Damn Good Shop of the Damned
As you make your way across the desert town, you peer at the signs, looking for that shop. You had heard about it years ago but never had a need for it until just a while back. After what seems like a few hours, you come across a tent in the alleyways and backstreets of the city. It's ghostly form sways hypnotically in the breeze, but it suddenly dawns on you that there is no wind tonight. Shrugging, you peel open the door flap and step inside... The inside of the tent is truly massive, with more room than could ever seemingly fit in the tent. Over at the far corner of the place is a counter with an odd little man standing behind it. He beckons you to take a look around, smiling with too many teeth for such a small person.
Implementing the DGSotD:
The ship itself looks as if it is a normal 15x15 tent from outside, but on the inside it is an expansive 75x75 tent. The tent is treated as 20 feet of lead, and blocks any aura or traces of magic that are inside the structure. A lingering aura resulting from an item coming out of the structure or person who left the tent is suppressed for 50 feet. Scrying to find the tent or sense inside it is impossible. Teleportation into or out of the tent is suppressed.
Almost any kind of necromantic item (especially from LM or BoVD). Kieron Lethar, shopkeeper, says "If it ticks off them do-gooders and you want it, we've got it.". Lethar is a LE Gnome Wizard 5/Pale Master 10/Archmage 5 [Arcane Reach x2; SLA Finger of Death, Disintegrate, Wail of the Banshee]. In the defense of his shop, he will use Necromancy touch spells to devastating effect from all the way across his shop. There is also an effect in which everyone in the shop except Lethar must pass a DC 28 Will save or assist in the apprehension of the robber/attacker. Any criminal/attacker taken down is animated by Lethar himself and is stood against one of the walls as a sign to would-be robbers.
Casting, fighting, or turning/rebuking inside the tent is strictly forbidden.
Common customers include True/Dread/Wizard Necromancers, Clerics, and many undead or cursed creatures. Any Good character entering the shop is immediately kicked out unless they have good reason or enough money (Chaotic Good are far more likely, however, to be allowed to stay than Lawful Good). There is also the chance that a death god or god in disguise will visit the shop, the chances are 0.5% per visit (roll 1 on a 1d100 and 1d2), though not even Lethar truly knows who it is.
To find the DGSotD, one must be specifically looking for it in the desert. The shop travels across the world, and in some cases, so fast that it seems like it is more than one place at once. Once a member of the party has expressed their wish to go to the shop, roll a d100 at each town they come across or re-enter (if it has been a week since they last were there). An outcome of 1 to 2 will place the shop in that city for 1d4+1 days. Only those specifically looking for the shop notice it, the common person seems to not even notice it.
The following can improve the chances of finding the building (adding +1 for each to the maximum outcome required, normally 1 to 2). Only one case for each bonus can apply (two Nyoptic Manuscripts yield +1, not +2):
A party member carries the Nyoptic Manuscripts
A party member carries an item bought from the shop
A party member has Knowledge(local, arcana, or history) 15
A party member is CE, NE, or LE
A party member is a Necromancer/True Necromancer/Dread Necromancer/Pale Master/Master of Shrouds or of a similar class dedicated to dark magic
A party member is undead or cursed with vampirism (vampire or vampire spawn template) or lycanthropy (natural or afflicted template)
For every hour a non-Evil creature browses through the items in the shop, they must pass a DC 18 Will save or their alignment moves one step towards evil.
Lethar's apprentice, Vayen Odar, offers enchanting services. She is glad to put on enchantments like Unholy, Unholy Burst, Bane[non-Undead], Vorpal, etc. and does so at base price with a 150 gp per total enhancement bonus (including previous enhancement bonuses, includes non +X things like Vorpal or Returning) surcharge. She is a NE Elven Cleric 12/Hierophant 1 [Mastery of Energy], and is a master rebuker, retrieving guards for the shop from across the world. She carries a +3 ghost touch whip.
Notable items on sale, that might not be realized are sold here:
Arrows of Slaying (non-Undead)
Black Onyx and other Necromancy focuses
Bones of nearly any race and species
Occupied Soul Gems (1500 gp per HD for Black onyx soul jar gems)
Blood: 15 gp/gallon, 10 pounds/gallon*
Flesh: 30 gp/meal*
*hard to 'acquire', subject to price gouging of 1d10 gp
There is a good chance you will run into a vampire and/or a lycanthrope here, so if you want, they may be interested in giving you their blessing/curse for your blood, or some money.
The chances of an item purchased at the store being cursed (effects determined by DM) are 5%.
With exception of items labeled not for sale, expect that there are enough of the item[/it is restocked often enough] to suit the needs of any number of characters.
Sarcophagus of Anubis
95,000 gp, previously used, one for sale (restocks every 1d10 years)
This ancient coffin is infused with special properties that are said to granted by the God of the Funeral himself. Along the side of the lid is hieroglyphics you can barely begin to comprehend. It is wreathed in gold and the figure of Anubis is set into the top of it. His eyes are inlaid with white gemstones that shine from within.
When an undead creature rests within the Sarcophagus of Anubis for 8 or more hours, it grants a +4 inherent bonus to all DC's of the creature's supernatural abilities, if any. The sarcophagus also bestows the effects of Gentle Repose to any dead material or creatures within it. The box locks from the inside and can be forced open with a DC 20 Strength check or a CL 16 Knock effect. As an added bonus for security, an occupant can effectively 'see through' the walls of the sarcophagus up to 10' as per blindsight and cast touch spells through it (so, for example, an intruder in contact with the sarcophagus will be affected). A sleeping occupant is automatically awakened if anyone comes within 10' of the sarcophagus. Living creatures receive no benefits and suffocate in 5 minutes if the lid is shut.
Aura: Lawful Evil, Strong Necromancy
Shackles of the Beast
25,000 gp for a set
These manacles were designed to resist the feral nature of lycanthropes. They are made from strands of silver wire and wolfsbane, intertwined into two conjoined armlets. While apparently frail, they are more than adequate at restraining a were-creature when it desires to be restrained.
When worn by a were-creature (refered to as the wearer) in its original form, the shackles are mundane. But as the creature changes into its animal form, the shackles glow a dull green. The wearer's alignment is not changed during their transformation, nor does this transformation count in the DC to permanently change their alignment. They are also rendered helpless (even if they are immune to such an effect) until they change back. The shackles cannot be removed from the wearer while activated, but the hands may be severed to free the wearer. If removed, the ex-wearer is no longer helpess and it's alignement changes instantly as if it had just transformed. It also makes the necessary check to see if its alignment changes permanently, this transformation counts against them.
Aura: Neutral, Faint Enchantment
Cloak of Lasting Night
This tattered, gray cloak was crafted for use by vampires so that they could travel in broad daylight. However, such cloaks rely on the energy of the wearer to fuel their magical enchantments.
While worn, the user is treated as not having a sunlight vulnerability. But the DC of any supernatural attacks the user uses during the day is reduced by 3, to a minimum of 10. The wearer may forego this penalty by taking 1 point of Charisma damage, negating the penalty for 4 hours.
Aura: Neutral Evil, Moderate Necromancy
60,000 gp for both
These long gauntlets/bracers take up the wearer's glove and bracer slots. They corrupt the very claw attacks of the wearer, making them feared items indeed.
While worn, any claw attacks made by the wearer deal half Vile damage and half Negative energy damage instead of normal damage.
Any Smite Good attempts made on the wearer receive a +4 sacred bonus to attack and damage rolls.
Any good creature wearing Blackhand Talons receives 3 negative levels while they are worn. A neutral creature receives 2 negative levels.
Aura: Chaotic Evil, Strong Necromancy
Moil Spelledge (major artifact weapon)
While not for sale, this treasure is on display, guarded by a wealth of traps and undead guardians
This +3 unholy vorpal (on a 18-20) large scythe is a feared remnant of the Moil necromancers. It may be wielded by a Medium creature with the Black Lore of Moil metamagic feat and proficieny in the use of martial scythes. In addition to its impressive combat prowess, the wicked edge of this weapon boasts powerful necromantic effects. The scythe also has a mind of its own, born from the dark powers that forged it. It is treated as an intelligent item (Wis 23, Int 23, Cha 10; has no communication or special abilities) and has an ego score of 32. It gives the wielder the overwhelming urge to kill any Good creature it comes across (Divine spellcasters and do-gooders are a priority), manifesting itself as if it were second nature to the wielder.
Any creature threatened by the wielder receives a -6 penalty on saves against fear effects. A creature struck by the scythe must make a Will save with DC equal to the damage dealt or else they become panicked for 2d4 rounds.
Any creature cut down by the Moil Spelledge (without the Vorpal ability) has their soul bound to the blade of the scythe until the next victim's life is taken. The effect is as per Soul Bind, but with no save. While a soul is captured, the wielder receives a stacking profane bonus equal to the highest ability modifier of the captured soul to their own ability score (ex: an 18 Cha rogue provides a +4 profane bonus to Cha). A spellcaster using the scythe with a spellcaster's soul in the blade may use one of the trapped soul's spells (up to spell level 6) per day as a SLA (if they still have some left for the day), using the wielder's CL. Any XP costs are paid by the wielder and any costly materials cost 10 times the item price in XP. The wielder may take a negative level instead, to forego any focus/material/XP requirements and cast the spell as a free action. Even if two victims are trapped in a single day, only a single spell may be used in that day.
If the creature is killed by the scythe's vorpal ability, the creature's soul is destroyed. Only a wish or miracle may undo its destruction. The wielder must then succeed a DC 12+creature's HD Will save or lose 1d4 ability points split between their Wisdom, Intelligence, and/or Charisma scores (to a minimum of 5).
Attempting to let go or get rid of the Moil Spelledge requires a Will save against the scythe's Ego score (DC 32). It will allow itself to be released if necessary, but can sense whether or not the wielder intends to pick it up again. If the user does plan to abandon it, they must make the Will save after moving 10 feet away from it.
Good creatures who willing take up the scythe receive 6 negative levels. Neutral characters take 4 negative levels.
Aura: Chaotic Evil, Overwhelming Necromancy
This little necklace is shaped like a horned skull, in the forehead is an empty hole that a black onyx can be placed in. Depending on the value of the black onyx, the charm has different effects:
None- no effect
25gp - 100 gp: +1 DC to all fear-causing spells, Cause Fear 3/day as a spell-like ability
101 gp - 500 gp: +2 DC to all fear causing spells, Scare 3/day as a spell-like ability
501 gp - 1000 gp: +3 DC to all fear causing spells, Fear 3/day as a spell-like ability
Aura: Neutral Evil, Faint Necromancy
Collar of the Waking Dead
This rather plain choker necklace is designed for any necromancy seeking capable undead followers. When worn around the neck of a mindless undead, the creature is affected by a continuous Awaken Undead effect. It gains maximum Intelligence for the spell. The undead creature becomes vulnerable to mind-affecting effects, such as spells or bardic music. The wearer is completely loyal to its creator, if any (not the one who puts the collar on), otherwise it fufills its own desires. The collar burns out after 2 months of use (which may not all at one continuous time if it is used between many undead).
Aura: Neutral Evil, Moderate Necromancy
This large black crystal draws in light from the surrounding area, creating something like a small aurora borealis of darkness around it. A Nethershard may be used as the focus of Magic Jar, Soul Bind, and other spells requiring a gem to contain a soul. These crystals can hold up to 40 HD of souls. If, for example, there are 33 HD of souls, only souls of 7 HD or less could be affected by the spell a Nethershard is used in unless room is made. A Nethershard cannot release the souls it holds on its own, but using them for item creation is an option (a complete soul is used, not partial ones).
Aura: Neutral Evil, Necromancy. Treat the aura when using Detect Magic, as having a CL of 1/2 the total HD of souls it holds plus 1.
Talisman of (death god)
These holy symbols are very uncommon but not completely rare among the high priests of death gods. They resemble and function as a masterwork unholy symbol to a specific god, yet carry a few extra abilities.
Each Talisman allows for the user to cast Gate once per month to summon a herald of your death god to assist you (if no such herald is listed, the DM may choose a suitable one). They will do a deed in the service of your god for the remainder of the day, or until the deed is complete. Misusing the herald's help can bring about grim circumstances.
+4 to turn/rebuke attempts. You may control an extra HD of undead creatures (through Animate Dead, rebuking, etc.) for every cleric level you possess. This is added after any multipliers to the number of undead you may control (such as from the Rod of Undead Mastery).
Aura: same as deity, Faint Necromancy (if carried, it uses the possessors aura strength if greater)
Lich Roulette Coin
This coin is engraved with a skull on one side and two crossed swords on the other. These ancient, evil playthings have been used by bored liches for centuries in an attempt to past the time. Two or more characters (now referred to as players) must agree to play. The players stand in a circle and take turns flipping the coin, starting with the one who brought the coin and going to the left. The actual order within the circle is random. In an outcome of 1 from a 1d2, the skull side is up, the flipper is killed instantly as if by Finger of Death (no save, no SR, no immunity). Then the coin is passed on. The game continues until only one is left, at which point they keep the coin. Anyone killed by the coin collapses into dust and comes back in 1d8 days (as if they were a lich, there reanimation is from the coin's magic) at the very point they were standing. No levels are lost and no body is needed to reform themself. Their equipment may be stolen as it is left behind when they fall to dust. The coin cannot be used to circumvent a battle or upcoming event, the coin can sense such a misuse and will drop to the ground and land on its side until all scheduled events or current ones are resolved.
Players cannot be forced into playing the game. If so, the coin drops to the ground upon flipping as if made of lead and lands on its side. The person who tried to make them flip is then subject to Finger of Death (CL 20, as per the spell).
Aura: Neutral Evil, Faint Necromancy
Bone Strand Spellbook
25 gp per 100 bones (+100 gp for optional kit)
3 pounds per 100 bones
This grisly trophy is a popular item among necromancers and sells very well. These stands of silk rope are beaded with the finger bones of various "animals" and tied at the ends. See Complete Arcane for Alternate Spellbooks, including details into how to carve spells into the bones. A 100 gp kit can be added to the purchase, lowering the DC to carve the bones by 5. Multiple strands can be connected into a single strand. Many necromancers have taken to draping them around their neck or using them as a belt.
For 2000 gp/100 bones, Lethar will enchant the strand with a special effect. Any Necromancy spell cast from a spell carved into the bones receives a +1 bonus to caster level (up to a maximum of +2).
Clock of Fate (cursed major artifact)
Not for sale, locked in a see-through box of crystal to prevent the foolish from activating it (it was almost daily that a customer pushed it to see what it did).
This large timepiece is in the shape of a large dragon skull, its maw wide open, holding the face of a clock between its teeth. Where the hands of the clock connect to the face is a button marked with a skull. The three hands of the clock never move, and are labeled in years(smallest hand), months, days(largest hand). Upon pushing the button at the center, the user is told when they will die, the clock's hands rotating to tell them the precise day from that moment (3d10 days, 1d12 months, 1d100 years).
The user tends to use that knowledge to perform risky acts such as attempting duels and such, believing that they can't die until that day. However, the clock doesn't work like that. Instead, it tells them when they are to naturally die. On that day, they die instantly, even if they are much younger than their life expectancy. Nothing can prevent that fate so long as they have seen/heard the outcome of the clock (they can press it and look away with no effects). Ironically, the false bravado the clock grants usually brings about a swifter death than it predicts, a grim reality that the creator jokingly implemented in its creation.
For every day of the week before they die, they must pass a DC 23+days passed in that week or suffer the effects of Insanity (no save, no SR) due to their impending doom.
Races or conditions (undead, Timeless Body, etc.) granting immunity to aging are not affected by this. The clock's hands will spin at different speeds for a minute, as if it were confused, before coming to a rest at the very top (its starting place).
Aura: Neutral, Overwhelming Divination
Eye of the Unseen (cursed item)
These false eyes were crafted for the use of a long dead king of a long forgotten empire. His paranoia of invisible threats led him to order the creation of an all seeing device, which he and his guards wore until his death. However, in additon to the intended True Seeing effect, the Eyes granted more than he had bargained for. Only a single Eye is worn by the wearer. The shop holds a generous supply of them, liberated from the castle of the dead king.
While worn, the wearer is affected by a continuous True Seeing effect. But the wearer also sees things that aren't there. Every 1d6 minutes for 1d6 minutes, the wearer sees 1d6 images produced by an effect akin to Major Image. Only the wearer can see the images and is unable to distinguish them from actual threats. It acts as any NPC would. Attacking the image causes it to react as appropriate, even seeming to die but it is not negated when interacted with. Trying to pass through an image triggers an impulse in the wearer to cease moving into the image, seeming that the image is solid. A successful DC 45 Will save upon seeing the images will dispel them all. Images will personify any fear, anxiety, suspicion, or paranoia of the wearer to a degree of realism that they automatically believe. They will always be images of creatures. Examples: A halfling rogue trying to sneak up on you, zombies coming down the throneroom, bats flying down from the rafters. Images may even act together and are aware of each other and the wearer.
Many times, the Eyes lead their wearers to insanity or to attack those the wearer has begun to suspect from seeing an image committing a crime.
Aura: Neutral Evil, Strong Divination
Ghost in a Bottle
These decorative flasks are covered in simple depictions of skeletons and zombies. Inside the bottle is a restless spirit, trapped by necromantic powers. The bottle can be opened to release the ghost or it can be drank (up to 3 rounds after opening it). If drank, the one who drank the ghost is subject to possession as per the example session of the Necromantic Vault in the Libris Mortis supplement.
If released, roll a 1d4.
1 - the user may bargain with the ghost (offering a quest, temporary alliance, or various services) ***
2 - the ghost attacks
3 - the ghost tries to possess a member of the group
4 - the ghost flees
The ghost's HD is 1d20 and its alignment is based on the roll of two 1d3's.
Outcome - First roll/Second Roll:
1 - Evil/Chaotic
2 - Neutral/Neutral
3 - Good/Lawful
*** An excellent hook for a story arc.
Aura: same as ghost, Faint Necromancy
This rod is created from the connected skull and backbone of a small humanoid. When shaken in one hand as a free action, its teeth chatter together sofltly for the remainder of the round. However, unbeknownst to the wielder, the skull is actually speaking the words of undeath. This allows the wielder to communicate with all undead they control in 60' without speaking verbally. Treat this effect as telepathy. The skull is quiet enough, as a whisper, to be heard on a DC 15 Listen check.
Aura: Weak Necromancy, Neutral Evil
To make: Craft Rod, CL 15th, speak with undead, animate dead