Some shopping. Horses and gear were purchased. Also, zombies were fought. Books were read. Zerafina finds her Archfey in the arms of another woman! Bum-bum-baaaaaa!
Next time, expect crazy weird zombie attacks. Also, lots of XP.
Meanwhile, Fantasy Costco has appeared. Magically transporting from place to place at sundown, Fantasy Costco will randomly appear from time to time. They have a limited but powerful inventory, which seems to change every time you find it.
Here’s what’s available at Fantasy Costco this trip. Unless otherwise noted, the store only has ONE of the item in stock. Because Seraphina was the first one to go to Fantasy Costco, she does get first selection of items. We’ll say that she explains the store to everyone when she gets back. You MUST be a member of Fantasy Costco to purchase items at Fantasy Costco, and during their extra-super-special traveling quest for the right location, a LIFETIME membership is available for a mere 50 GP.
ALCHEMIST’S RING: 500gp
When the wearer of this ring imbibes a healing potion, they receive 1d6 additional healing.
HAUNTED DOLL – 100 GP
This doll is very creepy. If its owner ever fails a third death save, the doll will take the hit instead, and will die in place of its owner.
SHIELD OF HEROIC MEMORIES (1200 GP)
This perfectly round silver shield initially has a mirror finish. As a hero takes it into battle it remembers the enemies encountered, gaining a +1 to AC on any subsequent battle with creatures of that type. The events of the battle are intricately engraved onto the shield’s surface (which has a seemingly endless capacity for detail).
The bearer of the shield may also attempt to recount past battles (real or imagined) to the shield. Upon a DC 10 charisma check or DC 15 bluff check, the shield confers a +1 AC against the creatures described in the tall tales.
3 failed attempts at recounting stories cause the shield to be cleared of all of its memories. The engravings disappear. It reverts to its mirror finish. All bonuses are lost.
THE GLUTTON’S FORK (750 GP)
Once a day this fork will allow the user to eat any non-magical item they can fit in their mouth and gain 2d6 points of health. Just tap the fork on the item and it will turn edible.
NO-SODIUM SALT SHAKER: (400 GP)
this might look like a simple salt shaker, but the contents have been bewitched to turn a bright shade of pink if sprinkled over food or drink that contains poison!
IMMOVABLE ROD (1100 GP) (3 in stock)
This rod is a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round.
Flaming Poisoning Raging Sword of Doom – 60,000 GP
A sword with a gigantic blade, wreathed in flames and with a crooked, oozing scorpion’s stinger affixed to its point. Deals an extra 20 melee damage.
The Nit Picker (900 GP)
Physical Description: Resembles a miniature garden gnome that carries lock picking tools in his hands. When not in use, looks like a 4" inch tall statue.
Use: Twice daily, can be placed in front of a locked object to unlock it (functions as the spell “Knock”). At this point, the statue comes to life in order to pick the lock. After the lock is picked (or if he is unable to open it), reverts back to an inanimate statue.
Side Effects: While picking the lock, the Nit Picker critiques any or all members of the party on their recent performance in the campaign. Nothing escapes the critical eye of the Nit Picker, no matter how small the perceived offense.
Plastic Sheriff Badge (500 GP)
Adds +3 to bluff checks when impersonating a person of authority.
The Champion’s Belt (800 GP)
This ornate belt is given to someone who has bested all opponents in a test of strength. Once per day the wearer may substitute their Strength score for their Wisdom or Charisma when making a stat check.
The Anti Gravity Sphere (500 GP)
a small fist-sized glass ball filled with a silvery smoke. When the sphere is destroyed, it disables the effect of gravity on everything in a 30ft radius. (Works like an anti-grav grenade)
Healing Potion – 50 GP each (3 in stock)
Heals the imbiber for 2d4+2 HP.
Rusted Can of Cheerwine (400 GP) Has seen some better days, but seems to be radiating with vital energies. Grants +5 max HP.