[Antriera, Gate, other Heartlands Areas] Dunn Findings

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YourMoveHolyMan
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[Antriera, Gate, other Heartlands Areas] Dunn Findings

Unread post by YourMoveHolyMan »

Placed in on a few billboards in areas around the Gate, such as Greenest, the Friendly Arm, and out east in the rebuilding of Antriera.

Thank you for taking the time to peruse the following wares. We are in the process of rebuilding a village and a home for our family, so Vanira and I have decided to sell off a few things hoarded over the years. We will entertain trades but are mostly interested in coinage.

[Weapons]

1. Crushing Blade, Epic (Greatsword) - +4 EB, silver, -1 Dodge AC, 1d6 Blunt
2. Sword of the White Wind (Bastard) - +3 EB, +4 EB vs evil (divine glow effect), silver
3. Axe of Body Spraying (Greataxe) - +4 EB, Keen
4. The Shatterer (Bastard) - +4 EB, 1d4 sonic, Pos Energy weakness 25%, -3 listen, deafness DC 20 10%/2 round, sonic 5/-, weight reduct 20%
5. Midnight's Luck (longsword) - +4 EB, Mass Crits 5, silver
6. Questionable Wisdom (heavy xbow) - +3 AB, +1 EB, +4 wisdom, Mighty +6, 60% of weight
7. The Dark Blade, Greater (longsword) - +3 EB, 2d8 mass crits, darksteel, flame weapon (3) 1x/day
8. Nature's Rot (Halberd) - +1AB, 1d4 acid, 1d4 negative energy, 1 magic dmg
9. Palace Guardian (Halberd) - +4 EB, +2 blunt dmg, +4 intimidate/parry/search
10. Melanie (longsword) - +4 EB, Level Drain DC 16, +1 vamp regen, evil only (renamed sword from epic store, vile drinker?)
11. Permafrost (whip) - +3 EB, Cold dmg 2, mass crits 1d8

[Shields]

1. Reflexive Aegis (Heavy) - +4 shield AC, +3 reflex saves, 22 Spell resistance
2. Tree Bark, Epic (Tower) - +4 AC, +2 wisdom, Aid(3) 2x/day, barkskin (3) 2x/day



[Armor]

1. Caster's Leathers (leather) - +4 AC, +4 Spellcraft, -05% Arcane Spell Failure
2. Armor of Thorns, Epic (studded) - +4AC, Feat: Imp. Initiative, +3 intimidate, +1 survival, vamp touch (5) 3x/day
3. Entropium Half-plate (Half-plate - +1 AC, +2 HP, 10% Cold Immune ((Entropium, so base is 8/2)
4. Adamantine Chain Shirt (Chain shirt) = +4 AC, +10 HP, dmg reduct 1/-, Int +2, Fort +!
5. The Wise Shell (Breastplate) - +4 AC, +4 Wisdom, +11 HP (Chitin so not metal for you druids!) ***Would prefer a trade but will still entertain gold offers***
6. The Charismatic Splint (Splintmail) - +4 Charisma
7. Cleric's Travelling Leathers (Studded) - +4 AC, +2 Will, Cleric Slot 6
8. Magic Resistant Leathers (Studded/leafweave) - 32 Spell resistance, leafweave so its a 3/6 armor with 0 armor penalty and 10% Arcane Spell Failure
9. Shadow Legion Armor (Studded) - +4 AC, +5 Hide/MS
10. Duelists Garb, Epic (Cloth) - +4 AC, Feat: Power Attack, Haste (5) 2x/day

[Misc.]

1. Dodgy Boots - +4 AC, 10% Cold Immunity
2. Ranger Ring 4 - Ranger Spell Slot 1 and 4
3. Willful Boots - +4 AC, +1 Will save
4. Greater Bracers of Archery - Feat: Point Blank Shot, +2 Dex, +4 Spot
5. Cloak of Elvenkind - Feat: Track, Hide/listen/move silently/spot +2
6. Perform Boots - +4 AC, +1 perform
7. Amulet of Tears - +4 AC, Bluff/Lore(arcane)/perform +4, False Life (7) 3x/day
8. Helms Watch, Epic (Head slot) - +4 Deflect AC, +4 spot/listen/search
9. Jade Ring - +20 HP, +2 Deflect AC
10. Pale Green Ioun Stone (belt) - +20 HP
11. Trail Boots - +4 AC, +2 Dex, +1 reflex saves
12. Cavalier Boots, epic - +4 AC, feat: Dash, negative energy immunity 15%
13. Amulet of Boons - +3 AC, +10HP, +4 Bluff/arcane lore/perform, Aid (3) 3x/day (good/neutral only w/o UMD)
14. Assassin's Kiss of Rose Slippers, Epic - +4 AC, +2 reflex saves, +3 Hide/move silent
15. Prismastic Pleasant Cloak - +4 AC, +3 Charisma
16. Belt of Raumathar - Bonus Feats: Spell focus evocation, spell penetration, Spell slots sorc 3/4, wizard 3/4
17. Assassin's Turban (Hat) - +2 Dex, +1 Fort, +4 Craft (Engineering)/search/spot (with class reqs or UMD)
18. Noodle Boots - +4 AC, spell immunity (Evards Black Tentackles)
Last edited by YourMoveHolyMan on Fri Jul 03, 2026 10:32 pm, edited 4 times in total.
Michael Dunn

“It'll be your damnation, boy. You'll wear out a hundred pairs of boots on your way to hell.”
― Stephen King, The Dark Tower
GeneralShenanigans
Posts: 68
Joined: Mon Nov 18, 2024 8:33 pm

Re: [Antriera, Gate, other Heartlands Areas] Dunn Findings

Unread post by GeneralShenanigans »

A tiefling in red chain pokes their head in to give a wave of greeting and scan the wares. After a time, she strikes up a private conversation with the wareholders.
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