Jerome's Weapons and Armour
Inventory
Magical Items and Apparel
Mirror of Insight. A small, cracked, hand-mirror.
Holding this mirror up in front of a creature allows you to see through their eyes.
20gp
Bracer of Estimation. A steel-banded, leather bracer with an eye engraved into it.
Once per enemy and three times total a day the wearer can attempt to guess the AC of an enemy they are attempting to attack. If they are correct their attack hits automatically. If they are wrong the attack misses.
35gp
Gold-Eating Toad Statuette of Minor Regrets. A small stone statue of a toad with a slot the size of a gold piece where the toad’s mouth is.
If 5 gold pieces are pushed into the slot then the statue grants the one who fed it the ability to re-attune a level 1 spell. A level 2 spell can be re-attuned for 10 gold and on and on and on… It isn’t known where the gold goes, but the frog statue is never full.
60gp
Stone of Holy Sacrifice. A small, shiny, black stone marked with a sacred symbol in silver.
Seems to feed on pain. It the bearer inflicts 5 damage to themselves their whole party is healed by 3 points. If the bearer inflicts 10 damage on themselves their party is healed by 7 points, and so on at the GM’s discretion. Cannot revive downed creatures. The bearer inflicting permanent damage on themselves may allow for more efficient healing, or even empowerment of the party, but this must be negotiated as a bargain. The stone will be listening. It is certainly not sinister at all.
50gp
Dehydrated Lifeboat. A small, flat piece of fine-grained wood about the size of a human palm.
So ‘lifeboatboat’ may be a bit of an exaggeration. It’s basically a tiny raft. When introduced to water it will re-hydrate into a wooden raft about 10ft square. It might save your life if your ship goes down, but is unlikely to be much use in a real storm. It can only be re-hydrated once and will permanently remain in its new shape unless destroyed.
15gp
Pearl of the End. A fist-sized, bottle green sphere of semi-transparent glass.
A one-use item that is attuned to a player. When it is broken the attuned player is instantaneously transported to the spot where the pearl was broken.
25gp
Bomb of Soothing Scents. A sealed ceramic jar that fits easily in one hand with a short fuse poking through the sealed top.
A one-use item that creates a faintly calming aroma. This will not break initiative and is not certain to succeed if being used on someone who is enraged, terrified, threatened or particularly aggressive. It will calm someone who is annoyed, a little angry, somewhat frightened. It is not a stealthy action however as it goes off with a loud bang and the user will likely have to explain what the sound was.
15gp
Slime Bomb. (Stolen loosely from the internet) a small wooden keg with a fuse. Small enough to be held easily in one hand.
Covers the ground in a 15ft area (and anything within it) in slippery slime. Anyone trying to move in/through this slime must make a dex save. On a failure whatever tried to move through the slime becomes prone and is also covered in slime. If their momentum was great enough they may also slide to the far side of the slime. Effects of the slime on beings covered in it in terms of trying to move, fight, grapple and not look ridiculous at the GM’s discretion.
15gp
Belt of Protection. A sturdy but well-made belt of brown leather with a buckle bearing the design of a pair of dice.
Declare a damage type and roll a d20. On 11 or higher you become resistant to that type of damage. On a lower roll you become weak to it. The effect lasts for 12 hours. One use per long rest.
40gp
Bracelets of Quantum Entanglement. (Stolen directly from the internet) A pair of thin brass bracelets.
When one of these bracelets breaks the other will instantly break two. Mending one of the bracelets will also mend the other.
10gp
Gauntlet of Delayed Impact. An armoured gauntlet for the hand and forearm. Appears to be made of blued steel.
Three times per long-rest on a successful dex save the bearer stops a moving object such as a projectile or falling boulder. No strength is required to do this however physical contact between the gauntlet and the object stopped must be maintained. When contact is broken the object continues as though there was no interruption. If the projectile is particularly small or fast like an arrow the GM may impose disadvantage on the save.
35gp
Rock of Cowardice. An ordinary stone, slightly heavier than might be expected.
An extremely tough stone that is almost impervious to damage, but will scream if subject to a force that would damage a normal being.
25gp
Bag of Holding: This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. 1500gp
spring -heeled boots: a pair of worn leather boots with a rusty spring attached to each heel. When activated, the wearer can use their movement to jump 30ft in any direction instead of typical movement. Be careful though, fall damage will still affect the wearer of these boots. 40gp
Light armour: a plate mail suit of armour which constantly gives off a dull white light. When wearing this armour, all stealth saves automatically fail, no matter what modifiers you have. 750gp
Gloves of invisibility: a pair of highly decorated white gloves, with golden runes running down each finger. When the wearer of these gloves snap their fingers, they become completely invisible… but unable to see. The effect lasts as long as the wearer wishes, or up to 1 day. Once used, this effect cannot be used again for 3 days. Whilst invisible, all sight based perception checks immediately fail against the gloves, whether magical or not, but other senses may be able to sense the wearer, such as bumping into them. 50gp
Smith mitts/ Oven Gloves: a pair of blackened leather mittens, similar to those used by smiths, but in very poor condition. When these gloves are worn by a humanoid, they can be activated for 1 minute to receive the following effects; any metal they touch immediately heats to a white hot temperature, the heat of which does not affect the wearer. The wearer is also granted resistance to fire damage whilst wearing these gloves, and any weapons wielded deal an additional 1 d6 fire damage. This ability can be activated 3 times before requiring a long rest to recharge. 75gp
This ummmm… thing: it's umm, well its a…. You know, one of those things…. What were we talking about? Oh yeah, the thing you can't remember, now where did I put it? What are we talking about? Oh well, that’ll be 50 gold please! 50gp
Ring of madness: a small silver ring bearing the image of king cutting his own throat. When worn, the bearer must make a wisdom saving throw with a DC of 15. On a success, the wearer can then cast the spell dissonant whispers as an action once every short rest, without using a spell slot. If the DC is failed, whenever the wearer takes a rest, they must make a DC wisdom saving throw or else take 3d6 psychic damage and begin running in a random direction. Once the save is made, the wearer needn’t roll again. 50gp
The “straight-as-an” arrow quiver: This magically enchanted quiver allows the wearer greater accuracy, effectively extending their range. When an arrow drawn from this quiver is fired, it will continue in a straight line until it hits another solid object, and will not lose speed or momentum until it does so. It extends the effective range of all ranged weapons wielded by 30ft, any target further than this range still inflicts disadvantage as usual. Projectiles fired at targets within the normal range of the weapon (without the bonus 30ft) are no longer protected by partial cover. 70gp
Winter coat: a light blue heavy coat of immaculate design and quality with white fur trim. When the activation phrase is spoken, the coat creates a small flurry of snow around the user within a cylinder, 20ft wide and 40ft high. Whilst active, the wearer is resistant to cold damage. Any creature entering this region, or starting its turn in this region must make a Constitution saving throw (DC 12) or else it becomes vulnerable to cold damage for 1 turn. This effect lasts for 3 turns in combat or 1 minute outside of combat. 100gp
The buckle-er: a small buckled strap worn on the wrist, it can magically transform into a small shield upon activation. This effect can only be used as a reaction in combat. This item has a total of 3 charges per day, which are refreshed at sunrise the following day. When used as a reaction, the item grants the wearer +2 AC against a single attack, and can be used even if wielding a two-handed weapon. 75gp
The woodsman’s axe: a battered and tarnished one-handed hatchet, the blade of this item appears blunt. This item can not cut any material made of natural materials, i.e wood, paper and silk. It can however cut man-made materials such as metal. When striking an armoured opponent, the axe reduces their AC by 2 for the duration of the fight. This effect can only be triggered once per target, but can be used on as many targets as the wielder desires. The axe also deals 1 d4 bludgeoning damage per hit, and can be thrown much like a normal hatchet with a range of 20/60ft. 65gp
Which is? Cauldron: a small pewter cauldron of relatively basic design apart from a series of runes around the rim. Once per day, the cauldron will declare “it’s ready master!” at which point the cauldron will fill with an unknown liquid, and a set of phials will appear nearby. The owner of the cauldron then rolls a d4, which will determine how many phials of the liquid they can retrieve. Once retrieved, the owner then rolls a d10, the number of which determines which type of liquid they receive as shown in the table below. 100gp
1= saltwater: just plain old sea water
2= Potion of Healing
You regain hit points when you drink this potion. The number of hit points gained is equal to 2 d4 +2 Whatever its potency, the potion’s red liquid glimmers when agitated.
3= vinegar: used for flavouring food, goes particularly well with chips.
4= Potion of Diminution: When you drink this potion, you gain the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
5= mayonnaise: a tub of white, viscous fluid, commonly made using hen eggs.
6= potion of growth: When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
7= potion of arcane re-modelling: your current stats are shuffled randomly by the dm. E.g. if your charisma is 8 and your strength is 18, this stats may be swapped so your strength is now 8 and your charisma is now 18. This effect lasts for 1 hour.
8= potion of extra arms: you sprout two extra arms, which you can control as if they were your own. During combat you can use these arms to take an extra bonus action. This effect lasts 10 minutes, sfter which the arms fall off and whither.
9= potion of debilitation: drinking this potion inflicts you with every status effect for 1d4 hours. It cannot be dispelled by any means.
10= potion of greater healing: restores 4d4 +4 hp
Non-magical items and apparel.
Sharp-Edged Boomerang. A yellow boomerang with a red gem at the middle.
Dex ranged weapon. When attacking roll twice. The first roll is the attack roll. The second is a dex save to catch the returning boomerang. On a roll lower than 5 or a critical fail the wielder takes a hit themselves.
25gp
Greathelm. A large helmet with a slit visor.
Grants +1AC but imposes disadvantage on perception checks. Requires two free hands and 28 seconds to don or doff the greathelm. Must be dropped or held in the hand if doffed.
40gp
Greatshield. A shield of greater than normal size.
Grants +3AC rather than +2, but the user cannot 2-hand their weapon or use their shield-arm for anything else unless they drop the shield.
30gp
Buckler. A small, metal plate-shaped shield with a single handle on the back.
Can only be used with martial weapon proficiency. Grants +3AC rather than +2, but must be used actively against a specified opponent as a reaction action rather than passively like an ordinary shield.
30gp
Shield of the White Demon. An angular shield made of red metal.
When thrown at the enemy as a bonus action before making an attack this shield grants advantage to that attack.
15gp
Jack Chains. A set of bars linked by chains designed to be sewn onto the arms of a padded tunic providing greater protection.
AC 13+Dex, Disadvantage on Stealth, 13lb.
45gp
Weapons
Mail Breaker. A long, rigid dagger with no edge, but a sharp and sturdy point.
This dagger that has +2vs AC against heavy armour. Breaks on crit fail against heavy armour.
5gp
Tanto. A curved, single-edged dagger with a wickedly sharp blade.
This dagger inflicts slashing damage. +2 damage vs unarmoured opponents. +10 damage if used on self. Breaks on a crit fail against heavy armour.
5gp
Two-string Crossbow. A hand crossbow with two bows and strings rigged to fire on a single pull of the trigger.
Fires two bolts at once, at a single target, but requires a turn to reload.
45gp
Bow of Future Pain. A bow of dark wood deeply engraved with a simple swirling pattern along its entire length.
When an arrow is fired from this bow the arrow disappears instantly, then re-appears to hit the original target a random amount of time later. Roll a d4 when firing. The rolled number is the amount of time in turns before the fired arrow hits. Due to the surprising nature of the shot’s timing the attack roll (rolled when the arrow re-appears) always has advantage.
40gp
Estoc. A longer, heavier Rapier crafted from a twisted billet. Has no edge but the long blade is rock solid and the point is incomparably strong.
Functions as a rapier with +2vs AC against heavy armour. Breaks on crit fail. Heavy.
30gp
Bastard Sword. A sword made with great care placed on balance making it equally suited to one-handed or two-handed use.
This sword has the stats of a Longsword, but when used in two hands this weapon gains the Finesse ability.
25gp
Flanged Mace. This mace has a head made of several ridges forged onto a single handle rather than a single weight.
A more refined mace popular among knights and paladins. Has the same stats as a Morningstar but inflicts blunt damage rather than piercing.
15gp
Heavy Spear. No mere pointed stick for peasants, this spear has been made by a weaponsmith and requires real skill to use.
(Martial Weapon, 1d6 piercing damage, Versatility 1d8, Reach, Heavy)
30gp
Weighted Chain. A chain forged of weapons grade steel with heavy weights at either end.
Functions as a whip. When not yet used in combat the chain is taken to be coiled around the wielder’s arm providing +1AC (Does not stack with shield). After the chain has been used to attack the AC bonus is lost, but can be re-coiled using an action to regain the bonus. On a successful hit instead of inflicting damage the wielder can take a strength check. On a successful check the target is pulled toward the wielder.
20gp
Quiver of 10 Fine Arrows. 10 arrows that do an additional 1d4 damage.
20gp
Purpose / Function
Jerome's Weapoms and Armour is a well known shop on Tallwater Street that caters primarily to adventurers, sellswords and mercenaries living in or passing through Arcos. Although it has been established for many years the opening of Neyris borders has greatly improved the shop's business.
As well as the more general goods it sells it is also used as a distribution venue for the mysterious wares of the travelling merchant Melchior.
Architecture
This shop is distributed over two buildings facing each across Tallwater Street.
The building on the Western side of the street is Jerome's forge, a building mostly open to the air from which the sounds of industry can be heard every daylight hour. The rooms above the forge are Jerome's residence.
The building on the Eastern side is the shop in which the goods made in the forge are sold. Due to being separate from the forge it is cleaner and brighter than many other similar shops. He rooms above the shop are home to the Headquarters of the Guild of Cardinal Points.
Remove these ads. Join the Worldbuilders Guild




Comments