Showing posts with label Mundane Items. Show all posts
Showing posts with label Mundane Items. Show all posts

Tuesday, July 7, 2026

Canine Barding

Scout's Harness (Canine Barding)

Cost: 40 gp
Armor Bonus: +2
Max Dex Bonus: +6
Armor Check Penalty: 0
Arcane Spell Failure: 10%
Speed: Unchanged
Weight: 12 lb.

Fashioned from thick boiled leather stained dark brown or russet, the Scout's Harness protects a dog's chest, shoulders and neck while leaving its legs and joints completely free. Soft suede lining prevents chafing during long marches, while sturdy brass buckles allow the harness to be fitted or removed quickly. Reinforced rings along the back provide attachment points for a lead, saddlebags or other equipment.

Designed for hunting hounds, messengers and scouts, the harness emphasizes mobility over maximum protection. Its high-cut shoulder openings permit a full running stride, allowing the animal to sprint, leap and climb with little restriction.

The Scout's Harness is considered light armor.

Ranger's Barding (Canine Barding)

Cost: 300 gp
Armor Bonus: +4
Max Dex Bonus: +5
Armor Check Penalty: -1
Arcane Spell Failure: 20%
Speed: Unchanged
Weight: 24 lb.

The Ranger's Barding combines thick boiled leather with riveted chainmail to provide exceptional protection while preserving a war dog's agility. A reinforced leather breastplate shields the chest and shoulders, while curtains of finely linked mail protect the throat, flanks and lower ribs. A broad leather spine guard distributes weight evenly across the animal's back without restricting movement.

Every surface likely to rub against the dog is padded with soft leather, and carefully placed articulation points allow the armor to flex naturally with every stride. Numerous attachment rings permit the mounting of packs, bedrolls or other field equipment.

Favored by military scouts, wardens and adventurers who rely upon trained companions, the Ranger's Barding offers an excellent balance between protection and mobility.

The Ranger's Barding is considered light armor.

Heavy War Barding (Canine Barding)

Cost: 800 gp
Armor Bonus: +5
Max Dex Bonus: +3
Armor Check Penalty: -3
Arcane Spell Failure: 30%
Speed: Reduced by 10 ft.
Weight: 36 lb.

At first glance, Heavy War Barding appears to be an exceptionally well-crafted leather harness. Hidden beneath its thick outer shell, however, are dozens of overlapping steel plates riveted between layers of hardened leather in the manner of a brigandine. This construction provides far greater protection than leather alone while remaining considerably more flexible than solid plate armor.

The armor covers the chest, shoulders, ribs and spine, with an articulated mail curtain protecting the throat and an optional mail apron safeguarding the abdomen. Broad padded straps distribute the weight comfortably across the animal's frame, while heavy forged buckles ensure the barding remains secure even during violent combat.

Heavy War Barding is intended for mastiffs, war hounds and similar animals expected to fight on the front lines alongside their handlers.

The Heavy War Barding is considered medium armor.

Monday, May 18, 2026

Dreamwater Distillate

Dreamwater Distillate


Ingested or Injury Poison

Type: Ingested or injury
Initial Damage: Euphoric hallucinations and disorientation
Secondary Damage: Cognitive collapse and sensory destabilization
Price: 350 gp per vial
Craft (Poisonmaking) DC: 22

Dreamwater Distillate is a cloudy blue-green alchemical narcotic refined from the venom glands of the Marais Dream Eel. Swamp goblin refiners extract the glands, ferment them in chicory spirits and marsh herbs, then repeatedly distill the mixture through heated copper pipes submerged in cold blackwater barrels. The result is a glowing oily liquid smelling faintly of river mud, burnt sugar, mold, and citrus peel.

When consumed or introduced into the bloodstream, Dreamwater rapidly destabilizes higher sensory processing and emotional regulation. Colors appear painfully vivid, sounds stretch unnaturally, time perception fractures, and victims frequently report hearing distant music, phantom voices, or whispered conversations emerging from still water. Mild users experience euphoric fascination and emotional openness. Heavy exposure often results in panic, dissociation, paranoia, or complete inability to distinguish hallucination from reality.

A creature exposed to Dreamwater Distillate must succeed on a DC 17 Fortitude save or immediately become fascinated by nearby lights, sounds, movement, or emotionally significant stimuli for 1d6 rounds. While affected, the creature takes a -4 penalty on Wisdom-based checks, Spot checks, Listen checks, and Sense Motive checks. Spellcasters must succeed on a Concentration check (DC 15 + spell level) to cast spells successfully.

One minute later, the victim must attempt a second DC 17 Fortitude save. Failure causes severe perceptual destabilization for 2d4 hours. During this period, the victim becomes highly suggestible, cannot take 10 or take 20, and whenever exposed to stress (combat, loud noises, taking damage, sudden movement, intense emotion, or spell effects) must succeed on a DC 15 Will save or become confused for 1 round, as the spell.

Additionally, while under the secondary effects, the victim suffers vivid visual and auditory hallucinations determined by the DM. Common manifestations include:

  • Seeing lantern lights drifting through fog

  • Hearing distant funeral music

  • Believing statues or corpses are speaking

  • Perceiving walls, water, or shadows as moving subtly

  • Experiencing overwhelming emotional attachment or fear toward random objects or individuals

  • Temporary certainty that one has received profound cosmic insight

Creatures immune to poison are immune to Dreamwater Distillate.

Lore

Dreamwater Distillate remains heavily illegal throughout most civilized districts of Ville des Marais, though enforcement waxes and wanes depending entirely upon how many officials are currently related to the smugglers involved. Goblin river clans were the first to discover proper refinement techniques after generations of accidental poisonings, religious experimentation, and catastrophically poor decision-making.

Unlike many narcotics, Dreamwater is considered genuinely dangerous not because it directly kills its users, but because it annihilates their ability to properly interpret reality for several hours. Victims have wandered into flood canals believing themselves capable of breathing water, mistaken strangers for dead relatives, or become entirely convinced they were receiving prophecy from decorative architecture.

Swamp goblins frequently insist that Dreamwater “opens the inward lantern,” though scholars remain divided on whether this statement is mystical philosophy or simply goblins attempting to sound profound while catastrophically intoxicated. Both explanations remain plausible.

Improperly refined Dreamwater is even more dangerous. Failed batches may induce seizures, temporary blindness, emotional collapse, or violent paranoia. One infamous incident involved an entire goblin river band becoming convinced the moon was “descending to negotiate” with them personally. The negotiations reportedly lasted seven hours and ended with three arrests, a capsized barge, and a municipal heron somehow catching fire.

Kelwyn’s Notes

There exist poisons that merely end life, and then there exist substances such as Dreamwater Distillate - compounds which instead pry open the mind itself and leave the victim defenseless before whatever horrors crawl within its architecture. I find the latter infinitely more disturbing. Death, for all its cruelty, is at least honest in intention. Dreamwater instead whispers. It convinces. It smiles with borrowed comfort while quietly dismantling the sufferer’s ability to distinguish truth from nightmare. Such things do not kill the body immediately because they do not need to. They first murder certainty, reason, dignity, memory, and finally trust in one’s own senses. What remains afterward is often merely a frightened animal wearing the shape of a person.

I have witnessed the aftermath personally. One man drowned peacefully in knee-deep water because he had become convinced he was “walking through the sky.” Another spent six hours speaking lovingly to the corpse of a cypress stump while weeping openly over conversations that never occurred. Most unsettling of all are those who emerge from the experience insisting it was beautiful. That is the true obscenity of the distillate. It transforms psychological violation into longing. The victim often desires to return willingly to the very condition that stripped them of agency. Few curses are so efficient.

The goblins who refine this toxin frequently defend it with tiresome language concerning “expanded perception,” “spiritual lanterns,” or “loosening the chains of ordinary thought.” Such rhetoric has always struck me as the philosophy of individuals too enamored with sensation to understand consequence. One does not achieve enlightenment by setting fire to the mechanisms responsible for discernment. If smashing a clock grants temporary freedom from schedules, it does not therefore improve one’s understanding of time.

Nor am I convinced the visions themselves are entirely harmless. The human mind is not designed to perceive reality without filtration. Those filters exist for survival. Dreamwater tears at them violently. Whether the resulting hallucinations are merely neurochemical chaos or glimpses into regions mercifully hidden from ordinary cognition remains uncertain. I confess I do not particularly wish to discover the answer. There are doors within existence that wisdom demands remain closed.

And yet, despite all this, the distillate persists. Civilization repeatedly creates instruments designed to erode itself from within, then acts surprised when they succeed. Perhaps that is the final cruelty of Dreamwater. It does not merely intoxicate the individual. It reveals humanity’s eternal hunger to escape itself - even at the cost of becoming something broken upon return.

Sunday, May 10, 2026

Wandier’s Wand Wallet

Wandier’s Wand Wallet


This thick leather carrying wallet was first popularized by itinerant hedge-wizards, battlefield arcanists, and cautious wandmakers who quickly learned that loose wands carried in packs had an unfortunate tendency to crack, discharge unexpectedly, or vanish into the depths of overstuffed satchels. Though simple in construction, the Wandier’s Wand Wallet is considered indispensable equipment among anyone who regularly carries multiple magical wands.

Constructed from hardened leather reinforced with stitched inner lining and riveted supports, the wallet contains six individual wand loops designed to hold standard-sized magical wands securely in place. A broad protective flap folds over the stored wands, shielding them from dust, rain, accidental scratches, and casual theft. The lower pouch section is often padded with wool, felt, or treated cloth to prevent the delicate tips of wands from striking one another during travel.

Most examples are worn on a belt or attached to a bandolier, though some larger versions are carried inside satchels or robes. The loops are sized to fit the majority of wands between 6 and 15 inches in length. Particularly elaborate versions commissioned by wealthy spellcasters may feature embossed sigils, color-coded stitching for spell schools, or hidden pockets for scroll fragments and arcane notes, though these additions are cosmetic rather than magical.

Adventurers appreciate the wallet for practical reasons beyond mere storage. The design allows a wand to be drawn quickly without fumbling through packs or robes, making it especially favored by dungeon delvers, artificers, alchemists, and combat mages who rely upon rapid access to multiple magical effects.

Wandier’s Wand Wallet

Cost: 8 gp
Weight: 1 lb.

This leather wand pouch contains six reinforced loops capable of securely holding up to six standard magical wands. Drawing a wand from the wallet is treated as drawing a weapon. The wallet protects its contents from ordinary jostling, scratching, and incidental damage during travel, though it provides no special protection against magical effects, crushing force, or immersion. The pouch itself is non-magical.

Gnomish Reinforced Potion Vial

Gnomish Reinforced Potion Vial


These cylindrical metallic containers were first developed by gnomish battlefield alchemists after repeated losses of valuable concoctions during tunnel collapses, laboratory accidents, and the occasional unfortunate combustion event. Unlike traditional glass vials, reinforced potion vials are designed to endure rough travel, falls, compression, and even minor impacts from weapons or debris without shattering.

Constructed primarily from brushed steel, tin-alloy, or lightweight alchemical brass, each vial consists of a seamless metal chamber fitted with a threaded pressure cap lined internally with waxed leather or treated cork. Most examples are intentionally simple in appearance, though gnomish makers frequently engrave serial numbers, warning glyphs, or humorous slogans onto the caps.

A reinforced potion vial typically contains enough liquid for a single potion dose. The interior is coated with a thin inert lacquer developed to prevent contamination or metallic alteration of magical and alchemical liquids. While effective for most common potions and alchemical substances, highly corrosive compounds still require specialized containment.

Because the vial walls are opaque, many users attach parchment labels, color-coded ribbons, etched markings, or small alchemical runes to identify contents quickly. Veteran adventurers often complain that this makes emergency potion selection slower than with traditional glass containers, though many gladly accept the tradeoff after surviving a fall that would have shattered ordinary vials.

Gnomish reinforced vials have become especially popular among scouts, dungeon delvers, cavalry units, and airship crews, where vibration and sudden movement make glass particularly hazardous.

Gnomish Reinforced Potion Vial

Cost: 5 gp
Weight: 1 lb.

A gnomish reinforced potion vial holds one potion, oil, or similar liquid item intended for a standard potion bottle.

The vial is made of durable metal and does not automatically break when dropped. It gains hardness 10 and 5 hit points. Unlike glass containers, it is immune to incidental breakage caused by ordinary falls, jostling, or rough travel.

Opening the vial requires the same action normally used to drink a potion, though some users find the threaded cap slightly slower to manipulate while wearing heavy gloves or under stressful conditions.

A reinforced potion vial may be reused indefinitely if properly cleaned.

Tuesday, May 5, 2026

Pendulum Axe

Pendulum Axe


The pendulum axe is a rare woodland weapon derived from suspended log-splitting tools used in remote frontier communities. Consisting of a heavy crescent axe head attached to a reinforced chain and weighted haft assembly, the weapon builds momentum through wide swinging arcs rather than direct strikes. Though awkward in confined spaces, skilled users can deliver devastating blows capable of splitting shields, timber, and bone alike.

Because of its unusual balance and violent momentum, the pendulum axe is favored primarily by lumber militias, executioners, and eccentric wilderness warriors.

Weapon Category: Exotic Two-Handed Weapon
Cost: 40 gp
Damage: 2d6
Critical: ×3
Damage Type: Slashing
Weight: 8 lb.
Reach: —

Special:

A pendulum axe may be used to make trip attacks. If the wielder is tripped during their own trip attempt, they may drop the weapon to avoid being tripped in return.

Due to its swinging momentum, the pendulum axe gains a +2 bonus on opposed Strength checks made to sunder wooden weapons, shields, or objects.

However, the weapon’s unwieldy motion imposes a -2 penalty on attack rolls made in spaces narrower than 10 feet wide.

A pendulum axe counts as both an axe and a flail for the purpose of feats, weapon proficiencies, and special abilities.

Sunday, April 12, 2026

Blackwater Venomtail Poison

Blackwater Venomtail Poison


Type: Injury
Fortitude DC: 18
Initial Damage: 1d4 Str and 1d4 Dex
Secondary Damage: 1d6 Str
Price: 2,500 gp
Weight: —

DESCRIPTION

Distilled from the glands of the Blackwater Catfish, Striped Venomtail, this murky, olive-black toxin carries the slow certainty of drowning within it. It is typically stored in sealed gourds, bone vials, or thick glass containers, as exposure to open air gradually dulls its potency. When freshly harvested, it carries a faint brackish scent, like stagnant water left too long undisturbed.

Unlike many poisons that overwhelm the body with pain or shock, Blackwater Venomtail poison works through insidious degradation. Muscles weaken, reflexes dull, and coordination slips away in stages. Victims often remain fully conscious as their bodies fail them, aware of their surroundings but increasingly unable to respond.

Those reduced to 0 Strength by this poison lose all ability to swim or hold themselves above water, immediately placing them at risk of drowning if submerged. This effect has made the poison particularly feared in swamp and river regions, where even a minor wound can become a death sentence.

Creatures reduced to 0 Strength by this poison are considered helpless for the purpose of Mireborn Harvest Instinct.

LORE

Among those who know of it, this poison is rarely spoken of as a weapon - but rather as a condition. Survivors describe the sensation not as agony, but as surrender: the gradual realization that resistance is no longer possible. Limbs grow heavy, breath becomes shallow, and the will to fight seems to slip away alongside physical strength.

The Mireborn are the most infamous users of this venom. They harvest it directly from living striped venomtails, collecting it with patient, deliberate care. Their weapons are coated not for immediate lethality, but to ensure that those struck cannot escape. Many victims are found not where they were attacked, but where they ultimately fell - dragged by water, or simply unable to rise again.

There are whispers that repeated exposure to diluted forms of the venom can build a tolerance, though such practices are dangerous and rarely survive experimentation. Whether the Mireborn themselves possess such resistance is unknown, but their casual handling of the toxin suggests a familiarity that borders on intimacy.

KELWYN’S NOTES

Ah… yes. I have encountered this substance before - though “encountered” feels an insufficient word for something that lingers in both the senses and the memory long after one has prudently withdrawn from its vicinity.

This is not, as some might simplistically conclude, a poison intended to kill. Death, after all, is decisive. This substance is something far more… contemplative. It persuades the body to abandon itself - to relinquish strength not in a moment of violence, but through a quiet and inexorable surrender. One does not die from it so much as one ceases to meaningfully resist the world’s claim upon them.

I have reviewed accounts - fragmented, often written in trembling hand - of those who survived exposure. What is most striking is not their description of weakness, but of awareness. They speak of watching their own limbs fail with a kind of detached horror, as though the body had become a separate and uncooperative entity. It is, I think, a particularly cruel experience to remain present for one’s own undoing.

And then, of course, there are the Mireborn. I find them… profoundly distasteful. Not merely for their appearance, though that alone would suffice, but for their methodology. To harvest such a substance from a living creature, to refine it, to apply it with intent - this suggests not desperation, but preference. There is a deliberateness to their actions that I cannot comfortably attribute to mere survival.

There are many poisons in this world that kill swiftly, cleanly, even mercifully by comparison. This is not among them. This is a thing that teaches the body how to let go… and then ensures that it does so at the worst possible moment.

Friday, April 10, 2026

Whistling Arrow (Revised)

Whistling Arrow (Revised)


Ammunition

Cost: 5 gp (per 20)
Damage: As arrow (–1 damage)
Critical: ×3
Range Increment: As bow used
Type: Piercing
Weight: As arrow
Hardness: 5
hp: 5

DESCRIPTION

A whistling arrow is fitted with a pierced arrowhead - typically drilled at an angle - allowing air to pass through as it flies, producing a sharp, rising whistle. Unlike the blunt-headed versions sometimes described, this design preserves a functional piercing tip.

The modification slightly reduces penetration and stability, imposing a –1 penalty to damage rolls, but the arrow otherwise functions as normal ammunition.

The whistle can be clearly heard up to 300 feet, even in moderately noisy conditions.

PSYCHOLOGICAL EFFECT

The unnatural sound provokes a brief instinctive reaction:

  • Creatures within 30 ft of the arrow’s path or impact must succeed on a DC 10 Will save
  • On failure:
    • Take a –1 morale penalty on attack rolls and Listen checks for 1 round
  • Creatures unaware or not yet engaged in combat instead take:
    • –2 penalty on Spot checks for 1 round

Type: Mind-affecting fear effect (minor)

TACTICAL USE

Whistling arrows grant a +2 circumstance bonus on Bluff checks made to:

  • Lure enemies into ambushes
  • Fake movement or retreat
  • Create directional misperception

RECOVERY

As standard ammunition:

  • Hit: destroyed
  • Miss: 50% chance to recover

Sunday, April 5, 2026

Jester’s Scepter


Light Mace (martial weapon)

Cost: 5 gp
Damage (S): 1d6
Damage (M): 1d6
Critical: ×2
Weight: 4 lb.
Type: Bludgeoning
Special: Counts as a light mace; grants +2 circumstance bonus on Perform (comedy) checks when used as a prop

At first glance, the jester’s scepter appears to be little more than a gaudy prop - a fool’s bauble topped with a grinning harlequin face and adorned with tiny bells that chime with every exaggerated flourish. In courts and taverns alike, jesters brandish these scepters as extensions of their persona, punctuating jokes, mock decrees, and theatrical routines. A well-timed jingle or tap against the floor can turn a mediocre jest into roaring laughter, and many performers develop a rhythmic cadence with the bells as part of their act.

Despite its playful appearance, the scepter is built around a solid steel core, its head carefully weighted to maintain the balance of a proper mace. Veteran jesters - especially those who travel rough roads or serve unpredictable masters - know that laughter can sour quickly. In such moments, the scepter transitions seamlessly from prop to weapon, its jingling bells becoming an unsettling counterpoint to the dull crack of steel against bone. The contrast between its harmless appearance and its very real lethality often grants its wielder a crucial moment of surprise.

Among certain troupes and secretive guilds, the jester’s scepter carries a deeper symbolism. It represents the duality of the fool - both entertainer and observer, harmless clown and veiled critic. Some even whisper that the scepter is a reminder: those who mock power must occasionally be prepared to survive it.

LORE

The jester’s scepter has no singular origin, for it arose not from arcane ambition, but from necessity - a quiet evolution among performers who learned, often painfully, that laughter does not guarantee safety. In the courts of petty nobles and along the uncertain roads between cities, jesters occupied a precarious role: permitted to speak freely, so long as their words amused more than they offended. When that balance faltered, consequences were swift.

Early scepters were little more than hollow props, crafted for sound and spectacle alone. But over time, subtler designs emerged. Steel found its way into the core, weight into the head, and intention into the hand that wielded it. The transformation was gradual, almost unspoken - a shared understanding among traveling troupes that the fool’s motley did not make one immune to violence, only conspicuous within it.

In certain circles, particularly among guilded performers and clandestine satirists, the scepter came to represent more than stagecraft. It was a symbol of license with consequence - the right to mock, paired with the burden of surviving the reaction. To carry one was to acknowledge that wit alone might not suffice, and that the line between jest and insult was as sharp as any blade.

There are even whispered traditions in which a jester earns their scepter not through performance, but through endurance - surviving a patron’s wrath, a mob’s anger, or a moment when the laughter died too quickly. Such scepters are said to carry a certain… weight beyond their construction. Not magic, precisely, but memory. The echo of every time humor failed, and steel had to speak instead.

Kelwyn’s Notes…

Yes, yes - the archetypal fool’s implement. Bells, baubles, and just enough hidden lethality to make its wielder feel clever.

I find it… inelegant.

Do not misunderstand me - the design is functional. The concealed weight, the balance, the dual-purpose construction… all perfectly serviceable. But it lacks restraint. It insists upon announcing itself at every opportunity, jingling and grinning as though desperate to remind the world of its supposed wit. A proper instrument requires no such theatrics.

This, on the other hand, is a compromise made manifest.

It is what one carries when one cannot decide whether they are a performer or a combatant, and so chooses to be both - loudly. There is no subtlety in it, no refinement of purpose. Only noise, followed by impact. Effective, certainly… but so is a falling brick, and I do not see those being paraded about with bells attached.

Still, I will concede this much: it reflects its wielder with uncomfortable accuracy. Those who favor such things tend to believe themselves far more nuanced than they are. The scepter, at least, makes no such pretense. It is exactly what it appears to be.

Which, I suspect, is more honesty than its bearer typically affords.

Monday, January 30, 2023

Common Barbarian Weapons

Axe, Bearded


Cost
30 gp
Dmg (M) 1d10
Critical 19–20/x3
Weight 7 lb.
Type Slashing

DESCRIPTION

The bearded axe is a masterwork of traditional smithing, forged through a labor-intensive process that reflects both patience and cultural pride. Its head is constructed from a body of mild steel, into which a hardened carbon steel edge is forgewelded. This ancient method requires repeated heating and hammering - sometimes over a hundred heats and thousands of strikes - to properly laminate the metals into a single, resilient blade.

Because high-quality carbon steel is rare and costly, it is reserved only for the cutting edge. This practice allows smiths to stretch precious resources while still producing weapons of exceptional effectiveness. The junction between steels is often revealed through a careful etching process, creating a visible pattern along the blade that serves as both proof of craftsmanship and a quiet mark of prestige. With time and use, the oxide darkening from the etching fades, leaving behind a smoother, battle-worn finish.

The axe’s distinctive “beard” - the extended lower portion of the blade - allows for hooking shields, weapons, or limbs, making it a favored tool among warriors who rely on control as much as brute force. Its handle is typically carved from hickory and treated with linseed oil, developing a rich patina over years of use. Each axe is paired with a thick, custom-fitted sheath of vegetable-tanned leather, ensuring both protection and longevity.

LORE

Among river clans and marshland warriors, the bearded axe is more than a weapon - it is a symbol of lineage. Many axes are passed down through generations, their etched edges telling silent stories of battles fought and survived. It is said that a well-made bearded axe “remembers the hand,” growing more balanced and responsive the longer it is wielded by a single owner.

In the port districts and humid trade cities of the south, master smiths guard the secrets of proper lamination fiercely. Apprentices may spend years working bellows and hammer before ever being trusted to lay the carbon edge. A flawed weld is considered a deep shame, and such axes are often destroyed rather than sold.

Some whisper that certain etched patterns are not merely decorative but intentional - subtle sigils worked into the steel during forging. These marks are believed to attract fortune in battle or ward against the breaking of the blade, though whether this is superstition or forgotten magic depends on who you ask.

Seax (Scramaseax)


Cost
10 gp
Dmg (M) 1d6
Critical 19–20/x2
Weight 2 lb.
Type Slashing

DESCRIPTION

The seax, sometimes called a scramaseax, is a versatile blade that straddles the line between tool and weapon. Its long, single-edged blade is mounted on a simple iron tang, which extends into a grip made from wood, bone, or horn. These grips are intentionally replaceable, allowing the weapon to be maintained and adapted over time with minimal effort.

Most seaxes feature relatively short tangs, typically between 2 and 3½ inches, secured within the grip by friction, wedges, or natural adhesives. However, larger variants exist with extended tangs and longer grips, enabling two-handed use. These longer seaxes can reach lengths of 24 to 28 inches, rivaling short swords in size while retaining the straightforward construction of a knife.

The design favors efficiency over ornamentation. While some examples include simple metal fittings such as a pommel or guard, many are entirely utilitarian. The blade’s straight edge and angled tip make it equally suited for cutting, carving, and thrusting, ensuring its place as a constant companion for travelers, laborers, and warriors alike.

LORE

The seax is often called “the honest blade,” for it is as useful at the hearth as it is in a fight. In many cultures, carrying a seax marks one as a free individual - neither noble nor slave, but something in between. It is the weapon of those who must rely on themselves, whether on the road, in the wilds, or in the narrow alleys of crowded cities.

Because of its simplicity, the seax is rarely the work of a single artisan. Blades may be forged in one settlement, fitted with a grip in another, and repaired countless times along the way. Each replacement handle adds a new chapter to the weapon’s story, making no two seaxes truly alike.

There are tales of ancient seaxes that have outlived entire bloodlines, their blades worn thin but unbroken. Such weapons are said to carry a quiet resilience, embodying the stubborn endurance of those who wield them. In some circles, to gift a seax is to offer not just a tool, but a promise - that its bearer will always have the means to survive.

Monday, June 21, 2021

Gnomish Pipe

Gnomish Pipe


Wondrous item

These intricate pipes, crafted by inventive gnomish tinkers, have become fashionable curiosities in both refined salons and shadowed back alleys alike. Rather than burning tobacco or pipe-weed, a gnomish pipe vaporizes alchemically prepared liquids, allowing the user to inhale delicately flavored vapors derived from fruits, herbs, or more exotic ingredients. Each draw produces thick, fragrant plumes that can be shaped, blown, or simply enjoyed for their taste and texture.

The pipe is constructed with a small internal chamber designed to hold a sealed glass vial. Swapping flavors is a simple matter of disassembling the pipe, inserting a new vial of liquidized vapor essence, and reassembling the mechanism. A cleverly concealed button within the bowl activates a tiny alchemical heating element, instantly transforming the liquid into a smooth, inhalable vapor. The process is entirely smokeless, leaving behind only faint aromatic traces rather than ash or residue.

Gnomish pipes are often miniature masterpieces - engraved with whirling patterns, inset with tiny gears, or shaped like whimsical creatures. Despite their playful appearance, they are precise instruments of alchemical engineering. Standard pipes cost 100 gp, while individual vials of vapor essence cost 20 gp each and can be crafted by an alchemist with at least 10 ranks in Craft (alchemy). A vial provides 5 + 1d4 sittings, with each sitting lasting 10 rounds.

A masterwork gnomish pipe enhances the efficiency of the vaporization process. In such pipes, vials last 10 + 1d6 sittings. Masterwork pipes cost 300 gp.

Magical Gnomish Pipes

Some gnomish pipes are further enhanced through enchantment, blending alchemy with arcane influence. These pipes often grant subtle mental benefits or produce spell-like vapor effects when used. The vapor itself becomes infused with magic, affecting the user or the surrounding area.

Unless otherwise noted, magical pipes function as masterwork pipes, and their vials last 10 + 1d6 sittings. Refilling a magical pipe requires specially prepared alchemical vials costing 1/5 the pipe’s market price per refill.

Pipe of the Mind

Wondrous item

This elegant pipe is often crafted from pale wood and etched with delicate spirals meant to evoke thought and introspection. When activated, the vapor carries faintly shimmering motes that seem to linger just at the edge of perception.

Those who partake of its vapor often describe a sharpening of thought, as if distracting noise has been gently pushed aside. Scholars, wizards, and philosophers particularly prize these pipes, though some whisper that prolonged use creates a subtle dependence on its clarity.

While using the pipe, and for 30 minutes thereafter, the user gains a +1 enhancement bonus to Intelligence.

Moderate transmutation; CL 9th; Craft Wondrous Item; fox’s cunning;
Price 1,000 gp; Cost 500 gp + 40 XP

Pipe of Obfuscation

Wondrous item

This stout, brass-fitted pipe is heavier than most, with a bowl shaped like a coiled cloud. When activated, the vapor produced is unnaturally dense, spilling outward in thick, rolling masses that quickly obscure the surroundings.

Favored by thieves, smugglers, and those who prefer not to be seen, this pipe transforms idle indulgence into a tactical advantage. The smoke clings low at first before rising and expanding, swallowing light and sound in equal measure.

Once per sitting, the user may exhale a cloud of vapor that functions as fog cloud, as cast by a 5th-level caster.

Moderate conjuration; CL 5th; Craft Wondrous Item; fog cloud;
Price 7,500 gp; Cost 3,750 gp + 300 XP

Tuesday, December 4, 2018

3.5 D&D Equipment Kits

3.5 D&D Equipment Kits

Here are some kits for characters of all levels, using collections of stuff from the Equipment chapter of the Player’s Handbook. Magical equipment hasn’t been included here. Each item in a kit has its total weight and cost, so that you can quickly add or remove more items and keep track of what needs to be replaced.

Essentials Kits

Deluxe Essentials Kit

  • backpack 2gp, 2 lbs
  • bedroll 1sp, 5 lbs
  • 1-pint flask 3cp, 1.5 lbs
  • 7 days’ trail rations 3.5gp, 7 lbs
  • healer’s kit 50gp, 1 lb
Total Cost: 55.63gp, Weight: 16.5 lbs

Full Essentials Kit

  • backpack 2gp, 2 lbs
  • bedroll 1sp, 5 lbs
  • 1-pint flask 3cp, 1.5 lbs
  • 7 days’ trail rations 3.5gp, 7 lbs
Total Cost: 5.63gp, Weight: 15.5 lbs

Basic Essentials Kit

  • backpack 2gp, 2 lbs
  • bedroll 1sp, 5 lbs
  • 1-pint flask 3cp, 1.5 lbs
  • 3 days’ trail rations 1.5gp, 3 lbs
Total Cost: 3.63gp, Weight: 11.5 lbs

Wilderness Kits

Deluxe Wilderness Kit

  • backpack 2 gp, 2 lbs
  • hunting knife 2 gp, 1 lb
  • whetstone 2 cp, 1 lb
  • bucket 5 sp, 2 lbs
  • shovel 2 gp, 8 lbs
  • hammer 5 sp, 2 lbs
  • 36 square yards canvas 2 sp, 2 lbs
  • fishing line and hook 1 sp
  • flint and steel 1 gp
  • iron pot 5 sp, 10 lbs
  • signal whistle 8 sp
  • tent 10 gp, 20 lbs
  • waterskin 1 gp, 4 lbs
  • 2 vials antitoxin 100 gp
  • climber’s kit 80 gp, 5 lbs

Total Cost: 200.62 gp, Weight: 57 lbs

Full Wilderness Kit

  • backpack 2 gp, 2 lbs
  • hunting knife 2 gp, 1 lb
  • whetstone 2 cp, 1 lb
  • shovel 2 gp, 8 lbs
  • hammer 5 sp, 2 lbs
  • 36 square yards canvas 2 sp, 2 lbs
  • fishing line and hook 1 sp
  • flint and steel 1 gp
  • iron pot 5 sp, 10 lbs
  • tent 10 gp, 20 lbs
  • waterskin 1 gp, 4 lbs

Total Cost: 19.32 gp, Weight: 50 lbs

Basic Wilderness Kit

  • backpack 2 gp, 2 lbs
  • hunting knife 2 gp, 1 lb
  • fishing line and hook 1 sp
  • flint and steel 1 gp
  • tent 10 gp, 20 lbs
  • waterskin 1 gp, 4 lbs

Total Cost: 16.10 gp, Weight: 27 lbs

Dungeoneering Kits

Deluxe Dungeoneering Kit

  • backpack 2 gp, 2 lbs
  • everburning torch 110 gp, 1 lb
  • crowbar 2 gp, 5 lbs
  • 5 pitons 5 sp, 2.5 lbs
  • grappling hook 1 gp, 4 lbs
  • 50-foot silk rope 10 gp, 5 lbs
  • 3x chalk 3 cp
  • 10-foot pole 2 sp, 8 lbs
  • caltrops 1 gp, 2 lbs
  • acid 10 gp, 1 lb
  • alchemist’s fire 20 gp, 1 lb

Total Cost: 156.73 gp, Weight: 31.5 lbs

Full Dungeoneering Kit

  • backpack 2 gp, 2 lbs
  • hooded lantern 7 gp, 2 lbs
  • 4 pints of oil 4 sp, 4 lbs
  • crowbar 2 gp, 5 lbs
  • 5 pitons 5 sp, 2.5 lbs
  • grappling hook 1 gp, 4 lbs
  • 50-foot hemp rope 1 gp, 10 lbs
  • 3x chalk 3 cp
  • 10-foot pole 2 sp, 8 lbs
  • caltrops 1 gp, 2 lbs

Total Cost: 15.13 gp, Weight: 39.5 lbs

Basic Dungeoneering Kit

  • backpack 2 gp, 2 lbs
  • 10 torches 1 sp, 10 lbs
  • 5 pitons 5 sp, 2.5 lbs
  • 50-foot hemp rope 1 gp, 10 lbs
  • 3x chalk 3 cp
  • 10-foot pole 2 sp, 8 lbs

Total Cost: 3.83 gp, Weight: 32.5 lbs

Scholar’s Kits

Deluxe Scholar’s Kit

  • backpack 2 gp, 2 lbs
  • 5x candles 5 cp
  • 5x tindertwigs 5 gp
  • black, red, and blue ink 40 gp
  • quill pen 1 sp
  • 100 sheets of parchment 20 gp
  • sealing wax 1 gp, 1 lb
  • signet ring 5 gp
  • soap 5 sp, 1 lb
  • steel mirror 10 gp, 0.5 lbs
  • magnifying glass 100 gp
  • bell 1 gp
  • hourglass 25 gp, 1 lb
  • merchant’s scale 2 gp, 1 lb
  • 2 flasks holy water 50 gp, 2 lbs
  • sunrod 2 gp, 1 lb
  • wooden holy symbol 1 gp

Total Cost: 264.65 gp, Weight: 9.5 lbs

Full Scholar’s Kit

  • backpack 2 gp, 2 lbs
  • 5x candles 5 cp
  • 5x tindertwigs 5 gp
  • ink 8 gp
  • pen 1 sp
  • 50 sheets of parchment 10 gp
  • sealing wax 1 gp, 1 lb
  • signet ring 5 gp
  • soap 5 sp, 1 lb
  • steel mirror 10 gp, 0.5 lbs
  • bell 1 gp
  • 1 flask holy water 25 gp, 1 lb
  • sunrod 2 gp, 1 lb
  • wooden holy symbol 1 gp

Total Cost: 70.65 gp, Weight: 7.5 lbs

Basic Scholar’s Kit

  • backpack 2 gp, 2 lbs
  • 3x candles 3 cp
  • 1x tindertwig 1 gp
  • ink 8 gp
  • pen 1 sp
  • 10 sheets of parchment 1 gp
  • soap 5 sp, 1 lb
  • steel mirror 10 gp, 0.5 lbs
  • sunrod 2 gp, 1 lb
  • wooden holy symbol 1 gp

Total Cost: 25.63 gp, Weight: 5.5 lbs

Mount Kits

Deluxe Mount Kit

  • light warhorse 150gp
  • chain shirt barding 400gp, 50 lbs
  • bit and bridle 2gp, 1 lb
  • military saddle 20gp, 30 lbs
  • saddlebags 4gp, 8 lbs
  • 7 days’ feed 3.5sp, 70 lbs
Total Cost: 576.35gp, Mount’s Load: 159 lbs

Full Mount Kit

  • light warhorse 150gp
  • leather barding 20gp, 30 lbs
  • bit and bridle 2gp, 1 lb
  • military saddle 20gp, 30 lbs
  • saddlebags 4gp, 8 lbs
  • 7 days’ feed 3.5sp, 70 lbs
Total Cost: 196.35gp, Mount’s Load: 139 lbs

Basic Mount Kit

  • light horse 75gp
  • bit and bridle 2gp, 1 lb
  • riding saddle 10gp, 25 lbs
  • saddlebags 4gp, 8 lbs
  • 7 days’ feed 3.5sp, 70 lbs
Total Cost: 91.35gp, Mount’s Load: 104 lbs

Necklace of the Sixfold Arsenal

Necklace of the Sixfold Arsenal Aura moderate transmutation; CL 9th Slot neck; Price 23,000 gp; Weight 1 lb. DESCRIPTION This elaborate...