TEXT: 1
  T
  he goblin known as Krazy Kragnar has a long 
  and colorful history, not all of which has yet to be 
  chronicled. Always quick to make a deal, take a 
  risk, and turn a profit, Kragnar first came to prominence 
  when he began a line of used-chariots yards (the 
  merchandise for which is detailed in The Genius Guide 
  to Loot 4 Less Volume 7: Krazy Kragnar’s Used Chariots). 
  When that operation was shut down by angry dwarves, 
  he turned to a new business plan with Krazy Kragnar’s 
  Surplus Alchemy Shop. Buying post-dated alchemist’s fire 
  and remaindered thunderstones turned out to be savvy 
  trade, and soon Kragnar was dealing in fully legitimate 
  alchemical materials, boosted in part by a sudden influx 
  of alchemists throughout the world. Kragnar set up a 
  large shop and bought a house in the Silk District of the 
  city of Refuge.
   
  In return for going entirely legit, Kragnar got to watch 
  the town guard do nothing as his Alchemy Shop went 
  up in green flames after a patron carelessly tossed a still-
  hot tindertwig into the half-off bin. The guard claimed 
  the prismatic smoke pouring out of the windows was 
  too dangerous to risk getting a bucket brigade near the 
  flaming shop. Kragnar strongly suspected the human 
  guard simply didn’t like seeing a goblin make more 
  money in a week than a guard earned in a year. When the 
  flames, peals of thunder, and random bursts of lightning 
  and acid rain finally subsided around Kragnar’s shop, 
  the goblin was bankrupt and no longer welcome in the 
  homes of wealthier patrons.
   
  It was, thought Kragnar, a sign.
   
  Turning to some old friends who didn’t care about his 
  current circumstances, Kragnar quickly began building 
  a new financial empire. This one paid more attention to 
  high profitability and customer demand, and less to the 
  rules of tariffs, taxes, recorded transactions, and craft-
  guild rules. In short, Kragnar joined a Goblin Market and 
  started selling black market magic items. And in a matter 
  of months, the canny goblin was once more rolling in 
  coin . . .
  
  2
  Goblin Markets
  Found in most large towns and a surprising 
  number of smaller trade centers, goblin markets 
  are underground, illegal, or semi-legal bazaars 
  where you can try to buy things outlawed 
  (or heavily controlled) in the legitimate trade 
  houses. Local populations often see goblin 
  markets as nearly mystic locations, where 
  goblin merchants trade in cursed items and 
  djinni wishes. Such locations do exist in a few 
  metropolises, where goblins are a repressed but 
  grudgingly accepted underclass closely tied 
  to thieves’ guilds and underground cults, but 
  they are rare. In truth most “goblin” markets 
  are entirely free of goblins and handle only the 
  same broad categories of materials their more 
  legitimate counterparts do, but the term has 
  stuck as shorthand for black markets dealing 
  in illicit magic, alchemy, herbs, and toxins. Of 
  course merchants selling in goblin markets 
  often need obviously dangerous guards, and 
  they are not above hiring creatures that the 
  rest of a community might mistrust or outright 
  hate, so it’s not unusual to find monsters and 
  humanoids not native to a city working in its 
  goblin market. Though, honestly, hobgoblins 
  are more common (as leg-breakers and 
  bouncers) than goblins.
  A goblin market can be found in nearly 
  every small and large city and metropolis, and 
  most large towns. Small towns are only likely 
  to have a goblin market if near a major trade 
  route, war front, or site that draws numerous 
  adventurers, mercenaries, or cultists. Villages, 
  hamlets, and thorps are normally too small to 
  support a goblin market, though there can be 
  exceptions. Sometimes a quirk of law will result 
  Goblin Market econoMies 
  and Qualities
  When determining a settlement’s base 
  value, purchase limit, available spellcasting, 
  and minor/medium/major items available 
  beyond the settlement’s purchase limit, 
  only above-board, legitimate sources of 
  trade are considered. A goblin market (or 
  similar underground goods exchange, be it 
  a Thieves’ Bazaar, arcanely hidden Mystic 
  Alley, the back rooms of a block of shops 
  in the Adventurer’s Quarter, or a secret 
  shop located on the Fat Loot—a ship that 
  never enters port to avoid local laws), has a 
  separate set of totals. (For more information 
  on the buying power of a settlement, see 
  the “Settlement Traits” section of Chapter 
  Seven of the GameMastery Guide).
  For purposes of buying and selling 
  power, a typical goblin market is treated 
  as a settlement two sizes smaller than the 
  community it is located in, while a small or 
  specialized goblin market is treated as three 
  sizes smaller, and a large or well-established 
  goblin market as only one size smaller. Thus 
  the extensive goblin market in the large city 
  of Refuge is treated as a small city when 
  determining what can easily be bought and 
  sold.
  Because they are treated as independent 
  settlements, each goblin market has its own 
  settlement qualities (see Chapter Seven of 
  the GameMastery Guide). When assigning 
  such qualities, keep in mind they are applied 
  to the goblin market in comparison to other 
  goblin markets. Thus while most goblin 
  in a goblin market being legal in a small 
  settlement located outside the borders of 
  nearby kingdoms, but close enough for 
  those in the know to travel to it for special 
  purposes. In other cases a goblin market 
  springs up around a retired crime lord, a 
  source of something useful but illicit (such 
  as a spring of magic love elixir, or a small 
  forest of addictive herbs), resulting in a 
  market being the entire reason a smaller 
  community exists. Some villages are nothing 
  more than cover stories for the goblin 
  markets that provide the community’s main 
  source of income.
  Within a goblin market there are no 
  guarantees, and the buyer should always 
  beware. The trustworthiness of a shop 
  is often suggested by how permanent a 
  building it is in, since black marketeers 
  looking for repeat business often pay for 
  sturdy shops with solid stone walls, and con 
  artists and grifters prefer cheap (and easily 
  moved or abandoned) tents and pavilions. 
  This is not a hard rule, however, since 
  grifters can rent permanent structures, and 
  ‘honest’ goblin market merchants might deal 
  in items that blow up their shops from time 
  to time, making tents look attractive (and 
  cheap to replace). In a few well-established 
  goblin markets, a merchants association or 
  thieves’ guild might keep an eye out for 
  the worst cheats and work to enforce some 
  quality control to promote greater trade, but 
  such efforts cannot be counted on. If using 
  settlement modifiers from Chapter Seven 
  of the GameMastery Guide, always assume a 
  goblin market has +1 crime and +10 danger 
  compared to the community it is found in.
  
  3
  markets are notorious compared to the cities 
  they are located in, only the most vile dens 
  of scum and villainy qualify as notorious 
  goblin markets. The goblin market in the 
  city of Refuge is fairly typical, possessing 
  the qualities prosperous, racially intolerant 
  (humans), rumormongering citizens, and 
  tourist attraction.
  FindinG the Goblin Market
  Finding 
  the 
  local 
  goblin 
  market 
  by asking around is normally a DC 
  20 Diplomacy check, using the gather 
  information function of the skill. A DC 20 
  Knowledge (local) check allows characters 
  to know of such a market without asking 
  around. A large goblin market grants a +5 
  bonus to these checks, while a small goblin 
  market imposes a –5 penalty. A GM should 
  be liberal with circumstance bonuses for 
  characters with ties to a group running such 
  a gallery of illicit goods. A member of the 
  local Bardic Guild might gain as much as 
  a +5 circumstance bonus to find the Choir 
  of Liars, a small goblin market run by the 
  bards of Lakeport specializing in illegal 
  charm magic.
  black Market MaGic iteMs
  Not every magic item is embraced by 
  every community. While few towns worry 
  about magic items until one becomes a 
  specific problem, larger cities and well-
  organized kingdoms are often significantly 
  more proactive about writing codes to define 
  what magic is legal, what requires special 
  permission, and what is outright outlawed. 
  Largely this is a matter of frequency. The 
  small thorp of Peachtree Hill might see one 
  magic item pass through every year, and 
  there’s no point in worrying about what 
  magic items the thorp doesn’t want to deal 
  with unless one shows up.
   
  The major trade hub Refuge sees far 
  more magic than that on a daily basis, 
  and it has a lively trade in magic as items 
  of value (sometimes just as easy ways to 
  carry and transfer large sums of money 
  between trade captains). Not only does Refuge 
  have more occasions to declare what magic is 
  forbidden, it has a pressing interest in doing so. 
  With trade as the focus of Refuge’s wealth, laws 
  about charm magic, illusions, appraisal, and 
  even divination are necessary to ensure trade 
  continues uninterrupted (or only interrupted in 
  ways the rulers of Refuge approve of).
   
  It’s important to note that while many 
  communities outlaw what they see as evil magic 
  
  4
  (often including necromancy and any spell 
  that focuses on fear, blood, or pain), as noted 
  with Refuge’s trade concerns there are many 
  other magic effects that might be outlawed or 
  regulated. A trade city might well note that while 
  illusions are fine as entertainment or defense, 
  it’s illegal to sell or trade for anything you have 
  made look different with illusions. Similarly 
  using enchantment and charm magic during 
  any form of negotiation might be considered a 
  form of cheating or fraud, and even abjuration 
  could be outlawed when it’s used to conceal 
  other forms of illicit magic.
   
  For every item listed below, the reason for 
  its black market status is included, along with a 
  full description of its game effect. Not all these 
  items are illegal everywhere—many frontier 
  towns and war-torn countries have open-door 
  places on the magic used by their allies. But all 
  are discouraged by enough laws and courts to 
  be hard to buy in the open bazaar, and much 
  more likely to turn up in a goblin market.
  black Market arMor
  Rulers who depend on force and fear to rule 
  their citizens often regulate any kind of armor, 
  to help keep rebellions down (and make them 
  easier to deal with when they do happen). In such 
  areas hunters might be allowed to wear leather 
  armors, and town guards could wear medium 
  armor, and only soldiers of the government 
  are allowed heavy armor. Even less tyrannical 
  countries sometimes employ sumptuary laws 
  to ensure only the noble have access to the best 
  armor (also often restricting certain colors, such 
  as crimson and purple, to nobles and royalty). 
  Often the thought is that other classes of people 
  just don’t need such gear, and if they don’t 
  need it, any effort to have it is likely a sign 
  of being up to no good. Both these groups 
  are likely to disapprove of glamered armor, 
  though it might not be explicitly any more 
  illegal than nonmagic armors.
  Cities with serious thief problems might 
  well outlaw, or license, armor with any 
  level of the shadow ability. Magocracies 
  often restrict spell resistance armors to well-
  known and trusted allies. Undead controlling 
  armor and armor of etherealness is so rare few 
  communities have specific laws regarding 
  them, though some might forbid all 
  necromancy and/or plane-traveling magic.
  Additional magic armors commonly 
  restricted in many regions are presented 
  below.
  Alluring: Alluring armor works to make 
  its wearer look as good as possible, making 
  sure any grime appears as mere smudges, 
  keeping lighting even, glinting at dramatic 
  moments, and preventing any cosmetics 
  worn from coming off or smearing. It grants 
  a +5 competence bonus on Diplomacy 
  checks made when worn.
  Some jurisdictions outlaw all illusion 
  magic, which certainly includes alluring 
  armor. Others treat it as a form of 
  enchantment, which might make it illegal 
  or merely licensed. And some find alluring 
  armor flatly inappropriate for much the 
  same reasons as liberating armor (see below).
  Faint illusion; CL 4th; Craft Magic Arms 
  and Armor, disguise self; Price +3,750 gp.
  Alluring, Improved: As alluring, except 
  it grants a +10 competence bonus on 
  Diplomacy checks.
  Moderate illusion; CL 10th; Craft Magic 
  Arms and Armor, disguise self; Price +15,000 
  gp.
  Alluring, Greater: As alluring, except 
  it grants a +15 competence bonus on 
  Diplomacy checks.
  Moderate illusion; CL 15th; Craft Magic 
  Arms and Armor, disguise self; Price +33,750 
  gp.
  Liberating: Liberating armor has its 
  maximum Dexterity bonus to AC increased 
  by 1, and its armor check penalty reduced 
  by 1 (minimum 0), for every +1 point of 
  enhancement the armor has. Medium or 
  heavy armor with this ability that has its 
  armor check penalty reduced to 0 has only 
  half the movement penalty of mundane 
  versions of the same armor (round up to the 
  nearest 5-foot move rate). 
  As part of the magic that goes into 
  liberating armor, the total coverage of 
  the armor is drastically reduced (while 
  mystically making the remaining sections 
  more likely to draw an attack, thus not 
  reducing its armor bonus to AC). Most 
  suits are specifically designed to maximize 
  the amount of skin revealed by a suit, 
  enhancing the physical appeal of the wearer. 
  Because of this, it is forbidden in some more 
  conservative realms. A few less conservative 
  communities don’t outlaw it, but do restrict 
  it to use among the lower class  (usually 
  gladiators and/or mercenaries), as it’s 
  considered too unseemly for use by the 
  wealthy or respected.
  Moderate abjuration; CL 7th; Craft Magic 
  Arms and Armor, Dodge; Price +1 bonus.
  
  5
   
  Vengeful: Vengeful armor helps its wearer 
  strike back at those harming him. If the 
  wearer of a suit of vengeful armor takes 6 or 
  more points of damage, his armor gains one 
  charge. As a swift action, the wearer can 
  infuse the charge into a successful melee 
  attack to deal an additional 1d6 points of 
  damage. Vengeful armor can hold only one 
  charge at a time.
   
  Officials often claim vengeful armor is only 
  useful to ‘chaotic warriors’ (a euphemism for 
  uncivilized barbarians) and those expecting 
  to cause trouble. A few instead express 
  fear that any member of the community 
  employing such armor might feel compelled 
  to take needless risks, to the detriment of the 
  community as a whole. As a result it is often 
  outlawed.
   
  Moderate transmutation; CL 7th; Craft 
  Magic Arms and Armor, bull’s strength; Price 
  +1 bonus.
  black Market Weapons
  Like armor, governments that fear a 
  potential uprising among their citizens 
  often outlaw weapons, or they are restricted 
  based on the government’s view of the 
  citizens’ legitimate needs. Thus hunters and 
  town guards are likely to be allowed spears 
  and crossbows, but greatswords and battle 
  axes might be forbidden. Magic weapons 
  are much more likely to be restricted than 
  magic armor, with even fairly benevolent 
  monarchs wondering why a private citizen 
  wants a +1 flaming, frost, shock, thundering 
  longsword.
  Bane weapons are often outlawed if they 
  target a race common to a community, 
  though not if they target a race generally at 
  war with local society. Many communities 
  with large percentages of their structures 
  made of wood, straw, or thatch outlaw 
  flaming weapons as needlessly risky. Merciful 
  weapons 
  are 
  sometimes 
  identified 
  as 
  appealing only to slavers, and either banned 
  or restricted to pacifist religious orders and 
  town guards. Anarchic and unholy weapons 
  are banned by most good and lawful 
  societies, though the reverse isn’t always 
  true. Wounding, vicious, and vorpal weapons 
  are often seen as cruel and antagonistic, and 
  even if there aren’t specific bans making 
  them illegal, asking to buy one is likely to 
  result in a constable coming to ask you some 
  pointed questions.
  Additional magic weapons commonly 
  restricted in many regions are presented 
  below.
  Blasphemous: A blasphemous weapon is 
  imbued with the power to curse its foes. A 
  target struck and damaged by a blasphemous 
  weapon takes a –1 penalty to attack rolls, 
  saving throws, caster level checks, skill 
  checks, and ability checks for a number of 
  minutes equal to the enhancement bonus of 
  the weapon. The penalties from being struck 
  by a blasphemous weapon (or even multiple 
  different blasphemous weapons) do not stack. 
  The penalty can be removed by a remove 
  curse spell or similar magic.
  Many 
  communities 
  outlaw 
  all 
  necromantic magic items, which certainly 
  includes 
  blasphemous 
  weapons. 
  Others 
  outlaw such weapons specifically because 
  they grant the power to curse foes, which is 
  
  6
  generally seen as evil (even though the weapons 
  do not detect as such). Theocracies often restrict 
  such weapons to clerics and/or inquisitors of 
  the church, objecting not so much to the idea 
  of a weapon that curses foes, as the power of 
  secular warriors to have such weapons.
  Moderate necromancy; CL 8th; Craft Magic 
  Arms and Armor, bestow curse; Price +1 bonus.
  Blasphemous Surge: A blasphemous surge 
  weapon functions as a blasphemous weapon that 
  also casts bestow curse on a foe successfully 
  struck with a critical hit. In addition to the 
  normal penalty inflicted by a  blasphemous 
  weapon, a  blasphemous surge weapon targets a foe 
  hit by a critical hit with the bestow curse spell 
  as a free actiona s if cast by the wielder of the 
  weapon (using his level as the cleric level for 
  the spell, his Wisdom to determine the save DC, 
  and so on). If the weapon’s critical multiplier is 
  x3, the save DC is increased by +1, and if the 
  multiplier is x4, the save DC is increased by +2. 
  Moderate necromancy; CL 8th; Craft 
  Magic Arms and Armor, bestow curse; Price 
  +3 bonus.
   
  Random: A random weapon changes its 
  special abilities every day at dawn. Any 
  abilities that do not conflict with each other 
  can occur (even random weapons are never 
  holy and unholy at the same time, nor can 
  they be both flaming and frost). The exception 
  to this rule is that a random weapon is never 
  axiomatic. A random weapon is always treated 
  as having only two permanent magic 
  properties: random and an enhancement 
  bonus. If the random property is added to 
  a weapon that already has other special 
  abilities, those abilities are turned into 
  enhancement bonuses equal to their bonus 
  cost. (A weapon that would gain more than 
  a +5 enhancement bonus as a result of this 
  becomes a +5 weapon.)
   
  At dawn each day, a random weapon 
  converts a randomly determined amount 
  of its enhancement bonus into other special 
  abilities. The weapon always retains at 
  least a +1 enhancement bonus. (The random 
  ability can only be added to a weapon with 
  a +2 or greater enhancement bonus). Special 
  abilities with multiple possible variations 
  (such as bane) have those variables randomly 
  determined as well.
   
  Nearly every magistrate and court aware 
  of random weapons outlaws them, since 
  they could manifest any number of illegal 
  abilities.
   
  Moderate universal; CL 13th; Craft Magic 
  Arms and Armor, limited wish; Price +1 
  bonus.
  Screaming: A screaming weapon begins to 
  howl as soon as it is drawn (making Stealth 
  checks impossible for the wielder except 
  against the deaf), and can be heard up to 
  a mile away. A target hit by a screaming 
  weapon takes a penalty to attack rolls equal 
  to its enhancement bonus until the end of its 
  next round. A target struck by a critical hit 
  from a screaming weapon is deafened for 2d6 
  rounds.
  The screaming weapon is outlawed 
  in many underground cities (especially 
  dwarven ones) as “just too dang loud,” and it 
  is responsible for some kingdom’s very first 
  ‘sound ordinances.’ Some magocracies also 
  outlaw it, since a deafening weapon presents 
  a real potential threat to spellcasting nobles 
  trying to keep the peace.
  Minor evocation; CL 3rd; Craft Magic 
  Arms and Armor, sound burst; Price +1 
  bonus.
  Virile: Three times per day, though no 
  more than once per round, the wielder of 
  a virile weapon can heal himself as a swift 
  action. The target is healed for 1d6 hit 
  points for every three levels he possesses 
  (minimum 1d6). Using the weapon to coup 
  de grace a target and successfully kill it can 
  recharge one use of this ability. (Each of the 
  weapon’s charges can be recharged once 
  each day in this way, for a total maximum 
  of six charges per day.)
  Because of this the weapons are extremely 
  popular with assassins, especially those 
  who worship gods of murder, and they are 
  outlawed in many cities as the adornments 
  of hired killers.
  antipaladins and 
  black MaGic Weapons
  A campaign that includes both antipaladins 
  and the black magic weapons presented here 
  might wish to allow these special abilities 
  to be used by an antipaladin enhancing a 
  weapon with his fiendish boon class ability. 
  The safest and fairest way to do this is to allow 
  an antipaladin to swap out one of the abilities 
  normally available from fiendish boon for one 
  from this product. Of course, as antipaladins 
  are rarely fair, a GM can also decide to just 
  add these properties (or at least blasphemous 
  and blasphemous surge) without removing any 
  of an antipaladin’s existing options.
  
  7
  Moderate necromancy; CL 10th; Craft 
  Magic Arms and Armor, vampiric touch; 
  Price +2 bonus.
  speciFic Weapons
  Blood Knife
  Aura: moderate necromancy; CL: 11th
  Slot: none; Price: 46,000 gp; Weight: 1 lb.
  description
  This long, wavy-bladed +2 cold iron 
  dagger has six gems worked into its hilt. The 
  gems are clear when the item has no charges. 
  It can hold up to six charges, each causing 
  one gem to turn blood-red. A spellcaster can 
  cast a spell without expending a spell slot by 
  expending a number of charges equal to the 
  spell’s level. Casters who must prepare their 
  spells (such as clerics, druids and wizards) 
  can cast spells they have prepared only, but 
  doing so does not cause the prepared spell 
  to be expended. Spontaneous spellcasters 
  (such as bards and druids) can cast any spell 
  known using the dagger.
  The blood knife can gain a maximum of 
  six charges a day, and it loses one charge 
  each day (minimum 0 charges). Charging 
  the weapon requires it to be used to kill a 
  creature with an Intelligence of 3 or higher, 
  with a CR within 2 of the wielder’s level.
  The blood knife is a favored weapon of 
  many cults of death and chaos, and it is 
  explicitly outlawed in many kingdoms 
  (its possession considered proof of guilt of 
  murder). A very few extremely liberal lands 
  allow the knife, but they require a bearer to 
  explain who he killed and why any time it is 
  found with any charged gems.
  construction
  Requirements: Craft Magic Arms and 
  Armor, mnemonic enhancer, vampiric touch, 
  a creature with an Intelligence of 3 or more 
  must be slain as part of the crafting process; 
  Cost: 24,000 gp
  executioner’s sword
  Aura: moderate transmutation; CL: 5th
  Slot: none; Price: 8,335 gp; Weight: 1 lb.
  description
  An executioner’s sword is a long-bladed 
  weapon with a broad blade and a round tip 
  not useful for thrusting. It functions as a +1 
  bastard sword that deals x4 damage, rather 
  than a normal critical hit, when used for 
  a coup de grace maneuver. Because of its 
  heavy design, all CMB checks made with it 
  take a –2 penalty.
  Although most large cities allow such 
  weapons to be carried by professional 
  headsmen, its use by anyone else is often 
  seen as evidence of a willingness to kill 
  helpless foes. This might be cause for extra 
  attention from the local guard, or it might be 
  an arresting offense.
  construction
  Requirements: Craft Magic Arms and 
  Armor, bull’s strength, enlarge person; 
  Cost: 24,000 gp
  behind the counter: 
  pricinG a blood knife
  A blood knife is essentially a variant pearl of 
  power, bolted to a magic +2 cold iron weapon. 
  In case a GM wanted to make blood knives at 
  different power levels, here’s the formula: 
  (maximum charges/day squared x 1,000 gp) 
  + (cost of weapon’s enhancement) + (2,000 
  gp). The minor cost of a cold iron dagger is 
  ignored for simplicity’s sake.
  
  8
  black MaGic rinGs
  Magic rings are small, easily hidden, 
  powerful, and frequently the focus of kingdom-
  shattering prophecies. As a result they make 
  tyrants and plutarchs nervous, since they 
  represent extremely mobile, hard-to-track, 
  easily transferred might and wealth. Especially 
  when a group realizes magic rings need not 
  be placed on a finger to be effective (there’s no 
  game mechanical definition of where the ring 
  slot is, and it’s separate from the hand slot), 
  magic rings often become the ultimate tools of 
  assassins, smugglers, revolutionaries, cheats, 
  spies, saboteurs, and mercenaries. The most 
  restrictive kingdoms often outlaw all magic 
  rings, and many more employ sumptuary laws 
  to restrict them to the highest noble ranks.
  Even in lands that forbid only specific magic 
  rings, the list can grow lengthy. While specific 
  kingdoms vary on their level of restriction, it’s 
  common for rings of feather falling to be banned 
  as tools of cat burglars, rings of sustenance to 
  be forbidden by cooking guilds, rings of mind 
  shielding to be restricted by theocracies, rings of 
  chameleon power to be illegal anywhere that bans 
  masks and disguises, rings of invisibility to be 
  flatly prohibited everywhere (especially cities 
  with schools that take female students), and 
  rings of djinn summoning to be confiscated by the 
  local ruler as soon as he hears about it.
  Additional magic rings commonly restricted 
  in many regions are presented below.
  ring wearer rolls a natural 1 on any attack 
  roll, skill check, saving throw or ability check 
  while the shadow monster is summoned, 
  the shadow monster moves away from the 
  controller for 1d4 rounds, then seeks weak 
  victims to torture and kill until it’s duration 
  ends or the ring wearer reasserts control.
  For the ring wearer to reassert control, 
  he must be within 30 feet of the shadow 
  creature and make a control check (control 
  score + 1d20) as a standard action against a 
  DC of 10 + shadow creature’s HD.
  Because of the inherent danger of using 
  these rings, in many civilized lands it is 
  considered an illegal act of assault against 
  anyone who might be attacked if the shadow 
  creature breaks free of the wearer’s control. 
  Further, the fact the creatures summoned are 
  evil living shadows makes mere possession 
  of such a ring illegal in places with strict 
  laws against necromancy and employing 
  the undead.
  Shadow Creature
  Apply this simple template to creatures 
  summoned with the ring of shadows.
  Rules: Creature gains DR based on 
  Hit Dice. From zero to 5 HD, DR 5/cold 
  iron. From 6 to 15 HD, DR 10/cold iron. 
  For 16 or more HD, DR 15/cold iron; the 
  creature’s first successful melee attack 
  after being summoned deals 1d6 Strength 
  damage; creature has fly 40 ft. with perfect 
  maneuverability.
  construction
  Requirements: Craft Magic Ring, shadow 
  conjuration, summon monster VI; Cost: 15,300 
  gp
  ring of shadows
  Aura: strong conjuration; CL: 11th
  Slot: ring; Price: 30,600 gp; Weight: —
  description
  A ring of shadows is a twisted tangle of 
  onyx and obsidian that often seems to drink 
  in any light that strikes it. Such a ring grants 
  the wearer the power to summon shadows 
  to serve him . . . but sometimes they are 
  difficult to control. The wearer’s control over 
  the shadow demon is based on his control 
  score (level + Charisma modifier). When 
  worn by a character with a total control 
  score of 6 or less, the ring is a useless piece 
  of jewelry. Once per day a wearer with a 
  control score of 7 or more can use the ring to 
  summon a shadow monster (as the summon 
  monster I spell). The monster is randomly 
  drawn from the options from one of the 
  summon monster spells, as shown below, but 
  it has the shadow creature template (below).
  Control Score                Spell
  7–10 
          summon monster I
  11–13 
          summon monster II
  14–17 
          summon monster III
  18–19 
          summon monster IV
  20–21 
          summon monster V
  22–23 
          summon monster VI
  24–25 
          summon monster VII
  26–27 
          summon monster VIII
  28+ 
          summon monster IX
  The wearer’s control over the shadow 
  monster is not complete. If the creature rolls 
  a natural 20 on any attack roll, skill check, 
  saving throw, or ability check, it is confused 
  until the ring wearer reasserts control. If the 
  
  9
  ring of whispers
  Aura: faint conjuration; CL: 3rd
  Slot: ring; Price: 5,000 gp; Weight: —
  description
  These rings come in matched sets, with 
  one black silver and the other white gold. 
  The price is for a set. The two creatures 
  wearing the rings gain a +10 competence 
  bonus on Bluff checks made to pass secret 
  messages to each other.
  Because of their popularity among 
  criminals, 
  spies, 
  and 
  rebels, 
  many 
  jurisdictions outlaw these rings. Others 
  restrict them to use among an official order 
  of secret peacekeepers, who might well have 
  sets of 4, 6, or 8 matched rings (+1,000 gp to 
  the value of a set for each additional ring in 
  a set).
  construction
  Requirements: Craft Magic Ring, whispering 
  wind; Cost: 2,500 gp
  tantric ring
  Aura: strong conjuration; CL: 9th
  Slot: ring; Price: 25,600 gp; Weight: —
  description
  This ring is a delicate, thin band of silver, 
  shaped to show a lean female form stretched 
  in a curve, enwrapped by a long snake. 
  Most tantric rings are not worn on the finger, 
  but instead have a post to allow them to be 
  worn through a pierced part of the body. 
  Each ring can hold up to six charges, and 
  spend up to six charges a day. The wearer 
  can cast a spell from the Tantric Ring Spell 
  List (below) by using a number of charges 
  equal to the spell’s level (minimum 1 charge 
  per spell). The wearer can cast spells with a 
  spell level no higher than half the wearer’s 
  level. The spells must target the wearer, or a 
  creature with which the wearer is engaged 
  in a sex act.
  It is possible to charge a tantric ring only 
  by engaging in a full and complete sexual 
  act (lasting a minimum of 15 minutes) with 
  an animate creature. You can recharge up 
  to three charges at a time by having the act 
  include additional partners (one charge per 
  partner), though you must actively engage 
  all partners during the act. You cannot 
  use the same partner to recharge the ring 
  multiple times on the same day—to regain 
  all 6 charges in one day requires a minimum of 6 
  partners. Spells are cast using the ability scores 
  and level of the ring wearer, but suffer arcane 
  spell failure if the ring wearer is in armor.
  Tantric Ring Spell List
  0 level—arcane mark, detect poison, lullaby, 
  touch of fatigue
  1st 
  level—charm 
  person, 
  comprehend 
  languages, cure light wounds, endure elements, ray 
  of enfeeblement
  2nd level—alter self, bear’s endurance, bull’s 
  strength, cat’s grace, cure light wounds, eagle’s 
  splendor, lesser restoration, remove paralysis
  
  10
  3rd level—cure serious wounds, remove 
  blindness/deafness, remove curse, remove disease, 
  suggestion
  4th level—charm monster, cure critical wounds, 
  neutralize poison, restoration
  The licentious nature of the ring, and 
  the activities it promotes, make it extremely 
  unpopular in conservative communities (at 
  least some of which are genuinely concerned 
  about the possible misuse of items of this kind 
  by succubi and cultists). Many ban it outright. 
  Others allow it, but require the wearer to inform 
  all potential partners of its existence, or restrict 
  its use to temple prostitutes and professional 
  courtesans. Some kingdoms allow the rings, 
  but numerous local religions forbid their 
  congregations from owning or helping to charge 
  one. (Of course in other communities such rings 
  are extremely popular—black market magic is 
  often a very subjective issue.)
  construction
  Requirements: Craft Magic Ring, charm monster, 
  shadow evocation; Cost: 12,800 gp
  black Market rods
  Most areas simply ignore rods, as they are 
  too rare and varied for any useful legislation. 
  A few petty monarchies consider rods to be 
  scepters and restrict them to the upper ranks of 
  nobility. A few specific rods are banned based 
  on their impact on society, including rods of 
  withering (which are considered to increase 
  the levels of the maimed and disabled), rods 
  of wonder (which are just too unpredictable to 
  be used safely), and rods of rulership (which are 
  effectively mass charm items).
  Additional 
  magic 
  rods 
  occasionally 
  restricted in some regions are presented below.
  rod of agony
  Aura: faint conjuration; CL: 11th
  Slot: none; Price: 27,000 gp; Weight: 5 lbs.
  description
  Each of these rods is a twisted, dark gray 
  shaft of hard wood, studded with thorns 
  and swirling shapes that appear to be faces 
  screaming. Three times per day, the rod of 
  agony can cause extreme pain in a subject 
  struck by it. The target takes a –2 penalty to 
  all attack rolls, damage rolls, saving throws, 
  skill checks, ability checks, concentration 
  checks, and caster level checks for 2d6 
  minutes. If the creature suffering this 
  penalty has fewer HD than the wielder, 
  the wielder can demand a service from 
  the affected creature as a move action. The 
  target can refuse or accept. If it refuses, the 
  pain penalty worsens to –3. If it accepts, it 
  is affected as if it has failed a saving throw 
  against a geas/quest spell to perform the 
  demanded act, and it becomes immune to 
  any future use of the rod of agony (though 
  not different rods of agony).
  These items are outlawed anywhere 
  torture is outlawed, and they are restricted 
  to agents of the government most other 
  places.
  construction
  Requirements: Craft Rod, geas/quest, ghoul 
  touch; Cost: 13,500 gp
  rod of pestilence
  Aura: strong necromancy; CL: 9th
  Slot: none; Price: 54,000 gp; Weight: 5 lbs.
  description
  Five times a day, a rod of pestilence can 
  infect a creature touched, forcing it to make 
  a Fortitude save (DC 19) or contract blinding 
  sickness, bubonic plague, shakes, or slimy 
  doom at the caster’s discretion. The disease 
  is contracted immediately (the onset period 
  does not apply). Use the disease’s listed 
  frequency to determine further effects, but 
  all saving throws against the disease use 
  the same saving throw (DC 19) as the rod’s 
  initial infection.
  Any creature with 9 or fewer HD that 
  touches a target suffering an affliction from 
  a rod of pestilence is exposed to the same 
  disease, and must save or contract it. In this 
  case the disease’s normal onset time and 
  save DCs do apply. For more information 
  on these afflictions, see Diseases in the 
  appendices of the Pathfinder Roleplaying 
  Game Core Rulebook. 
  As a tool of necromancy, evil, pain, and 
  suffering, the rod of pestilence is outlawed in 
  most good-aligned settlements. However, 
  the risk of a rod starting an epidemic causes 
  it to also be heavily restricted in any large 
  society that does not actively worship 
  disease, and some that do. It is most 
  often limited to being used on offensive 
  campaigns, even among armies worshiping 
  gods of plague and infection.
  construction
  Requirements: Craft Rod, contagion; Cost: 
  27,000 gp
  
  11
  black Market Wondrous iteMs
  Wondrous items are too broad a 
  category for any reasonable law to cover 
  all of them in any detail, though this does 
  not prevent some bureaucratic cities from 
  keeping long lists outlining the legal status 
  of every wondrous item city officials have 
  ever dealt with. Much more common are 
  legal guidelines that cover the types of 
  items that have legal limits. Necromancy is 
  often prohibited in any form, as are items 
  that detect a given alignment (depending 
  on the ethos of the rulers). Enchantment 
  items are often seen as coercive, and many 
  laws narrow their legal use to defense, 
  specifically making it felonious to cause 
  someone to take an action through magic 
  they would not take of their own accord 
  (though sometimes allowing such items to 
  force a creature into inaction, in keeping 
  with the idea of defensive charms). Cities 
  often do suppress specific magic items 
  that have caused problems in the past (it is 
  illegal in the city of Refuge to use a crystal 
  ball to scry on anyone within the city limits) 
  , or that is disliked by a specific group that 
  lobbied against it (because of demands from 
  the Porter’s Guild, it is also illegal in Refuge 
  to use bags of holding on the docks).
  Additional wondrous items occasionally 
  restricted in many regions are presented 
  below.
  altar of adjustment
  Aura: strong necromancy; CL: 13th
  Slot: none; Price: 72,800 gp; Weight: 100 lbs.
  description
  An altar of adjustment is a massive wood 
  and stone table, with a granite top, large 
  iron rings set into each corner, and sturdy 
  frame and panels of ebony wood. Most are 
  covered in runes of pain, doubt, change, 
  and rebirth.
  The magic of the altar affects 
  only helpless creatures laying on 
  its surface (normally tied there). 
  Once an hour, such a creature can 
  be asked a question. The creature 
  must either answer the question 
  to the best of its ability (without 
  half-truths or dissemination), or 
  make a DC 15 Fortitude saving 
  throw. On a failed saving throw, 
  a creature takes 1d4 Constitution 
  damage. If a creature is ever 
  drained to 0 Constitution by this 
  item, its Constitution returns 
  to full, its alignment changes to 
  match whoever last asked it a 
  question, and it becomes helpful 
  to that creature. This effect cannot 
  be reversed without the use of 
  atonement, remove curse, greater 
  dispel magic, or similar magic.
  Any 
  government 
  aware 
  of 
  the existence of such altars either 
  proscribes them, or restricts their 
  use to agents of the government. 
  Even ignoring the moral question 
  of the torture such altars inflict, they 
  are too powerful as methods of winning the aid 
  of previous loyal agents for any government to 
  condone their general use.
  construction
  Requirements: Craft Wondrous Item, charm 
  monster, ghoul touch, speak with dead; Cost: 
  36,400 gp
  
  12
  Bag of tricKs (alternate)
  Aura: faint (green or crimson) or moderate (tan) 
  conjuration; CL: 3rd (green), 5th (crimson), 9th 
  (black)
  Slot —; Price 3,400 gp (green); 8,500 gp 
  (crimson); 16,000 gp (black)
  description
  This small sack appears empty. Anyone reaching 
  into the bag feels a hard, cold ball. If the ball is 
  removed and tossed up to 20 feet away, it turns 
  into an animal, magical beast, or vermin. The 
  creature serves the character who drew it from 
  the bag for 10 minutes (or until slain or ordered 
  back into the bag), at which point it disappears. 
  It can follow any of the commands described in 
  the Handle Animal skill. Each of the three kinds 
  of bags of tricks produces a different set of 
  creatures. Use the following tables to determine 
  what animals can be drawn out of each.
  Creatures produced are always random, and 
  only one can exist at a time. Up to 10 animals 
  can be drawn from the bag each week, but no 
  more than two per day.
   
  Unlike the more common gray, crimson, and 
  black bags of tricks, these produce creatures that 
  are not seen as safe, domestic, or noble. They are 
  often used as totems by cults of bizarre demons 
  and largely forgotten religions. As a result of 
  that (and a lack of positive PR), these alternate 
  bags are outlawed in many places.
  Green baG
  criMson baG
  black baG
  d%
  Animal
  d%
  Animal
  d%
  Animal
  01-30
  Fire beetle
  01-30
  Giant ant
  01-30
  Giant scorpion
  31–60
  Giant centipede
  31–60
  Giant crab
  31–60
  Giant wasp
  61–75
  Poison frog
  61–85
  Giant leech
  61–80
  Pteranodon
  76-90
  Stirge
  86-00
  Shocker lizard
  81-90
  Yeth hound
  91-00
  Viper
  —
  91-00
  Giant stag beetle
  construction
  Requirements: 
  Craft 
  Wondrous 
  Item, 
  summon monster II (green), summon monster 
  III (crimson), or summon monster V (black); 
  Cost 1,700 gp (green); 4,250 gp (crimson); 
  8,000 gp (black)
  tincture of Beauty
  Aura: moderate transmutation; CL: 5th
  Slot: –; Price: 1,250 gp; Weight: —
  description
  This bitter, dusty potable makes the 
  imbiber 
  physically 
  attractive. 
  Physical 
  features change (largely to the desire of 
  the drinker), but the entire appearance of 
  the imbiber also improve dramatically. The 
  drinker gains a +5 bonus to all Charisma-
  based skill checks and ability checks for 6 
  hours. Drinking more than one tincture of 
  beauty on the same day deals 1d2 Wisdom 
  damage for each tincture after the first.
  A tincture of beauty is addictive, with a 
  minor addiction, Fortitude DC 12. For more 
  information on addictions, see the Drugs 
  and Addiction section of Chapter 8 of the 
  GameMastery Guide. As with most addictive 
  materials, it is outlawed in many places, 
  though it is also forbidden in some areas as 
  a charm effect.
  construction
  Requirements: Craft Wondrous Item, charm 
  person, eagle’s splendor; Cost: 625 gp
  tincture of prisms
  Aura: strong evocation; CL: 13th
  Slot: –; Price: 2,500 gp; Weight: —
  description
  A sweet, alcoholic liquid, the tincture 
  of prisms randomly boosts the spellcasting 
  power of the imbiber. The drinker gains a 
  +2 enhancement bonus to caster level and 
  the saving throw DC of spells cast, for one 
  randomly determined school of magic, for 1 
  hour. It is possible to benefit from only one 
  tincture of prisms at a time; drinking a second 
  tincture negates the benefits of the first.
  A tincture of prisms is addictive, with a 
  moderate addiction, Fortitude DC 16. For 
  more information on addictions, see the 
  Drugs and Addiction section of Chapter 
  8 of the GameMastery Guide. As with most 
  addictive materials, it is outlawed in many 
  places, though it is also forbidden in some 
  areas because officials feel it is unwise 
  to encourage spellcasters to dapple in 
  enchantment and necromancy just in case 
  that is the school they boost with such a 
  tincture.
  construction
  Requirements: Craft Wondrous Item, ; 
  Cost: 1,250 gp
  
  13
  tincture of prisms
  Aura: strong evocation; CL: 13th
  Slot: –; Price: 2,500 gp; Weight: —
  description
  A sweet, alcoholic liquid, the tincture 
  of prisms randomly boosts the spellcasting 
  power of the imbiber. The drinker gains a 
  +2 enhancement bonus to caster level and 
  the saving throw DC of spells cast, for one 
  randomly determined school of magic, for 1 
  hour. It is possible to benefit from only one 
  tincture of prisms at a time; drinking a second 
  tincture negates the benefits of the first.
  A tincture of prisms is addictive, with a 
  moderate addiction, Fortitude DC 16. For 
  more information on addictions, see the 
  Drugs and Addiction section of Chapter 
  8 of the GameMastery Guide. As with most 
  addictive materials, it is outlawed in many 
  places, though it is also forbidden in some 
  areas because officials feel it is unwise 
  to encourage spellcasters to dapple in 
  enchantment and necromancy just in case 
  that is the school they boost with such a 
  tincture.
  construction
  Requirements: Craft Wondrous Item, ; 
  Cost: 1,250 gp
  tincture of wrath
  Aura: strong transmutation; CL: 13th
  Slot: —; Price: 2,000 gp; Weight: —
  description
  This potable has the appearance and 
  taste of blood mixed with honey. A character 
  drinking this fluid gains the ability to rage 
  as a barbarian of a level equal to one-third 
  the drinker’s level. A character already able 
  to rage instead gains one additional rage 
  power of his choice for which he qualifies. 
  The duration of this ability is 1 hour, though 
  each rage follows the normal rules for 
  raging.
  A tincture of wrath is addictive, with a 
  major addiction, Fortitude DC 20. For more 
  information on addictions, see the Drugs 
  and Addiction section of Chapter 8 of the 
  GameMastery Guide. As with most addictive 
  materials, it is outlawed in many places, 
  though it is also forbidden in some areas 
  because addicts who can rage is just a bad 
  idea.
  construction
  Requirements: Craft Wondrous Item, charm 
  person, eagle’s splendor; Cost: 36,400 gp
  rope of Binding
  Aura: strong transmutation; CL: 15th
  Slot: —; Price: 36,000 gp; Weight: —
  description
  Almost always made of silk, these 60-foot 
  magic ropes function as ropes of entanglement, but 
  have additional properties. Upon command, 
  the rope can grapple a target it has entangled. 
  It has a CMB for the grapple maneuver based 
  on its user, equal to 15 + user’s level + user’s 
  Charisma modifier. On command it can also 
  attempt to pin a target it has grappled. Once a 
  target is pinned, breaking free requires a DC 35 
  Strength check or Escape Artist check.
  A rope of binding has AC 25, 60 hit points, 
  hardness 20, and damage reduction 10/
  slashing. The rope repairs damage to itself at a 
  rate of 1 point per round, but if a rope of binding 
  is severed (all 25 hit points lost to damage), it is 
  destroyed. 
  Although most constables have no issue 
  with a rope of binding when it is first encountered, 
  it is sadly a popular tool among slavers, 
  psychopaths, and sexual criminals. As a result, 
  a few cities and kingdoms have specific laws 
  outlawing them, and it requires any inquiries 
  about such items be reported to the authorities.
  construction
  Requirements: Craft Wondrous Item, telekinesis; 
  Cost: 18,000 gp
  
  14
  slave collar
  Aura: strong transmutation; CL: 15th
  Slot: neck; Price: 170,000 gp; Weight: —
  description
  A slave collar is a thick, black leather collar, 
  with small spikes along the outside, and a 
  name tag hanging in front. When it is touched, 
  its properties are immediately revealed to 
  whoever touches it. The collar grants its 
  wearer +6 enhancement bonuses to Strength, 
  Dexterity and Constitution, as well as the 
  evasion ability (as the rogue class ability), 
  darkvision out to 60-feet, and fast healing of 
  1 hp/round.
  Once a wearer puts on a slave collar, the 
  next creature that is not itself wearing a slave 
  collar to touch the wearer is designated as the 
  wearer’s master. The wearer is immediately 
  helpful to its master, takes a –10 penalty 
  to all Will saving throws made against its 
  master, and the DC of all Charisma-based 
  skill checks the master makes against the 
  wearer are reduced by 20. The wearer must 
  make a DC 30 Will saving throw to willingly 
  remove the collar, even if instructed to do so 
  by its master. The first name or nickname the 
  master uses to refer to the wearer appears 
  on the collar’s tag, and the wearer gains a 
  +10 bonus to all Perception checks to hear 
  that name.
  Originally created as the ultimate 
  tool for an army of slave warriors long 
  ago, these collars have since been used to 
  seduce adventurers seeking power, enforce 
  powerful lords’ will upon their chief agents, 
  and break the mightiest of prisoners. A 
  slave of high skill willing to put on such a 
  collar can double the collar’s price at a slave 
  auction. These collars are forbidden in all 
  civilized lands, and they must be registered 
  with the government in even the vilest lands. 
  Being found with one is a crime deserving 
  of death in most cities.
  construction
  Requirements: Craft Wondrous Item, bear’s 
  endurance, bull’s strength, cat’s grace, jump, 
  geas/quest; Cost: 85,000 gp
  
  15
  DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and OtherWorld 
  Creations (OWC) company names and logos; the “Krazy Kragnar’s Black Market Magic Items” name 
  and logo; “Krazy Kragnar” name, all artwork, backgrounds, and logos; all trade dress, and graphic 
  design elements.
  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige 
  classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names 
  of abilities presented within this book are Open Game Content as described in Section 1(d) of the 
  License.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Krazy Kragnar’s Black Market Magic Items. Copyright 2011, Super Genius Games. Author: Owen 
  K.C. Stephens
  We err on the side of aWesoMe!
  credits
  Designer:
  Owen K.C. Stephens
  Editor:
  Miranda Horner
  Cover Art:
  Shaman Stockart
  Interior Art:
  Shaman Stockart, Tamás Baranya, and OtherWorld 
  Creations
  Graphic Design and Typesetting:
  Anthony Kenniston
  Creative Director
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2011 Owen K.C. Stephens
  10’x10’ Toon ©2011 Stan!
  Used with permission.
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  Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information 
  on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Kragnar/Krazy Kragnar's Black Market Magic Items.pdf