 minutes.Most awake thereafter in simpler handsfrom which to escape, though somehave come to buried in pine boxes.Actual duration is 1d20+10 rounds
SPOILERS: When fleeing from thescene of a crime, one need not rely onskill alone to escape harm’s way. Bytossing spikey caltrops onto a roughpath or marbles on a smooth floor onecan markedly slow a pursuit. Aniseedcan throw dogs off a thief’s scent, and afield of snap-traps can deter pursuers ofany type. When fleeing with a bag ofgold beneath one arm, have a bag ofspoilers beneath the other and you’llsurely get away.
CALTROPS(BAG OF 100):
2 gp
Pursuers move at 1/3speed or save vs.paralyzation; successfulsave halts movement anddoes 1d4 damage
MARBLES(BAG OF 100):8 sp
Pursuers move at ½speed or Dex check forslipping; failed checkmeans they fall for 1round
ANISEED(VIAL):1 gp
Stops dogs 1d4+1hours; successful save vs.poison lets trained dogpursue after 1d4+1 turns
SNAPTRAPS(BAG OF 100):
5 gp
Pursuers move at ½speed or Dex check;failure means pursuersteps on trap and takes1d4 damage
ScamsBEGGING FAKERY: Despite the
protestations of thieves’ guildsthroughout Toril, I refuse to stockmaterials expressly meant for the crueland unimaginative scam of beggingfakery. Granted, those bent on schemesthat take bread from the mouths of thetruly needy will buy crutches, bandages,and so forth from our medical section,but I can little stop such reprobates.
DISAPPEARING INK: For thieveswho make their way among wealthyfolk, disappearing ink is asindispensable as a mini-blade to acutpurse. What better way to entrap anunwary businessman than to sign him to
19
Thieves' Corner
a contract from which your signaturewill disappear? We carry all varieties ofink—disappearing within the hour, day,week, or month, and ink that isinvisible until heated over a candle.Please specify type at ordering.Black or red: 5 gp.10% chance of failure
DISGUISE: Our costume kits containeverything a thief needs to slip byunobtrusively. A vial of tree sap allowsthe goat-hair moustache or beard to beeasily attached. The soft felt hat canassume many shapes and the linen coifdoubles as a decorative hood. A coalpad darkens skin and adds dramaticshadows, while the chalk stick lightensand highlights skin. The pack evenincludes a wad of clay that can beshapedand colored to make a false noseor chin, or higher cheekbones. (20 gp)+3 to Disguise proficiency
GAMES: The gaming table haswitnessed some of the most daring andlegendary scams of thieving history. Forthe enterprising game player, we offermarked card decks (3 gp), dice weightedfor high or low rolls (5 gp), and pebblesand shells with roller pockets (3 gp).+3 to Gaming proficiency if used appropriately
SALVES ANDMEDICINALS:Because I will notcondone the sale offalse cures to thosewith real afflictions,our liniments andsalves purport
instead to provide enhanced felicity tonative abilities. We therefore supplysnake-oil salesmen with stoppered jarspurporting to “liven reflexes,”“improve stamina,” “enlarge muscles,”“induce hair growth,” “increaseintelligence,” “ remove liver spots,”“enhance common sense.” Each bottlecomes with complex instructions forapplication, and minuscule evidence ofeffectiveness.Successful wisdom check lets thief sell salve for1d10 gp; 5% chance per usage of temporaryplacebo effect, improving related ability (if any) 1point for 1d3 days.
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Bards' Emporium
When I was young, I thought music fairly useless. It did not stop hunger, grant warmth, save life,cover nudity, quench thirst, turn rain, or perform any other worthwhile service, as far as I could tell. Iwas at that time too young and too practical to admit “soothing the heart” or “rousing the spirit” as
true justifications for music. However, years spent at the mercy of the wandering trail and thestorm-prone sky taught me to value a cheery song even above a hot meal or warm bed.
Therefore, I offer only the finest quality instruments, each of them inspected and approved by theWaterdhavian Council of Musicians, Instrument Makers, and Choristers. As well as offering the
instruments themselves, we allow special requests for blessing by the priests of Milil at double theinstrument’s list cost and twice the ordering time. When ordering instruments for ensembles, remember
that instruments crafted in disparate geographical or cultural areas may not be compatible in pitch.But bards do not live by instruments alone.
I am pleased to also offer many of the accoutrements that bards need for the recitation of verse and theexecution of drama. Read through the section that follows the instruments and discover there the many
helps we provide for working wonder in the hearts of audiences.
Common StringsBANDORE
(PANDORA): Thisbass-rangeinstrument canreach low notes thatother citternscannot. It has a richand mellow tonethe girds up eventhe quietest ofvoices. As well asbeing ornamental,the bandore’sscalloped sides are
said to enrich the timbre. (65 gp)
CITTERN: These pear-shapedvariations on the common yarting havefour sets of paired strings that producerich tones. The Patriarch of Song inWaterdeep says, “Citterns add spice topeasant music.” (65 gp)
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DULCIMER: In the frosty lands ofDamara, these instruments have becomea favorite for hearthside entertainment.All our Damaran craftsmen use solidspruce sounding boards and oakhammers.Full-size: 60 gp; Half-size: 45 gp.
LUTE: Built by the craftsmen ofexotic Calimshan, these round-backedinstruments have become a fixture inroyal courts as far north as Sundabar.Our lutes contain doubled strings for afuller sound. The pegs allow for easytuning, and the round back rests mostcomfortably against the stomach.Chitarrone: 50 gp; theorbo: 45 gp;mandora: 40 gp; common: 35 gp.
Bards' Emporium
MANDOLIN :Another fineproduct fromCalimshan, thesesmall, pear-shapedinstrumentsproduce a delicate,fluttering soundwhen strummed foraccompaniment.They also makeexcellent soloinstruments. 40 gp.
PSALTERY:The music of thisplucked dulcimerfills the houses ofpeasants and thecastles of kings fromNarfell to Cormyr.Crafted by skilledbards in Selgaunt, our psalteries areexcellent instruments for novices andmasters. Triangular: 65 gp;Square: 60 gp.
YARTING: Whether half-elf orhuman and whether in the wilds ofIcewind Dale or the sprawlinghordelands, yarting music is the bard’sstaple diet. All our yartings featuresturdy spruce construction, a frettedfingerboard, coiled steel strings, and aleather case. All sizes: 40 gp.
ZITHER:With all the clarityand beauty of acommon dulcimerand the flexibilityof a yarting, thezither is fastbecoming a fixturein the streets and courts of the land. Itslower strings are fretted to allow the lefthand to stopper them, and the upperstrings, tuned in fourths, can beplucked by the right thumb. Theresulting music suits rigorous peasantdances as well as recitation of ancientlore. (65 gp)
Elite StringsHARP: Our harps vary in size,
shape, and material. We offer full-scaleharps of wood (75 gp), half-scale harpsof wood (50 gp) or silver (120 gp) andquarter-scale harps of wood (30 gp) orsilver (75 gp). All produce excellentquality sound. We bring wood harpsfrom Impiltur, and silver from Selgaunt.
LYRE:These ancientsquarishinstruments areperhaps the mostportable ones weoffer. They provideexcellentbackground sound to epics, as they havefor ages. (40 gp)
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Bards' Emporium
HARPSICHORD: No manor houseor castle would be complete without aharpsichord. This large and versatileinstrument, when played by one or twokeyboardists, produces a cheerfuljangling that will fill any room. But,when notes come few and slow it createsa sober and pensive effect. All ourharpsichords come from a gnomishmaster in Selgaunt, and all must bespecial ordered. Prices are highlyindividualized, according to materialsrequired.
V IOLIN :Our violins areconstructed in twocities of highculture: Waterdeep,Selgaunt. Elvesparticularly loveviolin music, andmany of ourcraftsmen are elven.Even ourlowest-price violins(65 gp) producemellow tones and
come with a leather case. Ourmasters-quality violins must be special
ordered from a specific craftsman, andthus range in price and availability.
This grandfather tothe modern violin isthe instrument of choice for the livelymusic of thepeasant folk. Westock both two- andthree-stringedrebecs, all of whichare crafted inSelgaunt by guildcraftsmen. (55 gp)
VIOL: These deeply resonant,6-stringed cousins of the violin workwell alone, or can flesh out a largerensemble of instruments. Withmelancholy music they are matchless.Favored by dwarven players for theirdark tones and mournful voices, ourviols come from the same craftsmen whocreate our violins. (70 gp)
REBEC:
common longhorn,
vertical tubes ofvarying height. The
rich wood tones of the birdpipe are saidrich wood tones of the birdpipe are saidby some to charm even ferociousby some to charm even ferociousanimals. (20 gp)animals. (20 gp)
WindsBIRDPIPE:
Cousin to the
the birdpipeproduces soundthrough many
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Bards' Emporium
FANFARE HORN: These long andelegant brasswork horns produce a moststrident and heroic tone. Their conicsimplicity makes them perfect forbanners of state. (35 gp)
HORN:Our horns are madeof finest material(brass, bronze,horn, or shell) andinclude beeswax fortuning slides andoil for valves. Inaddition to the valveless trumpetstraditional to the courts of kings, weoffer other, more versatile horns onthese pages. Common trumpet: 40 gp.
GLAUR:This valved hornhas a versatility thatother trumpetscannot begin tomatch. Its curvedshape makes itstone a brash,
metallic roar that stirs the heart ofanyone. By blowing continuously whileoperating the valves, swooping pitchchanges occur, to great effect. Glaur areavailable in silver (120 gp), electrum(250 gp), and brass (75 gp).
HU N T I N GHORN: Thesesmall, curved hornsproduce a loudclarion call that cancarry as far as twomiles. We offerhunting hornscrafted of wood (20 gp), brass (35 gp),shell (35 gp), and even horn (30 gp).
LONGHORN:Longhorns produceperhaps the purest,most lyric tones ofany instruments.Their simpleelegance,playability, andportability havemade them rival theyarting inpopularity. Thetreble variety(15 gp) creates veryhigh and piercing tones, like those ofbirds chirping. The common longhorncovers the mid to upper tones andcomes in brass (15 gp), silver (35 gp),wood (10 gp), and bamboo (15 gp).Tenor longhorns are available only byspecial order.
SACKBUT: This odd brass hornproduces a variety of low tones throughuse of a sliding mechanism. The slidingaction can also produce a very vulgarslurring sound, made loud and blatty bythe broad bell at the end. (45 gp)
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Bards' Emporium
SHAWM: Thisdouble-reedinstrument createsan exoticallytextured sound.When playedpoorly, theinstrument buzzeslike a large insect,but in the hands ofa master, theshawm has theclear, melancholicvoice of migrating
geese. Either way, shawms should beplayed out of doors. (22 gp)
SHORTHORN:Child of thelonghorn, theshorthorn canachieve high andpiercing tones ofremarkable clarity.Though the rangeof this instrument is limited, due to itssize, it is sure to be heard in anyensemble due to its birdlike voice. Theshorthorn is an easy instrument to learnfor those proficient on the longhorn.(15 gp)
SONGHORN: This instrument has amellower, less strident tone than itssister, the longhorn. Its beauty is veryclear in alto and tenor ranges wherelonghorns gutter. (15 gp)
ZULKOON: Zulkoon are portableorgans. By means of a bellowscontraption that lies upon the groundand is pumped by the player’s feet, airis forced over what amount to a set ofodd organ pipes. The constant flow ofair from the zulkoon produces a louddrone that underlies the other tones.(95 gp)
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THELARR: A kind of rusticlonghorn, the thelarr or whistlecane is adried swamp reed cut to produce aspecific pitch. The dry fibers within awhistlecane produce a buzzing sound.Several pipes (and several players) canproduce melodies and chords.Whistlecanes come individually (6 gp)or in complete sets (25 gp).
CHIMES: Thesound of chimes,whether the patterof small chimes orthe somber ring oflarge chimes, alwaysstirs the hearts oflisteners. Our
suppliers create chimes ranging fromfull racks (75 gp) to small, hand-heldsets (5 gp). Chimes must therefore bespecial ordered.
HAND-DRUM:All our hand-drumsare constructed ofsolid (unspliced)ash, ironwood, orcherry, and includea shoulder strap.They work well tomark the rhythm of ensemble play, toalert trail mates of danger, or toaccompany wild tales by the campfire.(20 gp)
RATTLE: Afavorite of childrenacross Toril, gourdrattles have manyuses in ensembleplay as well. All ourrattles come fromexotic Calimshan,
Bards' Emporium
Percussion from Semphar, fashioned by the mastersof the plains. (12 gp)
and bear beautiful tracery patternspainted by the skillful folk of that land.We stock small (5 gp), moderate (7 gp),and large (10 gp) rattles.
TANTAN: This jangling hoop helpsto emphasize rhythms in ensemble play,and adds spice to campfire dances. Ourtantans come from the long trade routes
TOCKEN: These carved woodenbells lie upon a crossbeam and arestruck by a hammer (they have noclappers). Tocken thus create a verypleasant ringing tone that contains thedark subtleties of the wood itself.All sizes: 25 gp.
WARGONG: These broad, heavydisks of copper produce a sudden,thunderous sound when struck heavily,and a sustained rumble when malletsroll upon the surface. Our wargongshave sounded from high courts tobattlefields; chains of them send signalsfrom outpost to outpost across hundredsof miles. Because our craftsmen forthese instruments reside in Shou Lung,and because each wargong is an uniquework of art, wargongs must be specialordered. Prices vary with availability.
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Bards' Emporium
Other EquipmentBAMSMACKS
AND SMOKERS:Long favored bybards of all stripes,our bamsmacks andsmokers add a flairto any performance.The bamsmacks are
made from Malatran bamboo sectionsfilled with salt, and they create a jarringsmack when set aflame. The smokers aremerely finger-sized chunks of incensethat belch smoke when thrown into abrazier. When tied together and throwninto flame, bamsmacks and smokerscreate an effect like wizards’ magic.Bamsmack: 5 gp; smoker: 3 gp.can be used to create a diversion or simulate magic
BLADDERS:What child ishappier than onewith a full bladder?These pig bladderscan be blown up tothe size of a man’shead. (As anyoneknows, bladders vary in size.) They canbe attached to a stick or string, filledwith water and thrown, released tosputter about the room, or evenpunctured to produce a loud pop.Children need no prompting to comeup with devious uses.Bladders (5): 1 gp.again, useful for diversions
LADDER OF ELMINSTER: Amongthe simplest and most enchanting oftumbling accoutrements is the ladder ofElminster. By holding the top of therails and leaning back, a dexterous bardcan walk up the ladder, balancing the
weight of it bydrawing the laddertoward the chest.Then stepping overthe top rung, thebard can descenddown the otherside. We offer theladder in thebeginner 5-footheight (5 sp), aswell as the master8-foot (7 gp), andthe mage 10-foot(8 gp) ladders.requires Tumbling proficiency and 1 day practice;regular falling damage applies
JESTER CLOTHING: A fool isknown by his clothing, if by nothingelse. Our jester clothing is one-size fitsall: small jesters swim comically in theclothes, while massive fellows strain theseams—jester clothes are better whenthey don’t fit! This outfit comes with afloppy three-cornered hat with bells oneach tip (3 gp), a star-shaped collar alsowith bells (1 gp), a poufy shirt of satin(10 gp), white gloves (7 sp), bunchypantaloons (8 gp), bright stockings(8 sp), and buffoonish shoes (12 gp).
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Bards' Emporium
Each piece comes in red, yellow, green,blue, black, or white. Best used withmakeup. Set: 25 gp
JUGGLABLES:Who can resist ajuggling bard? Weoffer a wide varietyof jugglables, eachin sets of 3: balls ofleather (5 sp),bean-bags (7 cp),clubs (1 gp),juggling knives(7 cp), plates ofwood (4 sp), andstars of brass (2 gp).Our juggling knives
have dull edges so that they will notslice off a novice finger.due to optimal size and weight, use of theseprovides a +1 to Juggling proficiency when used
LEAPING LEVER: With this handycontraption, bards can soar through theair with the birds. By having a heftybard (or two) leap from a height ontothe short end of the lever, a bardstanding upon the long end can bepropelled to great heights or distances.The fulcrum is lightweight and thuseasily carried, and can be used with theprovided lever or another sturdy board.requires 1 day of practice; doubles height orlength attained through Jumping proficiency(with running start) up to 3 times PC’s heightvertically or 12 times PC’s height horizontally
28
MASK: Ourmasks produce achange of characterand are fitted withconic mouthpiecesto actually increasethe actor’s loudness.We offer traditionalcomedy and tragedymasks in finelycarved and paintedspruce (5 gp each)as well as a blackpantomime mask(1 gp). In addition we sell the followingat 8 gp each: bear, cat, death, disease,dog, fate, ghost, hawk, king,melancholy, orc, merchant, mouse,noble, peasant, queen, rage, slave,snake, and trickster. Special ordersrequire 6 months for completion.suitable masks add +1 to Disguise proficiency,but only at 20 feet or more
MAKEUP: An aged sage once said,“Actors without makeup seem onlywalking spoons upon the stage.” Ourmakeup kit includes coal dust and tarfor blackening features and addingdramatic lines; cochineal powder fromMaztica for reddening lips and cheeks;flour for lightening features; oil to addgloss; goat-hair mustaches and beards;blonde, brown, black, and gray wigs;resin for hair application; skin putty tolengthen noses or add circles beneatheyes; and a slippery liquid useful forwashing off all substances.provides a +2 to Disguise proficiency when used
PLATESPINNER: Amongthe easiest but mostimpressive tricks ofbalance is platespinning. Wesupply 8-inch longpins for spinning
plates (3 cp each), unbreakable plates ofwood set with a minuscule divot for easyspinning (2 sp each), and even a drilledstand that can hold four spinning platesat once (1 sp).provides a +2 to Juggling proficiency when used
Bards' Emporium
character types: bard, crone, cutpurse,farmer, herdsman, king, maiden, mage,merchant, mother, nobleman, orc,peasant, priest, prince, princess, queen,skeleton, slave, and soldier (7 gp each).We also offer a magnificent dragonpuppet made of silk from Shou Lung,and requiring three hands to operate(15 gp).
PRESTIDIGI-TATION: Bardsneed not knowmagic to amaze acrowd, for sleight ofhand can transformconfusion intomagic. We offer all
manner of devices for deluding anaudience: marked cards (3 gp), cardstrung together (4 gp), hollow-toppedhats (3 gp), pocketed scarves (1 gp),foldable canes (4 gp), flowering rods(4 gp), and retractable knives (3 gp).each requires 1 day practice and a Dex check
SPEAKINGHORN: Even for apopular bard, anappreciativeaudience can growonly so large due tothe limits of thehuman voice.However, with this polished cone, abard can send his or her voice far andclear. Available in rigid birchwood(3 gp) for urban bards, and leather(5 gp) with removable iron hoops foreasy folding and storing.lets speaker be heard in a 60 degree cone in length10 yards times the speaker’s Con
PUPPETS/MARIONETTES: A set ofpuppets or marionettes can transform asingle bard into an entire theatrical
STILTS: Forbards who hope forhigher occupations,we supply stilts ofall lengths. Weoffer both simplestilts with poles,handles that runbehind the arms,and complex stiltsthat strap to thecalves. (Both are thesame price.) Eithertype uses light-
troupe or transform an existing troupeinto an army. We offer both puppetsand marionettes in the following
weight, sturdy pine. The heights wecarry are 1 ft (2 gp), 2 ft (3 gp), 4 ft(4 gp), 8 ft (6 gp), 12 ft (8 gp), and20 ft (12 gp). Greater heights can be
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Bards' Emporium
special ordered.requires one hour of practice for each foot off theground; slows movement by half; requires Dexcheck each round; regular falling damage applies
TIGHTROPE:All humans dreamof flying, andperhaps those whowalk the tightropecome as near to it asanyone. Ourtightrope (6 gp) is a
banded steel cable that comes with athick ring. By tying one end of the cableto a tree or building and attaching thering near the other end of the cable, theremaining line can be wrapped aroundanother tree and cinched tightly. Thus,our tightrope can be quickly set up inmost any location.requires Tightrope Walking proficiency; regularfalling damage applies
WALKINGWHEEL ANDBALL : A commonsight in themagnificentmarketplaces ofCalimshan, thewalking wheel and
walking ball have only recently enteredthe streets of the Heartlands. The wheel(4 gp) is simply a broad steel hoop withcountless uses: it can be held up andjumped through, rolled along theground with a stick, stood atop andturned slowly beneath the feet, crawledinside to roll head-over-heels down ahill, and so forth. The walking ball(7 gp) is a 15-pound sphere of graniteatop which bards can learn to balance,walk, and even run.requires Tumbling proficiency
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Priests' Alcove
Despite the obvious fact that priestly folk concern themselves more often with spiritual rather thanmaterial matters, priests often require as many physical implements as fighters.
Most of these accoutrements are specific to a faith, or are large structures (such as altars) that weobviously could not carry. Even so, I am proud to offer the finest selection of equipment for the
adventuring priest, including all clerical items common to the more established and materially orientedfaiths of Toril. In addition to tools of the faith, I supply implements to help the healing priest, and
components necessary for all the major spells. Note that none of these items carryclerical blessing or sanctification when purchased.
Items
ALTAR CASE: For many of theestablished and churchly faiths of Toril,altars (when sanctified) act as powerfultools for priests. When setting off onadventures, however, clerics mustcommonly leave this tool behind.
linen (15 gp), velvet(30 gp), silk(35 gp), and goldbrocade (40 gp).For an additional 5gp, any materialbut the brocade canbe dyed red, blue,yellow, green, or brown. We also supplya 2' by 2' cloth for our altar cases (3 gp).
In response to this dilemma, I havecommissioned artisans of fine wood andstone to create altar cases—narrow boxesthat open up to form traveling altars.Within each box is room for small holyimplements and vessels, an altar cloth,and a compact prayer book. By blessingthese boxes and properly provisioningthem, priests can take their temple withthem. Spruce: 15 gp;Granite: 40 gp.
ASPERGILLS:One commonmeans by whichpriests dispense thepower of their godis through thesprinkling of holywater. Ourchambered aspergillcan carry up to onepint of holy water.By swinging orwhirling theaspergill on its
when blessed and assembled, provides a +1bonus to turn/control undead rolls in 10-footradius; wood weights 5 lb, stone weighs 40 lb.
ALTAR CLOTHS: As powerful toolsof faith, altars deserve fittingadornment. We offer a 6' by 14' altarcloth that can drape or be folded to fitsmaller altars. Our altar cloths are whiteand come in the following materials:
chain, a priest can disperse holy waterfarther than with a vial, whether doingso in the sanctuary or on the battlefield.Gold: 45 gp; Silver: 20 gp.Increases by 10 yards the radius affected by spellsusing holy water
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Pries ts ' Alcove
BRAZIERS: As ancient as faith itself,braziers serve the trifold role ofproviding heat, supplying light, andconsuming incense and other aromaticscast into them. We offer traditional6-foot-diameter temple braziers and4-foot-diameter chapel braziers, as wellas field braziers, which are 18 inches indiameter. Though not ornate like thelarge and mid-sized braziers, the fieldbrazier can be easily strapped to a packand even double as a buckler forfighting priests.Large: gold—110 gp, silver—70 gp,bronze—30 gp;Medium: gold—70, silver—30 gp,bronze—17 gp;Field: silver—15 gp; bronze—4 gp.When used provides 10% reduction in spellfailure percentage for spells using incense; canfunction in all ways as a buckler
CANDLES:Though most folkuse candles merelyfor light, priests usethem as powerfultools of faith. Ouraltar candles are 3inches in diameterand come in lengthsfrom 1 to 6 feet(4 gp per foot). Aswell as accentingholy sites, the6-foot altar candles
can burn for weeks on end.
We also offer 8-hour vigil candles(10 gp each) which, when burnedthrough the night beside an injuredperson, work medicinal effects throughtheir incense.
Our 12-hour candles (4 sp each) sellmore than any other variety and, for anadditional gp can be inscribed toindicate the passage of hours andhalf-hours.Temples of Lathander use two 6-foot altar candlesper fortnight; a vigil candle allows 1 extra point ofhealing to creatures in a 10-foot radius if tendedfor 8 hours by a wakeful priest
CANDLESTICKS:Among the mostprominent andubiquitous of thetemple’saccoutrements arecandlesticks, of allvarieties and types.Our gold (20 gp)and silver (12 gp)foot-tallcandlesticks arecrafted byWaterdhavian smiths and canaccommodate candles from 1 to 3 inchesin diameter. For gods who love light, wecarry 6-candle candelabra in gold(35 gp) and silver (20 gp), as well as12 -candle versions(gold—45; silver—25 gp). Finally, weoffer hand-held candlesticks(gold—3 gp; silver—5 sp) andglass-hooded candlesticks for use inwindy conditions(gold—7 gp; silver—1 gp).hooded candlesticks provide a 90% chance perround to stay lit in strong winds, 50% in gales.
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Priests' Alcove
CENSER: Thecenser is a portableincense burnercommon to priestsof both temple andtrail. Our censerscome in gold(5 gp), silver (3 gp),and brass (1 gp), allof which areornamentally inlaidand can burn up to6 ounces of incenseat a time. While
the portable brazier provides theadventuring priest with a stable base forincense burning, the censer allows thatbase to move.+10 yards (if applicable) to range of anyincense-using spell; when carried burning, givesparty -3 penalty to surprise and negatesNPC/monster surprise
HOLY SYMBOLS: Most every faithhas its symbol of divinity, a physicalreminder of a power that transcends thephysical. These symbols are critical tomost priest spells, and undead of allsorts recognize their power whenpresented by a believing hand.
The following holy symbols, thoughof fine craftsmanship, are neitherblessed nor authorized by thecorresponding church. Even so, thosechurch officials who have contacted ushave expressed only appreciation formaking their symbols available amongthe people. All our holy symbols comein 8 ounce gold (10 gp), silver (4 gp), orbronze (1 gp) sizes that attach easily togarments or may be hand-held forpresentation. Specify faith whenordering.must be blessed by church for spell-use/ turning
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Priests' Alcove
RAZOR AND CAP: Among themost recognizable marks of manypriesthoods is the shaving of one’scrown. Sadly, adventuring or cloisteredpriests must shave their own pates andthus end up with oblong or star-shapedpatterns. Our razor and cap set solvesthis problem. The sturdy leather cap,fashioned in Ordulin, fits any size headby using the numerous buttons alongthe front. Whatever the size, the capcreates a perfect circle for shaving. Theaccompanying razor is made of thefinest steel and folds neatly into aleather case. (4 gp)Razor: Wt. ½ lb; Sz S; Tp S; Spd Fctr 2; Dmg1d4/1d6; cap provides no AC reduction
SNUFFINGBELL: A commonsight across Toril,our snuffing bellsare large enough todouse even thelargest altar candles.The tip also holdsan oiled wick forlighting candles,and the small bladepositioned betweenthe wick and bellarms even the
youngest acolyte to defend the faith.(6 gp)Snuffing Bell: Wt 4 lb; Sz M; Tp P; Spd Fctr 7;Dmg 1d4/1d4
IncensesFar more than merely the perfume of
the gods, incense has countless roles toplay in the priestly lifestyle—not theleast of which is to bear the prayers ofthe faithful to their god. We offer bothcombustible and non-combustibleincense in the following varieties. Allprices are for a bundle of 12 sticks, theequivalent of 12 oz of non-combustibleincense; each stick lasts about half anhour.sticks can be burned simultaneously unlessotherwise noted; no game effects are cumulative
AIR: Facilitates casting of all airelemental spells. (5 gp)4 sticks burned during casting add 1d4 rounds orturns (DM’s option) to duration (whereapplicable)
CHANCE: When burned beside agaming table, improves odds ofbelievers. (9 gp)while burning and named PC remains in 10-footradius apply +2 bonus to Gaming proficiency
CHARISMA: Improves a believer’sperceived appearance and sociability.
(10 gp)4 sticks burned and inhaled by named PC apply+1 bonus to Char for 1d4 rounds or turns(determined by DM)
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Priests' Alcove
CONSTITUTION: Improves abeliever’s endurance. (10 gp)4 sticks burned and inhaled by named PC apply a+1 bonus to Con for 1d4 rounds or turns(determined by DM)
DEXTERITY: Improves a believer’smanual facility. (10 gp)4 sticks burned and inhaled by named PC apply+1 bonus to Dex for 1d4 rounds or turns(determined by DM)
DIVINATION : Improves chances ofmagically gaining knowledge.5 sticks burned with divination spell improvechances 5%
DREAM: When burned beside thebed of a sleeping priest, providesdream-answers to questions. (12 gp)8 sticks burned while the priest sleeps function asa divination at a 40% base; useless to those below4th level
EARTH: Facilitates casting of allearth elemental spells. (12 gp)4 sticks burned during casting add 1d4 rounds orturns (DM’s option) to spell duration (whereapplicable)
FIRE: Facilitates casting of all fireelemental spells. (12 gp)4 sticks burned during casting add 1d4 rounds orturns (DM’s option) to spell duration (whereapplicable)
GENERAL: Useful for allnon-elemental spells.
HEALING: Aids in healing thewounded.16 sticks burned sequentially (8 hours) add 1point of healing to any within 10 foot radius
HONORS: Burned to honor guestsand friends.4 sticks burned improve by -1 encounter reactionof monsters/NPCs above semi-intelligent in10-foot radius
INTELLIGENCE: Aids in thequickness of wit and in problemsolving.
4 sticks burned and inhaled by named PC providea +1 to Int for 1d4 rounds or turns (determinedby DM)
LOVE: Aids amorous believers in thear t o f wooing.
while burned and subject remains in 10-footradius, functions as charm person, but only inregard to amorous statements/acts
LYCANTHROPY: Helps to suppressthe full-moon transformation of truelycanthropes. (8 gp)while burned and subject remains in 10-footradius has 50% chance to suppress transformation;check only once
PROTECTION: Wards off evilcreatures while it burns. (15 gp)while burning, functions as protection from evil,10’ radius; useless to those below 4th level
PSIONIC: Facilitates the use of mindpowers. (10 gp)4 sticks burned and inhaled reduce the PSP cost ofpowers as follows: Cost 1—no effect; Cost 2 to10 — -1; cost 11+ — -2
PURIFICATION: Cleanses theminds and hearts of companions.4 sticks burned and inhaled function as a blessspell centered on incense in a 20-foot cube
RAIN: Brings rain to parched lands.(10 gp)4 sticks burned function as a weather summoningspell but produce only rain; useless for thosebelow 4th level
STRENGTH: Improves the power ofmuscles and health of bones. (10 gp)4 sticks burned and inhaled by named PC providea +1 bonus to Str for 1d4 rounds or turns(determined by DM)
STUDY: Aids in the research workof priests and wizards. (12 gp)while burning, provides a +2 bonus to any onepriest or wizard proficiency being used in study
TEMPLE: Common to altars andtemple braziers throughout Toril. (5 gp)
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VISION: Enhances the facility of theeyes. (10 gp)4 sticks burned and inhaled by a named PCprovide double normal vision range andinfravision (if not already possessed) for 1d4rounds or turns (DM determines)
WATER: Facilitates water elementalspells.4 sticks burned during casting add 1d4 rounds orturns (DM’s option) to duration (whereapplicable)
WISDOM: Empowers nativeintuition, common sense, andexperience.4 sticks burned and inhaled by named PC providea +1 bonus to Wis for 1d4 rounds or turns(determined by DM)
Spell Components
36
M ETALSMaterialBrass
cylinderdust
Bronze dieGold
bellcaltropschunkdusttissue
Amt.*
6 oz4 oz3 oz
3 oz2 oz1 oz2 oz5 in sq
Cost
5 sp3 sp6 sp
5 gp3 gp5 gp2 sp
10 gp
Materialwire
Graphitechunkpowder
Ironchunkcoincubestrip
Leadballchunk
MercuryPlatinum
chunkcoindiemirrortissuewire
Silverchunkdiemirrorwire
Steelchunkcubesheet
LIQUIDS**MaterialAlcoholHickory oilInk (black)MolassesRainwaterWalnut oil
MINERALSMaterialCharcoalClayDiamond
Amt.*1 ft
3 oz3 oz
5 oz11 in5 sq in
1 in5 oz1 oz
1 oz11/2 in3 in sq1 in sq1 ft
1 oz1/2 in2 in sq1 ft
1 oz1 in1 ft sq
Amt.*6 oz1 gal4 oz12 oz12 oz1 gal
Amt.*1 lb1 lb1/8 ct
Cost3 gp
3 cp2 cp
5 cp5 cp5 cp3 cp
6 cp8 cp1 sp
15 gp5 gp
35 gp40 gp10 gp8 gp
3 sp6 sp3 gp4 sp
1 sp3 sp1 gp
Cost1 gp1 gp5 sp1 sp3 cp1 gp
Cost1 gp1 sp
150 gp
MaterialEmeraldFeldspar (chunk)
aventurinecommon
Glassbeadsmarbles
LodestoneMarble (chunk)
blackpurbeck
Mortarpowder
Obsidianchunkcylindersphere
PhosphorusQuartz
clear chunkother chunkpowder
RubySalt
blockgranular
SapphireStalactite
shards 1 lbtiny 1/2 lb
Sulfur 6 ozVolcanic ash 6 oz
Priests ' Alcove
Amt.*1/8 ct
1 oz1 oz
1 oz1/2 in1 oz
1 oz1 oz
1 lb
1 oz1 x 1 i n1 in3 oz
1 ct1 ct1 oz1/8 ct
1 lb5 lb1/8 ct
ANIMAL PRODUCTSMaterial Amt.*Bees’ wings 6 prBladder
balloon 1Child’s hair 20 stEelskin 4 in sqEggshell
shards 1 ozwhole empty 1
Fat, bovine 1 lb
Cost140 gp
1 gp2 sp
2 cp2 cp5 sp
5 sp8 sp
5 sp
3 sp5 sp5 sp1 gp
1 sp5 cp3 cp
150 gp
1 sp5 sp
140 gp
4 cp1 sp8 cp5 cp
Cost3 cp
5 cp5 cp2 sp
3 cp3 cp4 sp
MaterialFeathers
chicken taileaglehawkvulture tail
FleeceFish scaleFrog’s leg
driedLeather thongLimeMouse whiskerOctopus tentacle
driedOx sinewRat whiskerSeashell
shardswhole
Skunkhairpelt
Snakescalesskin
VellumWax
commonwhite
Amt.*
62434 in sq1 in sq
Cost
3 cp1 gp1 gp5 sp3 cp2 cp
15 in12 oz12 sm
4 cp5 cp1 sp3 cp
12 sm 4 gp6 oz 2 sp12 md 5 cp
6 oz 5 cp1 md 2 sp
1 oz1
5 cp2 gp
1 oz1 in sq5 in sq
1 lb1/2 lb
6 cp4 cp5 gp
3 gp4 gp
PLANT PRODUCTSMaterialAcornsAmaryllis
blossom, drybulb, commonbulb, hypoxisstalks, dry
Appleblossom petal
Aster seedCamphor resinCoffee beansCork balls
Amt.*10 lg
1 md1 lg1 lg12
121 oz6 oz1 lb5 sm
Cost3 cp
1 sp5 cp3 sp3 sp
3 cp5 cp1 sp5 gp1 sp
3 7
MaterialCornCotton mesh
coarsefine
Felt, whiteFoxfire fungus2 spGarlic budHolly
berriessprig
Leavesashoakraspberryshamrockstinging nettlesumac
yewLeek, crushedLinen cloth
gold weftedLotus blossomMarigold flowers
dry crushedMayzMoonseedNut shellsOak barkOat grainPepperPillow tickingPine
barkconesneedlessprig
Roseleafpetals
Sugarcubegranular
Thistledown
Priests' Alcove
Amt.*1 lb
5 in sq5 in sq5 in sq3 oz
1 lg
251 md
252525301225254 oz5 in sq5 in sq
1 lg
2 oz1 lb2 oz½ lb12 oz1 lb4 oz6 oz
12 oz6 lg1/2 lb12
1224
251/2 lb2 oz
Cost1 sp
2 sp4 sp1 sp
5 cp
1 sp3 cp
3 cp2 cp7 cp2 cp3 cp3 cp4 cp7 cp1 cp
10 gp4 sp
7 cp2 gp1 gp2 cp3 cp7 cp2 sp1 sp
3 cp5 cp4 cp2 cp
3 cp1 sp
2 gp6 gp1 cp
Material Amt.*Thorns 5 sprigsTree sap 6 ozWillow bark 12 oz
AROMATICS AND SPICES
Cost2 cp1 gp3 cp
Amt.* CostMaterialAloeswood
chipsAmbergrisBasilBenzoinBetonyCalamusCamphorCassiaCitronellaCivetCloveElemiFrankincenseGalbanumJasmine oilLavender budsMagnolia, dryMuskMyrrhOnychaOrchid, dryPatchouli, dryPutchukRosewaterSandalwood oil
redwhite
Storax
6 oz6 oz4 oz4 oz4 oz2 oz4 oz4 oz1 lb1 oz4 oz6 oz1 oz2 oz2 oz4 sm4 md2 oz1 oz1 oz4 md2 oz1 oz6 oz
1 gp1 gp7 gp1 gp3 gp1 gp8 sp1 gp7 sp
10 gp1 sp2 gp
10 gp3 gp3 gp1 gp1 gp4 gp
10 gp3 gp3 gp1 sp1 gp1 gp
2 oz2 oz4 oz
5 gp3 gp1 gp
* ct = carat, cu= cube, gal = gallon,in = inch, lb = pound, lg = large,md = medium, oz = ounce (fluid orotherwise), pr = pair, qt = quart,sq = square, st = strands, yd = yard
** Add to these items the cost of theappropriate-sized jar.
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I am pleased to offer Toril’s finest assortment of equipment for mages of all varieties.Of course, none of the items I sell are themselves magical, but I do stock
everything a wizard needs for a complete research laboratory.Though I do not sell spell books and other magical tomes (for obvious reasons),
I do offer a referral network by which wizards may track down useful tomes in other mages’ libraries.Needless to say, I refuse to transport magical tomes between wizards, and many mages—
even if they have the requisite books—are unwilling to let their libraries be perused by others.Successful searches merely provide the mage’s name and location. Working an arrangement with thenamed wizard lies entirely in the hands of the requester. Please allow six months for a book search.
ItemsALEMBIC:
This glass device—consisting of apear-shapedcucurbit, ventingcap, and roundreceiver—hasbecome the
universal distilling mechanism. Ouralembics come with a metal stand, butthe burner must be purchasedseparately. (10 gp)3 alembics are required for a complete laboratory
APRONS: In alab stocked withacid, bat guano,and mercury, agood apron canavert death as wellas embarrassingstains. Ourclay-steeped canvasaprons cover thebody from neck toankle and resiststains, acids, andfires (4 gp). We alsooffer a leather apron with an attachedbeard pocket and hood to protectdecades of hair growth. (10 gp)+1 bonus to saves rolled for fire or acid attacks;item saves: acid 9, magical fire 6, normal fire 4; 3aprons of the first type are requisite for a completelab
ASTROLABE AND ARMILLARYSPHERE: Though much of magic drawsits power from the world of matter,many mages turn their eyes also to thequintessent heavens. For those who haveonly a passing interest in the stars, weoffer a solid bronze astrolabe (8 gp)crafted in Sembia and useful fortracking the sun, planets, and starsacross the heavens. Our full armillary(60 gp) provides a near-flawless modelof the principal celestial circles.1 astrolabe is required for a complete laboratory
BAGS: We stock bags of all sizes andmaterials, from large and tight-wovengrain sacks to small and loose knitsteeping sacks. All weave types cost thesame and are available in any size. Wealso provide water-tight leather bags ineach size (doubles cost), bags that work
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especially well for fermentationprocesses. Please specify material typewhen ordering from the following sizes—Tea: 1 cp; Hand: 3 cp, Loaf: 6 cp;Flour: 8 cp; Grain: 1 sp.5 of each size are requisite for a complete lab
BALANCE: For truly accuratemeasurement of weight, our tabletopbalance is without compare. The sturdysteel frame can handle weights up to 50lb. Comes with weights that range from10 lb down to 1/16 oz. Accurate to theweight of a cricket’s leg. (30 gp)1 is needed for a complete laboratory
BEAKERS,VIALS, GLASSTUBING: All ourlaboratory glasswareis made offinest-quality,fire-hardened glass,crafted inUrmlaspyr bymembers of theglass-blowers guild.Vials (1 sp each) fiteasily in vial racks,and are perfect for
experimenting with small quantities ofliquid or powder.
Our beakers come in small (5 sp),medium (1 gp), and large (3 gp) sizes.We stock glass tubing in two-footlengths (2 sp) that can be cut to size orfired and bent. We carry one specialized
piece of glass tubing—the distilling coil(5 gp), which is fully compatible withour other tubing.
Of course, we also carry corks for allof these containers, offering wholestoppers (5 cp), stoppers drilled fortubing (8 cp), and corks meant toconnect two sections of tubing (1 sp).18 vials; 6 beakers of each size; 10 two-footlengths of tubing, 3 distilling coils, and 18 corksof each type are required for a complete lab.
BELLOWS:An efficient set ofbellows can doublethe heat in afurnace withoutadding any morefuel. We offer smalland large bellowsconstructed ofsupple calf-skin andhardwood, with abrass nozzle. Small:5 gp; Large: 10 gp.1 of each size requiredfor a complete laboratory
BRAZIERS AND BURNERS:Though not as controllable as ovens,braziers supply quick or long-term heatto vials and beakers without removingthem from sight. Our small bronzebrazier (5 gp) holds enough coals toheat a large beaker, whereas our largebrazier can heat an entire laboratory.Our burners (5 sp) are circular slabs of
40
hard wax in which linen rags are coiledto act as wicks. These slabs fit easily intoour small braziers and provide constant,low-level heat.3 small braziers and 9 burners are requisite for acomplete laboratory
BURETTE: Thisthin glass tube ismade under thestrictest supervisionof glass-blowerguildsmen ofUrmlaspyr. Each isindividuallygraduated by askilled alchemist toassure proper fluidmeasure. Ourburettes come witha cork stop-cock and
a bronze stand. (15gp)2 burettes are requisite for a complete laboratory
CABINETRY AND TABLES:Absolutely essential to the well-stockedlaboratory, equipment and chemicalstorage cabinets can make the differencebetween order and chaos inexperimentation. Our complete cabinet(50 gp) contains shelves toaccommodate all sizes of jars, as well assmaller cabinets for light-sensitivematerials. We also offer braces (2 gp perpair) and fine hardwood planking (1 spper board foot) for building your ownshelves.
Our tables (50 gp) are broad andsturdy, with black granite tops that canwithstand great heat and strong acids.For an added fee of 5 gp we can shortenthe legs of tables on a special-order basisfor gnome, dwarf, or halfling mages.
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Complete laboratories must have at least twotables, 1 cabinet, and 2 ten-foot shelves—or the
CANDLES: These mundane itemsare among the most versatile tools in thelab. Those of you new to the laboratorywill quickly learn that candles canprovide far more than light. We offertimekeeping candles (1 gp), which arenotched to indicate the passage of hoursand half-hours; incense candles (1 gp),which can clear foul odors from thelaboratory; vial heaters (1 sp), whichburn long and steadily; and typicaltapers (1 sp), which provide excellentlight for reading. All candles come inred, black, yellow, or uncoloredversions.30 of each type are requisite for a completelaboratory
CENTRIFUGE:A critical tool fordrawing outprecipitants, thismodern contraptionworks on the sameprinciple as the millwheel. By applyingpressure tofoot-pedals near thefloor, the weightedhorizontal wheel isset in motion.When stoppered
vials are set in the wheel and spun,
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heavy solids fall from the liquid to thebase of the vial. (25 gp)1 is required for a complete laboratory
CLAY : Amongst highly reactivecompounds, a nonreactive substance ismost welcome. When kept moist, claycan be flattened into a pad to supporthot containers, molded onto a mage’sface to protect against burns or acid, oreven shaped to provide a temporaryjoint between glass tubes.(1 gp per pound)20 pounds are required for a complete laboratory
COAL: We offer clean- and hot-burning anthracite coal (1 gp perpound) in blocks for use in braziers andother non-vented fires as well as themore common bituminous coal (1 gpper 20 pounds), which must be vented.10 pounds of anthracite and 200 pounds ofbituminous are required for a complete laboratory
DISSECTION INSTRUMENTS: Notamong the more pleasant of wizardlyduties, dissection is often necessary toacquire rare and unpurchasable spellcomponents. Some (odd) mages also useour dissection instruments to study theinner workings of the bodies of beasts.(I have even known a few scoundrelswho have laid open a human corpse insimilar fashion—but I quickly set theconstabulary on them.) Our dissectionkit includes all the knives, pins,
sponges, blotters, lenses, and so forthyou need to make quick work of thisunpleasant task. (10 gp)1 is required for a complete laboratory
EASELS:Our adjustableeasels are sturdyenough to serve assloped writing-tables and largeenough to supporteven the widestslates. Broad feetand four-leggedconstruction makethem stable in anyarrangement.(40 gp)1 is required for a complete laboratory
FILES: This assortment of 18 woodand metal files would make a thiefproud. These work perfectly for shavingsmall measures of solid materials forcomponents. This set of files comes witha leather satchel. (10 gp)1 set is required for a complete laboratory
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FILTER: We offer sheets of gauze orcoarse-screen straw mesh (1 sp persquare foot) that can be cut to fit mostany laboratory setup. For those occasionsin which a tighter filter is needed, weoffer linen screen (1 sp per square foot)or silken screen (1 gp per square foot).10 square feet of each type is needed for acomplete laboratory
GLOVES:In my many travels,I met more than afew wizards whohad lost a finger toacids or knives intheir labs. Contactpoisons provide
another reason to wear good gloves. Ourclay-steeped canvas gloves (2 gp) guardagainst most substances. Oursteel-reinforced leather gloves (5 gp)provide as much protection as agauntlet, without the accompanyingweight.2 pairs of each type are needed for a completelaboratory
HEAT MATS: Our heat mats (5 cp)are quilted in Sembia and can absorblead-melting heat levels before burstinginto flame. We also offer pads made ofa fibrous white crystalline material(5 gp) recently discovered in the OsraunMountains and capable of withstandingany heat. (I knew one mage whoconstructed a suit of the stuff beforedescending to the Abyss. He returneduntouched by the fire, but died shortlyafterward with a hacking cough.)10 of the first type are required for a completelaboratory
HOUR/MINUTE GLASS:Closely trackingtime is crucial tothe success ofchemical research.We offer varioussizes of time glasses:half minute (5 gp),minute (3 gp), fiveminute (7 gp), tenminute (10 gp),hour (7 gp), andtwo hour (15 gp)glasses. All of these timepieces are castand ornately painted in Calimshan,then filled with precise sand measures inWaterdeep.Half-minute, minute, five minute, and hourglasses are required for a complete laboratory
ICE CHEST: Strange though it mayseem, some alchemical supplies keepbetter in cold rather than at commontemperature. Our ice chest (35 gp) canhold up to 12 midsize jars standingupright and 2 jars lying on their sides.We also supply ice year-round(1 gp per pound), shipped from IcewindDale and stored in a cold shed.
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1 ice chest and 20 pounds of ice are needed for acomplete laboratory; 20 pounds of ice will keepfor 2 months
JARS: Mostwizards like to keepa vast cache of spellcomponents andalchemicalingredients onhand. To do so theyneed an array of jars
and corks. We offer jars of ceramic(made in Tilverton) and glass (made inUrmlaspyr), charging twice the listedcost for glass. All our jars—six ounce (8 cp), twelve ounce (1 sp),quart (2 sp), half-gallon (3 sp), gallon(5 sp), two gallon (1 gp), five gallon(2 gp), and ten gallon (3 gp)—come with cork stoppers that seal themtightly.40 six-ounce, 40 12-ounce, 10 quart,5 half-gallon, 15 gallon, 10 five-gallon, and5 ten-gallon jars are needed for a completelaboratory
MAGNETS: AS well as using them incertain spells, some wizards use anassortment of magnets to do everythingfrom polarizing ionized liquids toholding their ink pens.1" x 1": 5 sp;2" x 2": 1 gp;3" x 3": 3 gp.3 of each size are requisite for a completelaboratory
OPTIC AIDS: After years spentpeering at minuscule scribbles in spellbooks, and watching the minutebubbling of liquids in flasks, even themost youthful mage may require visualassistance. We offer the common
magnifying lens (2 gp), as well as amonocle (4 gp) to enhance the vision inone eye, and an odd set of lenses calledspectacles (8 gp) that balanceprecariously upon the tip of one’s nose.1 magnifying glass is required for a completelaboratory; DMs may require older mages topurchase the other two items
OVENS AND KILNS: If heat is thecommon currency of alchemicalresearch, ovens and kilns are the usurer’soffice. Our ovens (60 gp) have afire-hardened iron shell with a stokingchamber that contains adjustable airintakes and a metal vent that fits nicelythrough most windows. These ovensachieve heat levels that will melt lead.
Our kilns (120 gp) are large,ceramic-work cylinders heated by abroad coal chamber. Instead ofadjustable vents, our kiln coal chamberis fed by four attached bellows, set topumping by the hot air vented through
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the kiln’s back. With constant stoking,our kilns can reach heat levels that willfire bisque and melt low-grade steel.(Only anthracite coal should be used inour kilns.)1 oven and 1 kiln are required for a completelaboratory
PAPYRUS PADS: An experimentingmage may write more in an hour thanthe average man does in a lifetime.Our inexpensive papyrus pads(25 sheets for 15 gp) use qualitycross-grain stock pressed in Mulhorandand sewn together along one edge byartisans in Chessenta and Unther.4 pads are needed for a complete laboratory
PESTLEAND MORTAR:Among the mostancient ofalchemicalinstruments, thepestle and mortarare indispensable
for crushing and powdering smallquantities of solid materials. Both our4 oz (3 gp) and 6 oz (6 gp) pestle andmortar sets are made of fine-qualityblack marble, highly polished on thesections you will handle and left raw onthe grinding surfaces. (3 gp)2 pestle and mortar sets are needed for a completelaboratory
QUERN:Based upon theprinciple of themiller’s wheel, thisself-poweredgrindingmechanism canpowder most anysolid, from wheat tolead. Operated by acrank and camassembly atop thestone, our querndoes the work often mortars and pestles. (20 gp)1 is required for a complete laboratory
RACKS AND STANDS: First amongthe unsung heroes of the laboratory arethe various racks, stands, and holdersthat function as additional hands for thewizard. We offer wooden vial racks(1 gp) that can hold up to six vials,cushioned metal beaker stands (3 gp)that vary in height and include variouslysized clamps and rings, andthree-pronged heating stands (3 gp)that fit easily over a small brazier. Allcan support up to 15 lb of weight beforefailing.10 of each type are needed for a completelaboratory
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RETORT: Anindispensable toolfor distillation, theretort is a stock itemfor even the mostbasic laboratories.We offer retorts in 3ounce (1 sp), 5
A complete laboratory requires 1 lap slate, 1 wallslate, and 2 chalk bundles
ounce (5 sp), 12 ounce (1 gp), andquart (5 gp) sizes.Six 3 oz, six 5 oz, one 12 oz, and one quart sizeare needed for a complete laboratory
RODS, GLASS: Though some magesstill insist upon using wooden stirringrods (which sometimes flake intosolutions and always absorb liquids theycontact), glass stirring rods have becomeessential to accurate admixing. We offersmall rods (3 sp) for stirring vial-sizedmixtures, medium-length rods (4 sp) forstirring even large beakers, and large,thick rods (8 sp) for stirring containersup to cauldron-size.6 small, 6 medium, and 2 large rods are neededfor a complete laboratory
SLATE ANDCHALK: Thoughour papyrus ischeap by marketvalue, it still maycost a mage dearly.To reserve papyrusfor permanent
laboratory needs a setrecords, a mage’s of slates and some chalk. We offer twosizes of slates—a 1-foot square lap slate(10 gp) and a 4-by-6 foot wall slate(30 gp), which can either be eithermounted on a (sturdy) wall or set onone of our easels. Chalk comes at 1 cpper stick, or a bundle of 12 for 1 sp. Wealso offer