Wednesday, June 13, 2018

Megadungeon: The Moonmetal Mine Encounter Table (d30)

This is it, the final minor dungeon encounter table, 6/6 the Moonmetal (Magical Silver) Mine.  I actually finished a series of a thing, lookit that.  That means there's hope for completion of my playable races and the other primary encounter tables, the d100 ones.  I still have badlands, seas, general subterranean and probably a bunch more left to do.
Anyway the previous minor dungeon encounter tables are:



Moonmetal Mine (d30)
 
1. Moon Mites – flat, chrome-shelled arachnids with bolt cutter jaws, found dormant in fallen moonrocks, their bodies are incredibly hard and shatter all but the finest weapons, they now continuously plague the living creatures of the mines when new clusters are discovered.
2. Excavator Golem – powerful steel monstrosity prone to disasterous break downs and dangerous accidents, equipped with two jackhammer arms and a drill bit head.
3. EEKs – Explosive Excavation Konstructs, small ambulatory bomb creatures, they come in a range of sizes, their only attacks are a nasty bite and devastating self destruction.
4. Xyrx – creature of elemental earth, like a starfish with only three arms, there are purple gem-like eyes between each arm, and three-jawed toothy mouth opening in the center of each side, the whole creature is fifteen feet across and moves through solid rock like air hunting for delicious gemstones and rare metals.
5. Cannontail – 15' long rock-eating reptile, combines minerals in special glands and fires a kind of molten cannonball from its false head tail, migrate from the depths to here for the delicious mining scree and deposits of salts.
6. Environmental Encounter (1d4)
   1. Sinkhole – 50% collapse on themselves, 50% empty into a lower area.
   2. Warped Magic Zone – area of chaotic magical effects, some local wildlife are attracted here.
   3. Active Spirits – nature spirits here are active, driven wild with the presence of all the hidden silver, they want to madden the “invaders” with visions of the deeps.
   4. Untapped Silver Vein – hereto untouched lode of the precious moon metal silver, only about a handfull of sp worth.

7. Earth Elemental – most are bound and summoned to move stone or guard the precious veins in the tunnels.
8. Metal Mimic – able to assume the forms of metallic objects, veins of shining ore, weapons, tools, etc., at rest a dull liquid metal.
9. Slave Miners – mainly kept for the finest work, they either pick away with tiny tools at the thin veins of silver that remain or mine other metals and salt.
10. Guardian Golem (Iron) – massive humanoid construct of blackened iron, its arms are formed into giant sledgehammers that fit together to create a tower shield.
11. Guardian Golem (Steel) massive humanoid construct of burnished amask steel, it carries a masterwork steel greatspear in each hand.
12. Moonmythus Agents – unauthorized and secretive silver seekers from the Moonmythus group, suspicious of others if not downright hostile.
13. Shard Leech Scree - razor-edged stones used as the shell of a 4"-14" land mollusc, hide in areas of loose rock waiting for man size or larger prey, throw themselve en masse at a target, pierce flesh and release a mild paralytic venom, drink their fill of blood, fall out of the target, and move away from the remains.
14. Silverdust Spectre – tormented spirit seen in the swirling forms of silvery dust, swallows years of life from its victims while desperately trying to embrace them.
15. Quicksilver Serpent – thirty feet long and thick as a man, an incredibly rapid moving serpent with a thrashing whip-like tail, and a venomous bite that causes madness.
16. Metallic Ants – giant steel, copper, and gold colored ants from somewhere deep underground, while they behave much like standard giant ants, they supplement their diet with small amounts of metals, gold seems the most desirable while silver seems to be an intoxicant.
17. Noble Family Wizard (1d4) – always accompanied by a retinue of guards/golems, here to inspect their share of the mine asset.
   1. Aldabodath Clan
   2. Gaerabin Clan
   3. Nyremn Clan
   4. Primis Clan

18. Silverspine Dragon – relatively small steely-scaled wurm with rows of silvery spines down its back, along its forelimbs, and along its non-functional battering wings, it breathes a cloud of hallucinatory gas that confuses foes, and has a certain ability to pluck random useful spells from the aether that are drawn to its silvered body.
19. Giant Tamed Moles – hut-sized domesticated moles used for excavating and guarding shafts, usually accompanied by drivers with mole picks.
20. Viral Crystal – blade straight glittering crystal clusters, easily slice through clothes and skin and begin crystal infections that continue to cut and weigh down the body.
21. Fossil Chimera – several unrelated ancient animals, their remains fused into a skeletal monstrosity maddened by competing instincts, millions of years, and the magical influence of the lodes of moonmetal.
22. Whisperer - resembles a bipedal, wingless, bat about five feet tall, with the v-shaped chests and long forelimbs of a bat, but clawed hands, two of the fingers are rigid and end in large hooked claws, useful in climbing, it is intelligent and can mimic most voices and animal sounds, but is bad at creative improvisation.
23. Xiphid – person possessed by a daemantine weapon, a Metal Demon from beyond the starless blackness of the cursed season, the silver deposits in the mine call out to them and the lesser ones find themselves drawn here.
24. Guardian Demon – bound and summoned demons of violent hate, unable to interact with most beings they are aware of in the mine, their reaction to intruders is swift and disproportionate.
25. Mineral Dryads – spirits of living rock with female forms, agitated by the mining operations they trap mortals within gemstones, or lure them to their deaths.
26. Bats (1d4)
   1. Cave Stirges – blood-drinking cave animals unrelated to bats, inflict continuously bleeding wounds.
   2. Giant Bats – large predatory bats incapable of lifting a man, but will attempt to sever limbs with their wicked, oversized fangs.
   3. Carapace Bats – non-flying specialist bats who have taken the place of piercers, they hide with rocky wings folded around themselves for prey to hurl themselves into.
   4. Cloak Bats – intelligent, magic-using bats prized for their skins and wing membranes.
27. Skeletal Laborers – animate skeletons tasked with the most backbreaking work, they will attack anything interfering with their tasks.
28. Guard Bulettes – fitted with steel reinforced cranial and dorsal plating, these bulettes are set loose upon tresspassers, thieves and the occassional uncooperative (or incompetent) miners.
29. (Roll on Adjacent Area Table)
30. Special*



Wednesday, June 6, 2018

GLOG Wizard - Numismagus

 My first foray into creating a GLOG class, a new wizard school.  Since Skerples made it so easy to do yourself in a recent post I had been thinking about my Numismagi (it's just too good of a word not to be a class).  Tell me what you think, I'll be back to finish off those minor dungeon encounter tables soon.



 
GLOG Wizard - Numismagus

The Numismagi, the Coin Wizards, are a newer school from Booezor, the city of riches. They are by nature nobles and social climbers, most comfortable in a world where money equals power. Their powers function best against other people rather than monsters, and their general level of magical strength is comparable to an Orthodox Wizard.


Perk(s)

Lucky Coin – You start with a lucky coin that is your magical focus, you may never spend it or give it away.
Mo' Money - Containers you personally open contain 1d6x10% more coinage.


Drawback(s)

Insufferable Skinflint – Your love of money is so great that you must make a save to purchase any non-essential item, if you fail you may still purchase the item if you can negotiate at least a 50% discount in price.
Penny for Your Trouble – All your spells consume a coin per MD used if no other cost is mentioned.


Cantrip(s)

1. Conjure Useful Coin – (1/hour) – creates a real copper coin in a local currency, if this is your only coin, it becomes your lucky coin.
2. Sense Cache – (at will) – You can sense large accumulations (100+) of coins within 100'.
3. Numismancy – (at will) – You know the validity, origin, and value of any coin. You are familiar with the face imagery of all known coins.


Spells

1. Glittering GlamourR: 0, T: self, D: [dice] hours
The caster's appearance grows in opulence, and gains +2x[dice] bonus to saves vs Domination, Charm, or Fear effects. The caster appears as a person of a higher social station, and inspires fear in those of a lower caste.
2. Speaking Coin – R: touch, T: one gold coin, D: [dice] hours
The caster breaks a gold coin into the two face halves. Sounds within 10' of the tails side can be heard by the holder of the heads side and vice versa. If you invest 4 [dice] or more into this spell, the duration becomes permanent.
3. Light – R: touch, T: object or creature, D: [dice]x2 hours
Object illuminates as a torch, with a radius of 20’+[dice]x10’. Alternatively, you can make an Attack roll against a sighted creature. If you succeed, the creature is blinded for [sum] rounds. If [sum] is greater than 12, the creature is permanently blinded. You can chose the color of the light. If you invest 4 [dice] or more this light has all the qualities of natural sunlight. Alternatively, if you invest 4 [dice] or more the light can be purest octarine, although it will only last for 1 round. Octarine light is extremely dangerous.
4. Coin Toss – R: 200', T: creature, D: 0
You flip a coin and call the result, if your face comes up the target takes [sum] damage and saves vs. dexterity or is stunned for one round, if your face does not come up you and the target each take one damage. You may flip the coin again and act as if the spell is cast with one fewer MD until you have no MD left.
5. Command Coins – R: 30’, T: [sum]x100 coins, D: [dice] hours
Coins will leap up and obey your single-word commands. Affects all unattended coins in 30' of you and lasts 1 hour. Coins can be commanded to follow you, hide in crevices, or serve as rollers for heavy statues, but they are mindless and feeble.
6. Scrying Coins – R: touch, T: coins, D: 10 minutes
Ask [dice] number of questions of a handful of strewn coins. Older and more valuable coins have more amassed knowledge. Using more coins can also be helpful
7. Charm Person – R: 50', T: person, D: [dice] hours
The person regards you as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this spell, the duration becomes permanent.
8. Knock – R: 50', T: [dice] objects, D: 0
Object is opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone. Treat this as a Strength check made with Str 10 + [dice]x4. If target is an armored creature, Save or armor falls off. If target is an unarmored creature, Save or vomit for 1d4 rounds.
9. Coin Cloak – R: touch, T: person, D: 10 minutes
Creates a scaled cloak of glittering golden coins. Reduce all physical damage the target takes by [dice]x2. The target cannot swim, jump, or run.
10. Coin of Fortune – R: touch, T: coins, D: [dice] hours
You create [dice] magic coins, each can be flipped once by the bearer for advantage on any roll.

11. Gold Piece Rain – R: 200', T: 20’ diameter, D: 0
Does [sum] damage. As fireball except that the caster flips a coin into the air, which becomes a rain of giant glowing coins that disappear on impact, and the damage is all crushing damage. Doesn't work in places with low ceilings (less than 100').
12. Coin Collector – R: touch, T: creature, D: [dice] hours
The target is transformed into a gold coin whose face side bears their likeness. Unwilling targets save vs. spells with a penalty of -2 for each MD invested after the first. If you invest 4 [dice] or more into this spell, you may have the duration become permanent.


Mishaps
1. Magic Dice only return to your pool on a 1-2 for 24 hours.
2. Take 1d6 damage.
3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
4. Your money spills from its various containers on your person, 1-30% is lost.
5. You have a sudden compulsion for reckless gambling that lasts three sleepless days.
6. All your money-making endeavors fail for one week.


Dooms

1. Lose all your current money, both stored and on hand.
2. You become the target of a dedicated guild of expert thieves. Every time you make money, they seem to find out immediately and rob you blind at the next opportunity.
3. Your lucky coin tarnishes black, you cannot Conjure Useful Coin. Any money you acquire crumbles to dust.



Monday, June 4, 2018

Megadungeon: The Labrynthyne Encounter Table (d30)

5/6 of the entry minor dungeon encounter tables for the Foabel├ęth Ordirrex, the megadungeon beneath Booezor.  Previous tables here, here, here, and over here.  Nearly there now, the next and last one is the Moonmetal Mine, which is more construct and humanoid-centric.



The Labrynthyne
1. Xeazeon – energy being and trap for magically talented souls, a small crystalline polygon, transparent but glowing from within, surrounded by three or more powerful wizard spirits bound into an incandescent lattice, multicasts and resists many magics.

2. Labrynthyne Tracker/Courser – biomagical constructs created to track and harry those who are trapped here, like sleek plastic dogs, they smell individual magical signatures and disable their targets at the throat and wrists.
3. Skoshola – hulking blue-grey quadrupedal beast larger in the front, like a huge bear with a cluster of fleshy petals for a head and a great mouth bisecting its chest, they seek to eat magic users above all else.
4. Dreamer – what appear to be some sort of fetal creatures, each physically different, blissfully asleep inside iridescent bubbles, they are near indestructible observational presences from another world and warp reality around their positions.
5. World Sphinx – woman and beast on a great scale, an oracle and executioner in one who reads magical fortunes with the Seeing Cards that can maim and kill.
6. Flying Eye – “evil eye” monsters, small and rapid in their chiropteran flight, they have various gaze attacks depending on their iris color.
7. Gremlin – living metamagical distortions with a dangerous and annoying sense of humor.
8. Mind Thief – a great floating mass of tentacles, jointed mouthparts, and innumerable eyes, attached to a bloated sack of a body covered with foot-long lumps, the lumps are the stolen brains of spellcasters which make the creature the natural opponent to the illithid races.
9. Ethwuu – tiny tube-snouted, armless creature, flies on the lazy flapping of several “petals” of skin around its neck, sips the magic from enchanted items and lasting spells with its hummingbird tongue.
10. Wizard Convict – powerful learned magic prodigy, dangerous or disruptive enough to the city to be banished here.
11. Census Objex Warden – special heavily outfitted member of the city's “magical authority”, generally here to interrogate or retrieve an important exile, always accompanied by two or more Coursers (2) .
12. Warder Magarchitect – master transmuter here to repair or reinforce the physical and intangible structures that make the Labrynthyne, always accompanied by several Lamellar Worms (28), necessary for the work.
13. Sorceror Convict – powerful natural magical talent inherited from ancient sorcerous bloodlines, dangerous or disruptive enough to the city to be banished here.
14. Illithid – squid-headed, wasted-bodied beings from a world called Quiddath, accidentally connected to the Labrynthyne, they possess powerful magical and mental powers and excel in bioengineering.
15. Lyrathid – illithid stock heavily bioengineered into psionic stealth operatives who move and kill with boneless grace, sometimes armed with living weapons.
16. Zegrathid – illithid stock heavily bioengineered into psionic hyperphysical destroyers, their bodies plated with chitin and their facial tentacles overlarge, sometimes armed with living weapons.
17. Extra-Material Butterflies – hyper-real, near incandescent, blue, green and pink, more existent than visitors to this place and capable of softly flapping a cauterized hole through their bodies as if they were smoke.
18. Sword Arcana – made by the Census Objex, living magic glyph in the sign of the sword, bears destruction magics, succumbs to restoration magics.
19. Slavecrown Spider – magical arachnid with a concave body shaped like a helmet or crown, attaches to a person's head and dominates them.
20. Environmental Encounter (1d4)
   1. Dead Magic Zone – area of nullified magical effects, local wildlife avoids these places.
   2. Portal – leading to a random potentially and probably lethal alternate reality, a lower vibrational plane, or an elemental plane.
   3. Warped Magic Zone – area of chaotic magical effects, some local wildlife are attracted here.
   4. Quiddath Incursion – reality's fabric is weak here, and the Illithid dimension of Quiddath forces itself through altering even the laws of physics.

21. Coin Arcana – made by the Census Objex, living magic glyph in the sign of the coin, bears choice magics, succumbs to trasmutation magics.
22. Living Spell – powerful magics that escaped and changed as they were cast, now sentient but unable to cast themselves they flit about as energy beings waiting for a strong enough magic-user to possess and live through.
23. Pulstar – five tiny stars in a sphere of pulsing translucent gel, hooks like sparks at the ends of four filaments of light, influences all spells in a 30' area with its pulsing and until this is known, magics used against it will go wild or fail outright.
24. Wand Arcana – made by the Census Objex, living magic glyph in the sign of the wand, bears creation magics, succumbs to destruction magics.
25. Riftwalker – humanoids with features elfin and alien, mauve hairless faces and thin, rubbery, four-armed bodies, they are able to manipulate and even ignore the environment of this place.
26. Astral Child – giant fat and glittering opalescent infant, it has wandered into this psuedo-plane and rages with its incredibly hard skin and strength of twenty men with closed eyes.
27. Grail Arcana – made by the Census Objex, living magic glyph in the sign of the grail, bears change magics, succumbs to abjuration magics.
28. Lamellar Worm – iridescent annelids from whose byproducts the structure of the Labrynthyne are woven, non-aggressive but capable of breaking down any solid matter to create their building material.
29. (Roll on Adjacent Area Table)
30. Special *



Saturday, June 2, 2018

Megadungeon: Giant Termite Mound Encounter Table (d20)


The Giant Termite Mound is the smallest and least varied of the minor dungeon encounter tables because it's... well, full of giant termites. I've nearly finished the table for the Labrynthyne, and I assure you, that one is full of really weird crap.








Giant Termite Mound


1. Termite Queen – bloated and tremendous, constantly producing eggs, the termite queen is always

accompanied by an extra-large retinue of workers.

2. Giant Parasitic Wasp – deadly enemy of the giant termites and their nymphs.

3. Cordyceps Infected (1d4) hosts to a mind-altering fungus, 20% of bites force saves against infection.
   1. Worker Termites
   2. Soldier Termites (Cutters)
   3. Deeps Ants
   4. NPCs

4. Termite Nymphs – inoffensive smaller and softer versions of workers, can be coaxed into producing a strong natural glue, adult workers are encountered in a few rounds 50% of the time.


5. Worker Termites – standard pale-bodied giant worker insects with strong chewing jaws.

6. Huge Centipede – massive venomous crawler, hungry for termite larvae and other soft-bodied creatures.

7. Environmental Encounters (1d4)
  1. Sinkhole – 50% collapse on themselves, 50% empty into a lower area.
  2. Sentry Mold – causing this pale blue-green mold to discharge its spores will attract worker and/or soldier termites.
   3. Drummer – relative of the ubiquitous shrieker fungus, this species creates a nearly soundless percussion that attracts soldier termites.
  4. Moss Farm – area filled with nourishing moist moss.

8. Mutated Termites – their bodies and behavior changed by their proximity to the radiation from the deeps.

9. Deeps Ants Raiding Party – ants from far underground come to raid the termite nest for eggs and larvae, they have jaws and toxins specifically designed to kill termites.

10. Worker Termites - standard pale-bodied giant worker insects with strong chewing jaws.

11. Soldier Termites (Cutters) – warrior caste of the giant termites, triple the size of a worker and armed with overlarge scything mandibles a third of the size of their bodies.


12. Giant Mole – particularly hungry for giant termites and worms, but will attack anything soft-bodied as it erupts through the side of a passage.

13. Soldier Termites (Acid) – warrior caste of the giant termites, triple the size of a worker and armed with piercing mandibles and an acid-spraying nasus on top of its head.

14. Shard Leech Scree - razor-edged stones used as the shell of a 4"-14" land mollusc, hide in areas of loose rock waiting for man size or larger prey, throw themselves en masse at a target, pierce flesh and release a mild paralytic venom, drink their fill of blood, fall out of the target, and move away from the remains.

15. Mound Toad – huge darkly camouflaged toad, capable of swallowing multiple giant termites, or a man, at once.

16. Worker Termites - standard pale-bodied giant worker insects with strong chewing jaws.

17. NPCs (1d4)
  1. Termite Trappers – equipped with pheromone traps and giant lizard mounts.
  2. Delver Group – party of NPCs from the Delvers' Collective, going to or coming from a mission in the depths.
  3. Pulp Farmers – here to collect twice-digested wood pulp from inoffensive nymphs to be sold to make paper.
  4. Firebombers – alchemists, elementalists, and their guards, here to burn back a section of the mound.

18. Termite Drones – winged males, 50% chance they are heading to the queen's room, 50% chance they are heading outside to begin a new colony.

19. (Roll on Adjacent Area Table)

20. Special *



Tuesday, May 29, 2018

Currency Exchange and Equipment Tables

 Nearly done with several more minor dungeon encounter tables (the Giant Termite Mound and the Labrynthyne), but in the meantime here's some information on money and equipment. 

Currency Exchange & Equipment Tables


Currency
CR
SB
GP
DC
Copper Rings
1
1/10
1/100
1/1,000
Steel Bars
10
1
1/10
1/100
Gold Pieces
100
10
1
1/10
Diamond Chips
1,000
100
10
1





= available in Secondmarket tier and above.
= available in Lighttown tier and above.
Weapon
Cost
Weapon
Cost
Item
Cost
Arrows
1 gp
Hammer, Light
2 gp
Sling
1 sb
Arrows, Fine
10 gp
Handaxe
5 gp
Sword, Bastard
35 gp
Ax, Throwing
8 gp
Javelin
5 sb
Sword, Short
10 gp
Battleaxe
10 gp
Kama
2 gp
Sword, Two-Bladed †
100 gp
Blowgun
10 gp
Kukri
8 gp
Trident
5 gp
Bolts, Crossbow †
1 gp
Lance, Heavy
10 gp
Warhammer
15 gp
Bolts, Repeating Crossbow †
1 gp
Lance, Light
6 gp
Whip
2 gp
Bullets, Sling
1 sb
Longbow
50 gp
Armor
Cost
Chain, Spiked
20 gp
Longspear
5 gp
Banded Mail
250 gp
Club
1 sb
Longsword
15 gp
Breastplate
400 gp
Crossbow, Hand
150 gp
Mace, Heavy
12 gp
Buckler
15 gp
Crossbow, Heavy †
60 gp
Mace, Light
5 gp
Chain Shirt
100 gp
Crossbow, Light †
35 gp
Maul
10 gp
Chainmail
150 gp
Crossbow, Repeating †
300 gp
Morningstar
15 gp
Full Plate †
1500gp
Dagger
2 gp
Net
1 gp
Half Plate †
750 gp
Dart
5 cr
Nunchaku †
2 gp
Hide Armor
10 gp
Falchion
75 gp
Pick, Heavy
5 gp
Leather Armor
10 gp
Flail, Heavy
15 gp
Pick, Light
2 gp
Padded Armor
5 gp
Flail, Light
8 gp
Quarterstaff
2 sb
Scale Mail
50 gp
Gauntlet
2 gp
Ranseur
10 gp
Shield, Large
12 gp
Gauntlet, Spiked
5 gp
Rapier
25 gp
Shield, Small
6 gp
Glaive
20 gp
Sap
1 gp
Shield, Tower
30 gp
Greatax
30 gp
Scimitar
25 gp
Splint Mail
200 gp
Greatclub
2 sb
Scythe
18 gp
Studded Leather
30 gp
Greatsword
50 gp
Shortbow
25 gp




Guisarme
9 gp
Shortspear
1 gp




Halberd
20 gp
Shuriken †
1 gp




Halfspear
1 gp
Siangham
3 gp




Hammer, Hooked
20 gp
Sickle
2 gp








Item
Cost
Item
Cost
Item
Cost
Abacus
2 gp
Fishing Tackle
1 gp
Pouch
5 sb
Acid †
25 gp
Flask / Tankard
2 cr
Quiver
1 gp
Antitoxin
50 gp
Grapple
2 gp
Ram, Portable
4 gp
Arcane Focus
20 gp
Hammer
1 gp
Rations
5 sb
Backpack
2 gp
Hammer, Sledge
2 gp
Rations (fine)
1 gp
Ball Bearings †
1 gp
Healer's Kit
5 gp
Robes
1 gp
Barrel
2 gp
Holy Symbol
5 gp
Rope, Hemp
1 gp
Basket
4 sb
Holy Water / Air / Dust / etc. †
30 gp
Rope, Silk
10 gp
Bedroll
1 gp
Hourglass †
25 gp
Sack
1 sr
Bell
1 gp
Hunting Trap
5 gp
Scale, Merchant's
5 gp
Blanket
5 sb
Ink
10 gp
Sealing Wax
5 sb
Block & Tackle
1 gp
Ink Pen
2 cr
Shovel
2 gp
Book (poor)
10 gp
Jug / Pitcher
2 cr
Signal Whistle
5 cr
Book †
25 gp
Ladder
1 sb
Signet Ring †
5 gp
Book (fine) †
100 gp
Lamp
5 sb
Soap †
2 cr
Bottle, Glass
2 gp
Lantern, Bullseye
12 gp
Spellbook
50 gp
Bucket
5 cr
Lantern, Hooded
7 gp
Spikes, Iron
1 gp
Caltrops
1 gp
Lock
10 gp
Spyglass †
1000gp
Candle
1 cr
Lock, Fine †
50 gp
Tent (single)
1 gp
Case, Bolt
1 gp
Magnifying Glass †
100 gp
Tent (double)
2 gp
Case, Scroll
1 gp
Manacles
2 gp
Tent (party)
10 gp
Chain
5 gp
Mess Kit
2 sb
Tinderbox
5 sb
Chalk
1 cr
Mirror, Steel
5 gp
Torch
1 cr
Chest
5 gp
Mirror, Glass †
30 gp
Vial
1 gp
Chest (fine) †
50 gp
Oil
1 sb
Waterskin
2 sb
Climber's Kit
25 gp
Paper †
2 sb
Whetstone
1 cr
Clothing, Common
5 sb
Parchment
1 sp
Marbles
5 sb
Clothing, Costume †
5 gp
Perfume †
5 gp
Alchemic Lab †
1000gp
Clothing, Fine †
15 gp
Pheremone
50 gp
Sewing Needle
5 sb
Clothing, Lighttown
75 gp
Pick, Miner's
2 gp
Thieves' Tools
75 gp
Clothing, Noble
200 gp
Piton
5 cr
Musical Instrument, Simple
20 gp
Clothing, Traveler's
2 gp
Poison, Common
100 gp
Musical Instrument, Complex †
100 gp
Component Pouch
25 gp
Poison, Rare †
400 gp




Crowbar
2 gp
Pole, 10'
5 cr




Druidic Focus
10 gp
Pot, Iron
2 gp






Animal/Food
Cost
Animal/Food
Cost
Drug
Cost
Axebeak
45 gp
Salt
1 sb
Pafossfas – smokeable lichen
6 sb
Diprotodon
20 gp
Spice, Common
1 gp
Cosabasira – standard herbage
4 sb
Antelope
10 gp
Spice, Fine
3 gp
Gradt – poor herbage.
2 sb
Shardleeches, Shelled
1 sb
Spice, Rare
15 gp
Fomic Fuzz – excellent herbage
1 gp
Fireflies, Yellow
2 sb
Monitor Lizard
7 sb
Evers Cubes – smokeable resin, time dialation
25 sb
Fireflies, Red
3 gp
Gliding Squirrel
1 gp
Black Monkey Pluzst – syrup
12 sb
Fireflies, UV
25 gp
Wallaby
1 gp
Reptilian/Mammalian/Avian Steroids – liquid steroids, injected or ingested
5 gp
Ghostflies
50 gp
Fruit Bat
5 cp
Hurts – dark blue 2.5”+ splinters
15 sb
Kereza Antelope
1o gp
Emu
7 gp
Mondur Succor – nasal goo, weak hallucinogen, pain killer
7 sb
Chancas Elk
20 gp
Iguana
2 sn
Star Straw – hollow reed with dried larva inside, smoked. strong hallucinogen for 30 min
15 sb
Biniki Antelope
12 gp
Honeycomb
5 gp
Jibabba – awful tasting stimulant gum
5 sb
Moa
35 gp
Indricotherium
400 gp
Pline – powder of inhaled moth wing scales, visual and auditory distortions, pleasure
2 gp
Crocodile
20 gp
Fish, Fresh
2 gp
Ig Scab – hardened blood of the flesh city Ig, dissolves in saliva
1 gp
Lobo Worm
15 gp
Fish, Rare
10 gp
Lower Tea – foot bath
9 sb
Loppett
2 gp
Fish, Dried 5 sb




Crenchie
5 gp
Hensnake
5 cr




Parrot
12 gp
Ash Elk
40 gp




Babirusa
6 gp