The Kingdom of Daytar Leamay
New Alchemical Items
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 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 Cost: 20Gp
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.Cost 150Gp
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. Cost 50Gp
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. Cost 50Gp
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. Cost 100Gp
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. Cost 350Gp
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. Cost 450Gp
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. Cost 40Gp
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. Cost 10Gp
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 Cost 50Gp
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. Cost 50Gp
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. Cost 20Gp
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. Cost 15Gp
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. Cost 50Gp
Troll serum: A thick red liquid that smells strongly of rust and sulfur. Drinking this fluid grants regeneration for one minute (10 rounds). Imbibers gain 5 Hp per round until they reach their normal maximum. They cannot be killed unless they are below zero at the beginning of their turn and cannot regenerate. Fire and acid damage prevents regeneration for one round.
Cost: 200Gp Requirement: Trolls blood.