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ADVENTURING GEAR

Apothecary (Common) Apothecary (High)

Item Cost Item Cost


(gp) (gp)

Antidote (basic, 2 doses) 50 Potion of Antivenom 1600

Antidote (great, 2 doses) 250 Potion of Extra Healing 2000

Bandage (3 straps) 2 Potion of Healing 400

Belladonna extract (2 50 Potion of Infravision 1200


doses)
Potion of Panacea 1200
Eyedrops (basic, 2 20
doses) Potion of Stonebreak 2400

Eyedrops (great, 2 doses) 250 Resina draconis 1500

Gecko solution (3 doses) 20


▶ Common apothecary: In villages, small
Ghostroot powder (2 250 towns or settlements. Have a limited supply,
doses) affordable but not so reliable.
▶ High apothecary: In cities and large
Gilded needle 450 towns or settlements. Alongside with the
supply of a basic apothecary, sell potions too.
Ginkgo extract (2 doses) 25

Incense (2 sticks) 15

Mortar and pestle 4

Nazar powder 300

Ointment (2 doses) 50

Poppy tears 200

Wake tea (2 doses) 25

Wolfsbane (1 bunch) 10
Apothecary Descriptions Mortar and pestle: Tools to grind up to six
ounces of materials in order to mix them to
Antidote, basic: Medicine that neutralises
prepare concoctions.
poison effects from non-magical snakes,
insects, etc. Someone who has died from that Nazar powder: Powder made with blessed
kind of poisoning within two rounds can be stones that cancels a curse for 10 minutes.
revived. There is a 3-in-6 chance of success. Ointment: A viscous medicine made with
Antidote, great: Medicine that neutralises herbs, wax, oils and other substances. It
poison effects from magical snakes, insects, takes: 5 minutes to make effect and restores
etc. Someone who has died from that kind of 1d4 hit points of damage. A person can only
poisoning within two rounds can be revived. benefit from 1 dose of ointment per day.
There is a 3-in-6 chance of success. Poppy tears: An extract from the seeds of a
Bandage: Straps of cloth to aid. Stop certain plant to alleviate pain. Suspends the
bleeding. effects (but not death) of a disease for 1 day
or cures an energy condition (overheat, frozen
Belladonna extract: Remedy made from
and palsy). There is a 3-in-6 chance of
belladonna. Neutralises lycanthropy effects in
success.
a character hit within 3 turns. There is a
3-in-6 chance of success. Resina draconis: Powder made with dragon
blood. Neutralises contracted diseases. There
Eyedrops, basic: Liquid solution to apply on
is a 4-in-6 chance of success within 1 day
eyes. Restores the sight of a character blinded
and 2-in-6 chances after.
by Darkness or similar effects. There is a
4-in-6 chance of success. Wake tea: An infusion of green tea and
spices. Once per day, a character may skip the
Eyedrops, great: Liquid solution with a
need to rest in the dungeon (one turn every
secret formula to apply on eyes. Restores the
hour) without suffering penalty. Within 4
sight of a character blinded by Continual
hours after ingested (24 turns), a character
Darkness or similar effects. There is a 4-in-6
may save versus spells against a Sleep spell
chance of success.
to resist the magical slumber.
Gecko solution: A liquid to apply on eyes.
Wolfsbane: This herb can be used to repel
Creatures with light sensitivity that suffer
lycanthropes. The creature must be hit with
penalty in bright light, daylight. The effect
the herb in melee combat.
lasts for 6 rounds.
Ghostroot powder: Powder made with
ghostroot that allows a character to turn the
undead for 10 minutes as a cleric of the same
level.
Gilded needle: A golden needle infused with
gorgon blood remedy that pierces through
stone. Restores a petrified character within
two rounds to life. There is a 3-in-6 chance
of success.
Ginkgo extract: Remedy made from ginkgo
biloba. Neutralises paralysing effects. There
is a 4-in-6 chance of success.
Incense: Aromatic sticks that release
fragrant smoke when burnt. When used with
a restorative spell or item, dice can be
rerolled once.
TEMPLES AND SHRINES
Provides magical assistance inside their places and its surroundings at some cost.

▶ Located: In villages, small towns or settlements (Small) and cities or large towns or settlements
(Great).
▶ Runned by: A divine spellcaster (e.g. cleric). Referee rolls to determine its level according to the
shrine and to know the spells available to the caster.
▶ Availability: Small temples/shrines have a limited variety of spells its divine spell casters are able
to offer. Great temples/shrines can offer more spell service alongside those offered in small
temples/shrines.

SMALL TEMPLES / SHRINES GREAT TEMPLES / SHRINES


Roll 1d4 + 2 to know the level of the divine spell Roll 1d8 + 6 to know the level of the divine spell
caster running the temple or shrine. caster running the temple or shrine.

● Augury 300gp ● Commune 1,000gp


● Bless 25gp ● Control Weather 10,000gp
● Continual Light 500gp ● Cureall 5,000gp
● Cure Blindness 1,000gp ● Cure Serious Wounds 350gp
● Cure Disease 1,000gp ● Cure Critical Wounds 600gp
● Cure Light Wounds 100gp ● Dispel Evil 1,000gp
● Death Recall 500gp ● Divination 1,000gp
● Detect Evil 100gp ● Exorcise 1,000gp
● Detect Magic 150gp ● Heal 2,000gp
● Dispel Magic 500gp ● Neutralise Poison 1,000gp
● Glyph of Warding 1,000gp ● Plane Shift 4,000gp
● Minor Heal 800gp ● Raise Dead 10,000gp
● Protection from Evil 500gp ● Regenerate 10,000gp
● Purify Food and Water 100gp ● Restore 5,000gp
● Remove Curse 2,500gp ● True Seeing 2,000gp
● Slow Poison 200gp
● Tongues 500gp

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