General Store

In addition to the listed gear in the PHB, the general store has a wide selection of Mining gear, including the following. 

Dragon #278

Item

 Cost (gp)

 Weight (lbs)

 Damage

 Range

 Type

Spike Shooter

 25

 1

 d4

 10

 P

Rope Climber

 15

 3

 NA

 NA

 NA

Mobile Brace

 10

 3

 NA

 NA

 NA

Boot Pumps

 50

 20

 NA

 NA

 NA

Headlamp

 15

 3

 NA

 NA

 NA

Headlamp Refill

 5

 1

 NA

 NA

 NA

 Bellows Mask

 20

 3

 NA

 NA

 NA

 Mask Filter Refill

 5

 1

 NA

 NA

 NA

 Hurler

 200

 35

 

 50

 

 Liqui-Jet

 150

 35

 d6

 10 (Max)

 *

Spike shooter - This is a modification of a class of weapons, rather than a specific weapon itself.  This spring-driven device can modify any weapon that has a spike at teh end of a long pole (such as most polearms or battleaxes).  The spike shooter allows the spike to be launched at a target as a normal attack.  The spike shooter is an inaccurate weapon and those who use it suffer a -2 penalty to the ranged attack roll.  Resetting the spike is a full-round action.  These devices were originally created to place pitons for climbing when you have only one hand free.

Rope climber - The hand-held device consists of a powerful winch and a locking wheel assembly that fits most standarad ropes.  When threaded with a rope, the winch offers one-way travel with the benefit of tremendous leverage.  Using the rope climber ascend a rope grants a +5 cicumstance bonus to the climb check, but it halves teh rate of ascent.  Threading a rope through a climber is a full-round action, as is removing it from the rope.  The locking wheels only turn in one direction, preventing the user from slipping back down the rope.  However, this means that for two people to use the same rope climber, one must ascend the rope, remove the device, and lower it back down to the next user.

Mobile Brace - This smll staff can extend and lock at any length from 5 to 11 feet.  It is most commonly used to make a sturdy brace across a passage, granting a sure purchase for one or more ropes.  A properly set brace can support up to 400 pounds of weight (This weight limit can be lowerd at the DM's discretion if the walls are soft, slipper, crumbing, or otherwise offer unsecure purchase.)  Setting a brace allows a character to securely set a rope or grappling hook where doing so normally would be impossible.  Adventuring groups can send a skilled climber or jumper to negotiate tricky ascents or dangerous falls, set a brace on the far side of teh obstacle, then give less nimble characters soemthing to hang on to while they cross the dangerous area.

Boot pumps - The cornerstone of bellows technology, the boot pumps, when worn, provide pneumatic power for other items.  Special bellowslike devices built into the boots force air up tubes that run along the back of the wearer's legs.  The air is compressed further in small compartments within the item being powered.  Without air pressure supplied by the boot pumps, none of the other bellows items work.  One set of boot pumps can only power once bellows item at a time.  Switching the pressure supply to another bellows items take 2 full-round actions; one to disconnect the first item, the second to connect a different item.  The wearer must walk continuously to keep the boots functioning, which places great strain on the wearer.  Time spent wearing the boots is exhausting, and only those with hardy constitutions can wear them for long.  Characters wearing boot pumps must make a DC 10+1 per hour fort check every half hour.  If the check fails the wearer takes d6 subdual damage and is fatigued.  Teh wearer must halt and rest for at least 4 hours to recover.  In addition, wearing the boot pumps reduces the wearer's speed by 5 feet.  Using the pumps in combat is also difficult.  To keep the bellows working, the wearer must take a move-equivalent action each round.  This action can be combined with a move action if the wearer moves at least 10 feet.  Wearing boot pumps makes moving quietly all but impossible.  Anyone wearing boot pumps suffer a -10 penalty to move silently checks.

Headlamp - One of the simplest devices to use the bellows technology, this lamp doesn't depend on fire or magic to provide light.  The lamp is attached to a headband and contains a mixture of chemicals that, when agitated by air, give off light.  The light from a headlamp is equivalent to that of a torch.  When sealed in an airtight container, the chemicals can last up to a year.  Once they are exposed to air (such as when they're placed in the headlamp), they last for 4 hours.  The headlamp is a bellows item; it cannot function without air pressure supplied by a pair of boot pumps. 

Bellows Mask - Of the three main dangers of mining; collapsing tunnels, flooding, and dangerous gases, the last is the hardest to detect and therefore the most dangerous.  When powered by boot pumps, these masks deliver filtered air to the wearer.  The mask consists of a complicated series of minature bellows that force the air through several alchemical filters, thus purifying it.  Characters wearing a bellows mask gain a +10 circumstance bonus to resist all effects caused by gas.  A bellows mask offers no help underwater or in other situations where there is no breathable air.  In order for a bellows mask to function, there must be at least some oxygen in the area.  The bellows mask is a bellows item; it cannot function without air pressure supplied by a pair of boot pumps.

Hurler - The hurler is a hand-held weapon that uses bellows technology to hurl objects or flasks full of dangerous substances great distances.  The most common projectile is alchemist's fire, but hurlers can launch flasks filled with nearly any substance.  Because of the difficulty of using such a large ranged weapon and the constant motion required to use boot pumps, hurlers are notoriously inaccurate and always have a 20% miss chance.  Roll each attack normally; if the attack is successful, roll percentile dice.  If the result is 20% or lower, the attack misses.  Hurlers can also be used to launch stones, grappling hooks, or other objects, usually beyond the throwing range of most dwarves.  The hurler is a bellows item; it cannot function without air pressure supplied by a pair of boot pumps.

Liqui-Jet - The liqui-jet uses bellows technolgy to spray liquid with a fair amount of precision.  This mining tool is most often used to spray water in the even of a mine or forge fire; however, it has occasionally been used as a weapon filled with fluid's like alchemist's fire.  Liqui-jets are capable of firing liquids in a 10 foot cone.  Since they count as a ranged attack and are only effective from 10 feet away or less, any offensive use of a liqui-jet on a Medium-size target always provokes an attack of opportunity.  A liqui-jet can only hold the contents of one flask of liquid at a time.  It takes a full-round action to reload the device.  The liqui-jet can only hold the contents of one flask of liquid at a time.  It takes a full-round action to reload the device.  The liqui-jet is a bellows item; it cannot function without air pressure supplied by a pair of boot pumps.

General Store

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