Tazioc Store
The Updated Rules and Materials for the Tower of Tazioc is now being hosted on our personal website at milestoneplay.com/toweroftazioc.
The Tazioc store is available to Heroes during the Logistics Phase of a session. Most D&D 5e items share the systems rules and prices. Items that differ from the Player's Hand Book in price or function are detailed below. A majority of the items bought here will be destroyed by the tower's Value Decay if not used during the adventure. The items that survive the Strife Siphon are replacement armors and weapons. Additionally, all Heroes start each adventure with a base Equipment Pack so most Heroes will not need to purchase basic supplies. Armor: base 5e armor in the PHB can be bought at listed price. This replaces starting armor from your class and is not consumed by the tower’s Value Decay.Spell Components: Buy at base price for what the spell requires.
Tool Set: All tool sets' prices are set to 25gp. Choose one: alchemist's supplies, brewer's supplies, calligrapher's supplies, carpenter's tools, cobbler's tools, cook's utensils, disguise kit, forgery kit, glassblower's tools, herbalism kit, jeweler's tools, leatherworker's tools, mason's tools, navigator's tools, painter's supplies, poisoner's kit, potter's tools, smith's tools, thieves' tools, tinker's tools, weaver's tools, woodcarver's tools
Weapons: base 5e weapons in the PHB can be bought at listed price. This replaces starting armor from your class and is not consumed by the tower’s Value Decay.
Adamantine Buff 1000gp
Applied to a suit of armor upon purchase (yours or another character's), this buff treats the suit as adamantine for the adventure. The armor is immune to damage and the character does not suffer the additional damage of a critical hit. Alchemical Acid
As an attack, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes an amount of acid damage dependant on the munition's grade.
Acid Vial (2d6 acid) 25 gp
Concentrated Acid (6d6 acid) 100 gp
Acidic Ire (10d6 acid) 400gp
Alchemical Fire
This sticky, adhesive fluid ignites when exposed to air. As an attack, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes fire damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity check to extinguish the flames. The fire damage and check DC are determined by the category of munition's grade.
Alchemist’s Fire (1d4 Fire, DC10) 50 gp
Alchemist’s Blaze (2d4 Fire, DC13) 200gp
Alchemist’s Inferno (4d4 Fire, DC16) 500 gp
Antitoxin 50 gp
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Dowsing Rod
While the Nascent Chamber opens and closes portals to different rooms of it's own volition, the researchers of Tazioc have learned how to call open portals to specific rooms against the tower's will. Within the Nascent Chamber, a dowsing rod can be used to open a portal to a chamber if the wielder is aware of the correct arcane formula. The power level of a rod determines which rooms it can open. Rooms repeatedly conjured via dowsing rods have been known to mutate faster than rooms left alone.
Tier 1 200 gp
Tier 2 2,000 gp
Tier 3 20,000 gp
Tier 4 200,000 gp
Healer’s Kit 25 gp
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. Alternatively, you may choose to attempt a resuscitation on the character with the player's permission. Make a DC 10 Wisdom (Medicine) check. On a success, the target Heals a number of HP equal to the check total minus 10. On a failure, the character fails one death save.
Healing Potions
A character who drinks the magical red fluid in this vial regains a number of hit points depending on the grade of the potion. Drinking a potion takes a bonus action. Administering a potion to an unconscious ally takes an action.
Regular (2d4+2hp) 50 gp
Greater (4d4+4hp) 100 gp
Superior (8d4+8hp) 500 gp
Supreme (10d4+20hp) 1000 gp
Holy Water 25 gp
As an attack, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a Dexterity-based attack against a target creature. The holy water does 2d6 damage against the target on a hit. Certain enemies take double damage from the holy water. The damage type and devastated enemy types are determined by the type of holy water.
Consecrated (Radiant; Fiends and Undead)
Desecrated (Necrotic; Celestials and Fey)
Ironwash 250gp
Applied to a weapon upon purchase (yours or another character's), this buff treats the weapon as cold iron for the adventure. The weapon cuts through resistances and immunities that require cold iron weapons. Additionally, all damage delivered through this weapon is doubled against demons, elementals, and fey. Scrolls
Like most other items in the Tazioc store, spell scrolls are destroyed by the Value Decay of the tower. However, characters with spellbooks such as wizards and pact of the tome warlocks may purchase scrolls to scribe into their books at their regular costs. Spell Scroll Cantrip: 30 gp + component cost
Spell Scroll Level 1: 50 gp + component cost
Spell Scroll Level 2: 500 gp + component cost
Spell Scroll Level 3: 2,000 gp + component cost
Spell Scroll Level 4: 10,0000 gp + component cost
Spell Scroll Level 5: 20,000 gp + component cost
Spell Scroll Level 6: 120,000 gp + component cost
Spell Scroll Level 7: 200,000 gp + component cost
Spell Scroll Level 8: 400,000 gp + component cost
Spell Scroll Level 9: 4,000,000 gp + component cost
Silversheen 250gp
Applied to a weapon upon purchase (yours or another character's), this buff treats the weapon as silver for the adventure. The weapon cuts through resistances and immunities that require silver weapons. Additionally, all damage delivered through this weapon is doubled against devils, lycanthropes, and undead.
Temple Services
Certain dangers within the Tower of Tazioc may have lasting consequences that rest cannot recuperate. The local temples can provide curative magic if your character or House of Patronage does not have the means of providing such healing.
Lesser Restoration: 60gp
Greater Restoration: 550gp
Regenerate: 910gp
Comments