What Was and What Will Be
Rembar's Rarities and Potions
Vespar's Magic Shop
Rembar’s Rarities and Potions
LocationThis charming little magic shop is located just west of the Elemental Mage, Garrett Earthborne’s, Tower.
The shop is a two-story wooden and stone building , with several stained-glass windows and a large marble bar that displays all the goods Rembar has to offer the world. The second floor has a private workroom and a room that houses the medium and major magic items of the store. There are wards of protection in this room that ought not to be fooled with. The shop is extremely tidy and organized. There is quite a large selection of goods for such a small island.
Rembar the Magnificent
Male Half-Elf Wizard 15th: CR 15; Size M (5 ft. 10 in. tall); HD 15d4+45; hp 85; Init 2 melee, or 4 ranged; SV Fort +8, Ref +7, Will +9; AL CG; Str 10, Dex 14, Con 14, Int 21, Wis 16, Cha 15.
Languages Spoken: Aquan, Common, Elven, Dwarven, Infernal, Undercommon.
Skills and feats: Craft (Bowmaking) +13, Craft (Alchemy) +9, Diplomacy +3, Gather Information +3, Hide +2, Knowledge (Architecture and Engineering) +19, Knowledge (History) +16, Knowledge (Religion) +14, Knowledge (The Planes) +17, Listen +3, Move Silently +2, Search +4, Spellcraft +18, Spot +3; Alertness, Brew Potion, Combat Casting, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Extend Spell, Forge Ring, Iron Will, [Scribe Scroll], Silent Spell, Spell Mastery (Floating Disk, Magic Missile, Tiny Hut), Spell Mastery (Owl’s Wisdom, Explosive Runes, Minor Image), Still Spell.
Possessions: 59,000 gp in gear.
Wizard Spells Known (4/5/5/5/4/4/3): 0th — Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue. 1St – Animate Rope, Chill Touch, Comprehend Languages, Detect Undead, Endure Elements, Floating Disk, Identify, Magic Missile, Mount, Shield, Sleep, True Strike. 2Nd – Darkness, Daze Monster, Fog Cloud, Hypnotic Pattern, Levitate, Locate Object, Minor Image, Owl’s Wisdom, Protection from Arrows, Scare, Spectral Hand, Summon Monster II. 3rd — Explosive Runes, Ray of Exhaustion, Sleet Storm, Tiny Hut. 4th — Fear, Greater Invisibility, Mass Enlarge Person, Mass Reduce Person, Minor Creation, Wall of Fire. 5th — Blight, Break Enchantment, Feeblemind, Symbol of Sleep, Wall of Force. 6th — Analyze Dweomer, Circle of Death, Flesh to Stone, Mass Cat’s Grace, Mass Eagle’s Splendor, Mass Fox’s Cunning, Move Earth, Planar Binding, Stone to Flesh, Summon Monster VI, Symbol of Persuasion, Wall of Iron.
Primary motivation: Rembar loves the sound of a full purse, and he wants his reputation to flourish in the Pirate Isles. The success of his shop is at the top of his list.
Secondary motivation: Rembar is devoted to the island of Vespar. He would do most anything to protect it, due to the large investment of his shop and trade in the Pirate Isles. Rembar is a typical wizard in most respects. He keeps to himself, constantly pouring over old tomes and scrolls. He is always busy brewing potions, making rings, enchanting wondrous items, and scribing scrolls for purchase. His shop is the only one of its kind on the island of Vespar.
Amulet of Proof Against Detection and Location
This silver amulet protects the wearer from scrying and magical location just as a nondetection spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the caster had cast nondetection on herself). Moderate abjuration; CL 8th; Craft wondrous item, nondetection; Price 35,000 gp.
This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin. Moderate necromancy; CL 9th; Craft magic arms and armor, slay living; Price 18,302 gp; Cost 9,302 gp + 720 XP.
Bag of Holding
This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below. Rembar has one of each type.
Bag of Holding Type I: 2,000gp
Bag of Holding Type II: 3,000gp
Bag of Holding Type III: 7,000gp
Bag of Holding Type IV: 10,000gp
Belt of Giant Strength +4
This wide belt is made of thick leather and studded with iron. The belt adds to the wearer’s Strength score in the form of an enhancement bonus of 4) Weight 1 lb.
Boots of Elvenkind
These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on move silently checks. Faint transmutation; CL 5th; Craft wondrous item, creator must be an elf; Price 2,500 gp; Weight 1 lb.
Feather Token (Swan Boat)
A token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day. Moderate conjuration; CL 12th; Craft wondrous item, major creation; Price 450 gp (swan boat),
Potions: Cure Light Wounds (X4) (50gp,) Endure Elements (X3) (50gp,) Mage Armor (X3) (50gp,) Bear’s Endurance (X2) (300gp,) Invisibility (X2) (300gp,) Resist Energy (Cold/20) (700gp,) Cure Serious Wounds (X2) (750gp,) Haste (X2) (750gp,) Nondetection (X5) (750gp,) Remove Disease (X1) (750gp,) Water Breathing (X4) (750gp,) Water Walk (X2) (750gp,) Protection from Arrows (X2) (1,200gp,)
Ring of Protection +3 (X4)
This ring offers continual magical protection in the form of a deflection bonus of +3 to AC. Faint abjuration; CL 5th; Forge ring, shielf of faith, caster must be of a level at least three times greater than the bonus of the ring; Price 18,000 gp (ring +3)
Amulet of Natural Armor +5
This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of 5).
This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates). Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed. This crystal ball has the true seeing ability. Moderate divination; CL 11th; Craft wondrous item, scrying, true seeing; Price: 80,000gp; Weight 7 lb
Orb of Storms
This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day she can call upon the orb to use a control weather spell, Once per month, she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect. Strong varied; CL 18th; Craft wondrous item, control weather, endure elements, storm of vengeance; Price 48,000 gp; Weight 6 lb.
Ring of Telekinesis
This ring allows the wearer to use the spell telekinesis on command. Moderate transmutation; CL 9th; Forge Ring, telekinesis; Price 75,000 gp.
Ring of Freedom of Movement
This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Moderate abjuration; CL 7th; Forge Ring, freedom of movement; Price 40,000 gp.
Robe of Scintillating Colors
The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pattern effect. Every round of continuous scintillation of the robe gives the wearer better concealment. The miss chance on attacks against the wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment). The robe illuminates a 30-foot radius continuously. The effect can be used no more than a total of 10 rounds per day. Moderate illusion; CL 11th; Craft wondrous item, blur, rainbow pattern; Price 27,000 gp; Weight 1 lb.
Rod of Cancellation
This dreaded rod is a bane to magic items, for its touch drains an item of all magical properties. The item touched must make a DC 23 Will save to prevent the rod from draining it. If a creature is holding it at the time, then the item can use the holder’s Will save bonus in place of its own if the holder’s is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are only restorable by wish or miracle. (If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them.) Strong abjuration; CL 17th; Craft rod, mage’s disjunction; Price 11,000 gp.
Staff of Evocation
Very smooth and carved willow, this staff allows use of the following spells:
Magic Missile (1 charge)
Shatter (1 charge)
Fireball (1 charge)
Ice Storm (2 charges)
Wall of Force (2 charges)
Chain Lightning (3 charges)
Strong evocation; CL 13th; Craft staff, chain lightning, fireball, ice storm, magic missile, shatter, wall of force. Price 65,000 gp.