The Kingdom of Daytar Leamay
Starting equipment kits: Here I have included a quick list of starting equipment for adventurers for every budget level.
Most equipment is covered in the Players handbook or Core Rule Book, but here are a few additions for your amusement.
Astrologers tools: A spyglass, maps and star charts of the night sky, rulers, compass and small note book, stubby charcoal pencil much like navigators tools, they can be used to navigate and map. 25Gp
Artisan tools: Seal makers kit: A block of wax, a small pot to melt it, a basic mold and carving tools, 10Gp
Sky tent: Enormously popular in the elven nation, these tents are closer to hammocks than traditional tents, but they have a long flap that can be draped over a second line above the hammock to create a tent like atmosphere. While most sky tents are made for 1 occupant very large ones can hold up to 3 elves (or one 1/2 orc)
Steel spider silk: Spun by Steel spiders and collected by the dedicated artisans of Yaman, almost anything that can be made of silk can be made from Steel spider silk. Object made of this silk are considered master craft and are priced accordantly. all items made from steel spider silk have a resistance to slashing damage and have an average of 6hp per inch thickness. Popular uses include Steel Spider Silk rope, Gordian Rope and Steel spider silk armor, Weightless armor.
Cost: Rope 150Gp, Lt Armor 260Gp, Bolt of Cloth 150-300 Gp
Cloud Wood: A Tall thin tree that grows along the northern edge of Liannaita forest A particularly light but strong wood used to build the support beams of all houses in Mat Jabar It has a spell resistance against divination type spells within 3’ of the wood. Rumor has it that it has other properties when used with other magical materials.
Common uses include: Cloudwood Shield, Anti Scrying medallions
Heart Crystals: A single well hidden cave deep in Liannaita forest Produces crystals that can capture the essence of living thing (soul) at the moment of death. Used to make “Ancestor Stones”, legendary magical items that allow those who have one to receive the wisdom of their ancestors. This cavern is guarded by a mighty guardian who is unlikely to hand them over easily.
Heart of Fire Steel: Steal forged with lava drawn directly form the plane of fire. such weapons and armor are much harder than normal steel and sharper, weapons gain a non-magical + 1 damage and armor gains a non-magical + 1 AC bonus. Furthermore when fire based magical improvements are added, they are cast as if 2 levels higher than actually cast at the time of creation. Commonly created by master dwarves.
Cost: + 450 Gp
In Daytar Leamay black powder and explosives are illegal, however those who have an understanding of alchemy often have many options for interesting gear. Normal Alchemical items are often available from small local alchemists however the more exotic stuff is often limited to those “in the know” two such places to learn the secrets of alchemy are: The University of Arcanum from their teacher Sarre Debic or from membership in Black Specters who push most of the illegal substances in the kingdom.
Acid: A basic acid you can splash the contents of its vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack as an improvised weapon against a creature or object. On a hit, the target takes 2d6 acid damage
Advanced Anti toxin A creature that drinks this vial of liquid is cured of the poisoned condition. It confers no benefit to undead or constructs.
Anti toxin: A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Black powder: A small pouch or pot filled with black powder with a wick which can be thrown 20 feet as an improvised weapon, exploding on impact, make a ranged attack against a creature or object. On a hit, the target takes 2d6 fire damage
Cost 80Gp* illegal
Blast stick: A tightly packed tube of black powder and a few enhancers, this stick of dynamite packs quite a punch. The fuse can be made to delay the explosion by 1 round for ever foot of fuse. Normally blast sticks are placed and a very long fuse is used to allow time to run away and take cover before the blast. Anyone within a 15’ sphere takes 8d8 fire damage and anyone within a 30’ sphere takes 2d8 fire damage, a DC 16 dexterity save for 1/2 damage. it can be thrown 20’ as an improvised weapon but this is insufficient to avoid being hit by the blast.
Cost 800Gp* highly illegal
Firework: A tube filled with black powder and tipped with a explosive charge. When lit it flies in a straight line and explodes with a light so bright those within a 10’ radius take 4d6 fire damage and must make a DC 15 constitution or dexterity save or be blinded for 2d6 rounds. Make a ranged attack against a creature or object, treating the firework as an improvised weapon that has a range of 80/360
Cost 800Gp* highly illegal
Greek fire: A pot of highly flammable oil that ignites on contact with air. Known for its ability to stay on fire atop water. As an action, you can throw this pot up to 20 feet as an improvised weapon, shattering it on impact. Make a ranged attack against a creature or object. On a hit, the target takes 2d6 fire damage at the start of each of its turns for 3 turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Greek sticky bags: Greek stick bags are identical to normal sticky bags except that they also catch fire after being deployed. This deals 1d4 fire damage for 3 rounds, after which it burns itself out and frees its victim.
Harmonic mercury: This thick silver like substance resembles mercury, however whenever it is exposed to harmonic sonic vibrations it stiffens up into a hard metal. The upside of which is it can be pored into a container and a tuning fork applied it will retain the shape of whatever container it was in until the vibration ends and it slumps back into its gooey form. Rogues familiar with the substance can use it as a set of lock picks for a + 2 picking locks or disabling traps (with disadvantage on stealth). It can also be used to jam a lock from being opened adding a + 20 to the disable that lock until the sound stops.
Harmonic mercury grenade This ingenuous contraption has a shock rock in the center of a ball of harmonic mercury. You can throw the grenade up to 20 feet as an improvised weapon, detonating it on impact, those within 5’ take 1d4 thunder damage, 2d6 piercing damage DC 16 constitution save to avoid gaining the poisoned condition.
Liquid light: Normally held in a glass flask, this 2 part liquid is mixed to give out 30’ of bright light and 20’ of dim light that glows for 4 hours before going out. Mixing the parts is a bonus action. Creatures that are light sensitive find this light to be particularly annoying.
Long burning oil: A small amount of thick waxy oil that burns slowly and steadily for hours, one lantern filled with long burning oil lasts for 24 hours. Long burning oil produces 10’ of bright light and 5 ’ of dim light and heat similar to a candle. requires a lamp or lantern to use.
Metallic Acid: A concentrated acid which only effects inorganic materials such as stone, metal, pottery and crystals, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet as an improvised weapon, shattering it on impact. In either case, make a ranged attack against a creature or object. On a hit, the target takes 4d6 acid damage
Organic Acid: A concentrated acid which only effects organic materials such as wood, leather, flesh or fabrics, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet as an improvised weapon, shattering it on impact. In either case, make a ranged attack against a creature or object. On a hit, the target takes 4d6 acid damage.
Shock rock: A small hollow pebble designed to create a sudden loud noise. You can throw the pebble up to 20 feet as an improvised weapon, detonating it on impact, those within 5’ take 1d4 thunder damage and a DC 10 constitution save to avoid being deafened for 1d4 rounds.
Slippery oil: A vile of highly viscous oil, its main use is to help machinery function but it can be used for many slippery applications. One vial can cover a 10′ × 10′ square. Attempting to cross a surface covered in slippery oil is difficult terrain that requires a DC 10 dexterity save to avoid falling prone. Slippery oil is not flammable.
Sticky bags: A small package designed to spring open and deploy a great mass of sticky webbing. You can throw the sticky bag up to 20 feet as an improvised weapon, deploying it on impact, those within the 5’ square where it deploys are restrained. Victims can make a DC 14 Strength or Dexterity skill check on their turn to escape from the restraint.