Evercoiling Empire Adventuring Gear
From Myth-Wiki
From the exotic clothes, medicines, and spices of the Mahrani empire to the superb weapons and exotic alchemical compounds of the Goeans, adventurers in the Evercoiling Empire have a wealth of tools to use in their explorations of the dangers around them. Here are a small sample of the equipment they might find useful.
Contents |
Clothing and accessories
Mahrani Clothing
Cost: 5 gp
The proper outfit for any reasonably wealthy Goean, this regional costume consists of a turban, long cotton shirt, and pantaloons for men or a sari for women, and sandals for both sexes. If worn without armor, it provides a +1 bonus to any Fortitude saves made against hot environmental conditions. Note that there are Mahrani versions of the courtier's and noble's outfits; they effectively cost the same as their normal counterparts, but provide the same protection against dangerous heat.
Parasol
Cost: 5 gp
A lightweight portable shade, made of reeds, silk, and muslin. Much more expensive versions of the humble parasol exist, gilded and brightly colored; they are very popular with both Goean and Mahrani women. A character carrying a parasol in one hand while outdoors receives a +1 bonus to Fortitude saving throws made against hot environmental conditions. Note that this bonus stacks with the bonus for Mahrani attire.
Grooming Kit
Cost: 50 gp
This kit holds such niceties as a small hand mirror, a razor, cotton thread for hair removal, a generous amount of soap, lotions, perfumes, sticks for tooth cleaning, makeup, and toiletries usable by either sex. It is the perfect tool for appearing well-groomed and presentable even under harsh conditions, and provides a +2 bonus to Diplomacy checks if used daily. One kit contains enough supplies for twenty day's worth of grooming.
Alchemical Substances
Alachest
Cost: 50 gp Damage: 2d6 Blast radius: 5 ft Range increment: 10 ft Weight: 1 lb. Damage Type: Acid
This acid is legendary among the Goeans for its frightening potence. A thrown vial of alachest deals 2d6 points of acid damage in its target square; anyone withing the blast radius must make a DC 15 Fortitude check or be nauseated for 1 round.
Healing Balm
Cost: 10 gp
This white, slightly salty-smelling salve provides a +5 bonus to any attempt to stabilize a creatures using a Heal check. It is good for one use only.
Grenadoe
Cost: 20 gp Damage: 1d10 Blast Radius: 5 ft Range Increment: 10 ft Weight: 5 lb. Damage Type: Fire
This small but heavy iron shell is filled with gunpowder. It must be lit before throwing it; lighting a grenadoe fuse requires a move action. The explosive deals 1d10 fire damage; anyone in the blast radius but outside of the target square must make a DC 15 Reflex save to take half damage.
Flash Bomb
Cost: 10 gp Damage: 0 Blast Radius: 10 ft Range Increment: 10 ft. Weight: 1 lb. Damage: None
The small paper box, when lit, produces a blinding flash. Lighting a flash bomb requires a move action. Anyone caught in the blast radius of a flash bomb must make a DC 15 Reflex save or be dazzled for 3 rounds.
Firebomb
Cost: 100 gp Damage: 2d6 Blast Radius: 10 ft Range Increment: 10 ft. Weight: 1 lb. Damage Type: Fire
This small leaden vial is one of the most dangerous explosives known to Goean alchemy. It must be lit before throwing it; lighting a firebomb fuse requires a move action. A direct hit deals 2d6 fire damage. Each creature within 10 feet of the point where the firebomb hits takes 2 points of damage. On the round following a direct hit, the target takes an additional 2d6 damage. If desired, the target can take a full-round action to attempt to extinguish the flames before taking the additional damage. Extinguishing the flames required a DC 20 Reflex save. Rolling on the ground provides a +2 to the save. Magically extinguishing the flames automatically smothers the fire.
White Orchid Perfume
Cost: 50 gp Weight: -
This expensive, exotic perfume is much in demand by the women of Goea. Its scent helps focus the mind, and clears away the distractions of the day. It is the perfect tool for concentrating the mind, and if used daily provides a +2 bonus to Concentration checks. One vial of white orchid perfume is good for ten days of use.
Paan
Cost: 2 cp Weight: -
Referred to as "betel nut" by the Goeans, this complex herbal preparation consists of acacia nut, a lime slice, and several spices wrapped artfully in a betel leaf. (With the arrival of the Goeans, tobacco has found its way into the mixture.) Chewing the paan eases the day's aches and pains and reduces fatigue, although the bright red stains it leaves one one's teeth are considered unsightly by many. Paan is spit out once it's been chewed thoroughly; the lower-class streets of many Mahrani cities are spattered red with paan stains.
Paan is an ingested poison, with a DC of 10. The initial effect causes 1 point of temporary Charisma damage; the secondary effect heals 1 nonlethal damage and reduces the penalties for fatigue by half for one hour (i.e, -1 Str and Dex penalties instead of -2). The Charisma damage heals naturally in 1 hour.
Cigarello
Cost: 3 cp Weight: -
A mix of tobacco and spices, artfully mixed and wrapped into a tight cylinder with a binding leaf of pipeweed. Cigarellos are a universal habit and form of pleasure among the Goeans; it's rare not to see one clenched in the teeth of a dwarven conquistador, and only the pious or tender of constitution forswear them among humankind. The current popular blend in Mahrani involves cloves and sugar; it produces a slight numbing effect while relaxing the mind and body.
Cigarellos are an inhaled poison, with a DC of 10. The initial effect causes of 1 point of Dexterity damage; the secondary effect heals 1 nonlethal damage reduces the penalties for fatigue by half for one hour (i.e, -1 Str and Dex penalties instead of -2). The Dexterity damage heals naturally in 1 hour.
Tools
Alamanac
Cost: 50 gp Weight: 3lbs.
Whether a table of genealogy, a diagram of mandalas, or a logarithmic table, this book is the perfect tool for answering thorny questions of knowledge. Each almanac is tailored to a specific Knowledge skill, and provides a +2 bonus to Knowledge checks regarding that skill set.
Journal
Cost: 10 gp Weight: 1 lbs.
This is a small 25-page cloth bound journal, roughly a quarter the size of a spellbook or almanac. It can be secured with a lock, a clasp, or even a simple leather thong or silk ribbon.
Currency
Cinnamon
Cost: 1 cp Weight: 1 oz
The bark of the cinnamon tree. Note that in Mahrani there is no "copper piece" used as coinage; cinnamon or a comparable spice is often used in its stead in the marketplace.
Black Pepper
Cost: 1 sp Weight: 1 oz
The dried berries of the pepper bush. Note that in Mahrani there is no "silver piece" used as coinage; cinnamon or a comparable spice is often used in its stead in the marketplace.
Rupi
Cost: 1 gp Weight: 1 oz
The bronze and silver coin issued by the Mahrani government. Still in use, although the Goean doubloon (same weight and value) is slowly taking its place. Both have an equal value in the markets of Mahrani.
