Sunday, June 15, 2025

Caravan Curios Available For Purchase (CJ1 Encounter)



ROLL 1D8 OR CHOOSE FROM BELOW
  1. ACID-VENOM BOMB (400gp): sealed vial can be broken open to release a gray-green cloud of acidic vapors. The cloud causes 1d6 damage per round for 10 rounds.
  2. DUST OF DISSICATION (400gp): is so efficacious at removing moisture that a single dose will instantaneously dry up a pool or well, and significantly lower the water level of a smaller lake (bodies of water with significant reserves are unaffected). If ingested, save or turn into a desiccated husk.
  3. DUST OF SHEMSU-HOR (700gp): rare spices and the internal dusts of exhumed mummies are used in the preparation of this airborne poison, which requires two saves for its primary and secondary effects, 5d6 Hp both times. Those who succumb to the dust shall rise as zombies in 1d6 rounds, and may be commanded with verbal instructions.
  4. DUST OF LEDANG (400gp): black-hearted monks manufacture and disseminate this demoniac powder. Sprinkled on a recently slain corpse, it causes such excruciating pain to the deceased that he must make a saving throw, or his spirit will answer any question in the manner of speak with the dead. As a less-known side-effect, 1x6 chance of these tormented spirits shall return as wraiths or specters to pursue their persecutors.
  5. ASH OF THE DEAD SUN (400gp): a black granulate resembling finely crushed glass, the particles of this dust can be hurled into the air, where they stay afloat and become pinpoints of utter darkness. Passing through a field of particles causes -2 to attack/save rolls. The dust settles in 1d6 hours.
  6. FIRE BOMB (400gp): essentially a bottled fireball which explodes upon opening, fire, or sudden impact for 6d6 hp/pp. If swallowed, the damage is 10d6 pp, no save.
  7. RUST DUST (400gp): ferrous metals subjected to the dust corrode instantly if they fail a saving throw. Every magical power or modifier grants +2 to the save.
  8. POTION OF PORTENTS (400gp): similar to a potion of clairvoyance, but the imbiber, who is incapacitated for 1d6 turns, does not control the vision. Rather, the potion reveals a vague prophetic insight, always laden with hidden significance.

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