
The invasion and following world war forever changed the economy on Grage planet-wide. For some countries, the price of desired raw materials like Red Steel from the island nation of 88888888 saw little change except for a slight increase in the base cost of refining the ore itself and transportation. Other countries like Chauntless
After the Gith had vacated Grage, it was agreed by allied forces that though this technology was initially ineffective, these weapons were easy to produce and train with... and the fact that a mere commoner could kill a skilled wizard, or even a hardened barbarian with one good shot was destabilizing to society enought to halt further study and distribution of all firearm forms, ammunition and smoke powder. The four shot revolver that is mainly carried by Artificers is considered a magical weapon by the common humanoid.
Now that I am a fossil, it was weird seeing 5E D&D gain mainstream attention and it peaked my interest. Eventually I ended up in an OOTA group of 20/30 somethings from 2nd level all the way to 16th for almost 5 years. Throughout this campaign we dealt with faerzress and wild magic brought me back to wanting to create a campaign world that is not damaged, but still functioning and still un der threat of destruction from the same enemy. As much as I wasn't a fan of Independence Day: Resurgence, I think of Grage similar to that movie with a slightly less lethal but much more powerful enemy and a still divided world that is now post-united against a common enemy.
| Roll: | Result: (This is a flat roll) |
| 1 - 4 | No Dice! = Vendor wants full price plus a 10% premium. |
| 5 - 11 | Fair Trade = Vendor will sell with standard price or trade as per posted pricing firm. |
| 12 - 16 | Favorable Negotiating = Vendor is willing to take off as much as 10% off standard price, or will accept full pricing offering using a lowered . |
| 17 -19 | You Charmed the Vendor = Vendor is willing to drop 10 to 20% for cash, or is willing to raise the trade value by 10% for an equal trade item, or accept a lower rarity trade item as an equal. |
| 20 | Full Haggle Press = You have somehow convinced the vendor to knock off 20% of the value and offer a common magic item for free if available, or take a lower grade magic item of at least uncommon rarity as an equal trade item. |
Haggle Push: After the haggle dice are rolled, the character has a one time option to use a persuasion check to knock up a roll a category higher up to, but not including a 17 to 20. A character will roll a persuasion check with full bonuses. If that check rolls higher, then what was rolled on the original haggle category dice = It will move the haggle result one category higher up to favorable negotiating. If the character/player rolls a natural one or a natural 20, the player is thrown out of the shop with no sales and all prior sales where money has not yet been exchanged. A 1 meaning disgust at the haggler, and a 20 meaning the vendor is disgusted for ever entertaining the deal in the first place. | |
| Weapon | Properties |
| Ammunition +1 | Common / Ammo Range 40/120; Bullet), (4 shots) / 3lbs. |
| Moon Touched Weapons | Common / Ammo Range 80/240; Bullet, (1 shot) / 8lbs. |
| 2Hand Moon Touched | Common / Ammo Range 60/180; Buckshot, (2 shots) / 7lbs. |
| Simple Weapon +1 | Common / Ammo Range 60/180; Lead Ball, (1 shot) / 8lbs. |
| Bag of Holding Type 1 | Piercing Damage. 90 gram to 165 gram range weight. |
| Battle Rod | Piercing + Holy Water Damage (splash). 90-165 gram wgt. |
| Candleflame Helm | Piercing Damage. 39 grain to 223 grain weight. |
| Obsidian Spell Gem | Piercing Damage. 90 gram to 165 gram range weight. |
| Lapis Spell Gem | Piercing Damage. 90 gram to 165 gram range weight. |
| Bracers of Archery | Piercing Damage. 39 grain to 223 grain weight. |
| Eversmoking Bottle | Piercing + 1d4 Non-magical Fire. 90-165 gram wgt. |
| Eyedrops of Clarity | Piercing + 1d6 Elemental Damage (varies). 90-165 gram wgt. |
Pricing can be found here. | |
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