Welcome to the in-game store for HIGH NOON!
This is where our chaos goblins will "shop" for fantasy goodies. We're always adding to the list of items, so if you have any ideas, join our discord and let us know!
(Note: Full descriptions of each item can be found in the discord.)
1) All goods (weapons, armor/clothing, potions) will be Western themed 2) Add a brief description of the item, including stats 3) No broken or OP items, keep it fun and simple 4) Include cost ( in credits) for the item *By reading the rules you have agreed to the terms of Going Outta Business LLC Inc. Co AARP…. NOW GET TO WORK YOU GIT!
This odd, leatherbound book can give a user unique insights into the universe. As an action, a creature holding the book can expend a charge and writes any question of their choosing into a page. Afterwards, their writing disappears and the omniscient (but not necessarily benign) book writes an answer. This answer cannot be an overt lie.
The book has a maximum of five charges, and regains 1d4 charges each day at dawn.
A dark, normal looking duster that adjusts to fit whoever wears it. When attacked, the wearer can use a reaction to roll a d4 and see what happens.
Nothing
Double the damage of the attack
Free casting of Hellish Rebuke
Damage is halved and you teleport to an unoccupied space within 15ft.
This can be used twice per long rest.
(Requires attunement)
Chipped and worn copper coin sheds dim light in a 5 foot radius when activated. When dropped more than 10 feet it emits a bell-like tone that alerts anyone able to hear the charm to the distance the coin has fallen. Does not require attunement.
Small silver reflex hammer weighing about 3 ounces. Appears harmless, but when attuned to the wielder can crush diamonds into dust with a single tap.
Cannot be used as a melee weapon but grants +2 to intimidation when equipped
Pack of cigarettes that refills daily containing 5 each red, blue, green, & purple. Smoking takes an action, all effects last for 1 minute.
Stylish pair of comfortable, rugged boots
grant 1D6 to any sneak skill HOWEVER they are actually oversized clown shoes and the wearer will need to make a DC13 Dex save or will trip and fall prone.
They squeak with each step taken.
Well worn hat, despite having many holes in it, does well to keep the harsh sun out of your eyes while keeping you cool during the day. During the height of the day, you gain 1d4 to Perception checks. If word during a duel, the wearer must make a DC 12 Perception check before they attack or be temporarily blinded by the sun, no matter what direction the sun is facing.
Silver flask with an engraving reading "The flesh is strong, but the soul is weak." Refills with strong whisky every day. Drinking grants the following effects:
-Resistance to bludgeoning, piercing, & slashing damage.
-When the drinker makes a melee attack, they add Whisky Dice to their damage roll.
The effects last for an amount of rounds equal to your con bonus (minimum of 1), and you can only drink 2X per day before it's empty.
Whisky Dice: 2d6 @ lvl 1, 2d8 @ lvl 5, 2d10 @ lvl 10, & 2d12 @ lvl 15
Invisible ace of spades card that appears under the sleeve of your jacket during a poker game at the local tavern.
-you must raise your left eyebrow for it to become visible
-to play your card you must roll a D4.
The Results
1./2. You lose at poker and owe your opponent 1 silver
Roll
3/4. You win the game and gain 1 gold from your opponent.
Small brass cannon, looks like a toy but fires magical ammunition commiserate with it's full-sized siblings. Does not require attunement. Operating it requires one action to load the weapon, one action to aim it, and one action to fire it. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
Tinfoil lined hat appears to be a normal nonmagical item, once an activation phrase is spoken, a cannon appears & fires in the direction the wearer aims.
Activation phrase is a full sentence that truthfully expresses a belief the wearer has. The amount of damage done by the cannonball is inversely proportional to the number of people who believe the same thing. Each activation phrase can only be used once.
Note: activation phrases do not need to be factual, only believed to be true by the wearer.
Magical quiver can hold up to 10 arrows, bolts, or other projectiles. When the attuned creature finishes a LR each piece of ammunition stored becomes magical & gains a +1 bonus to attack & damage rolls for 1 day. It can also store any number of spells that it knows of 1st lvl or higher within those projectiles. Any creature can use that projectile to cast the stored spell without expending a spell slot or material components. Once a spell is cast the projectile loses all magical benefits.
This wheeled, magical trolley grants the rider supernatural bravery and fortitude. While sitting in the cart, a creature gains 10 temporary hit points at the start of its turn and is immune to fear. The trolley can hold up to two creatures that are Small or smaller, or one creature that is Medium.
The cart has no innate movement speed, but can be pushed.
This footed bathtub can hold up to two creatures that are Small or smaller, or one that is Medium. While inside, a creature has half cover and gains the benefits of the bless spell.
The tub has a base walking and swimming speed of 20 feet, but disadvantage on any ability checks made to jump or climb. An attuned creature can verbally command the tub to move in any direction of that creature's choice (no action required).
Add a footnote if this applies to your business
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