Wednesday, November 24, 2010

Wondrous Equipment Wednesday - Apothecary’s Pain Killing Salve, Beggar’s Spice, Pessiary & Prospecting Kit

Apothecary’s Pain Killing Salve: This pungent white salve can be smeared on a wound, or mixed with water and drank. For 1d3 hours after the pain killer is applied or ingested, the user becomes immune to subdual damage and to pain effects (such as that caused by Symbol of Pain).

If the pain killing salve is used more than twice in a 24 hour period, the user must succeed at a DC 15 FORT Save or suffer 1d3 points each of temporary DEX and WIS damage. A dose of pain killer can be brewed with a DC 12 Craft (alchemy) check.

Pain Killing Salve (vial). Tiny object, ½ lb.  15 gp

Beggar’s Spice: This black and red dust is made from several exotic peppers that turn the bowels to water and bring tears to even a strong man’s eyes. Sprinkled on spoiled or rancid food, this exotic spice makes it perfectly edible, and covers up any trace of foulness with its own burning flavor. A vial of Beggar’s Spice holds enough spice for 15-20 meals, and can be ground with a DC 10 Survival check.

Beggar’s Spice (vial). Diminutive object , negligible weight. 2 sp

Pessiary: This alchemical concoction is a small wax and chemical plug designed to be inserted into a woman’s body to prevent pregnancy. Mild acids released by the pessiary as it slowly dissolves kill sperm. A woman who uses a pessiary cannot conceive for 1d3 days after using the item.

Pessiary. Fine object, negligible weight. 1 gp

Prospecting Kit: Included in this kit are several sifting pans, with increasingly fine grained mesh, several tiny picks, leather sacks that seal tight enough to contain gold dust, and other useful mining tools. Using the kit, a prospector can attempt to pan for gold on any river. This kit provides you with a +2 equipment bonus on the prospecting check.

To prospect, make a Knowledge (geography) check. This check requires at least 2d4 hours of effort. Played out sites, mentioned below, cannot be prospected again, and any prospecting done within 500 ft of a played out site is done at a -2 penalty.

Knowledge (geography) check
Prospecting Result
DC 10
Uncover gold dust worth 2d10 cp. This site can be prospected an additional 1d4 times before being played out.
DC 15
Uncover gold dust worth 2d10 sp. This site can be prospected an additional 1d6 times before being played out.
DC 20
Uncover gold dust and chunks worth 4d10 sp. This site can be prospected an additional 2d6 times before being played out.
DC 25
Uncover gold dust and chunks worth 2d6 gp. This site can be prospected an additional 2d6 times before being played out.
DC 30
Uncover gold dust and chunks worth 4d6 gp. This site can be prospected an additional 2d6 times before being played out. In addition, somewhere within 5 miles there is an underground gold deposit worth at least 4d6 x 100 gp. You can locate this mine site with an additional DC 20 Knowledge (geography) check.



Prospecting Kit. Small object, 10 lbs.  5 gp

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