You walk down the cobblestone streets, looking at signs and in windows. You paid dearly for the whereabouts of this particular shop and you were sure that the source was reliable but now you start to wonder. Just as you are about to leave and beat a refund out of your source, you spot it. It hangings from a small storefront with darken windows, a weather-battered sign of a potion, a book and a sword with the words Magica Arcana underneath. Well no wonder I could not find it, you think to yourself, it is such a small shop anyone could walk by it..
You enter the shop, the door creaking loudly to announce your presence. Inside you see a large room with shelves upon shelves of books and artifacts, haphazardly arranged. You smell the musty scent of old paper and moldering dust as well as the pungent aroma of chemicals associated with alchemy. The store is much bigger than you expected, certainly much bigger than it appeared on the outside, and the effect is disorienting. As you walk around the shop you realize that no one is there. You look around for awhile at the books and trinkets on the shelves, but none strike your interest. Behind a large tapestry on a far wall, you find a corridor that stretches into the distance with many other corridors branching off as well as many doorways. Most doors are closed but a few are open, leading off to other rooms filled with shelves and antiquities. As you walk down the corridor you pass by a reading room. A woman sits in an overstuffed chair reading a large tome. She looks up, smiles at you then returns to her reading. She would be quite attractive if it wasn't for the huge bat-like wings on her back. Not to mention the two horns, barely concealed in her vibrant red hair. You hasten down the hall past another room filled with earthenware jars. A small yellow creature has immersed itself halfway into one of the jars, it's legs sticking straight up in the air. As you pass by you hear it mutter to itself from within the jar "Oh bother!" Not knowing where to go, you enter one of the rooms and look around. You think you are alone until you look up and see a small raccoon wearing a leather vest sprawled on a top shelf. "Say b-b-buddy, yose would not know where a fell� a fell�. a fell�., a guy can get a dwink, do yose?" You back out into the corridor as it calls out. You continue onwards, finding stairs going up, down, and some that seem to go nowhere just for show. You pass by a man with no face, sitting at a desk in the corridor running his fingers across the words on a scroll, as if reading them.
You walk for awhile through this seemly endless shop, wondering if you are trapped here. A door opens near you. You step back as a man enters the room. He is a very old man, thin, shrunken with age, silver wispy hair and elven-like ears. He wears a black robe that is so long it trails on the ground behind him. He sees you and smiles warmly.
"Greeting and Salutations, Young Master. Welcome to my shop! I am Lleu Llau Cathedral (pronounced Clew Claw), proprietor of the Magica Arcana. A One Stop Magic Shop for those who seek the truly rare or antique." He gestures a greeting with his right hand but your attention is drawn to his left arm that ends, not in a hand, but a long green tentacle. He sees your stare and laughs "Yes, Yes, I'm afraid I was careless as a youth with a particular shapeshifting spell. Paid the price for it, too, as you can see. My mom always told me not to mumble. But I'm used to it by now. Wouldn't know what to do with two hands, eh." You back away and grope for the handle of the door behind you.
He moves towards you quickly, so quickly that the movement denies his age. "Oh you don't want to go through that door, my friend." He says as he puts his arm around you and points with his tentacle. "That door is a gateway to the 7th hell. Nice place, I suppose but I wouldn't want to live there. Follow me." Cathedral leads you down the corridor you just came from. "What can I show you today? I deal in only the rare and unique here, and believe you me, everything is genuine. You won't find any "Heads of Vecna" here! Although I do think I saw his hand crawl though here once. I have traveled through many lands. I have antiquities from Audalis, Flaness, Harn, the Abyss, The Nine Hells and some of Forbidden Realms. Or maybe you have something for me? Something you would like me to see. Here let me show you a few things."
You have wandered around for a while now, your host seems occupied elsewhere, but there are so many things to see here that you don�t mind. You come across a dagger in a case. It is a silver dagger, with no adornments or finery added. The hilt is the deepest of black, almost so dark that it seems to absorb the light around it.
�The Dagger of Many Forms,� Cathedral�s voice comes from behind and once again you are startled by his sudden appearances. His tentacle arm wraps gentle around your arm as he continues, �Three centuries ago, there were two brothers, one born to the art of magecraft, and one born to the arts of ...oh how would you say it? He was a thief. Time passed and they both became skilled in their arts, yet relying upon the other through good times and bad. They survived, because of their bond of brotherhood
�Tragedy comes to all and word reached them that their father lay dying. They returned swiftly to the small cottage that they had once called home. But they saw to their horror that the kindly old man was not dying of illness or age, but of wounds received at the hands of a murderer. They spoke at great length with their father, and were there in the morning when he spoke his final words and breathed his last. They came from his room grim faced, and fate determined.
�From the Denador mountains, the finest steel was obtained by the thief, while the mage studied magical spells of enchantment and alteration, all of which held great power. The finest mithril was bargained for, reasons given to the elves whom upon hearing the sorrow of the brothers, readily gave them the mithril. Then they made the dangerous journey through the mountains. They made it to the master crafter they sought, and beseeched his help. Hearing their plea, the dwarven craftsman agreed, and began work.
�For two years they waited as the ancient dwarf went to extremes, performing such exacting work as not even other dwarves might have attempted, and showing interminable patience, he finally brought forth this dagger.� Cathedral says leaning over to look at the weapon.
He smiles, �Alone, the dagger was truly a magnificent work, however, the mage then began to ply his craft upon it, carefully researched and studied spells applied to hilt and blade alike, and soon, the dagger was complete. When the thief grasped it, it felt alive in his hands. With dark purpose and heart set, he set off upon treacherous roads to seek the slayer of his father.
�He tracked his father�s killer for three years, and finally caught up with him in the depths of the earth, the one place that the man had thought safe. It was a dark place in the bowels of the world where magic was useless. Yet, it was to his misfortune that the dagger had been forged with exactly that thought in mind.
�The murderer attacked thinking he had the advantage. The dagger was changed into a longsword as the brother made his advance, and caught blade upon blade, to the shock and dismay of the murderer. Moments later, the oath of vengeance that both brothers had sworn the night of their father�s death was fulfilled. The brother returned to his mage sibling... but without the dagger of many forms.� Cathedral drew his tentacle away from the case, �As with many magic items made for one purpose, it found its way here.�
You stroll into another room. It is empty except for one display cabinet with one wand held within, The wand is black with marbling patterns that are a sickly greenish colour.
The card underneath reads:
The Wand of Olaneth (The Wand of Viscous Boogers)
A vicious magical device created in the dark and forbidden world of Alabamia by the evil master of webs and others sickliness - Olaneth. This wand, upon command hurls sticky green mucous upon the victim, over a great range, slowing down the opponent and making it very difficult to cast spells or control magic. Many great warriors fell prey to its evil stickiness until the item was wrestled away from the master of the webs and placed in this safe container, only to be taken out every April 1st, for the necessary cleaning.
Cathedral leads you to a room with many display cases and shelves. �I must leave you again her a short time. Please feel free to look around. These are items I have gathered from a place called Audalis. Enjoy, and I will send one of my assistants to aid you later.� With that your host departs down the long corridor. You enter the room and view the items within.
The Crystalline Spider
A small spider crafted in fine crystal, in the form of a black widow. When found, the spider will leap upon its discoverer and embed itself into their chest, causing excruciating pain and suffering. If the victim survives, the spider and victim will form a symbiotic bond. The bearer of the spider gains many abilities of the spider, including the ability to climb walls, phase shift, and spit venom. However, the spider feeds upon its victim daily.
Victim must save vs. spells or the spider attaches themselves to their chest. After that, a system shock roll is required to see if the victim survives the process. Even if they do make the system shock, the victim will pass out. Once attached, the wearer loses one constitution point and 8 hit points permanently. Once embedded, nothing short of death can remove the spider.
Wearer can Phase Shift (like a Phase Spider), up to 100 feet in any direction, three times a day.
Wearer can Spider Climb at will, at a movement rate of 12�.
Wearer develops venom glands and can spit poison at victims up to 20 feet. (Type. A: save vs. poison or take 15 points of damage)
Wearer develops a strong dislike for clothing, will wear bare minimum to not restrict movement.
Bone Golem Hide
A spiked breastplate made of a white bone-like substance. When this breastplate is put on, the wearer will feel a slight tingling followed by a feeling of invulnerability. The breastplate then heats up and painfully fuses itself onto the wearer�s body, becoming a carapace that covers the body from the waist up, including neck and head. Sharp protuberances sprout from the wearer�s spin and forearms, providing rear shielding and slashing weapons that protect the back area. Thick spikes jut out from the wearer�s back to protect it further.
Half-Plate Armour +4, treat as light chain for encumbrance. Wearer can attack with two protuberances doing 2d8+5, but suffering the usual two handed penalty, if applicable.
Wearer can not be backstabbed. Attempts to do so will cause 1d6 damage to the attacker from the jutting spikes.
Wearer is immune to natural poisons, disease and the damaging effects of bad weather.
Armour can be removed by wearer at will, but he/she must go through same painfully process to don armour each time.
Runic Key of Opening
A large mithril key covered by a serpentine pattern of delicate runes. Upon utterance of the command word, this key transforms into the shape and size of any lock of which it is brought within 2 inches. This key can will fit any mechanical lock, magical or not, but does not bear the ability to bypass traps on said lock.
The Cloak of Shadows
Looking to all as a simple charcoal gray cloak that any traveler would wear, this cloak has many powers that aid it�s bearer in the shadow and darkness. If the wearer is completely still within darkness, they will become completely invisible to most onlookers. Under different degrees of darkness they have a varying chance of remaining undetected. To remain unseen, the wearer can only move very slowly and cautiously. If the wearer moves out of shadows they cloak will lose its benefit and the bearer of the cloak must find shadow and be still again in order to regain the cloak�s power.
Complete Darkness: Wearer becomes invisible to normal and infravision. Heavy Shadows: 90% chance of going undetected. Light Shadows: 70% chance of being undetected. Wearer must move at half normal rate to remain hidden. Weapon can be drawn and spells cast but only if done slowly. The cloak does not muffle sounds in any way.
Sable of True Creation
A paintbrush, small but made by a master craftsman. The handle of the brush is very strong yet flexible red substance with the hardness of stone and the vitality of living wood. The bristles are beautiful brown sable with red and black highlights. When used by a painter who knows the brush�s true nature, any living creature painted by the brush will come alive off the canvas. Creatures so painted are of a free will and do not feel compelled to obey the painter.
Paste of Mending
A ceramic jar sealed tightly with the residue of a purple paste around the rim. This paste can repair any broken item, be it sword, stone, leather, cloth or spider webs. Even the most delicate of materials will be held fast with no trace of the glue or original damage. However, the glue will not restore the magic within an enchanted item.
Effects are permanent and can not be dispelled. Every jar has 2d4 applications. Eating paste can prove to be fatal, if a large amount is ingested.
There is a cabinet on one side of the room, with a black cloth thrown over it. Not knowing what to expect, you pull the fabric away to see a glass display case, with a single Katana inside on a wooden stand. The hilt of the curved weapon is woven silver and gold around a red crystalline substance that you hand never seen. The Blade, even shimmering in the dim light of this room, is pure silver, almost white with tiny symbols etched along the centre of the blade. The hilt of the weapon is a very ornately carved steel, in a shape of a large dragon consuming a smaller one. The scabbard rests on the lower shelf of the stand. It is a black metal, very plain and dull, with different symbols over ever inch of the weapon. You can tell just by looking at it that a different person than whoever made the Katana made the scabbard.
Cathedral looks over your shoulder. "That is the Katana of Boto, a powerful demon for another realm. Boto is, as they say in his world, a souleater, which is a powerful and cruel demonic creature that can rip the soul of a mortal creature from his body and devour it. Surprising, these souleaters have souls of their own, and Boto placed a piece of his soul into this blade in order to create a weapon that could slay his own kind. Boto found that by slaying souleaters and devouring their souls, he took their powers and strength from them. But Boto became careless in his vast power and a mortal man, named Jarik, stole the sword from him. Although the mere touching of the blade burned his hands, Jarik sought to use the weapon against Boto to slay him. But, as the sword contains a portion of Boto's soul, he can not be slain by this weapon unless someone can release the captive part-soul and replace it with a part-soul of the wielder. Jarik was never able to accomplish this, and in the end he passed the weapon on to myself, knowing Boto could not reach it here. Jarik later killed himself out of the shame of his failure."
Cathedral covers the cabinet once again with the black cloth. "Come, let us leave this room. It has far too many dark memories," He whispers to you as he leads you back out into the corridor.
"So many items here in the Magica Arcana are made for dark purposes," Cathedral laments as he pulls a glove off the top shelf and hands it to you. It is a rather old looking glove, sewn together by numerous pieces of differently colored cloth in a piecemeal fashion. Looking at this single glove you wonder how something so silly looking could have a dark purpose.
"Do not let the commonplace appearance fool you. This is the fabled Semag Nerdlihc." He tells you in a hushed sort of way. He then sees your blank look and clears his throat, " Well, maybe not so fabled. A gnome tailor named Marveeg crafted this glove long, long ago and had it enchanted by a traveling wizard, with whom, Marveeg presumably bargained, or tricked, to get as good a price as possible. This Gnome tailor was well known for his craftiness and larcenous nature. He in turn used the glove to steal gold and jewelry from bypassing merchants. He used it in various ways, to gain an upper hand on many a wealthy merchant, lords, and even ladies.
"The glove's magic carries a powerful compulsion to it. If you were to wear this glove and approach a stranger, and offer to play the child's game of 'Rock, Paper, Scissors', that person would find his or herself hard pressed to resist. As you play this game with your ungloved hand, the Nerdlihc Semag will magically steal items from your opponent's personal possessions. As long as the compulsion lasts, the glove wearer can rob any opponent blind, and the victim will not think the glove wearer is a suspect because they were in plain sight the entire time." Cathedral takes the glove off and puts it back, "The Nerdlihc Semag has one flaw though. If you lose the game of 'Rock, Paper and Scissors' and the victim knows of the glove on your person, then they can attempt to gain possession of the glove in a battle of wills. The glove wearer could then find himself or herself fleeced after the game and without the glove.
"Marveeg kept the glove all his life, until he died, when his eldest son inherited it. The tailor's son, Morlon, didn't know of the glove's magical powers until he played a game of paper, scissors and rock for fun with his friend Glimbo. He won, and later that evening, he discovered that Glimbo's watch was in his pocket. Morlon was not as dishonest as Marveeg, though, and gave it back to his friend the next morning. However, Morlon didn't get rid of the glove. He understood it's magical powers, and realized that they could be used to serve his home village. He decided to leave Stillville and travel to the wealthy town of Davnor, a city filled to the brim with corruption and wealthy merchants, to earn some money for his hometown. But the capital city of Sendria is no place for a young and inexperienced gnome, and he was found dead in a dark back alley, not wearing his magical glove anymore. The glove passed through many hands, and was most often used as a tool of theft. Many people became rich using its powers, but several more were killed wielding it. The last owner of the glove was a young gnome bard, named Jaheeb. While traveling the continent, he used it for stealing only when necessary. He came to realize that everyone using the glove came to a dark end. He then found his way to my shop and sold it to me."
"Speaking of darkness and shadows, there is this very unique item." Cathedral pulls a sealed vial from a stand on a nearby table. His tentacle coils around it cautiously. Looking at the potion within the vial, you see a black liquid swirling around as if by its own volition. "This potion is not for consumption like most potions you will find. In fact, it is poured out on to the ground. At twilight, before your shadow completely fades into darkness, you would pour this potion on your shadow. The dark life that is held within this vial merges with your shadow and remains there until a time comes when you would met your death by violent or nefarious means. Then the shadow will stretch out to take the fatal blow that would have slain you."
Cathedral laughs at your expression, "Yes, there is something very diabolical about a Death's Servant. The creation of such a potion is by far more insidious than you would care to hear. For to create a life that lives to serve your Death, you must give that soul the right motive to die."
The room you have entered is as cluttered as the others you have been through. The shelves are messily filled with boxes and books, covered with a thick layer of dust. You eye is drawn to a black shirt and pants displayed on a dresser's mannequin in the centre of the room. You reach out to touch it and the "cloth" feels like liquid and your fingers pass into it. The liquid is very warm and almost feels like it was alive. You look closely at the material and discover that there are no seams at all on the suit. It is a single bodysuit with no ties or buttons to fasten.
"You have an eye for the extremely unique!" Cathedral exclaims from behind you. You once again are startled by how fast and silent your host can move. "That is a special armour created by an � accident of magic, shall we say? A group of shade sorcerers were trying to prevent the Ravenloft Darklords from entering their Realm through the Pool of Radiance in Myth Drannor. When the characters interrupted their spell, the sorcerers were drawn into the pool and their dark essences merged with the liquid. The liquid infused with the will and life force of the sorcerers, then attempted to form the shape of a man, but could not. In the end it formed into the shape of this suit. If you were to take the suit and hold in to your body, the liquid would flow around you, surrounding your body until it covered you completely from neck to toe. Once worn, the suit gives the wearer to ability of a sorcerer to cast magic spells, though not at the expertise of the original. However, the suit retains an intellect of it's own and thereby can learn more spells, gaining more power."
Cathedral takes you over to another display case. "One more weapon and then we shall move on." He says with a smile and gestures to the black dagger inside of the case. "This dagger is quite amazing. Although completely neutral to the callings of Good and evil, this dagger has an intelligence to it that is completely self-serving. It is said to choose who can wield it and it decides purely on it's own opinion of how one person will benefit it over another. The blade is very intelligent, and can talk to its wielder as well. It has a very strong hatred of demons, though I have never puzzled out why."
You look at the dagger inside the case. It is a solid black metal, with a silver viper's head as the pommel. The blackness of the blade seems to absorb the light around it and you get the sense that the viper watches you from within the case.
"The dagger can extend itself and grow, thus becoming a short sword, long sword or even a two handed sword. It is almost completely indestructible. It can fly on it's own volition and attack without anyone wielding it. The viper head can bite with venom anyone who attempts to use it that it does not like. Once it bonds to a person though, it will become fiercely loyal to them and stop at nothing to aid and protect them. Its last owner was a Vampyre Prince by the name of Lucas. The dagger served him well until he met his demise in the fall of the Dark Prince."
You go to another display case in this room of ancient weapons. There is a short sword here, lain atop a plain leather scabbard that has been dyed a deep black and is without any ornaments or designs.
The hilt, guard, pommel, and blade of the sword are solid silver, engraved with many elven runes, the sword's name, Nhimaohtar (Concordant Opposition), across the blade and guard. The guard is molded or carved in an intricate leaf pattern that curves away from the hilt.
"That's a wondrous sword." Cathedral says from behind you. You jump suddenly, startled by his unannounced appearance. He smiles as you gain your composure and says" I can take it out of the display if you like, for only then, can you see and feel the power of the sword." He mumbles a brief incantation over the display and the glass suddenly fogs up completely. Cathedral lifts up the glass and takes out the sword with his one hand and hand it to you.
The blood runnel of the blade is a bright white, with the rest of the blade scintillating with all the shades of blue from the deep blue of a super-hot flame to the light blue of glacial ice. A faint blue glow illuminates the blade and you can feel alternating waves of hot and cold coming off the sword. A thin stream of water trickles down the blood runnel, on your hand and on to the ground. The water is hot, but not scalding, When you hold the blade up, steam can be seen coming from the very tip of the blade.
"This is the work of an elven smith whose name is long since lost to history. He became completely insane while making this sword, so how he bonded a fire spirit and a frost spirit into the same blade is unknown. The elf claimed he sold his soul to a greater demon for the secret, but alas, elves, in that particular world have no souls. They have spirits which are of no value to a demon."
Cathedral points his tentacle to the name of the sword, on the blade, "Now speak the first part of the sword's name, in elven, but no more than the first word."
You hold forth the sword and say "Nhima" (Concordant in elven), and the sword turns a deep blue and begins to flame with a strong flickering blue flame. The blood runnel turns glacial blue and the water trickling of the blade disappears.
"Now the fire spirit has dominance over the blade. It burns hot as is especially baneful to those creatures who suffer the effects of fire and heat. Now speak the second part of the name, but once again no more than that."
With the utterance of "Othar" the sword changes to a whitish-blue cold and you can feel the cold from the blade. The blood runnel changes the deep blue and the sword glows with a pale white glow.
"It is the ice spirit who holds sway now, and the sword becomes the enemy of those who dwell in fiery places. To bring the sword back to a state of balance, merely say 'Meiva (Balance)' and it will be as you first saw it."
You do this and the sword changes to the scintillating blues. Cathedral chuckles to himself, and takes the sword from you, placing back into the case and closing it up. He mutters another incantation and the glass clears completely and you see the sword, inert, once again.
"One power of the sword I could not show you," Cathedral says as he turns around, "was if you speak both names together. For if you do, both spirits would be released into the blade and battle for dominance. When this is done, the sword will create a huge fog of scalding mist. You see why I did not want to demonstrate that in here. The sword then become inert as it is within the case for 24 hours. After which, the spirits revive and can be called upon once more."
Your host smiles and makes a broad gesture with his tentacle. "What now can I show you? Another spell? A weapon? Armour perhaps?"
"Ah-ha!" Cathedral proclaims and takes a small ivory scroll case of anAs you are leaving the room, Cathedral suddenly stops and takes a book of the shelf. "What is you doing here?" He asks the book and you are almost surprised when the book doesn't answer. "The problem with a shop like mine is that sometimes guests put things in the wrong place." He shows you the book, it is a thick tome, bound with a cover made from thinly cut oak. The cover is engraved with two elven runes, One for "Do not" and the other for "Untidy". The significance of these runes together is lost upon you.
"This is the journal of Delrose Monte, a great and powerful Grand Druid. She was a half-elven lady of great beauty and poise. All those, whom served with her, affectionately called her "Mother Nature". She was very much attuned to the animal world and had developed a number of special prayers that aided and affected animals. Those prayers are highly sought out by those whom travel with animal companions."
Cathedral offers you the book so you can peruse the contents. "She also left behind some of her jam recipes. Also highly sought after, but not by the same people."
"Ah-ha!" Cathedral proclaims and takes a small ivory scroll case of another shell. "No one knows or remembers who Noska Trades was, but this spell is one of the most evil I have ever come across in my time. It is a spell made for assassination in the most cowardly and vile of fashion." Cathedral puts the scroll case back on the shelf carefully, as if he expects it to move or jump out at him. "Come!" he says shortly, "This is not something we should be close to long."
NOSKA TRADES' SELECTIVE DEATH SPELL (NECROMANTIC)
Level: 9 Casting Time: 6 hours Range: 0 Area of Effect: 1/2 mile per level Components: V, S, M Saving Throw: None Duration: Permanent
This spell will slay a very specific type of creature in the designated area of effect with the effectiveness of a double strength death spell (with respect to numbers of creatures slain). For example: the first born children of a specific race could be slain in the area of effect.
During the 6-hour casting time, black storm clouds form over the mage and slowly pillar to the ground. Upon completion of the casting the cloud touches the ground and vanishes and the selected group of creatures slowly dies over the period one round.
The first material component is a blade of grass from the grave of a member of the specific group of the type to be selected. The single blade of grass must be picked in the direct light of a full moon. The second material component is 5,000 gp worth of powdered diamond.
Cathedral leads you down another corridor and up a stairs to reveal a large room cluttered with scrolls and papers. As he passes by the central bookshelf, a scroll drops from one of the shelves. His tentacle darts out with astounding alacrity and grabs it in mid-air. He looks at it "Wouldn't want to have this one lost! This spell was researched and created by Archmage Rune Edwards Cakes the Third. It is call "Soul Bond" and it basically makes it so that with a warrior and his weapon, never the two shall divide. Galirian of the House of Phoenix, the Elven Knight of legend, had this spell upon his sword. Tales tell how in combat he would drop his sword to aid a comrade and then summon it back to his hand when a foe attacked. Very useful actually."
Somewhere in this room I also have another interesting spell. A very evil spell that I hide to prevent casual observers from finding. Now where did I put it?"
"In the city of Erikol, nestled deep between the Valley of the Mage and the Dim Forest, the thieves' guild has a long and infamous history. Part of it comes from the stories of Atenthal, the adventuring thief whom settled in Erikol and established the first guild. This Guildmaster has never died. He exists as an undead revenant, trapped in the crypts below the guild house. They say his spirit can not rest until he is reunited with the five famous daggers that he used so skillfully in life. I fear he will be at unrest for a long time, as I do not wish to return them to him."
Cathedral reaches down and pulls out a ornate wooden case from one of the shelves. He opens it with a dramatic flourish, revealing five exquisite daggers held in the purple velvet of the case. Each dagger is shorter than the norm, but with a wider, heavier blade. All five daggers are made of a black metal that does not reflect the light. The hilt of each dagger ends in a pommel shaped like a human skull.
"They are all perfectly balanced for throwing, and if dropped will always land point first. Two of these daggers have red ruby eyes." Cathedral points a tentacle tip at two daggers side by side. "These are the Seekers daggers and if one is thrown, the other will follow on it's own volition. The second dagger will strike an opponent one inch below the first dagger."
He pulls out the next dagger and unscrews the pommel piece. "This dagger with the emerald eyes has a hollow hilt that can contain poisons and other nasty liquids. Small holes allow the poison to be released upon a successful thrust. The contents of the hilt are only released upon impact, so the dagger does not reveal it's nature to the opponent."
"Now this dagger, with the sapphire eyes, has an enchantment on it that allows it to change shape. By twisting the pommel like so," Cathedral demonstrates with a sharp turn of his hand. You watch, as the dagger's blade opens up like a budding flower, changing before your eyes becoming a grappling hook, "Handy for those hard to reach places." Cathedral laughs and he twists the top of the grappling hook and it changes back to the dagger.
"Now this last dagger is my favourite." He brings forth from the case a dagger with topaz eyes. "This dagger is for stealth, for if you press the pommel like so," Cathedral presses lightly upon the dagger with his tentacle. The dagger shrinks rapidly becoming a small earring, with a dagger pendant dangling underneath. " Now you can get a weapon into those places that insist you travel unarmed, but it is unwise to follow that rule. By detaching the pendant, the dagger resumes its form quite rapidly." The earring vanishes before your eyes and he, once again, has the dagger in the grasp of his tentacle. He returns it to the case and closes it up.
"Ahh yes. Thieves and their toys."
Cathedral leads you into a room filled with scrolls upon scrolls. Some are in ornate scroll cases while others lie crumbling on the shelves. Your guide picks a scroll off the upper shelf with his tentacle and brings it down to your hands.
"This spell, I received from the Great Warlord Ramirez. He did not impart upon me any of its history, but I believe this may be the spell used by the Demonlord before the Battle of Nu-Nang, when he disguised three of his undead servants as humans to gain precious information about the armies of the living. Nevertheless, it is a very clever disguise spell that can serve both the living and the undead."
Cathedral leads you into one of the room and begins to shuffle around the shelves. He brings forth a brooch that is finely crafted in gold with a huge red gemstone surrounded by five smaller stones.
"This fine brooch is called "The Scarab of the Tailor". It was originally made for King Leon the Third after assassins attempted to kill him while on a hunting party. Each gemstone holds an extra-dimensional space, similar to a bag of holding. Each pocket can hold one article of clothing or armour and by turning the centre gemstone, the article you are wearing disappears into the brooch and is replaced instantaneously by the other article. It is limited to only the one article, so a shirt may be switched with a mail shirt or a breastplate but not an entire suit of armour."
"King Leon used this to foil many attackers until an assassin was smart enough to kill him with a poisoned arrow in the leg. The brooch was then passed on to his wife, Queen Sayla who used it to astonish the royal court with her ability to change outfits so quickly. A highwayman, who caught her riding unattended, stole it from her but died shortly afterward when he put the brooch on and turned the gem and found himself wearing a pink corset that was fatally too small for him. It was picked up by an infamous Hobbit named Ubeenhad who used it in many a larcenous scheme. He later lost it in a poker match and it has changed hands a few times until it came here."
Cathedral brushes off the gemstone again and puts the brooch back on the shelf. "Let us see if there is something else I can interest you in. Come this way"
"So did you see something you liked or is there anything i can help you find?"