One Shot - Heist Job 20201103 - Black Market Options - Appendix C

Among your other preparations, you’ll have access to use or borrow some additional magic items.

Your budget for this job is 10 tokens, which can be chosen from this list (additional items may be available upon request).

Any permanent magic items are expected to be returned at the end of the job (this is a success-or-die job, so keeping them and running isn’t really an option).

We’ll discuss more tonight.

Item Ability Price (tokens)
Spell scroll Any character can transfer a spell to the spell scroll before the mission. It can be cast for free once by whoever carries the scroll. 1
Potions of healing (4) Each heals for 2d4 + 2 hp. 1
Potions of greater healing (2) Each heals for 4d4 + 4 hp. 1
Potion of superior healing Heals for 8d4 + 8 hp. 1
Wand of secrets This wand can detect secret doors and traps within 30 feet of the user. 1
Potion of stone giant strength Your Strength value becomes 23 (+6) for 1 hour. 1
Philter of Love (2) Any who drinks this falls in love with the next person they see. 1
Dust of sneezing and choking (3) Scattering this magical dust causes everyone nearby to burst into uncontrollable sneezing. 1
Wand of magic detection This wand can detect any magic within 30 feet. 1
Dust of disappearance (2) Throwing this dust in the air causes everyone nearby to become invisible for 2-8 minutes. Attacking breaks the invisibility. 1
Shingler’s kit These magical gloves and ring grant a +5 bonus to Strength (Athletics) checks made to climb and allow you to jump three times your normal distance (about 10 feet high or 30 feet far). 1
Medallion of thoughts Allows you to cast detect thoughts. It has 3 charges 1
Bag of holding This magical bag can hold up to 500 pounds. 1
Lantern of revealing The light of this lantern reveals invisible creatures and items. 1
Immovable rod This rod can be locked in place, withstanding up to 8000 pounds of force. 1
Gloves of thievery Grants a +5 bonus to Dex (Sleight of Hand) checks and Dex checks made to pick locks. 2
War mage wand While you are holding this wand, you gain a +1 bonus to spell Attack rolls and to the saving throw DCs of your spells. In addition, you ignore half cover when making a spell Attack 2
Boots of elvenkind Allows you to move silently, giving you advantage on Dexterity (Stealth) checks. 2
Hat of disguise While wearing this hat, you can use an action to cast the Disguise Self spell from it at will. This spell changes your appearance to any other person, but its effect is illusory so your physical dimensions don’t actually change. 2
Weapon +1 You have a +1 bonus to attack and damage rolls made with this magical weapon. 2
Sending stones Two magical stones that allow the bearers to communicate with each other. 2
Potion of heroism For 1 hour after drinking it, you gain 10 Temporary Hit Points and add 1d4 to any attack rolls or saving throws. 2
Potion of speed For one minute, you can act twice per turn. 2
Potion of supreme healing Heals for 10d4 + 20 hp 3
Potion of cloud giant strength Your Strength value becomes 27 (+8) for 1 hour 3
Mace of disruption Deals an extra 2d6 damage to fiends and undead. 3
Elixir of health Cures any disease afflicting you, and removes all debilitating conditions. 3
Potion of invisibility You become invisible for 1 hour. Attacking cancels the effect. 3
Weapon +2 You have a +2 bonus to attack and damage rolls made with this magical weapon. 5
Wand of binding Allows you to temporarily paralyze enemies (costs 2 charges for a humanoid and 7 for other enemies, need to confirm DC). It also allows you to escape when bound (cost 1 charge). This wand has 7 charges. 5
Ring of x-ray vision Allows you to see into and through solid matter for 1 minute, up to 30 feet. You can use this multiple times a day, but risk exhaustion. 7
Staff of charming This magic quarterstaff allows you to cast Charm Person, Command, or Comprehend Languages. You can also use it to defend against Enchantment spells and turn them back on their caster. It has 10 charges. 7
Cape of the mountebank This cape allows you and one friendly creature to teleport up to 500 feet in one direction, once per day. 8
Staff of healing This staff can Cure Wounds (1-4 charges depending on level), Lesser Restoration (2 charges) or Mass Cure Wounds (5 charges). It has 10 charges. 9
Lord’s ensemble The Masked Lords of Waterdeep don this ensemble when meeting with one another. This raiment renders each lord indistinguishable from the others. The ensemble consists of three pieces: a helm, an amulet, and a robe. 10

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