Age of Worms
A tower on the building's northwest corner serves as the residence and workshop of Benazzel the Alchemist, a talkative chemist from the free city who oversees the alchemical rituals and reagents ncessary for the smelting process and who makes a minor fortune selling potions from his first-floor office. An upstairs door in Benazzel's tower leads directly inot the smelting house itself, and represents the most vulnerable point of entrance into the otherwise unassailable fortress.
With a flourish, Benazzel, always the showman, shows you around his impressive lab and workshop. He has numerous potions for sale beyond those just listed in the PHB.
Item DC Cost (gp)
Alchemist's Mercy 10 1
Armor Soft 25 50
Cooling Gel 20 100
Courier's Ink 20 20
Fire Beetle Paste 25 50
Firebane 25 50
Firestone 25 50
Flash Powder 20 20
Free Foot 25 25
Holdfast 25 50
Ice Crystal 15 5
Insect Repellent 15 5
Liquid Ice 25 30
Night Eyes 25 25
Powdered Water 10 1/2 (5 sp)
Red Rager 25 50
Slimebane 15 25
Slippery Oil 25 50
Sneezing Powder 25 60
Softshoe Powder 25 25
Soupstone 15 300
Stonecloth 25 100/ft2
Tangle Wire 25 25
Traveler's Solace 25 50
Truth Wine 30 75
Vapor's of Sleep 25 50
Alchemist's Mercy - A fine powder that, when mixed with water or fruit juice and consumed, elinates teh effects of a hangover.
Armor Soft - Slipper oil that has a mild corrosive effect on most metals, detremental if used long term. However in the short-term it has the benefit of easier movement and less noise. Any suit of metal armor treated with armor soft has its armor check penalty reduced reduced by one and arcane spell failure by 5% for one hour. Each application of armor soft causes a cumulative 5% chance of the armor failing. The check is made after the duration has expired. Any armor that fails as a result of armor soft's corrosive effect is rendered useless.
Cooling Gel - This cold blue gel can be applied to the skin. It provides a +1 resistance bonus to fire or heat based attacks or heals d6 points of burn damage that the character has suffered, provided it is applied within an hour of the damage.
Courier's Ink - A special invisible ink that only becomes visible when dipped in a special revealing solution. The formula actually produces the revealing solution as a byproduct of the creation process, making the two relatively inexpensive.
Firebane - This thick grease provides reudimentary protection against one fire-based attack. To be effective, firebane must be smeared over the entire body. Anyone protected by teh grease has fire resistance 10 while covered. The grease is only effective for half an hour. If left on the body for more than 1 hour, firebane begins to cause serious damage to teh skin and deals 1 point of subdual damage per minute. Firebane can be washed off with water.
Fire beetle paste - This noxious substance is a mixture of chemicals and a concentrated distillation of fire beetle glands, yielding a thick, reddish paste. It can be spread on surfaces and burns fiercely for d4 rounds when touched by open flame, doing 3d6 points of damage per round and halving the hardness of the object before damage is applied. It can burn through wood, stone, and even metal. One container of the paste is enough to draw a half-inch thick line 1 yard long. A container can be ignited and thrown, but the paste does not stick or splatter when used in such a manner and has the same effect as a thrown torch.
Firestone - A small orange stone can be hurled as a grenadelike weapon. When it hits a hard surface, it bursts into a puff of flame that does d6 points of fire damage and ignites any flammable materials within 5 foot square where it strikes. Fires lit by a firestone burn normally.
Flash Powder - Silky gray powder is a mild explosive. Flash powder burns too quickly to cause more than minor burns even in large quantities. What the powder lacks in explosive force, it makes up for in visual effect. Used occasionally in warfare as a diversionary tool, flash powder has become a mainstay of a burglar's equipment. The blinding light it produces often provides enough of a distraction for a skilled rogue to get out of danger. Even a small quantity of the powder burns brightly enough to cause those looking directly at it suffer a -5 penalty to all Spot checks for the next 5 rounds. The flash also provides enough ofa distraction to allow someone who was under observation to make a Hide check.
Free Foot - This quick-drying oil makes one 5×5 foot area exceptionally slipper. Creatures moving through the affected area must make a DC 15 Dexterity check to keep their feet. Trying to stand requires a smiliar check as does moving out fo the square once footing has been regained. Large or multilegged creatures only suffer the effects of free foot if all of their legs are in the covered area. Free foot and tanlge wire can make a fearsome improvised trap. If either check to move out fo the square is failed, the victim cannot move out and is subjected to teh effects of both substances again on the following round.
Holdfast - The same material used in tanglefoot bags can be used to attach to an end of a rope. When the rope is thrown with enough force and accuracy, the bundle breaks, creating a temporary means of securing the rope to teh surface it was thrown against. Quieter then a grappling hook and easy to transport, holdfast has become an item of choice for those who have to infilitrate a walled structure or cross a dangerous chasm. To attach a rope to the desired target, the character must make a ranged attack. A holdfast container has a range increment of 10 feet. Armor Class modifiers for size apply. Thus a charactere trying to hit any point high on a 30-foot-tall wall must try to hit AC 0 (the desired area of the wall is Huge, but no Armor Class can fall below 0) with a -4 penalty to hit because of the range (three range increments). A character who wants to hit a spot within 1 foot beneat a 2-foot-wide window high on a 40-foot-tall wall would have to hit AC 2 (+2 size modifier to AC because teh desired target area is Tiny) and the character would suffer a -6 penalty to hit because of the range. Any missed attack has a 50% chance of causing the holdfast bundle to break against another surface (use the rules for the deviation of grenadelike weapons to determine where the holdfast struck on such a failed throw). One bag of holdfast can support 200 pounds until the adhesive looses its effectiveness. Holdfast lasts d4+3 rounds before becoming too weak to hold the rope in place. Creatures struck by holdfast can pull off the sticky bag with a successful DC 27 Strength Check or cut the attached rope.
Icecrystal - When immersed in liquid, this small piece of rock crystal becomes as cold as a piece of ice and remains taht way until it is removed from the liquid, whereupon it reverts to its normal temperature. Ice crystals are used to cool liquids in laboratories and keep drinks cold.
Insect Repellent - This strong-smelling liquid can be applied to the skin to repel insects. It keeps Tiny or smaller insects at bay for 4 hours per application. Larger insects and those under the control of a spell must make a DC 12 Will save to approach a protected character. This benefit is lost if the character attacks the insects.
Liquid Ice - This viscous liquid becomes extremely cold on exposure to air. A vial of liquid ice can freeze the surface of up to an 10×10 foot2 area of water or smother a like area of fire. Used as a grenadelike weapon, a vial of liquid ice inflicts d6 points of cold damage on a direct hit, or 1 point of splash damage.
Night Eyes - This thick grease, when applied to teh naked eye, grants temporary low-light vision. The grease takes 1 full-round action to apply and lasts for 10 minutes. Torches and other faint light sources provide light normally for a character, but any source of bright light (like bright sunlight or the daylight spell) causes the night eyes user to suffer a -1 penalty to attack rolls.
Powdered Water - This fine white powder sparkles faintly. An ounce mixed with a single drop of water, becomes a gallow of drinkable water. The powder is usually put in a vessel that can contain the full gallow of water before teh drop of activating liquid is added. The vessel is then shaken to agitate the mixture. It take s afull round for the gallon of water to form. The powder must be kept in a watertight container to remain effective, but it is an easy way to transport large amounts of water over great distances.
Red Rager - This thick red salve must be spread over the entire body to be effective, but once applied, its effects are potent. Red rager grants its user a +2 bonus to her effective strength for the next 10 minutes and a -4 penalty for 1 hour. Anyone who uses red rager regularly suffers deleterious side effects. Using red rager more than twice in a week's time forces the character to make a DC 15 fort save or suffer 1 permanent Charisma loss. Each failed save means that the powerful chemicals in red rager have affected teh character's mind, raising her temper and coloring her skin slightly red.
Slimebane - This concoction breaks down oozes of all types. When used as a grenadelike ranged weapon, it does d6 points of damage on a successful hit and 1 point of splash damage. On the round following a direct hit, the Ooze must make a DC 15 Fortitude Save or take an additional d6 damage. Slimebane does not affect creatures not of the ooze type.
Slipper Oil - This oil provides a +5 bonus on Escape artist checks for up to 1 hour or until removed with an alcohol-based liquid.
Sneezing Powder - Fine powder that can be thrown as a grenadelike weapon. On a direct hit the target must make a DC 15 fortitute save or else suffer a -2 circumstance penalty to all rolls for d4 rounds because of sneezing and watery eyes. Creatures immune to gases or poisons are immune to sneezing powder.
Softshoe Powder - Rubbing this powder on feet or footwear makes moving silently more easy. Applying softshoe powder provides a +2 circumstance bonus to move silently checks. Unless all of a creature's feet or footwear are treated, there is no benefit from the powder. The effects last for 10 minutes after its application.
Soupstone - When dropped into a container of water, this small smooth stone turns teh water into a hot, nourishing broth of a flavor choosen when the stone is made. A soupstone can transform up to 10 gallons of water before it becomes inert, it has no effect on water-based creatures like water elementals.
Stonecloth - This heavy, gray cloth is woven from special mineral fibers. Making it requires the craft (weaving) skill in addition to the alchemy skill. The fire retardant cloth does not cath fire unless exposed to flame for more than a minute. Thus someone wearing stonecloth would suffer the initial damage from a fire attack, but would not suffer burning damage in later rounds, nor be forced to take an action to extinguish the fire.
Tanglewire - A thin barbed wire coated with a less-adhesive, longer-lasting form of the sustance in tanglefoot bags, is made in strands of up to 10 feet long. The adhesive makes tangle wire hard to transport and handle, but easy to spring across a narrow opening and doubly effective against those who encounter it. Tangle wire comes wrapped in a tight bundle, and once unwound, it cannot be rewound and stored for later use. To avoid tangle wire, a character must make a successful DC 15 spot check. Those who fail this spot check are caught by teh tangle wire and take d2 points of damage per round unless they remain completely immobile, and they cannot move out of the 5 foot square containing the wire until they are free of its grip. Anyone caught by a tangle wire can make a dexterity or escape artist check (DC 20) to escape or a DC 15 strength check to pull away. A victim with a slashing weapon can free himself as a full-round action. As long as the victim is willing to take the damage from the wire, he can act normally while caught.
Traveler's Solace - This fiery, unpleasant liquid allows the user to temporarily circumvent the effects of fatigue and exhaustion for a short time. Fatigued or exhausted characters that drink a vial of traveler's solace can run and charge normally. A fatigued character under the effects of traveler's solace suffer no penalties to their strength or dexterity, while exhausted characters suffer a -4 penalty to both abilities scores. The beneficial effects of traveler's solace last for d4 hours, but the after effects last much longer. Exhausted characters who use traveler's solace to lessen the effects of exhaustion requires a full 8 hours of rest before they become fatigued. Fatigued characters who have used traveler's solace requires at least 8 hours of bed rest before they become fully rested. A vial of traveler's solace has no effect if another has been taken within 8 hours.
Truth Wine - This sweet white wine of elven origin loosens the tongue more effectively than other alcohol-based drinks. In addition to suffering the wine's normal intoxication effects, those who drink truth wine must make a DC 15 Will save to tell a lie. The wine's effects are short-lived, lasting only 10 rounds, -1 round per point of the drinker's constitution bonus. (For example, a character with a +2 constitution bonus would suffer truth wine's effects for 8 rounds.) Creatures must drink at least 1 glass (8 oz) of truth wine to suffer its effects. Elves are unaffected by truth wine.
Vapors of Sleep - When applied to a cloth and held over the nose and mouth (or other breathing orifices), this liquid forces teh target to make a DC 13 fort save or sleep as if affected by a sleep sepll for d4 hours. The attacker must successfully grapple the target in order to use the vapors on her. A vial of the liquid can also be thrown as a grenadelike weapon. It does not cause a victim to fall asleep, but they must make a DC 13 fort save on a direct hit or suffer a -2 cicumstance penalty on all actions due to drowsiness and disorientation for d4 rounds.