Magical items in Blackwood village
Tooth of Chaos dagger +1, level 4, 840gp
+1 to attack/damage
+1d8 to critical
Power (daily, free action)
Trigger: You hit an enemy with a sorcerer attack power using this dagger
Effect: Whenever you hir rhat enemy with a sorcerer attack power before the end of the encounter, you can treat your attack roll as even or odd
Chaos storm dagger +1, level 3, 680gp
+1 attack/damahe
+1d6 psychic damage on crit
Attack power (daily, free action)
Trigger: You make an arcane ranged at-will attacking using this dannger, your attack roll is an odd number
Effect: After triggering attack is resolved, you use the attack power agaian against a different target, with a power bonus to the attack roll equal to the dagger's enhancement bonus
Wyrmtooth dagger +1, level 2, 520gp
+1d6 crit
Properties: On a crit, the target loses its resistances (Save ends)
Power (daily, free action): Until the end of the encouter, sorcerer attack powers you use through this dagger ignore the resistance of any enemy within 10 squares of you.
Wild flare dagger +1, level 2, 520gp
+1d6 damagae on crit
Power (encounter, free action)
Use this power when your chaos sorcerer chaos burst feature would give you saving throw because of an odd attack. You can forgo the saving throw to deal extra damage equal to the weapon's enchancement bonus to the first target of the attack.
Dagger 1d4, +3 prof, 5/10 range, 1lb
Light thrown, off hand (light blade)
Shadowdance armour +1, level 5, 1000gp
+1AC
Your area and ranged attacks don't provoke opportunity attacks
Power (daily, free)
Trigger: You move more than 3 squares
Effect: In bright light, your space and all adjacenet squares become shrounded in dim light until your next turn. If you were already in dim light, your space and all adjacement squares became dark, blocking line of sight, until your next turn. You can see perfectly in this area of dim light or darkness.
Hidden dagger +1, level 3, 680gp
+1d6 damage crit
Properties: You gain an item bonus to initiative checks equal to waepona's enhancement
Power (at-will, 1/round, free action)
Effect: You draw or sheathe this weapon. If you sheathe this weapon, it vanishes, and only you can find and draw it
Special: You can only use this power once per turn
Lesser cloaked weapon +1, level 2, 520gp
+1d6 damage crit
Properties: When stoaked, a cloaked weapon cannot be detected or taken from its owner. The wepaon's owner must speak a chosen word when stowing the weapon somwehere on his or her person. This word becomes the weapon's command word. As a minor action, the weapon's owner can give the command word and reach for where the weapon was last stowed, and it will appear in the woner's hand.
Belt of resilience (heroic tier) level 1, 360gp
Waist Slot item
Properties: Heal checks made to aid you gain a +2 item bonus
Belt of Vigor (heroic tier) level 2, 520gp
Waist slot item
Properties: You gain a +1 item bonus to your healing surge value
Robe of useful items +1, level 2, 520gp
Utility Power (daily, minor action)
Effect: You procure one non-magical item worth up to 10gp (wut hte DM's approval) from the robe. The item is generic (a torch or rope, for instance), not a specific item (the key to a particular chest). The item lasts for 1 hour. When it dissappears, you regain the use of this power
Robe of avoidance +1, level 3, 680gp
Power (encopunter, immediate reaction)
Trigger: An enemy misses you with a melee attack
Effect: Shift 1 square
Robe of contingency +1, level 4, 840gp
Power (healing, teleportation, daily, immediate reaction)
Use this power while you are bloodied and when an attack damages you. Teleport 6 squares and you can spend a healing surge
Flame bracers (heroic tier), level 3, 680gp
Arm slot
Properties: When you score a critical hit, the target takes 1d6 extra fire damage
Power (daily, minor) The next time you hit with an attacj, the target takes 1d6 extra fire damage
Eternal chalk, level 1, 360gp
Wonderous item
Properties: A stick of eternal chalk never breaks or wears down with normal use. Any writing or drawing made with this chalk cannot be erased for one week by anyone except the poriginal artist or author.
Aldron's box, level 2, 520gp
Wonderous item
Properties: This box unfolds (As a standard action) to reveal a magic campfire. This fire is warn, comfortable, and cannot be doused by any action beyond refolding the box (another standard action)
Moutebank's deck, level 1, 360hp
Wonderous item
Properties: You can attune this deck of cards to yourself by shedding six drops of blood on it during a short rest. From that point forward, whenever you draw or deal a card from this deck, it is of a suit and value of your choice. Anyone else who interacts wit hthe deck finds it to be a normal deck of whatever game it is designed for. Only one creature can be attiuned to the deck at a time.
Flask of the dragon's breath, level 3, 680gp
Wonderous item
Properties: Once per day, you can drink this elixir as a minor action. When you do, you can use the following power once before the end of the encounter
Power (daily, fire): Minor action attack: close blast 3 (creatures in the blast) level +5 vs reflexes hit: 1d6 + con fire damage
[Private to GM: Phylactery of action, level 3, 680gp
Arms slot item
Utility power (encounter, no action)
Effect: Reroll a saving throw against any effect on you that applies one or more of these conditions: dazed, immobilized, petrified, restrained, stunned. You must use the new result.
Bottled twighlight, level 1, 360gp
Wonderous item
Utility power (daily, minor)
Effect: You remove the cork from the bottle, and all light within 10 squares of the bottle becomes dim light unti lthe end of the encounter
Restful bedroll, level 1, 360gp
wonderous item
Properties: Wheneever you complete an extended rest in the restful bedroll, you gain 1d8 temporary hit points
Harp of deep slumber, level 3, 680g
Wonderous item
Power (daily, minor)
Each creature within 20squares of you takes a -15 penalty to perception checks until the end of your next turn
Everlasting provisions, level 4, 840gp (plain basket)
Wonderous item
Properties: After an extended rest, you open the basket, creating enough food and water to feed five medium or small creatures (or one large creature) for 24 hours
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This message was last edited by the GM at 21:25, Fri 13 Oct 2017.