This page contains tracking lists for spells, loot, etc. It also contains treasure that has not been claimed by or assigned to anyone in the party.
||If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
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||This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.
||A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
||You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
- Captain Kinkarian's Treasure
- Aeshamara's Locket
- Darkwood coffer (clasp broken)
- Ledgers from the Brine Demon
- Malikadna's Staff
- Emanates a strong aura yet it is not tied to any particular school. Decreases the amount of time and concentration needed by a caster to maintain and use ongoing effects (like call lightning).
- Nightsong's Log
- Found aboard the fungus-covered wreck on the Silent Island
- Phylactery of Negative Channeling
- A bronze headband in the form of a serpent eating its own tail. While it appears to be Malatestan in manufacture, each of its myriad scales has had a serpentine rune scratched upon its surface at a later date.
- Large-sized bastard sword. Detects as artifact-level evil.
- Hat of Disguise
- Headband of Mental Superiority +2
- Magic Amulet (ID failed)
- Cloak of Resistance +2
- Hot Weather Outfit
- Ring of Protection +2
- Leather Boots
- Iron Bottle (ID failed)
- Necklace of Fireballs
- Scroll of Contact Other Plane
- Scroll of Demand
- Scroll of Geas
- Scroll of Sending
- Magic Scimitar (ID failed)
||Wand of Fireball
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||3d6 fire damage (Ref DC 14 half)