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By Eldric IV and Prismatic DM Spring-steel brick clips: these metal clips are designed to clip onto the exposed edges of bricks (so long as there is a small gap between the edge and the mortar) and can also fit some natural rock faces. They act as pitons but only require one round to set up instead of one minute. As a trade off, they can only support 250 lbs. 2 gp, 1 lb (each).
Portable table: this thin chest opens into a table with one to four attached chairs (depending on size), providing a clean, dry, stable work area wherever you need it. Ideal for taking meals, sketching maps, sorting through treasure, or just taking a load off your feet for a while. one-seater - 30 gp, 15 lbs; two-seater - 45 gp, 20 lbs; four-seater - 60 gp, 25 lbs.
Gorillapod: this four-armed metal contraption is able to wrap around or grasp any surface along a corner, edge, or pole with its three multi-hinged arms. A series of thumbscrews along the hinges allows the device to be tightened into the grip. The fourth arm ends in a combination hook and spring clamp, either of which can be secured with a nut and bolt configuration built into the arm. Typical uses include securing a mirror to look around a corner during watch, storing rations in the upper corner of a room to thwart scavengers, and holding wires for alarms or traps. While firmly tightened around a pole, the gorillapod is strong enough to support 300 pounds of weight. 25 gp, 7 lbs.
"Non-slip" stone-soles: these ribbed stone tiles attach to the bottom of the soles of any common pair of boots. The textured stone pushes down through slime, moss, oil, and whatever other unpleasant, slippery substances a Delver may encounter in the sewers and secures for him a sure footing. A quick-release strap drops the stones at a moment's notice to prevent drowning or allow for normal movement. (These would add a bonus to Balance checks but penalize Swim, Climb, Jump, and Tumble). 50 gp, 5 lbs (pair). Waterproof Maps: While the actual maps must be obtained from the Delver's Guild or elsewhere, these waterproof sheets are sold by Ebbert's Outfitters. Created by accident when a batch of tanglefoot bags went bad, these rubbery, transparent sheets are highly durable and resist tearing while remaining very flexible (you can roll it up just like a scroll). About 1/4 of an inch thick, a waterproof map is created by scoring the sheet with a sharp metal scribe. The lines so scored are easily seen by candle and torchlight and, if smeared with ink, produce a negative when pressed against another flat surface. Some delvers have mastered the art of scoring the sheet from below in order to produce maps for others. A single sheet of waterproof mapping costs 1 gp and weighs 1/10 lb. A suitable scribe costs 1 sp.
Tangle-finger Gloves: These leather gloves are coated with a very thin layer of the sticky substance in tanglefoot bags. The substance is inactived with a special coating that must be washed off with vinegar or alcohol (a standard action). Once uncoated, the gloves become adhesive, offering a +4 bonus to climb checks, attack rolls to avoid being disarmed, and grapple checks against opponents trying to escape the grapple. However, the gloves also give a -4 penalty to attack rolls with thrown weapons. Both gloves must be worn for the climb and grapple bonuses. Only the hand or hands wielding the weapon must be gloved for the disarm bonus and the thrown weapon penalty. The gloves lose their adhesive coating after 10 minutes. 50 gp. Book Rucksack: A book rucksack is a small leather sack with leather or gut strap that is designed to hold several books safely in place during cross-country or dungeon journeys. Inside a rucksack are six individually sewn leather slots that hold one book each. There is also a flap on one side of the sack that ties down and covers four small pockets for ink vials and six tiny slots for inkpens or quills. Furthermore, on one end of the sack is a round pocket that can hold a single scroll tube. A book rucksack is ideally suited for alchemists, wizards, or scholars. Cost: 4 gp, Wt.: 2 lbs.
Pestle and Mortar: A pestle and mortar are the staple utensils of herbalists, cooks, and alchemists the world over. The pestle is a small, blunt-ended instrument used to grind and pound substances into powder, and the mortar is a bowl-like receptacle in which the substances are ground up. Pestles and mortars are typically made from polished granite, marble, obsidian, or other forms of durable stone (or even hard woods like oak). Pestles and mortars are usually included in an alchemist’s lab. Cost: 5 sp, Wt.: 1/10 lb. These stats are for wooden pestles and mortars; stone versions cost 2 gp and weigh 1 lb.
Traveller’s Herb Box: A traveller’s herb box is a small, polished wooden box used to hold valuable herbs, leaves, roots, and flowers. They are usually decorative with geometric or religious symbols carved into them. An herb box has a hinged lid and a tiny clasp, and contains up to six small slots for storing various herb types (two doses in each slot). A masterwork herb box is waterproofed and usually comes with a leather drawstring bag, and holds four herb doses in each slot. Cost: 2 gp, Wt.: ½ lb. Masterwork herb boxes cost 20 gp and weigh 1 lb.
Pomander Sphere: Pomander spheres are small, perforated silver or wooden balls containing dried aromatic herbs, flowers, and various secretive alchemical compounds. The sphere is typically worn on a thin silver or gold chain about the neck, and provides its wearer protection against diseases and infections. If the wearer is exposed to non-magical diseases (such as blinding sickness, filth fever, and so forth), she receives a +1 circumstance bonus on Fortitude saves to resist them. The mixture of ingredients in a pomander sphere lasts for one week before becoming inert.
The cost to craft a pomander sphere does not include the cost to manufacture the neck chain. The Craft (alchemy) check DC to craft a pomander sphere and prepare its ingredients is 25. Characters possessing 5 or more ranks in Profession (jeweller) or Profession (herbalist) gain a +1 synergy bonus to craft pomander spheres (+2 if they have both at 5 or more ranks). Cost: 120 gp, Wt.: 1/10 lb.
Tincture of Pyloric Malefaction: This clear liquid is odourless. However, its effects are far from beneficent. When added to a drink, meal or other potable, the consumer must make a Fortitude save (DC 20) or suffer horrible gastrointestinal indigestion for 1d4 hours. This poisonous alchemical concoction actually causes the muscles of the opening between the stomach and the intestines to cramp up, inflicting severe pain and distress upon the victim. Those suffering from the tincture are considered nauseated.
Manufacturing a dose of tincture of pyloric malefaction requires a DC 25 Craft (alchemy) check. A vial holds one dose. Cost: 60 gp (per vial), Wt.: 1/10 lb.
Troll Bile Splatterflask: Troll bile is a disgusting, gooey black substance that becomes putrid smelling and has deleterious effects when exposed to air. Troll bile is sometimes poured into glass vials or flasks and used as a grenade-like weapon. When the flask is thrown as a ranged touch attack and hits its mark, the flask shatters and the bile splatters over the target. The flask has a range increment of 10 feet. On the round following a direct hit, the target of the flask must make a Fortitude save (DC 15) or suffer a -2 morale penalty to attacks, saving throws, skill checks, and spellcaster level checks for 1d4 minutes. If the target is missed, anyone within 5 feet of the spot where the flask shatters suffers splash effects from the bile, but the Fortitude save DC to avoid the effects is only 13. Jumping into a lake or river cleans off the bile but doesn’t negate the penalties.
If a creature splashed by troll bile is under the effect of a delay poison spell, the penalties are delayed until the spell ends. If the effects of the troll bile expire before the spell ends, the creature suffers no ill effects at all. Similarly, a neutralize poison spell (or a similar spell-like effect) negates the penalties caused by troll bile.
Collecting troll bile and siphoning it into a flask is tricky business. A character with the Craft (alchemy) skill and a strong stomach can perform the procedure on a successful DC 25 check. However, if the check is failed by five or more, the character botches the job and must make a Fortitude save (DC 14) or become nauseated (collecting the stuff is grosser than being splashed with it, but not as harsh as a direct hit). Troll bile must be siphoned from the corpse of a troll within one hour of its death or the bile becomes inert and harmless—though still quite disgusting. A single adult troll provides enough bile for two flasks. Once inside a flask and sealed, the bile lasts indefinitely. Of course, to get the bile, there is the little matter of killing the troll first… Cost: 75 gp (per flask), Wt.: 1 lb.
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