Ae’Aelas is the purveyor of this fine little shop specializing in bows and more importantly, arrows. He is a frail looking elf of approximately 600 winters, but his eyes gleam with the fire of youth. He is a master-level mage, but prides himself on his mastery of the longbow. He is assisted in his shop by his adopted daughter Elowyn, a thin but exquisitely beautiful elven lass of only 100 winters, who he is teaching both the ways of magic and the bow. Within Ae’Aelas shop you can find or commission the creation of any mundane type of bow, but regular patrons know that Ae’Aelas’s shop is the only place to easily find or commission nearly any type of mundane or wondrous arrow imaginable.
Ae’Aelas’ Fine Flights is a common-looking shop, similar to the shops around it but differs by the fact that a thin sapling has apparently grown up next to the foundation of the front of the shop and seems to lean against the outside of the building as it grows. Upon the lowest branch of the thin tree, which is only shoulder high, level to the ground, and seems to grow no leaves, hangs a simple wooden sign proclaiming the name of the shop in bold purple letters through which a painted arrow seems to be entangled. The name of the shop is also written in thin, almost unnoticeable black writing in elvish above the door to the shop. Inside, the shop is neatly ordered and well lit by the softly glowing yellow glass orbs that hang from each corner of the room and in a triangular chandelier that hangs in the center of the shop. Bows made of different woods and designs hang on the walls while tiered shelves hold different types of specialty arrows, each shelf naming the type of arrow it holds with a tiny engraved brass plaque. Common arrows are found in small barrels in each of the corners, bound together with twine into twenty-arrow bunches. A wide glass case and counter stands along the far wall beside a door that must lead to the back room and living quarters of the shop. The case holds groups of delicate and unique arrows that by appearances alone must be magical in nature. Ae’Aelas himself normally sits behind the counter whittling or sharpening some type of arrow while Elowyn darts back and forth dusting, polishing, or helping him in some way. Whenever someone enters, Ae’Aelasl calmly looks up from whatever it is he was doing and greets, by name if he has met them before, anyone who enters his shop while peering over his fine half-moon spectacles. By appearance alone, he can normally match a person to a required draw bow and willingly describes the effects or uses of any of his specialty arrows to any that ask or examine questioningly.
Over the last few years, about a 130 or so if asked, Ae’Aelas has developed a hobby of collecting interesting or unusual bows of both magical and non-magical nature. He will willingly pay for, trade any items he has in stock, or possibly even commission a new item in trade for a bow or arrow of unusual or unique nature. He will also research and identify the powers or nature of any bow or arrow brought to him for a mere 100 gold pieces.
Patrons will find that Ae’Aelas usually has in stock at least one longbow and shortbow of any quality or pull, mighty bows included. He also has on hand at least three hundred arrows of normal and masterwork quality for sale or requisition of the local militia. He maintains a steady supply of at least thirty of each type of mundane specialty arrows and at least ten of every magical arrow that he normally stocks. He will commission the creation of any type of mundane bow or arrow made of any material the patron requires or provides, and will also commission the creation of any type of magical arrow the patron can pay for. He will not, however, commission the crafting of any type of magical bow. He will offer to contact associates to attempt to find one for the customer, but will simply reply that the creation of such wonderful objects of art is simply beyond his meager talent. All commissions he approves of require one-half of the item’s cost up front, the rest to be paid when the item is crafted to the patron’s satisfaction and handed over.
Arrow Type Cost Description and Effect
Non-magical
arrows break 90% of the time on a missed shot and 50% of the time on a hit.
Normal 10gp / 20 Standard flight arrows.
Masterwork 70 gp High quality arrow, normally given
three different colored flights: brown, black, and white.
+1
enhancement bonus to attack
Special Heads These
arrows have specially designed heads for different circumstances.
Blunt 10 gp / 4 Teardrop shaped head.
Deals
blunt damage of next smaller dice (d8 becomes d6, etc.).
Cold Iron 10 gp Cold iron forged head.
Can
damage creatures affected by cold iron.
Cutting 10 gp / 4 Crescent moon shaped head.
Deals
slashing damage.
Flash 100 gp Tipped with a small crystal head
similar to a thunderstone.
Light
attack 5’ radius, Fort 15 or Blinded for 1d4 rounds.
Humming 10 gp Clay shaped head designed to whistle
in flight.
1d2
damage. Emits distinct noise that can be detected up to 1 mile away (DC 10).
Incendiary 50 gp Tip is coated in black crystalline
material.
Arrow
ignites when shot (or shaken rapidly); adds +1d4 (Fire) damage.
Light 10 gp An arrow tipped with a long, metal
head.
Normal
arrow damage, when struck; arrowhead will glow to a 30’ radius for 1 hour.
Piercing 10 gp / 4 Narrow, pointed metal tip.
+1
to attack vs. any type of armor, deals next smaller dice (d8 becomes d6, etc.)
+1 damage.
Silvered 10 gp Silver tipped arrow.
Can
damage creatures affected by silver.
Thundering 100 gp Tipped with a small thunderstone.
Sonic
attack, Fort 15 or Deafened (-4 init, 20% chance of failure on verbal spell
component).
War 10 gp / 10 Wide, heavy tipped arrow.
Normal
+2 damage, Range increment reduced by –10 feet
Wooden 1 gp / 30 Sharpened wooden head, no arrowhead or
metal in construction.
Deals
next smaller dice damage (d8 becomes d6, etc.).
Wounding 100 gp Glass arrowhead tipped arrow.
-4
to attack, Ref 15 or tip breaks off in wound; 1 HP per rnd until removed.
Filled Heads These
arrows are tipped with tiny clay, glass, or even eggshell bulbs filled with
different materials.
When
they strike they deal 1 point of physical damage and the tip shatters,
affecting the target.
Due
to the differing weights of these arrows, their Range increment is reduced by –
5 feet.
Acidic 50 gp Tip is filled with acid and normally
colored a sickly green.
1d4
(Acid) damage.
Dust 50 gp Tip is filled with a very fine powder
and normally colored gray.
Blinded
for 1d4 rounds.
Extinguishing 50 gp Tip is filled with ordinary water and normally colored
blue.
Extinguishes
torch if directly hit, 1d6 damage to Fire-based creatures.
Holy/Unholy 50 gp Tip is filled with Holy/Unholy water
and is normally colored gold for Holy and Black for Unholy.
1d6
Holy/Unholy damage to corporeal undead or evil outsiders.
Inferno 100 gp Tip is filled with alchemist’s fire
and normally colored red.
1d4
(Fire) damage, 1d4 (Fire) damage next round unless put out (Ref 15, full-rnd
action).
Pepper 50 gp Tip is filled with fine pepper and is
normally colored brown.
Dazed
for 1 round.
Climbing Heads These
arrows are designed to aid in climbing. The heads are made to stick in surfaces
of differing
materials and the back of the head has a
loop for attaching a string or rope. If a string is used, one
end is firmly attached next to the firer and
the string is looped through the head. When the arrow
is attached, the string is used to pull a
rope through the loop making a firm climbing harness. If a
rope is used, the rope is attached directly
to the loop but the arrow’s Range increment is halved.
Wood Biter 100 gp Broad flat head with backwards barbs,
designed to stick in wood.
Ignores
hardness of wood.
Stone Biter 200 gp Narrow heavy head with small ridges,
designed to stick in stone.
Ignores
hardness of soft stone; sandstone and brick.
True Stone Biter 500 gp Adamantine stone biter tip, designed
to stick in any stone and most metals.
Ignores
hardness of metal less than Adamantite and all types of stone (non-magical).
Grappling 100 gp Three inch diameter grappling hook
head.
As
a grappling hook, but 10 % chance to become dislodged per use.
Complex Grapple 200 gp Folded three tined head, must be connected to rope that has
end firmly fixed next to firer. When
fired and reaches end of rope, grapple
unfolds to a full six inch diameter grappling hook.
As
a grappling hook, Range increment is always halved.
Magical These
arrows are enchanted in differing ways.
Magical
arrows are spent 50% of the time on a missed shot and always on a hit. Spent
magical
arrows are normal masterwork arrows
thereafter. These arrows normally do regular arrow
damage in addition to their effect unless
otherwise stated.
Arrow +1 500 gp Normally etched with a single notch.
Arrow +2 1500 gp Normally etched with two notches.
Arrow +3 3500 gp Normally etched with three notches.
Arrow +4 6500 gp Normally etched with four notches.
Arrow +5 10,000 gp Normally etched with five notches.
Antimagical 12,500 gp Normally adorned with script or runes of
magical warning.
When
fired, surrounded by Antimagic Shell with 10’ radius for 3d10 rounds.
Brilliant Energy 6500 gp Normally colored with thin bright blue
horizontal bands on shaft.
Transforms
to arrow of light; sheds light as torch 20’ radius, ignores artificial armor
bonuses and
armor enhancement bonuses, cannot damage
nonliving targets (constructs, undead, etc.).
Clairaudience 3000 gp Normally adorned with script or diagrams of ears.
Firer
can cover ears and hear everything within 10’ of the arrow for 10 minutes.
Clairvoyance 3000 gp Normally adorned with script or diagrams of eyes.
Firer
can close eyes and see everything within 10’ of the arrow for 10 minutes.
Climbing 1200 gp Normally adorned with swirling patterns
like that of rope.
When
fired, it leaves a brown trail of smoke. Arrow has 70% chance of sticking to
metal or stone
and automatically sticks to wood. When
stuck, the smoke turns into normal rope. The arrow and
rope last for 10 minutes or until dismissed
by the firer.
Curing 2000 gp Normally adorned with white feathers
and a red tip.
Arrow
disappears when striking the target doing no damage, target healed of 2d8+3
damage.
Darkness 3200 gp Normally a black shaft with black
feathers.
Target
is surrounded by darkness with 20’ radius for 2d4 rounds; darkness does not
exist for firer.
Distance 500 gp Normally a slightly longer shaft with
large feathers.
Range
increment is doubled.
Energy 500 gp Normally inscribed with colored
symbols to represent energy type produced.
Deals
normal damage +1d6 damage of energy type (Fire, Cold, Acid, Sonic, or
Electricity).
Energy Burst 1700 gp Normally inscribed with colored symbols to represent energy
type with feathers of same color.
Deals
normal damage +1d6 damage of energy type (Fire, Cold, Acid, Sonic, or
Electricity) and on
a successful critical hit deals +1d10 extra
damage of energy type per critical multiplier.
Entangling 600 gp Normally the shaft of this arrow has
the boles of removed branches along it’s length.
When
struck, the arrow instantly grows vines that entrap the target, DC 20 to Break
or Escape.
Force 600 gp Normally adorned with a silver
leaf-shaped head.
Arrow
turns into an arrow of force, striking unerringly for normal damage but no
critical chance.
Ghost Touch 500 gp Normally colored a grayish white.
Deals
normal damage to both corporeal and non-corporeal targets.
Holy/ Unholy 350 gp Normally tipped in bright gold or tarnished silver.
Deals
additional +2d6 damage to targets of opposite alignment.
Multiplicity 6000 gp Normally the shaft is etched with ten
notches.
For
every 30’ it travels, another arrow appears (max 10). Each arrow has it’s own
attack roll; with
no enhancement bonus applied to the attack
roll from the arrow or bow.
Refilling 4000 gp Normally the arrow has bright colored
feathers.
When
left in quiver overnight, 1d4 normal arrows are produced.
Sleep 1400 gp Normally painted white with white
feathers.
+1
Arrow, deals subdual damage, Will (11) or fall asleep.
Slaying 23,000 gp Normally adorned with script or diagrams
detailing affected creature and black feathers.
+1
Arrow, Fort (20) or the attuned creature dies.
Slaying (Major) 40,600 gp Normally adorned with script or diagrams detailing affected
creature and black feathers.
+1
Arrow, Fort (23) or the attuned creature dies.
Storing 50 gp Normally
tipped with a carved crystal arrowhead.
Can
store any targeted or touch spell up to 3rd Level that takes effect
when the arrow strikes.
Storing (Greater) 370 gp Normally
tipped with a carved crystal arrowhead.
Can
store any targeted or touch spell up to 6th Level that takes effect
when the arrow strikes.
Storing (Major) 1,000 gp Normally
tipped with a carved crystal arrowhead.
Can
store any targeted or touch spell up to 9th Level that takes effect
when the arrow strikes.