Purchasable goods: Appendix III

Purchasable goods cannot be looted. Prices are subject to change and will be listed in the Tavern.

Moat
For the date of purchase or until a siege weapon reduces your fortress to zero hits, your fortress walls cannot be scaled. This is shown by blue markers along the bright yellow rope designating your fortress.

Gate
For the date of purchase or until the first strike of a siege weapon or three torches thrown into the fortress. Gates are indicated by a non-yellow rope across the fortress’ entrance. A broken gate remains broken until repaired. Characters who resurrect in that fortress may pass through it normally, but all others may not. An IC inside the fortress may place a hand on another character and “walk them through” the gate.

Repair
Fortress walls, any siege weapons, gates, and moats may be repaired up to their original starting value. Heralds will make repairs, when purchased.

Torches
These items may be thrown at siege weapons, boats or into fortresses; they may sometimes be used to "set fire" to certain NPC monsters.

If three torches land inside a fortress, its gate is considered destroyed. If three torches strike a stationary siege weapon, it is considered damaged. Torches may not strike a siege weapon while it is being moved. Torches may be thrown or placed on a siege engine.

Do not intentionally strike someone with a thrown torch. Once a torch is used, it is expended. If a torch hits the ground, it is expended. Torches MUST be held above your shoulders and MUST be the only item in your hand. Torches are extinguished when they touch the ground or strike a target.

Healing poems
A standardized Dagorhir healing poem. One will be available for good, evil, and non-magical characters. 180 syllables.

Context….. Sensitive. Any objects that particular Dark Tides needs! * May not be available every event.