Difference between revisions of "Marketplace"

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(Enacting "Absent Minded Necromancer")
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===Shadowy Tome===
 
===Shadowy Tome===
''The tainted weapon of a tainted''
+
''The tainted weapon of a tainted mage''
 
*Attack power:3,  
 
*Attack power:3,  
 
*When used roll Dice10 and on a 5 or lower the adventurer gains a Curse
 
*When used roll Dice10 and on a 5 or lower the adventurer gains a Curse

Revision as of 01:38, 13 March 2019

List of Items

Coins

Fashioned out of pure copper, these are the official currency of the entire civilized world.

Bat Wing

Thin and delicate, these wings are rather easy to salvage. They’re not extremely useful, but they fetch a decent price.

Monster Bones

Famously dense, monster bones are great for making weapons and for fertilization.

Monster Guts

They look and smell disgusting, but if you can stand the scent long enough to get them to a trading post, they’ll fetch a high price, as many see them as a delicacy.

Carving Knife

A handy tool for butchers and hunters alike.

  • Attack Power: 1
  • Scavenging Power: 1

Small Tusk

A pointy tooth, not particularly impressive, but a useful material to some tool makers.

Meat

A tasty source of protein from a monster of the less sentient variety.

Bone Club

A weapon-smith can carve a club out of bone. Because they’re incredibly heavy, they really pack a punch.

  • Attack Power: 3

Shriek

An enchanted shriek that can be captured in a jar. It grows louder and more chilling with each surface it echoes off.

  • Attack Power: 3
  • Destroy after use
  • Can only be used by an Adventurer in Dank Cave or Labyrinthine Canyon

Flying Boots

A pair of magical winged boots.

  • An Adventurer in possession of these boots can travel for 1 AP.

Purple Ichor

Extremely useful for potion making, the blood of the purple Man-eating Worm is extremely valuable.

Poisonous Stinger

The Man-eating Worm’s main weapon; it is extremely dangerous. Handy for assassins.

  • Attack Power: 2
  • If they have not Hunted since the last Respawn, an Adventurer may destroy their Poisonous Stinger to remove a Monster from the same Wilds as the Adventurer.

Hearty Meal

Grub, chow, eats, vittles, food.

  • An Adventurer may destroy this item to increase their AP by 4.

Cryptic Clue

Strange glowing runes giving fragmentary prophecies

Squid Thingy Larva

The juvenile stage of a squid thingy, newly lodged in its human host

  • A Squid Thingy Larva may not be given to another adventurer

Pikachu

When several of these monsters gather, their electricity could build and cause lightning storms.

  • An Adventurer in possession of this item has their Support set to 1 during Respawning.
  • If an Adventurer loses possession of this item, decrease their Support by 1, if possible.

Lightning

An electric bolt, literally in a bottle.

  • Attack Power: 4
  • Destroy after use

Detective Hat

A relic of a past dynasty, or a forced reference? That’s one case in need of solving.

Spider Silk

sticky strands secreted by a monstrously large arachnid

Spider Netting

a stick net for trapping prey

  • Scavenging Power: 3
  • Destroy after use

Summoning Pebble

A small magic rock that, with the right incantation, can bring items out of defeated monsters.

  • Scavenging Power: 2
  • Can only be used by an Adventurer with Magic 1 or higher.

First Aid Kit

A handy kit for patching up wounds in the field, for when you don’t have the time to allow them to mend on their own.

  • An Adventurer in possession of this item may destroy it to increase their Health by 1 (to a maximum of 10).

Shadowy Tome

A tome of arcane magic, much of questionable origin

  • Scavenging power:3,
  • When used roll Dice10 and on a 5 or lower the adventurer gains a Curse

Shadowy Tome

The tainted weapon of a tainted mage

  • Attack power:3,
  • When used roll Dice10 and on a 5 or lower the adventurer gains a Curse

Crystal Ball

A tool for seeing the future, the past or far away

  • when taking damage during camping, reduce the damage taken by 1

Curse

Dark Magic formed of malevolence and attached to an individual

  • A curse may not be given to another adventurer
  • A adventurer with three curses has their health set to zero

List of Trades

  • 1 bat wing → 3 coins
  • 1 bone → 15 coins
  • 1 monster guts → 20 coins
  • 1 Meat → 5 coins
  • 1 Small Tusk → 2 coins
  • 1 Small Tusk + 10 coins → 1 Carving Knife
  • 1 Monster Bone + 15 coins → 1 Bone Club
  • 2 bat wing + 50 coins → 1 Flying Boots
  • 1 Purple Ichor → 35 coins
  • 1 Monster Guts + 1 Meat → Hearty Meal
  • 40 coins → Hearty Meal
  • 1 Lightning Bolt → 30 coins
  • 1 Detective Hat → 42 coins
  • 1 Spider Silk + 5 coins → 1 Spider Netting
  • 1 Spider Silk → 3 coins
  • 30 coins → 1 Summoning Pebble
  • 20 coins → First Aid Kit