Shady/ Illicit Goods Dealers - Pharmekeians
GIVEN ITEMS
- Just in! Something your BARD might be interested in!! (DO NOT TELL PARTY, there is an enchantment on the Mouthpiece, VERY powerful, that allows Pharmekeians to track the party, DC 22 to find)
- Mouthpiece of Voro L 1200 GP
NEW ITEMS
BASED ON Fentri's ask for something like "Spice""We've been acquiring a number of new arcane and occult drugs, spices, tonics and other accoutrement. What are you looking for exactly?"
- DNDSpeak List 100 Fantasy Drugs and Their Effects W/ Generator
SOME SPECIFICS
- Yggdrasil Sap (1000 GP - 1 DOSE): A legendary drug that causes you to see into your future. This future is usually the users own death if they don't pass the DC 15 Constitution saving throw to not die from it.
- Forget Me Nots (200 GP - 1 DOSE): These flowers grow in the wild, yellow in color. They can commonly be found in bright sunny climates. When consumed they apply a temporary new life. When consumed you believe you have a different life. If a lone wolf Assassin ate one he could very well believe he is a humble lumberjack with a small family in the countryside, at least for a couple of hours (1D4 hours)
- Wrymwood (50 GP - 1 DOSE): looks like a cinnamon stick but smells of fungus. Grind some up and put in a tea. When drunk, it provides a psychedelic trip for 1d4 hours (halved on a DC 15 con ST and doubled when failing by more than 5).
Adventuring Gear
- Acid (vial) 25 gp 1 lb.
- Aniseed, vial 2 sp 1 lb. - Aniseed is a simple plant-derived natural flavoring that smells and tastes like pungent licorice. It is often used in liqueurs and cooking. A small quantity of aniseed extract can be used to ruin any effort to have dogs track a scent. Dropping a vial of aniseed will ensure that a dog's sense of smell is utterly ruined for 1d4+1 hours if they reach the spot where the substance was dropped. A dog can make a Constitution save to avoid the aniseed to some extent, but on a success the sense of smell is still lost for 1d4+1 turns. The effect of aniseed on any other kind of trained tracking animal is up to the DM, but aniseed should have a detrimental effect on almost anything's sense of smell.
- Antitoxin (vial) 100 gp
- Black Suit 30 gp 1 lb. - This very tight-fitting garment is made of black silk. It is used by rogues and infiltrators when sneaking around at night. Wearing the suit allows you to try to hide when you are lightly obscured from the creature from which you are hiding. However, the bodysuit provides no benefit if you wear other clothing or armor, other than belts, pouches, scabbards, or bandoleers, on top of it.
- Blinding Powder 1 sp 1 lb. - A highly abrasive, powdered substance that is extremely irritating to the eyes. Blinding powder can be made from many ingredients such as powdered glass, dust soaked in onion juice, or strong ammonium salts. Blinding powder is thrown into the eyes of the victim. To do so, the player must make a "called shot" attack roll (d20 + Dexterity modifier - 5 [Called Shot, Eyes]). If the blinding powder strikes a victim, the victim has disadvantage on attack rolls for 1d4+2 rounds, or until they spend an action rubbing the substance out of their eyes. They also have disadvantage on Perception checks that require sight until the effect ends. Although the powder can contain some unpleasant ingredients, it does no permanently damaging effect on the eyes. If the blinding powder strikes a victim, the victim has disadvantage on attack rolls for 1d4+2 rounds, or until they spend an action rubbing the substance out of their eyes. They also have disadvantage on Perception checks that require sight until the effect ends. Although the powder can contain some unpleasant ingredients, it does no permanently damaging effect on the eyes.
- Caltrops (bag of 20) 1 gp 2 lb.
- Clothes, Costume 5 gp 4 lb.
- Dog Pepper 1 sp 1 lb. - Similar to aniseed, but less potent, dog pepper can be used in a pursuit to throw dogs off the scent. When a dog comes within 10 feet of a pouch of dog pepper, the dog will need to make a Constitution save (DC 12) to avoid the effects absolutely. If the save is failed, though, the dog is unable to continue pursuit for 1d4+1 turns. Alternatively, dog pepper may be scattered into the air — a small packet holds enough to fill a 10-foot cube. The dog pepper will hang in the air for 1d4 rounds after being flung. A dog entering the area during this time gets no saving throw to avoid the effects. Alternatively, dog pepper may be scattered into the air — a small packet holds enough to fill a 10-foot cube. The dog pepper will hang in the air for 1d4 rounds after being flung. A dog entering the area during this time gets no saving throw to avoid the effects.
- Finger Blades 20 gp - These are very short razor-sharp blades that fit over the fingers. They are used to cut through purse strings or garments and grant advantage on Dexterity (Sleight of Hand) checks to do so. They are too short to be used as effective weapons, causing only scratches at most.
- Glass-cutter 120 gp 1 lb. - A small diamond set into a suitable handle, or even set into a ring (+5 gp). The diamond must be cut to a fine point, and if used in a ring, a hinged top should be used to protect the gem. A glass-cutter will cut to glass fairly quickly.
- Listening Cone 20 gp 1 lb. - This device is made for listening through doors and other solid surfaces. It provides advantage on Wisdom (Perception) checks made to listen through a door or some other relatively thin, solid obstacles. The DM can decide if the cone is ineffective on certain surfaces, such as solid stone.
- Manacles 2 gp 6 lb. - These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
- Oil (flask) 1 sp 1 lb.
- Pin Ring (iron) 2 gp - A simple ring with a flip-up lid, below which is a needle capable of delivering a dose of poison (or drug) to the target. Stealthily sticking an unaware target would require a sleight of hand check vs the victim's passive Perception. If stuck, the victim would know they've been scatched/poked, but may not know where it came from (especially in a crowded area). It is up to the DM how to handle the situation. If a victim is aware of the assassin, then an attack roll would be needed. The pin will not administer poison through any significant thickness of clothing. A strike. The pin will not administer poison through any significant thickness of clothing. A strike.
- Pin Ring (silver) 10 gp - A simple ring with a flip-up lid, below which is a needle capable of delivering a dose of poison (or drug) to the target. Stealthily sticking an unaware target would require a sleight of hand check vs the victim's passive Perception. If stuck, the victim would know they've been scatched/poked, but may not know where it came from (especially in a crowded area). It is up to the DM how to handle the situation. If a victim is aware of the assassin, then an attack roll would be needed. The pin will not administer poison through any significant thickness of clothing. A strike. The pin will not administer poison through any significant thickness of clothing. A strike.
- Ram, Portable 4 gp 35 lb. - You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
- Spikes, Iron (10) 1 gp 5 lb. - Standard iron spikes typically used with a hammer.
- Smoke Stick 20 gp ½ lb. - This stick produces a thick plume of smoke when ignited with flame. You can hold on to the stick or throw it to a point up to 20 feet away as part of the action used to ignite it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The smoke persist for 1 minute and then dissipates.
- Tar Paper 1 sp 1 lb. - A piece of heavy paper or cloth which has been soaked in tar, honey, or anything suitably sticky. The thief usually used it by slapping it on a window pane before breaking the glass. The sticky surface keeps all the fragments together as the glass breaks. Noise is considerably reduced, both from cushioning the impact of a hammer on glass, and by preventing broken glass from scattering all over the floor. Anyone listening would make a perception check with disadvantage. Passive perception for hearing the broken glass gets a -5. Tar paper can also be used with a glass-cutter, being affixed to the center of the glass to be cut, so that it can simply be pulled out once the glass is cut out. In this case, the DM can decide if a perception roll is needed at all. Tar paper can also be used with a glass-cutter, being affixed to the center of the glass to be cut, so that it can simply be pulled out once the glass is cut out. In this case, the DM can decide if a perception roll is needed at all.
- Wrist Sheath 5 sp 2 lb. - A small leather sheath made to hold a knife or dagger, that is strapped to the forearm (below the sleeve of a garment) so that the weapon can be flipped to the hand by a subtle arm movement. Most DMs allow a player to use a free action to either put a weapon away, or drawn a weapon, but not both. However, with a wrist sheath, a player can put away one weapon and use the wrist sheath to also draw a dagger, all as a single free action. However, the player must use a full action to reset the wrist sheath and slide the dagger back into it's concealed place. A dagger in a wrist sheath is considered a concealed weapon. Perception checks to notice the dagger are made with a -5, against the player's stealth (based on how well the sheath was concealed and how "naturally" the rogue moves). If searched and padded down, the searching creature makes a DC 10 Investigation check.
Weapons
Martial Melee Weapons- Canesword 50 gp 4 lb.
- Poison, Basic (vial) 100 gp
- Assassin's Blood 150 gp - A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned. Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
- Burnt Othur Fumes 500 gp - A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
- Crawler Mucus 200 gp - This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
- Drow Poison 200 gp
- Essence of Ether 300 gp - A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
- Malice 250 gp - A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
- Midnight Tears 1500 gp - A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
- Oil of Taggit 400 gp - A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
- Pale Tincture 250 gp - A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
- Purple Worm Poison 2000 gp - This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
- Torpor 600 gp - A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
- Truth Serum 150 gp - A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell. Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
- Wyvern Poison 1200 gp - This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Tools and Kits:
- Disguise Kit 25 gp 3 lb.
- Forgery Kit 15 gp 5 lb.
- Poisoner's Kit 50 gp 2 lb.
- Thieves' Tools 25 gp 1 lb.
Gaming Set:
- Dice Set 1 sp
- Playing Card Set 5 sp
AGENTS OF THE PHARMEKEIANS
Leader of the Group is GAERFIREPharmekeian Agent Sheet DOMUNZ
- Machella (Human F Rogue) BRONZEHOOK
- Bley (Human F) CHALINOS
- Kysviel (Half-Elf F) CHALINOS - Hallowed Inn
- Vinster Mistearth (Halfing M) EXPA
- Keyrie Dewgazer (Elf F) LITHSERIN (bar)
- Phivadloth (Gnome F) MAGIA
- Fenyarus Firgaze (Elf M) MIRAXALIM
- Skaadius (Tiefling M) NEW SHI
- Paane Masterrunner Kalukelo (Goliath F) OBA
- Tova (Human F) OBI
- Morazara (Half-Orc F) OBRER
- Shislass (Lizardfolk M) STA
- Chretruk (Bugbear M) STOSAN ACADEMY
- Thydrak Hohann (Dwarven M) THINDRILINE
- Joxi Husgretodand (Gnome F) WAPTROPOLIS
- Kystheris (Half-Elf F) WINDA
- Wazer Nan (Tortle M) BRIGHTSHELL HARBOR
- Kugbu (Dumb Orc M) FUGORE
- Hormun Struldevack (Very young & nervous Dwarf M) GIMLOTH
- Daerkahm Silentsnapper (Duegar M) KHOR TURUM
- Relkris (Eladrin Elf M) LLEGOSERT
- Windrunner (Tabaxi M) NEW ENSALADA
- Stonya Phosfress (Earth Genasi F) ORETON
- Grass of Spring (Tabaxi F) PALM POINT
- Deluge (Water Genasi M) SURFTON
- Torpha (Human F) TREMORFALL
- Zurrat (Harengon M) WARRENSTONE
- Rirrack (Aarakocra M) WINGPERCH
- Gaerfire Lutumal (Red Tiefling M) TWIN FALLS Gaerfire Lutumal - Red Tiefling M - Shady Dealer in Twin Falls
- Lerdaad Uripatys (Black Dragonborn F) TWIN FALLS - Dueling Demons Bar and Inn Lerdaad Uripatys F - Twin Falls
- Nidalno Bishrac (Drow M) ZYN
NOTES
- More than willing to gather and deliver information for the right price (1 gp at least)
Item type
Tool
CURRENT MISSIONS
- Looking for info for Lykalada'ath on any strange (alien) species seen in the land (Gith, Giff, Illithid)
- Also looking for Elvin Desert City for Lykakada'ath - RECENTLY LEARNED that the Head of the Garrison in Chalinos may know where it is Z Scroll - Tiefling M - Commander Chalinos Garrison
- Potentially willing to share more info on Portal to Elemental Plane of Air with T'nin
- Also on the lookout for RENARD for Vrae
- Mak'Ti asked them for info on Keyrth and DRUIDS
