Post by Head Moderator on Feb 16, 2016 20:47:04 GMT -5
PURCHASES
Send your purchases to (OHtreasury@gmail.com), be sure to let him know that this is a specific item found only in the Scarred Lands if applicable, and c&p all information he needs.
Items marked with a $ means that it can ONLY be purchased in the Scarred Lands. Other items are included here from the main Emporium list that are readily found and used in the Scarred Lands for your reference.
SPECIAL MATERIALS
Bone 250gp + Cost of Armor or Shield
Bone can be used in place of wood and steel in armor and shields. Other animal-based materials like horn, shell, and ivory also use the rules for bone armor. Studded leather, scale mail, breastplates, and wooden shields can all be constructed using bone. Bone either replaces the metal components of the armor, or in the case of wooden shields, large pieces of bone or shell replace the wood.
$Molybdenum 4000gp + cost of weapon || 8,000gp + cost of armor
Molybdenum is a metal made in the Scarred Lands from combining regular steel with glass made from the sand, as well as ash. It's a rather unyielding metal, and as such two handed weapons and heavy armor cannot be made from it. On weapons, its razored temper ignores the first 5 points of defense, but it does NOT stack with the Serrated enchant/improvement. On armor, it will still provide half its defensive value when you would otherwise be denied mundane defense. (Aside from magic defense situations)
(Metal Weapons / Metal Armors)
Plaguewood 4,000gp + Cost of Armor or Shield
Plaguewood is a unusual material found in the Scarred Lands, it always looks drenching wet and has a greenish hue. It smells faintly of rot and flies seem attracted to it. Polished plaguewood can be used as a material to make weapons and shields that would normally be made of wood, and although it seem to be rotting, it is in fact harder than most types of wood. Plaguewood is harvested in the Scarred Lands, and is the equivalent of a undead plant, thus positive energy deals damage to plaguewood while negative energy repairs it. Plaguewood shields crawl with bugs and other nasty vermin, and if you have a skill that allows you to use your shield as a weapon, striking a creature with a plaguewood shield inflicts poison damage as in the "venomous" enchantment for weapons.
This cannot be used for acid washed.
Spellshocked Wood 4,000gp + Cost of Armor or Shield
Harvested from the Scarred Lands, Spellshocked Wood can be used to make armor or shields normally made of wood. Spellshocked wood looks like normal wood often with thin dimly glowing veins in the grain of the wood, which on closer inspection take on the appearance of actual magical runes. It acts as if it is enchanted with "ghost ward" allowing it's defense to count against incorporeal attacks.
This cannot be used for acid washed.
ARMOR
Augment Crystals
These crystals cannot be crafted. You may only ever have ONE augment crystal on your armor, and one on your shield. The unique thing about augment crystals are that you may buy as many as you like, and trade them out as they are needed. It takes a round of combat to switch out an augment crystal with another. Augment crystals are placed inside a special clasp made for your shield or armor. Augment crystals are their own special magical item (and all listed below work normally in the Scarred Lands), they are not counted as innate to your shield or armor, in other words for instance if you were to drop your shield with an augment crystal into Fizzwinken's machine, it would count as two items - the shield and the augment crystal.
All augment crystals cost a flat 15,000gp unless otherwise stated.
$Drayshards [Armor Crystal]
These luminous crystals were once basic quartz, but have been rendered hollow by the scarring. They absorb amounts of aether, and once charged, provide an amount of protection from it. Once per adventure, an element can be attuned to the shards in the armor, granting a 5/DR against that element for that quest. In the scarred lands, it reduces the spell failure rate for that element to 25%.
Crystal of Acid Protection [Shield Crystal]
This augment crystal can be placed on a shield to grant an extra +5 DEF against acid, which can go above the allowed defense cap. This hazy green crystal hisses faintly when exposed to open air.
Crystal of Electricity Protection [Shield Crystal]
This augment crystal can be placed on a shield to grant an extra +5 DEF against electricity, which can go above the allowed defense cap. This brilliant blue-white crystal crackles with static discharge when touched.
Crystal of Fire Protection [Shield Crystal]
This augment crystal can be placed on a shield to grant an extra +5 DEF against fire, which can go above the allowed defense cap. It is a fiery red crystal that is slightly warm to the touch.
Armors
Skeleton Armor [Medium Armor] ☼ ☼ ☼
This +15 DEF bone armor is prepared from the remains of an animated skeleton, this armor covers the upper body with a white, riblike structure that resembles bleached
bones. Large skulls serve as epaulets. It grants damage reduction of 5/bludgeoning when it is worn.
[35,000gp]
Vampire Hide Armor [Medium Armor] ☼ ☼ ☼
This +15 DEF armor is prepared from a single layer of vampire skin and decorated with flanges and spikes. A gaunt, skull-like face with bat wings at the temples decorates the chestpiece. This grants you damage reduction of 5/silver.
[35,000gp]
Zombie Hide Armor [Medium Armor] ☼ ☼ ☼
This armor is prepared from a single layer of pieced and stitched zombie skin. Sections of the flesh appear rotted and torn. Though the armor sports various holes and rents, these imperfections in no way compromise its integrity. This grants you damage reduction of 5/slashing.
[35,000gp]
WEAPONS
ITEMS
$Wastelander's Outfit 1500gp
This set of clothing commonly includes a large hooded cloak, multiple layers of heat‐resistant, porous cloth, and reinforced leather padding designed to protect against blowing sand, sharp rocks and the ever‐present cacti needles. In addition, this outfit is colored to blend in with the environment of the Scarred Lands, giving a +5 to Hide Checks. This easily fits over LIGHT armor and would go in the torso or cloak slot.
ALCHEMY
$Bile Droppings 2000gp per flask
Distilled from the venomous excreta of certain breeds of monstrous spiders in the Scarred Lands, this substance is a thick, viscous fluid. You can throw a flask of bile droppings as a ranged attack with a range increment of 10 feet. Upon hitting a target, this sticky fluid deals 1d6 points of acid damage in the first round and 1d6 points of acid damage in the second round. If the target uses his action that round to scrape it off, he takes no damage in the second round. In addition to causing acid damage, a flask of bile droppings releases a powerful stench when broken open, forcing anyone within 5 feet to make a successful DC15 Endurance save or be sickened for 1 round. Anyone actually struck by the vile stuff takes a -4 penalty on the save.
Blackeye 500gp per 5 Uses
This oily paint is smeared around your eyes and on your cheeks to reduce the effects of bright sun, protecting you from sun glare for 4 hours.
Bodybalm 2000gp per Potion
This alchemical creation is made of boiled roots and smells like dirty feet, and drinking it can cure disease and poison.
$Darkberry 500gp Each Berry
These small, purple berries grow deep in hidden clumps in underground areas of the Scarred Lands. Only a few berries manage to ripen from a bush, so they are very rare. Darkberries actually contain shadowstuff within their skins. When a ripe darkberry is broken or crushed, it creates a 5-foot-diameter circle of blackness for 2 rounds.
Deep Draught 300gp per Packet
This powder is a mixture of salt, dried herbs, and extracts of scarred lands plants. Adding it to liquid increases your body's retention of fluid and helps counteract the effects of dehydration. One packet of deep draught is enough for 1 gallon of solution, which grants a +5 bonus to any Endurance rolls against dehydration for 3 hours.
Devil's Soap 3000gp per Application
The stygian pumpkin is a foul-looking black and gray squash that grows readily in the Scarred Lands. The plant most closely resembles the remains of a dead and decayed pumpkin. The stygian pumpkin emits a strong smell of sulfur, and its distinctive smell is enough to keep it well away from cultivated lands. Goblins often grow them for food. The plants grow rapidly in the Scarred Lands, preferring the poisoned land. The insides of a stygian pumpkin are used to make a foul-smelling, black paste called devil's soap. Devil's soap is a favorite of blacksmiths and those who work with fire. One application of devil's soap provides +5 Fire Defense (which is over and above your limit for defense). The effects of devil's soap last for 3 hours or one full adventure.
$Elemental Lodestone 5000gp per Stone
Although it appears to be an ordinary stone about the size of a sling stone, an elemental lodestone is, in fact, extremely dense, weighing around 51 pounds. These stones were created during the Scarring and are unique to the Scarred Lands. A lodestone can be thrown (with a range increment of 5 feet) or fired from a sling (with a range increment of 10 feet) and deals 2d6 points of bludgeoning damage on a successful hit. The lodestone can be scavenged again, roll 1d100 if you roll a 50 or above you are able to find the lodestone.
$Esperweed Pellets 1000gp per Pellet
This rare and notoriously addictive herb cannot be cultivated, it must be found in the wild. It is pinched down into small pellets which can be consumed. After esperweed is eaten, a DC15 Endurance save must be made. Failure results in nausea for one minute. If you fail the save, you take 1d4 STR damage for one hour. Either way, eating an esperweed pellet grants the ability to use magic normally for one full hour.
Felsul Flower Oil 1200gp Per Ounce
The felsul tree flourishes in poor soil, and in many rocky places felsuls provide the only living tree cover to be seen in the Scarred Lands. Felsuls grow on crags, cliff edges, and clefts where few other trees can find purchase. They are gnarled, twisted trees whose wood crumbles to the touch and is of a dusty cinnamon brown to deep brown hue. When the trees flower in early spring, the crushed petals can be made into a fragrant perfume that adds a +1 bonus on any Charisma-based checks made to persuade another (such as Bluff, Diplomacy, or Intimidate) for 10 minutes. A single ounce of the oil provides 10 uses, and a typical tree provides 3 ounces of perfume per year.
Gash Glue 1500gp per Tin
Old man's friend is a sticky-leafed herb that rarely grows above 2 inches in height. The herb can be found in the southern Scarred Lands. Old man's friend is a strange herb that has an effect not unlike catnip except that it affects canines. Dog lovers have been known to cultivate small beds of this herb to keep their animals happy. It can be crushed and mixed with a number of other substances to produce a thick, gray glue called gash glue. Soldiers often carry gash glue to seal a fallen companion's wounds quickly. One application of gash glue heals up to 5 hit points of damage. It cannot be used internally. A tin usually has 10 uses.
Ghostwall Shellac 2000gp per Vial
It can be difficult to ward off creatures that have the ability to float through walls, especially in the Scarred Lands where normal magical mythals do not work. A quick coat of ghostwall shellac will keep pesky spirits from drifting in and out of your campsite, or room for up to 1d6 days. It is a thick green sludge that is always warm to the touch. Usually stored in metal vials, it is mixed with water (or other liquid) when needed. 1 Vial has enough for a normal sized room. Prepared shellac is lime green and runny and smells like dead flesh. The mixture is then spread onto any nonliving surface, most commonly the walls of a room. When ghostwall shellac dries, it changes the composition of the surface upon which it has been spread. Incorporeal creatures can no longer pass through a coated wall any more than normal creatures can. The shellac also causes the wall to simultaneously exist on the Ethereal Plane for a limited time, so creatures on that plane cannot see through or pass through the space it occupies. When applying ghostwall shellac to the walls of a room, remember to coat the floor and ceiling as well, lest unwanted spirits merely enter through those surfaces instead.
Ironthorn Extract 6000gp per Flask
The ironthorn plant has extremely tough tissues to prevent water loss. This extract of the plant is used to harden delicate items, make containers waterproof, and stiffen clothing to provide some protection. One flask of ironthorn extract is enough to treat a typical outfit, giving it an armor bonus of +1. Ironthorn extract does not improve materials that already provide an armor bonus. It can be applied to cloth, leather or other similar material and it's benefits last until the item is washed thoroughly. If you never wash your cloak, or your shirt, etc, then it will last indefinitely!
Keepcool Salve 200gp per Pot
This small clay pot contains several ounces of a pearly ointment, enough to cover one Medium creature. Applying the ointment to your skin increases your level of protection against heat. The salve also grants a +3 bonus on Endurance saves to resist damage from hot environments for 24 hours.
$Liquid Salt 5000gp per Flask
This deadly supernatural substance can be used as a splash weapon. A direct hit deals 2d6 points of dessication damage. Every creature within 5 feet of the point where the flask hits takes 1d6 points of dessication damage from the splash (work with the DM). Liquid salt is always carried in a glass container.
$Oleum 2500gp per Flask
A black liquid, oleum has a foul, bitter odor. It forms underground in the wastelands and bubbles up in surface pools in areas of barren waste terrain.
You can use a flask of oleum as a splash weapon, doing 1d6 damage as it hits and bursts into flame. It continues to do 1 undefendable damage for four rounds after that until the fire dies out on its own. It cannot be extinguished otherwise. It produces heavy smoke while burning and the smoke drives away flying insects, so it is used in outdoor lamps often. It can also be appled to the body as insect repellant, but remember that it is extremely flammable! When worn, oleum is uncomfortable and unpleasant. You take a -2 on Endurance saves against natural heat effects.
$Shadowtop Torch 50gp per Torch
The wood of the stunted shadowtop bush burns more slowly (and cleanly) than normal wood. A torch of shadowtop wood burns for 2 hours and gives off very little smoke.
$Shapesand 3500gp per Pouch
Shapesand is a special kind of wasteland soil that is psychoreactive; it can be sculpted into any form that you wish. The new object is made of sand, but serves as a normal item of the same sort. A shapesand hammer functions just like an ordinary hammer, and a shapesand waterskin is just as watertight as an ordinary skin. You cannot make any one item of shapesand that weighs more than 30lbs.
Shedden 1000gp per Use
This gray paste is brewed from the exoskeletons of monstrous spiders ground with silk-based oils and mixed with various chemicals and reagents. When spread on exposed flesh, it temporarily hardens the skin, granting a +1 DEF to natural armor for one full combat. This bonus stacks with any other armor you already have. It takes 1 round to apply shedden to your entire body and obtain its benefits if done during combat.
Sleepweed Pod 1200gp for 5 Pods
The pods of the sleepweed plant, which appear similar to those of milkweed plants, contain a sleep-inducing mold within them. When a dried sleepweed pod bursts or is broken open, it releases these spores. Striking a target with a thrown sleepweed pod requires a ranged strike (range increment 5 feet). A target struck by a sleepweed pod must make a willpower save of DC15 or fall into a slumber for 1 round.
Troll Styptic 1000gp per Use
When magical healing is unvailable, this is an option. It is a styptic created from troll blood, powdered plant extracts and alchemical binders. Each application of styptic to wounds heals a person completely. It cannot be used internally.
SCAVENGING
Alchemists
Alchemists (Alchemy Skill) in the Scarred Lands are allowed a daily roll to see what can be obtained through scavenging, and subsequent alchemical production. Every log must have at least a paragraph of roleplay, and a time stamp to prove it was done that day. Send these logs to (obsidianheartrpg@gmail.com).
SEARCH: 1d20+PER (Investigator can be added)
Nat 1 - You cannot scavenge again for 1d3 days.
2,3,4, - You find nothing of value today.
5,6 - 1 Shadowtop Torch
7,8 - 1 Pouch of Deep Draught OR 1 Application of Gash Glue
9,10 - 1 Use of Blackeye or 2 Applications of Gash Glue
11,12 - 1 Darkberry or Pot of Keepcool Salve
13,14 - 1 Sleepweed Pod OR 5 Applications of Gash Glue
15,16 - 1 Ounce of Felsul Flower Oil or 5 Pouches of Deep Draught
17,18 - 1 Esperweed Pellet OR 1 Ounce of Felsul Flower Oil
19, 20 - 1 Use of Shedden or 1 Use of Devil's Soap
Nat 20 - Drayshards for one Armor
21,22 - 5 Sleepweed Pods or 2 Esperweed Pellets
23 - 1 Flask of Bile Droppings OR 1 Application of Ghostwall Shellac
24 - Pouch of Shapesand or 5 Darkberries
25- 8 Sleepweed Pods or 3 Esperweed Pellets
26 - Flask of Liquid Salt or Oleum
27 - 1 Elemental Lodestone or 1 Vial of Bodybalm
28 - Spellshocked Wood Piece or Plaguewood Piece [Enough for a Shield]
29 - 1 Ironthorn Application or 1 Application of Troll Styptic
30+ - 5 Esperweed Pellets or anything from the list
------------------
Scavengers
Anyone in the Scarred Lands is allowed to scavenge to find things that they are others might need, including items that alchemists can use. You are allowed a daily roll to see what can be obtained through scavenging. Alchemists may make an alchemy roll and a scavenger roll. Every log must have at least a paragraph of roleplay, and a time stamp to prove it was done that day. Send these logs to (obsidianheartrpg@gmail.com).
SEARCH: 1d20+PER (Investigator can be added)
Nat 1 - You cannot scavenge again for 1d3 days.
2,3,4 - 5 Red Cactus Grubs, still wriggling
5,6 - 1 Shadowtop Torch or Insects for 1 Meal
7,8 - Salt (a) or 3 Prickly Pears or Rat Meat for 2 Meals
9,10 - Old Man's Friend (a) or Bone Building Material
11,12 - Felsul Flowers (a) or a Handful of Oleracea Leaves
13,14 - 1 Sleepweed Pod or 5 Renks
15,16 - 1 Flask of Water or an Erdlu Egg
17,18 - Spider Exoskeleton (a) or 2 Flasks of Water or
19, 20 - 1 Vial of Troll Blood (a) or Spider Bile (a) or Flask of Kank Honey
Nat 20 - Locate an underground water source
21,22 - Esperweed (a) or 3 Flasks of Water or 10 Neep Roots
23 - 1 Darkberry or 5 N'ku'ru'mas
24 - Pouch of Shapesand or 4 Flasks of Water or Handful of Kola Nuts
25- Stygian Pumpkin (a) or 3 Potatoes or Meat of your Choice
26 - 5 Flasks of Water or a Basket of Bulee Berries
27 - Enough Plaguewood or Spellshocked Wood for a Shield
28 - Ironthorn (a) or 5 Flasks of Water
29 - Drayshard or Pomegranate or Welela Gourd
30+ - 1 Elemental Lodestone or anything from the list
(a) An alchemy item. This lowers the cost of the alchemy item associated with it by half.
Send your purchases to (OHtreasury@gmail.com), be sure to let him know that this is a specific item found only in the Scarred Lands if applicable, and c&p all information he needs.
Items marked with a $ means that it can ONLY be purchased in the Scarred Lands. Other items are included here from the main Emporium list that are readily found and used in the Scarred Lands for your reference.
SPECIAL MATERIALS
Bone 250gp + Cost of Armor or Shield
Bone can be used in place of wood and steel in armor and shields. Other animal-based materials like horn, shell, and ivory also use the rules for bone armor. Studded leather, scale mail, breastplates, and wooden shields can all be constructed using bone. Bone either replaces the metal components of the armor, or in the case of wooden shields, large pieces of bone or shell replace the wood.
$Molybdenum 4000gp + cost of weapon || 8,000gp + cost of armor
Molybdenum is a metal made in the Scarred Lands from combining regular steel with glass made from the sand, as well as ash. It's a rather unyielding metal, and as such two handed weapons and heavy armor cannot be made from it. On weapons, its razored temper ignores the first 5 points of defense, but it does NOT stack with the Serrated enchant/improvement. On armor, it will still provide half its defensive value when you would otherwise be denied mundane defense. (Aside from magic defense situations)
(Metal Weapons / Metal Armors)
Plaguewood 4,000gp + Cost of Armor or Shield
Plaguewood is a unusual material found in the Scarred Lands, it always looks drenching wet and has a greenish hue. It smells faintly of rot and flies seem attracted to it. Polished plaguewood can be used as a material to make weapons and shields that would normally be made of wood, and although it seem to be rotting, it is in fact harder than most types of wood. Plaguewood is harvested in the Scarred Lands, and is the equivalent of a undead plant, thus positive energy deals damage to plaguewood while negative energy repairs it. Plaguewood shields crawl with bugs and other nasty vermin, and if you have a skill that allows you to use your shield as a weapon, striking a creature with a plaguewood shield inflicts poison damage as in the "venomous" enchantment for weapons.
This cannot be used for acid washed.
Spellshocked Wood 4,000gp + Cost of Armor or Shield
Harvested from the Scarred Lands, Spellshocked Wood can be used to make armor or shields normally made of wood. Spellshocked wood looks like normal wood often with thin dimly glowing veins in the grain of the wood, which on closer inspection take on the appearance of actual magical runes. It acts as if it is enchanted with "ghost ward" allowing it's defense to count against incorporeal attacks.
This cannot be used for acid washed.
ARMOR
Augment Crystals
These crystals cannot be crafted. You may only ever have ONE augment crystal on your armor, and one on your shield. The unique thing about augment crystals are that you may buy as many as you like, and trade them out as they are needed. It takes a round of combat to switch out an augment crystal with another. Augment crystals are placed inside a special clasp made for your shield or armor. Augment crystals are their own special magical item (and all listed below work normally in the Scarred Lands), they are not counted as innate to your shield or armor, in other words for instance if you were to drop your shield with an augment crystal into Fizzwinken's machine, it would count as two items - the shield and the augment crystal.
All augment crystals cost a flat 15,000gp unless otherwise stated.
$Drayshards [Armor Crystal]
These luminous crystals were once basic quartz, but have been rendered hollow by the scarring. They absorb amounts of aether, and once charged, provide an amount of protection from it. Once per adventure, an element can be attuned to the shards in the armor, granting a 5/DR against that element for that quest. In the scarred lands, it reduces the spell failure rate for that element to 25%.
Crystal of Acid Protection [Shield Crystal]
This augment crystal can be placed on a shield to grant an extra +5 DEF against acid, which can go above the allowed defense cap. This hazy green crystal hisses faintly when exposed to open air.
Crystal of Electricity Protection [Shield Crystal]
This augment crystal can be placed on a shield to grant an extra +5 DEF against electricity, which can go above the allowed defense cap. This brilliant blue-white crystal crackles with static discharge when touched.
Crystal of Fire Protection [Shield Crystal]
This augment crystal can be placed on a shield to grant an extra +5 DEF against fire, which can go above the allowed defense cap. It is a fiery red crystal that is slightly warm to the touch.
Armors
Skeleton Armor [Medium Armor] ☼ ☼ ☼
This +15 DEF bone armor is prepared from the remains of an animated skeleton, this armor covers the upper body with a white, riblike structure that resembles bleached
bones. Large skulls serve as epaulets. It grants damage reduction of 5/bludgeoning when it is worn.
[35,000gp]
Vampire Hide Armor [Medium Armor] ☼ ☼ ☼
This +15 DEF armor is prepared from a single layer of vampire skin and decorated with flanges and spikes. A gaunt, skull-like face with bat wings at the temples decorates the chestpiece. This grants you damage reduction of 5/silver.
[35,000gp]
Zombie Hide Armor [Medium Armor] ☼ ☼ ☼
This armor is prepared from a single layer of pieced and stitched zombie skin. Sections of the flesh appear rotted and torn. Though the armor sports various holes and rents, these imperfections in no way compromise its integrity. This grants you damage reduction of 5/slashing.
[35,000gp]
WEAPONS
ITEMS
$Wastelander's Outfit 1500gp
This set of clothing commonly includes a large hooded cloak, multiple layers of heat‐resistant, porous cloth, and reinforced leather padding designed to protect against blowing sand, sharp rocks and the ever‐present cacti needles. In addition, this outfit is colored to blend in with the environment of the Scarred Lands, giving a +5 to Hide Checks. This easily fits over LIGHT armor and would go in the torso or cloak slot.
ALCHEMY
$Bile Droppings 2000gp per flask
Distilled from the venomous excreta of certain breeds of monstrous spiders in the Scarred Lands, this substance is a thick, viscous fluid. You can throw a flask of bile droppings as a ranged attack with a range increment of 10 feet. Upon hitting a target, this sticky fluid deals 1d6 points of acid damage in the first round and 1d6 points of acid damage in the second round. If the target uses his action that round to scrape it off, he takes no damage in the second round. In addition to causing acid damage, a flask of bile droppings releases a powerful stench when broken open, forcing anyone within 5 feet to make a successful DC15 Endurance save or be sickened for 1 round. Anyone actually struck by the vile stuff takes a -4 penalty on the save.
Blackeye 500gp per 5 Uses
This oily paint is smeared around your eyes and on your cheeks to reduce the effects of bright sun, protecting you from sun glare for 4 hours.
Bodybalm 2000gp per Potion
This alchemical creation is made of boiled roots and smells like dirty feet, and drinking it can cure disease and poison.
$Darkberry 500gp Each Berry
These small, purple berries grow deep in hidden clumps in underground areas of the Scarred Lands. Only a few berries manage to ripen from a bush, so they are very rare. Darkberries actually contain shadowstuff within their skins. When a ripe darkberry is broken or crushed, it creates a 5-foot-diameter circle of blackness for 2 rounds.
Deep Draught 300gp per Packet
This powder is a mixture of salt, dried herbs, and extracts of scarred lands plants. Adding it to liquid increases your body's retention of fluid and helps counteract the effects of dehydration. One packet of deep draught is enough for 1 gallon of solution, which grants a +5 bonus to any Endurance rolls against dehydration for 3 hours.
Devil's Soap 3000gp per Application
The stygian pumpkin is a foul-looking black and gray squash that grows readily in the Scarred Lands. The plant most closely resembles the remains of a dead and decayed pumpkin. The stygian pumpkin emits a strong smell of sulfur, and its distinctive smell is enough to keep it well away from cultivated lands. Goblins often grow them for food. The plants grow rapidly in the Scarred Lands, preferring the poisoned land. The insides of a stygian pumpkin are used to make a foul-smelling, black paste called devil's soap. Devil's soap is a favorite of blacksmiths and those who work with fire. One application of devil's soap provides +5 Fire Defense (which is over and above your limit for defense). The effects of devil's soap last for 3 hours or one full adventure.
$Elemental Lodestone 5000gp per Stone
Although it appears to be an ordinary stone about the size of a sling stone, an elemental lodestone is, in fact, extremely dense, weighing around 51 pounds. These stones were created during the Scarring and are unique to the Scarred Lands. A lodestone can be thrown (with a range increment of 5 feet) or fired from a sling (with a range increment of 10 feet) and deals 2d6 points of bludgeoning damage on a successful hit. The lodestone can be scavenged again, roll 1d100 if you roll a 50 or above you are able to find the lodestone.
$Esperweed Pellets 1000gp per Pellet
This rare and notoriously addictive herb cannot be cultivated, it must be found in the wild. It is pinched down into small pellets which can be consumed. After esperweed is eaten, a DC15 Endurance save must be made. Failure results in nausea for one minute. If you fail the save, you take 1d4 STR damage for one hour. Either way, eating an esperweed pellet grants the ability to use magic normally for one full hour.
Felsul Flower Oil 1200gp Per Ounce
The felsul tree flourishes in poor soil, and in many rocky places felsuls provide the only living tree cover to be seen in the Scarred Lands. Felsuls grow on crags, cliff edges, and clefts where few other trees can find purchase. They are gnarled, twisted trees whose wood crumbles to the touch and is of a dusty cinnamon brown to deep brown hue. When the trees flower in early spring, the crushed petals can be made into a fragrant perfume that adds a +1 bonus on any Charisma-based checks made to persuade another (such as Bluff, Diplomacy, or Intimidate) for 10 minutes. A single ounce of the oil provides 10 uses, and a typical tree provides 3 ounces of perfume per year.
Gash Glue 1500gp per Tin
Old man's friend is a sticky-leafed herb that rarely grows above 2 inches in height. The herb can be found in the southern Scarred Lands. Old man's friend is a strange herb that has an effect not unlike catnip except that it affects canines. Dog lovers have been known to cultivate small beds of this herb to keep their animals happy. It can be crushed and mixed with a number of other substances to produce a thick, gray glue called gash glue. Soldiers often carry gash glue to seal a fallen companion's wounds quickly. One application of gash glue heals up to 5 hit points of damage. It cannot be used internally. A tin usually has 10 uses.
Ghostwall Shellac 2000gp per Vial
It can be difficult to ward off creatures that have the ability to float through walls, especially in the Scarred Lands where normal magical mythals do not work. A quick coat of ghostwall shellac will keep pesky spirits from drifting in and out of your campsite, or room for up to 1d6 days. It is a thick green sludge that is always warm to the touch. Usually stored in metal vials, it is mixed with water (or other liquid) when needed. 1 Vial has enough for a normal sized room. Prepared shellac is lime green and runny and smells like dead flesh. The mixture is then spread onto any nonliving surface, most commonly the walls of a room. When ghostwall shellac dries, it changes the composition of the surface upon which it has been spread. Incorporeal creatures can no longer pass through a coated wall any more than normal creatures can. The shellac also causes the wall to simultaneously exist on the Ethereal Plane for a limited time, so creatures on that plane cannot see through or pass through the space it occupies. When applying ghostwall shellac to the walls of a room, remember to coat the floor and ceiling as well, lest unwanted spirits merely enter through those surfaces instead.
Ironthorn Extract 6000gp per Flask
The ironthorn plant has extremely tough tissues to prevent water loss. This extract of the plant is used to harden delicate items, make containers waterproof, and stiffen clothing to provide some protection. One flask of ironthorn extract is enough to treat a typical outfit, giving it an armor bonus of +1. Ironthorn extract does not improve materials that already provide an armor bonus. It can be applied to cloth, leather or other similar material and it's benefits last until the item is washed thoroughly. If you never wash your cloak, or your shirt, etc, then it will last indefinitely!
Keepcool Salve 200gp per Pot
This small clay pot contains several ounces of a pearly ointment, enough to cover one Medium creature. Applying the ointment to your skin increases your level of protection against heat. The salve also grants a +3 bonus on Endurance saves to resist damage from hot environments for 24 hours.
$Liquid Salt 5000gp per Flask
This deadly supernatural substance can be used as a splash weapon. A direct hit deals 2d6 points of dessication damage. Every creature within 5 feet of the point where the flask hits takes 1d6 points of dessication damage from the splash (work with the DM). Liquid salt is always carried in a glass container.
$Oleum 2500gp per Flask
A black liquid, oleum has a foul, bitter odor. It forms underground in the wastelands and bubbles up in surface pools in areas of barren waste terrain.
You can use a flask of oleum as a splash weapon, doing 1d6 damage as it hits and bursts into flame. It continues to do 1 undefendable damage for four rounds after that until the fire dies out on its own. It cannot be extinguished otherwise. It produces heavy smoke while burning and the smoke drives away flying insects, so it is used in outdoor lamps often. It can also be appled to the body as insect repellant, but remember that it is extremely flammable! When worn, oleum is uncomfortable and unpleasant. You take a -2 on Endurance saves against natural heat effects.
$Shadowtop Torch 50gp per Torch
The wood of the stunted shadowtop bush burns more slowly (and cleanly) than normal wood. A torch of shadowtop wood burns for 2 hours and gives off very little smoke.
$Shapesand 3500gp per Pouch
Shapesand is a special kind of wasteland soil that is psychoreactive; it can be sculpted into any form that you wish. The new object is made of sand, but serves as a normal item of the same sort. A shapesand hammer functions just like an ordinary hammer, and a shapesand waterskin is just as watertight as an ordinary skin. You cannot make any one item of shapesand that weighs more than 30lbs.
Shedden 1000gp per Use
This gray paste is brewed from the exoskeletons of monstrous spiders ground with silk-based oils and mixed with various chemicals and reagents. When spread on exposed flesh, it temporarily hardens the skin, granting a +1 DEF to natural armor for one full combat. This bonus stacks with any other armor you already have. It takes 1 round to apply shedden to your entire body and obtain its benefits if done during combat.
Sleepweed Pod 1200gp for 5 Pods
The pods of the sleepweed plant, which appear similar to those of milkweed plants, contain a sleep-inducing mold within them. When a dried sleepweed pod bursts or is broken open, it releases these spores. Striking a target with a thrown sleepweed pod requires a ranged strike (range increment 5 feet). A target struck by a sleepweed pod must make a willpower save of DC15 or fall into a slumber for 1 round.
Troll Styptic 1000gp per Use
When magical healing is unvailable, this is an option. It is a styptic created from troll blood, powdered plant extracts and alchemical binders. Each application of styptic to wounds heals a person completely. It cannot be used internally.
SCAVENGING
Alchemists
Alchemists (Alchemy Skill) in the Scarred Lands are allowed a daily roll to see what can be obtained through scavenging, and subsequent alchemical production. Every log must have at least a paragraph of roleplay, and a time stamp to prove it was done that day. Send these logs to (obsidianheartrpg@gmail.com).
SEARCH: 1d20+PER (Investigator can be added)
Nat 1 - You cannot scavenge again for 1d3 days.
2,3,4, - You find nothing of value today.
5,6 - 1 Shadowtop Torch
7,8 - 1 Pouch of Deep Draught OR 1 Application of Gash Glue
9,10 - 1 Use of Blackeye or 2 Applications of Gash Glue
11,12 - 1 Darkberry or Pot of Keepcool Salve
13,14 - 1 Sleepweed Pod OR 5 Applications of Gash Glue
15,16 - 1 Ounce of Felsul Flower Oil or 5 Pouches of Deep Draught
17,18 - 1 Esperweed Pellet OR 1 Ounce of Felsul Flower Oil
19, 20 - 1 Use of Shedden or 1 Use of Devil's Soap
Nat 20 - Drayshards for one Armor
21,22 - 5 Sleepweed Pods or 2 Esperweed Pellets
23 - 1 Flask of Bile Droppings OR 1 Application of Ghostwall Shellac
24 - Pouch of Shapesand or 5 Darkberries
25- 8 Sleepweed Pods or 3 Esperweed Pellets
26 - Flask of Liquid Salt or Oleum
27 - 1 Elemental Lodestone or 1 Vial of Bodybalm
28 - Spellshocked Wood Piece or Plaguewood Piece [Enough for a Shield]
29 - 1 Ironthorn Application or 1 Application of Troll Styptic
30+ - 5 Esperweed Pellets or anything from the list
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Scavengers
Anyone in the Scarred Lands is allowed to scavenge to find things that they are others might need, including items that alchemists can use. You are allowed a daily roll to see what can be obtained through scavenging. Alchemists may make an alchemy roll and a scavenger roll. Every log must have at least a paragraph of roleplay, and a time stamp to prove it was done that day. Send these logs to (obsidianheartrpg@gmail.com).
SEARCH: 1d20+PER (Investigator can be added)
Nat 1 - You cannot scavenge again for 1d3 days.
2,3,4 - 5 Red Cactus Grubs, still wriggling
5,6 - 1 Shadowtop Torch or Insects for 1 Meal
7,8 - Salt (a) or 3 Prickly Pears or Rat Meat for 2 Meals
9,10 - Old Man's Friend (a) or Bone Building Material
11,12 - Felsul Flowers (a) or a Handful of Oleracea Leaves
13,14 - 1 Sleepweed Pod or 5 Renks
15,16 - 1 Flask of Water or an Erdlu Egg
17,18 - Spider Exoskeleton (a) or 2 Flasks of Water or
19, 20 - 1 Vial of Troll Blood (a) or Spider Bile (a) or Flask of Kank Honey
Nat 20 - Locate an underground water source
21,22 - Esperweed (a) or 3 Flasks of Water or 10 Neep Roots
23 - 1 Darkberry or 5 N'ku'ru'mas
24 - Pouch of Shapesand or 4 Flasks of Water or Handful of Kola Nuts
25- Stygian Pumpkin (a) or 3 Potatoes or Meat of your Choice
26 - 5 Flasks of Water or a Basket of Bulee Berries
27 - Enough Plaguewood or Spellshocked Wood for a Shield
28 - Ironthorn (a) or 5 Flasks of Water
29 - Drayshard or Pomegranate or Welela Gourd
30+ - 1 Elemental Lodestone or anything from the list
(a) An alchemy item. This lowers the cost of the alchemy item associated with it by half.