Magical Item Policy for Sunndi
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Important Note
This document only covers purchases made either during, or in between, modules set in Sunndi.
Purchases of items out of region should be handled as described within the Living Greyhawk Campaign Source Book
unless the PC is adventuring in a land which has its own Magical Item Policy.
Scenario writers are encouraged to check this policy to see if any magical items they use are appropriate for the region.
It should be noted that
these are general guidelines. Specific guidelines within a module supersede these. For example if
a regional module has an item worth, say 20,000 gp, then that item is available only during the
running of that module. Similarly if a module takes place in a remote village which is
specifically described as having no wondrous items for sale then the PCs are unable to purchase
items until they reach a locale that does have items available.
The Purchase of Magical Items
The Living Greyhawk Campaign Source Book grants PCs the ability to purchase a very select number of items
from the PHB or DMG. The exact list is determined by the items that the PC encounters in his adventures.
Aside from items encountered, a character can buy potions and scrolls of up to 500 gp, as well as +1 weapons and armor,
and a number of specific, low-cost items.
Finally, the source book supplies rules for crafting magic items.
Now, Sunndi is in a pretty unique situation:
- It has been only three years since it has been free of the influence of Ivid the Undying and
the peace with the Kingdom of Ahlissa (formerly the Great Kingdom).
- The nation lacks any big cities or major trade routes that attracts wealth and powerful
people.
- Many of the great and the good of Sunndi have perished during the Greyhawk Wars and much
has been destroyed in the towns during that time.
- Some items are simply unavailable in Sunndi either because there are no people to craft
them or because they are illegal. A list of these appears below.
- There is a sizable population of both elves and dwarves within Sunndi.
Against this background it
is pretty illogical to assume that every item in the DMG and PHB is directly available for purchase within
Sunndi. The guidelines below indicate the maximum value of items available within Sunndi.
| Maximum Value of Items Purchasable by Named Settlement |
| Designation |
Population |
GP Limit |
| Pitchfield (large town) |
3800 |
5000* |
| New Keep (large town) |
2700 |
3000 |
| *Pitchfield is the vast
growing capitol of Sunndi and home to both the crown and the Congress of Lords. This attracts
business. Hence the increased limits from the DMG table at page 137. |
Generic Settlement
There are many smaller villages and settlements within Sunndi. If the settlement does not appear
in the list above simply determine the settlements population and use the table below to
determine the maximum GP limit for a single item - see the DMG page 137.
Note that there are small towns or bigger within Sunndi that have not yet been detailed.
There are a lot of villages spread out over Sunndi, some of which have the potential to grow.
Banned Items
The following items are unavailable for purchase in Sunndi.
The first list of items are illegal and additionally may not be crafted.
Crafting or owning these items can have serious repurcursions.
- Any item that permanently affects the free will of people (e.g. potion of love, rod of
rulership)
- Any item over which the owner does not have full control what will happen when its power is
invoked (e.g. wand of wonder, mirror of opposition, well of the worlds)
- Any item that clearly invokes unholy powers (e.g. dark skull, horn of evil, mask of the
skull, robe of the archmagi (black), unholy weapons, assassin's dagger,
life-drinker, nine lives stealer, sword of life stealing)
- Items made out of the remains of sentient creatures (e.g. hand of glory, hand of the
mage)
The following items are not illegal, but they are simply impractical in Sunndi and
therefor never crafted within Sunndi (and thus unavailable).
- Items associated with the sea (folding boat, cloak of the manta ray).
- Items associated with cold weather (boots of the winterland) - The sole area in Sunndi
where it can get really cold is at the tops of the Glorioles. This is hardly a place were
people go.
DMG Errata
The most widely available edition of the DMG contains some errors in regards to certain Wondrous
Item's cost. Although the errata is freely available on the Wizards of the Coasts website the
relevant portions of it have been reproduced below.
Item Price
1 flaming burst longsword 18,315 gp
boots of striding and springing 6,000 gp
bracers of armour +7 49,000 gp
wings of flying 22,000 gp
Items Available For Purchase in Sunndi
See the list below. If it isnt on it, you can't buy it. Items with a (*), or the marked
versions thereof, are only available in Pitchfield, the rest can be bought in New Keep or from
our travelling merchant Kellard, should the DM be so kind and have the time to spare. Items
marked (E) are elven made and can also be bought in the elven communities in Esparithen and
Lonrathen. Items marked with a (D) are dwarven made and can also be bought in the dwarven
communities in the Glorioles and Hollow Highlands.
Exceptions: items that come available during an adventure can be bought at the end of the adventure.
If you do not buy it at the end of the adventure, you can buy it later only if it also is on this list
(though you may still buy it while in another region).
Shields and Armors
Shield or Armor +1
Shield or Armor (up to half-plate) +2 (*)
Armor, Light +1/+2/+3 (E only)
Armor, Heavy +1/+2/+3 (D only)
In Pitchfield, +1 Shields
and Armor can be enchanted with light Fortification, Glamer, Slick, Shadow, or Silent Moves.
Elven +1 or +2 Armor can be enchanted with Glamer, Shadow, or Silent Moves. Elven +1 Armor can be
enchanted with Spell Resistance (13). Dwarven +1 or +2 Shields and Armor can be enchanted with
light Fortification.
Specific armor available
Adamantine Breastplate (D
only)
Dwarven Plate (D only, only sold to dwarves)
Elven Chain (E only, only sold to elves or half-elves, Grey Scouts and Solar Shields)
Mithral Shirt (E only)
Specific shields available
Adamantine Shield (D only)
Caster's Shield (*)
Darkwood shield (E)
Mithral Large Shield (D only)
Spined Shield
Weapons
Weapon +1
Bows (not crossbows) +2 (E only)
Dwarven Weapons +2 (D only) Dwarven weapons include: battle axe, light hammer, handaxe, dwarven
urgrosh and dwarven waraxe and warhammer
Weapons in Pitchfield can be
enchanted with Elven +1 bows can be enchanted with one of Holy or Chaotic and the list given for
the +2 bows. Elven +2 bows can be enchanted with one of Returning, Distance, or Shock.
Dwarven +1 weapons can be
enchanted with one of Holy, or Lawful, or two of Defending, Frost, Shock, Keen, Mighty Cleaving,
or Throwing Dwarven +2 weapons can be enchanted with one of Defending, Frost, Shock, Keen, Mighty
Cleaving, or Throwing
Special weapons
Adamantine Dagger (D only)
Dwarven Thrower (D only, only sold to dwarves, see below)
Javelin of Ligthing
Oathbow (E only, only sold to elves, see below)
Screaming Bolt
Sleep arrow (E)
Sylvan Scimitar (E only, only sold to elves, Grey Scouts and druids, see below)
Notes: The Dwarven Thrower,
Oathbow and Sylvan Scimitar are very expensive, but still, possibly available.
Potions
any except : Ghoul Touch and Potion of Love.
Rings
Climbing
Counter Spells (*)
Feather Falling
Jumping
Protection +1
Sustenance
Warmth
Rods
Immovable Rod (*)
Scrolls
Any 1st-5th (or 1-6th in Pitchfield) level spell except:
Circle of Death
Contagion
Dispel good
Magic circle against good
Mass suggestion
Phantasmal killer
Polymorph other
Slay living
Unhallow
Vampiric touch
Note: Take care when using
scrolls containing spells like feeblemind and geas/quest. Using these spells can easily lead to
breaking the law.
Staves
none
Wands
all 1st level spells (or 1st and 2nd level in Pitchfield), except: Ghoul touch.
Miscelaneous Magic Items
Amulet of Health(*)
Amulet of Natural Armor +1
Bag of Holding - bag 1 / bag2(*)
Bag of Tricks - gray or rust
Bead of Force
Boots of Elvenkind (E)
Boots of Striding and Springing
Bracelet of Friends (*)
Bracers of Sarmor +1 / +2 (*)
Brooch of Shielding
Candle of Truth
Chime of Opening
Circlet of Persuasion (*)
Cloak of Charisma +2 (*)
Cloak of Elvenkind (E)
Cloak of Resistance +1 / +2 (*)
Dust of Appearance
Dust of Dissapearance (*)
Dust of Dryness
Dust of Illusion
Dust of Tracelessness
Everburning Torch
Eyes of the Eagle
Figurine of Wondrous Power - Silver Raven (*)
Gauntlets of Ogre Power (*)
Gloves of Arrow Snaring (*)
Gloves of Dexterity +2 (*)
Glove of Storing
|
Goggles of
Minute Seeing
Hat of Disguise
Headband of Intellect +2 (*)
Helm of Comprehending Languages and Reading Magic
Heward's Handy Haversack
Horn of Fog
Horseshoes of Speed
Horseshoes of a Zephyr
Ioun stones - dull gray/ dusty rose (*) / clear (*)
Keoghtom's Ointment (*)
Lens of Detection (*)
Necklace of Prayer Beads - blessing / karma (*)
Pearl of Power - 1st level / 2nd level (*)
Periapt of Proof against Posion (*)
Periapt of Wisdom +2 (*)
Phylactery of Faithfulness
Pipes of the Sewers
Pipes of Sounding
Quaal's Feather Token - all
Quiver of Ehlonna (E)
Rope of Climbing
Scarab, Golembane - all
Slippers of Spider Climbing
Sovereign Glue
Stone of Alarm
Stone Salve (*)
Universal Solvent
Vest of Escape |
Note: at the moment the Grey
Scouts and the Solar Shields are nothing more than ideas. Perhaps that this will change in the
future. The possibility to buy certain elven items will then be a minor benefit to these
groups.
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