Hedge Shop Items
Item
|
Cost
|
Qty
|
Charm bracelet
|
115 gp
|
2
|
Poison charm
|
86 gp
|
4
|
Protective charm
|
230 gp
|
1
|
Fire charm
|
109 gp
|
2
|
Alchemist’s fire
|
23 gp
|
10
|
Tanglefoot bag
|
58 gp
|
5
|
Thunderstone
|
35 gp
|
12
|
Healing potion,
lesser
|
173 gp
|
2
|
Draught,
Hangover Remedy
|
86 gp
|
2
|
Draught,
Maidenweed
|
115 gp
|
5
|
Draught, Poison
antidote
|
115 gp
|
3
|
Draught, Stamina
|
144 gp
|
3
|
Arrow, flight +1
|
6 gp
|
40
|
Arrow, sheaf +1
|
8 gp
|
12
|
Sling bullet +1
|
115 sp
|
15
|
Healer’s kit
|
29 gp
|
2
|
Healing poultice
|
XX
|
XX
|
Type I
|
86 gp
|
7
|
Type II
|
144 gp
|
2
|
Type III
|
230 gp
|
3
|
Burn Slave
|
XX
|
XX
|
Type I
|
345 gp
|
2
|
Type II
|
460 gp
|
2
|
Harpy Musk
|
23 gp
|
10
|
Descriptions
Charms
Charm bracelet: While worn, the character receives +2 to
saves vs charm type spells. This
protection lasts for 30 days after the item is purchased.
Poison charm: When the owner is poisoned, this fetish
bag releases a magic effect. The fetish
immediately grants the wearer +4 to save vs poison. However, after this effect the occurs, the
poison save bonus fades after one turn leaving the fetish expended.
Protective charm: While worn, the character receives +2 to
AC against missile attacks. The
protection from this charm cannot decrease AC below 0, nor does it stack with
any magic items. This protection lasts for
3 weeks after the item is purchased.
Fire charm: When first attacked with a fire spell,
this charm’s energy is released. In a
brilliant flash, the charm reduces flame and fire damage by 1 point per die
(never less than 1 point per die.) This
charm only functions once.
Draughts
Hangover remedy: This heavy liquid takes 3 rounds to fully
consume. It completely removes all side-effects
from heavy drinking the night before.
Maidenweed: This draught prevents pregnancy in females
who drink it. The draught's duration is
one month.
Poison antidote: 50% chance to negate poison or venom. If failed, allows a second save with -2
penalty.
Stamina: This draught will allow the PC to roll a Con. check to negate
all fatigue from the previous day's excersion.
If the roll fails, the PC will suffer normal penalties for fatigue until
8-10 hours rest is gained.
Alchemical
Thunderstone: You can throw this stone as a ranged
attack with a range increment of 20 feet. When it strikes a hard surface (or is
struck hard), it creates a deafening bang that is treated as a sonic attack.
Each creature within a 10-foot-radius spread must make a save vs death or be
deafened for 1 hour. A deafened creature, in addition to the obvious effects,
takes a -4 penalty on initiative and has a 20% chance to miscast and lose any
spell with a verbal component that it tries to cast.
Alchemist’s fire: You can throw a flask of alchemist’s fire
as a splash weapon. The max range 20’ (counting as medium range) and within 10’
is considered short range.
A direct hit deals 1d6 points of fire
damage. Every creature within 5 feet of the point where the flask hits takes 1 point
of fire damage from the splash. On the round following a direct hit, the target
continues to burn, taking an additional 1d6 points of damage. If the target has
not performed an action, they can attempt to extinguish the flames before
taking this additional damage next round.
The fire only burns for one round after it hits.
A flask of alchemist’s fire can be poured on
a melee’ weapon. The weapon will inflict
an additional 1d4 fire damage for 3 rounds.
Tanglefoot bag: You can throw this round leather bag full
of alchemical goo as a grenade-like weapon up to 10’, the bag comes apart and
the goo bursts out, entangling the target and then becoming tough and resilient
on exposure to air. An entangled
creature suffers a -2 penalty to attack rolls and AC (losing Dex. as well.) The
entangled character must make a save vs breath or be glued to the floor unable
to move. Even with a successful save,
movement is at half speed.
A character who is glued to the floor can
break free with a successful Open Doors roll or by dealing 15 points of damage
to the goo with a slashing weapon. A
character trying to scrape goo off himself does not need to make an attack
roll; hitting the goo is automatic. If another character wants to help, they
also hit automatically but half the damage is applied to the stuck PC. Once free, a character can move at half
speed. A character capable of spellcasting who is bound by the goo must make an
Int. or Wis.
(as per class) check -3 to avoid a spell surge.
The goo becomes brittle and fragile after 10 minutes (1 turn).
Other
Healer’s kit: These kits grant a bonus to healing if
used by someone with the heal or the first aid proficiency The amount gained varies, depending on which proficiency
is used. The user of either proficiency
check will require one turn to effectively use the healer’s kit. Those with heal, who succeed a prof check,
will heal the recipiant 1d3 times the difference of the check and roll. For example, Airatoth has the heal proficiency
and his score is 16. He uses a healing's
kit on Akul and rolls a 10. The check
passes and Akul is healed for 6d3 hp.
If the user has the first aid proficiency,
he may also use a healer's kit, however, the healer's kit is less
effective. The healer's kit provides 1d3
plus the difference of the check and roll.
For example, Linus tries to use a healer's kit on Bellen, his first aid proficiency
score is 12. He rolls a 5, Bellen is
healed for 1d3+7.
If the proficiency check is failed, either
heal or first aid proficiency, the healer's kit is expended and no healing
occurs. This kit cannot negate poisoned
or diseased persons.
Healing poultice: On normal wounds, Type I heals 1d3 hp on
the following day, Type II heals 2d3 hp on the following day, and Type III
heals 3d3 hp on the following day. Note
that some wounds, such as those made by a sword of wounding, are resistant to
magical healing. Since poultices are nonmagical in nature, they can help
overcome this difficulty. Only one
application for healing can be made per day for healing on the next day. Also can be used to negate certain poisons
(Types A-D). Typically, there 5
applications per jar.
Burn salve: As it's name implies, burn salve mitigates
some of the effects of fire damage, but only if it is applied within 2 rounds
of the injury. If applied in time, type
I heals 1d6 points of damage. Type II
burn salve is more potent, it heals 2d6 fire damage. Neither type can heal damage that was not
inflicted by fire.
A typical jar has three average sized burns
applications.
Lesser healing potion: As a standard healing potion except only
heals 1d4+1.
Harpy Musk: For all their cowardice and cruelty,
goblins have a keen sense of what can kill them, and harpies number among
goblins’ most feared predators. Using this knowledge to their advantage,
Varisian alchemists have devised ways to recreate or distill the musk of
harpies into a potent concoction. If smeared on a surface or used as a thrown
weapon (range: 30'), harpy musk fills a 30-foot area for 10 minutes (one turn)
before dispersing. Any goblin who enters the area must succeed at a save vs
fear or be shaken for 3 rounds, most just flee. Harpy musk affects only goblins
- bugbears and hobgoblins are unaffected.