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Ammunition Type | Arrow Cost | Bolt Costš | Damage Modifier | Range | Type | Special |
Adamantine2 | +60 gp | +60 gp | -- | -- | P | +1 bonus to hit, ignores hardness below 20. |
Alchemical Silver | +2 gp | +2 gp | -- | -- | P | -1 damage, Effective against lycanthropes, etc. |
Armor-Piercing | 1 gp | 2 gp | -1 | -- | P | +1 bonus to hit armored targets. |
Barbed | 1 gp | 2 gp | -- | -- | P | Does 1d6 additional damage when removed. |
Cold Iron | 1 sp | 2 sp | -- | -- | P | Effective against fey creatures, etc. |
Darkwood2 | +1 gp | +1 gp | -- | -- | P | Weigh half as much as normal ammunition. |
Flight, Lesser | 1 sp | 2 sp | -1 | +10 ft. | P | Light arrows designed for extreme range. |
Leaf-Head/Sheaf | 1 gp | 2 gp | +1 | -25 ft. | P | Critical range of firing weapon is increased by 1. |
Masterwork2 | +6 gp | +6 gp | -- | -- | P | +1 bonus to hit. |
Normal | 5 cp | 1 sp | -- | -- | P | -- |
Sap | 1 gp | 2 gp | +23 | -25 ft. | B | A heavy, blunt arrow designed to stun targets. |
Shrieking | 2 gp | 4 gp | -1 | -- | P | -3 penalty to hit, can deafen targets. |
Vial | 2 gp | 4 gp | -3 | -20 ft. | B | Can carry a small amount of liquid or powder. |
Adamantine: Ammunition with adamantine tips are considered to be masterwork items. When used to attack objects, they have a natural ability to bypass hardness. Adamantine arrows and bolts ignore hardness ratings that are less than 20, and grant a +1 bonus to hit. Any other type of arrow or bolt can be crafted of adamantine, but this increases the base cost by 60gp. For more information on adamantine, please consult chapter seven of the DMG.
Alchemical Silver: This is a normal arrow or bolt in all respects, except that silver has been alchemically bonded to the steel tip. On a successful attack, such an arrow or bolt inflicts -1 points of damage (minimum damage of 1 point). Arrows constructed of special materials, such as adamantine or cold iron, cannot be treated with alchemical silver. Treating an arrow or bolt with alchemical silver increases the base cost by 2gp. For more information on alchemical silver, please see chapter seven of the DMG.
Armor-Piercing: These arrows and bolts are equipped with a thin, bodkin-style tip. Armor-piercing ammunition conveys a +1 bonus to hit against armored targets and targets with a natural armor bonus, but does -1 points of damage to all targets (minimum damage is 1 point).
Barbed: Armed with a barbed tip, these arrows and bolts are otherwise normal until they are removed from their target. A healer attempting to remove a barbed arrow or bolt must succeed at a Heal skill check (DC 15 + the amount of damage the arrow caused). If unsuccessful, removal of the arrow or bolt deals an additional 1d6 points of damage. The healer can take 10 on this roll, but cannot take 20.
Cold Iron: Arrows and bolts with tips fashioned from cold iron are particularly effective against certain creatures, particularly fey. Making any other ammunition type into a cold iron version multiplies the base cost by 2. For more information on cold iron, see chapter seven of the DMG.
Darkwood: Arrows and bolts with shafts constructed of darkwood are lighter than normal, and are considered to be masterwork items. Bolts and arrows constructed of darkwood cost 1gp more each, but weigh half as much as normal bolts or arrows. For more information on darkwood, please see chapter seven of the DMG.
Flight, Lesser: Lesser flight arrows are less-expensive variations on the standard flight arrow. Constructed of light woods and metal alloys, the range bands of these arrows and bolts are increased by 10 feet, yet the damage inflicted by the arrow is reduced by -1. They are not considered to be masterwork items because of their cheaper construction.
Leaf-Head/Sheaf: Leaf-head (or sheaf) arrows and bolts are equipped with a heavy, broad-bladed point. Due to their weight, they reduce the range increment of any weapon firing them by 25 feet. The heavy tip adds +1 to any damage rolled, and the critical range of such ammunition is increased by one.
Masterwork: Masterwork arrows and bolts are so finely crafted that they grant a +1 circumstance bonus to hit. Making any other type of projectile into a masterwork version increases the base cost by 6gp.
Normal: This is a standard arrow or bolt, with no special qualities.
Sap: The sap arrow is a heavier variation of the standard blunt arrow. It includes a thicker shaft and a heavier lead-filled tip. Because of the sturdier construction and heavy head, the ranges of sap arrows or bolts are reduced by twenty-five feet, while the nonlethal damage inflicted by a successful hit is increased by +2. For details on nonlethal damage, see chapter seven of the Player's Handbook.
Shrieking: Shrieking arrows and bolts, like signaling arrows, generate a loud, piercing noise that increases as the projectile increases in velocity. Unlike signaling arrows, this shrieking can deafen and disorient targets. When fired, a shrieking arrow affects anyone within five feet of the arrow's path. Anyone so affected must make a Fort save (DC 12) or be deafened for 1d4+1 rounds. If this save results in a natural roll of "1," the deafness lasts 1d4+1 hours. If used directly against targets like a standard arrow, shrieking arrows and bolts impose a -3 penalty on the to-hit roll and -1 penalty to the arrow or bolt's damage. Shrieking arrows can also be used like regular signaling arrows. The effects of deafness can be found in chapter eight of the DMG.
Vial: A vial arrow or bolt consists of a normal wooden shaft that is tipped with a small glass vial. The vial can hold a single ounce of liquid or powder, and is corked by the shaft of the arrow or bolt itself (which is tipped with a small, dense cork). The glass vial shatters upon impact, spreading its contents over the target. The heavy glass tip reduces the range increment of such an arrow or bolt by 20 feet, and damage is reduced by -3 points (minimum damage rolled is 1 point).
Common fillers for these vials include contact poisons, holy water, powdered irritants (ground pepper, etc.), oil, and paint. Acid-filled vials present a problem, since an acid of any strength will eat away at the vial's cork in moments.
"You gonna look at that all day, or did paying for it cross your mind?"
Serlic is a middle-aged man with at least one elf in his ancestral woodpile. Tall and big-boned, he shows his human parentage more than his elven. He has a broad nose, green eyes, and black hair that is quickly going to gray at the temples. His skin is ruddy, likely due to the occasional nip from a small, steel flask that is filled with cheap, fragrant spirits. Though not unattractive, Serlic is difficult to like if one isn't familiar with his acerbic manners and sarcastic attitude. He wears a dingy smock over his clothing when he works, but dresses plainly enough when away from the shop. His clothes are always a little wrinkled, as if he'd slept in them.
"Might I help you with something, sir?"
Leode is a thirteen year-old human girl, with tangled blond hair and a perpetually dirty, freckled complexion. She is always eerily mindful of her surroundings, and her chocolate brown eyes seem to take in every minute detail. Leode is commonly seen while dressed in her apprentice's clothes, which consist of a brown leather apron, a stained white shirt which is several sizes too large, and a pair of breeches made from brown broadcloth. Her demeanor is one of brevity, and Leode can say more with a word and a pointed glance than most people can say in a page's worth of dialogue.
Serlic found Leode on his doorstep two years ago, snatching coins and purses from unwary patrons as they came and went. His first impulse was to tan the girl's hide, but something in her manner made him stay his hand. As dirty and unkempt as she was, he decided to instead take the wretched urchin in. Over time he came to enjoy her company, as well as the spare pair of hands that she would loan him when things in the Lover's Quarrel got too busy.
It was only a matter of time before he asked her to be his apprentice. Perhaps Serlic saw a little bit of himself in the child, or maybe he loathed the thought of her future as one of the many whores who perpetually worked the streets and alleyways of the Old Quarter. Whatever his reasons, Leode has since become a fixture in his shop, sitting at a small table while she crests arrows, or running errands for Serlic across town.
Unbeknownst to Serlic, Leode is also apprentice to one of the Thieves' Guild's snoops, assigned to work her way into Serlic's good graces so that someone can keep a wary eye on him at all times. While Serlic has been a staunch ally to the Guild for many years, he often fills contracts for arrows and bolts with Liberty's city guard. Leode pays close attention to Serlic's conversations with these customers, and reports anything out of the ordinary.
When she first took on the assignment of gaining Serlic's trust, Leode figured him for just another mark. After two years of constant contact with the fellow, she's not so sure. Although he has recently started to drink to excess, and his demeanor is rarely polite or friendly, Leode has developed an unwelcome affection for the old half elf. These feelings have divided her loyalty between Serlic and her true master, and she has grown reluctant to pass along information to the Guild that might somehow incriminate him.