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Ancient Wounds Background and Custom rules.

Posted by Ancient Wounds NarratorFor group 0
Ancient Wounds Narrator
Narrator, 1 post
Sun 2 May 2021
at 05:29
  • msg #1

Ancient Wounds Background and Custom rules

This campaign will be using the contents of the 5e Campaign House Rules thread in addition to the house rules listed in this thread. If there is a contradiction between the two threads, then this thread contains the ruling which is applied for Ancient Wounds.

The Ancient Wounds setting is based mostly on Ptolus. Here is the free online link to the 5e Ptolus player's guide:  https://montecookgames.app.box...bp98bzl0fsq2w6gudqu4

Major variations from the timeline in that pdf are:
449 IA (Imperial Age). The Tarrasque rose in Nall and started to ravage the countryside, instead of the half-orc warrior Brusk defeating it alone as in 'canon Ptolus', members of the Fallen (a group of Fiends known as the young demons) attempted to lure the Tarrasque to the spire to trick it into climbing the spire and being corrupted the lingering darkness within the dark fortress known as Jabel Shammar atop the spire.
However, Brusk leading a dozen of his allies, which included Matthew Schylar, managed to defeat the Tarrasque with a set of ancient artifacts of unknown origin that were launched from ballista which has kept the Tarrasque pinned down and immobilized a mile away from the spire since then. It was Brusk's idea to continually inflict damage upon the Tarrasque to ensure it was kept unconscious to prevent it from eventually breaking loose. It was the Alchemist Matthew Schylar who came up with ideas on what to do with the materials 'extracted' from the Tarrasque as a result of continually inflicting damage upon the unkillable creature. Matthew's wife Sarah Schylar created the Fortress Salzinwuun around the Tarrasque using the Mighty Fortress, Wish, and Galder's Tower spells over a year while the clerical member of the group, who was a member of the Church of Lothian contributed to the Fortress using Temple of the Gods to ensure the Church of Lothian would have a presence at the fortress. (The Temple of the Gods blocks out Elementals, Fey, Fiends, and Undead but allows Celestials in the options for the spell.) Brusk's leadership affords half-orcs a little more tolerance across the lands.
450 IA Fortress Salzinwuun is completed and the Matthew and Sarah Schylar settle down in Ptolus to maintain control over the nearby fortress with the Church permitted access as an impartial observer to oversee the work of harvesting the Tarrasque to keep it incapacitated while a way to permanently dispatch the creature is researched. This also establishes a market for the components harvested from the Tarrasque, although the Schylar family is known to have the first right to purchase large quantities of the components off the market for its own use. However, the Church will interview if the Schylar family tries to monopolize the components from the Tarrasque.
450  to 500 IA. Over the next 51 years ownership of the command words which control the 13 artifacts shifts to the noble families of Ptolus through various means, although the Church of Lothian and Matthew Schylar, who discovers a means to gain perpetual youth during this time, retain control over their two artifacts within the set, with the Holy Emperor of the Church of Lothian having control over the Church's artifact.
Having no heir due to never settling down from his adventuring lifestyle and wishing to secure more stability for half-orcs and the Ornu-Nom tribes of orcs he descended from gives control over his artifact to the Emperor of Tarsis. When Brusk finally dies of old age, as he refused Matthew's offer to restore his youth due to not wanting to be dependant on potions for survival, Brask was given a hero's funeral by the empire.
560 IA. when the Edict of Deviltry is issued, adding strict laws prohibiting arcane magic to the Vast Codex. Alchemists and Artificers were not classified as arcanists due to the unique ways in which they utilize magic and due to the Schylar family and other prominent alchemists and artificers being found vital for the empire's economy to continue to produce technological items like guns and alchemical commodities. However such individuals were closely monitored by the Church to ensure they didn't cross the line into using prohibited arcane magic. Many Transmuter tradition Wizards manage to avoid the edict by passing themselves off as either an Alchemist or an Artificer. (The Edict of Deviltry declared arcane magic to be akin to diabolism.)
615 IA The leadership of Ptolus declares the city a safe haven for arcane spellcasters, in part to subtle bribes and manipulations by the Inverted Pyramid, the Schylar family, and the Dreaming Apothecary.
641 IA The Edict of Deviltry is officially overturned and arcanists are no longer hunted down, although some arcanists that passed themselves off as alchemists or artificers continue to do so out of habit.
700 AI and afterwards, while much of the Empire is starting to fall into decay, technology is not in decline due in part to infrequent discoveries of ancient sites of unknown origin which have been going on for as long as anyone can remember. Much of the current technologies are infact the results of attempts to reverse engineer the wonders of unknown origin that have been discovered over the centuries.
710 AI Ptolus becomes the technological center of the Empire, due to both the presence of the Shuul organization, which pays handsomely for mechanical and technological devices discovered in ancient ruins, and the continued research fueled and funded by the harvesting of materials from the Tarrasque.

Other changes may exist but these are the ones that are important to note right now.

We will be using the Complete Equipment Manual's firearms rules.
Joe Edit: AKA. Comprehensive Equipment Manual by Wraith Wright Productions. Revision 3 2019 (To stop my searching for my purchased pdf failing every time I look for the "complete" equipment manual.).

Firearm proficiency: Firearms are treated as “simple weapons” when used within their normal range increments; a creature proficient in “all simple weapons” adds its proficiency bonus to firearms used in that range. If the target is beyond the weapon’s normal range increment, a wielder only adds a proficiency bonus if proficient in martial weapons (or in that particular firearm, perhaps through the Weapon Mastery feat or the Firearms Expert feat in the C.E.M.).

The Firearms Expert feat grants proficiency with all firearms and with tinker's tools, swap out with another tool if already proficient with tinker's tools. Also being within 5ft of a hostile creature doesn't impose disadvantage on your ranged attacks with any firearm (not just with handguns). Double the number of ammunition pieces you can normally load into a single firearm with each action or bonus action, up to the weapon's capacity.

Houserule Errata: Both the Ammunition Belt and the Ammunition Bandoleer will apply their bonus when reloading with a Bonus Action, so long as the additional ammunition you load comes from that item. (If you are wearing up to two 2 bandoleers and a belt all with 'pistol ammo', you don't get the bonus for loading in 'shotgun slugs' or 'shotshells')
Note you can only benefit from up to two bandoleers at once whether they are ammo bandoleers for up to 30 bullets or 'basic' bandoleers that can hold up to 6 one-pound items (like daggers, potions, or alchemical items.)

Ptolus and the surrounding regions typically use Type 3 firearms or Type 2 Firearms modified with the Arcane Accelerator. All Type 2 Firearms in or around Ptolus use the Arcane Accelerator. (Some Type 3 firearms are also given this modification. Kits to modify a weapon to use an Arcane Accelerator cost 25gp and the ball and cap modification is NOT available. A kit has the parts to modify 1 weapon, and can also be used to restore that weapon to its normal mode of operation if one wishes to remove the Arcane Accelerator.) Weapons equipped with an Arcane Accelerator do not use gunpowder or cartridges and instead uses ball/shot/slug/etc... While a shot from a firearm is accompanied by a flash of bright light and a brief, ear-splitting whine, audible to 300ft (which is comparable to the sound of a normal shot fired from a gun not equipped with an Arcane Accelerator). A firearm using an arcane accelerator is immune to being fouled by submersion and can be fired underwater without penalty. An arcane Accelerator costs 12gp and is expended after 30 shots, but they can be recharged by any magic caster devoting a first-level spell slot to completely recharge a single Arcane Accelerator in a ritual that takes ten minutes which can be completed over the course of a short rest. Using a higher-level spell slot restores 30 shots per spell level. Multiple Arcane Accelerators can be recharged with the same ritual, but the total number of shots restored is determined by the spell slot expended and is distributed among the Arcane Accelerators at the caster's choice. Type 3 Ammo for firearms with an Arcane Accelerator does not need the alloyed casing or gunpowder and thus can be freely crafted without a workshop and just with the portable tools. Such ammo costs 6cp each and thus has a crafting cost of 3cp each regardless of whether it is a bullet, slug, or shotshell. A box of 50 of these rounds weighs 3lbs for bullets and 5.5 pounds for slugs or shotshells at a savings of 2lbs of weight per box.

   The Palm Pistol replaces the Sting Pistol.
   The Heavy Pistol is called the Dragon Pistol.
   The Rifle is called the Dragon Rifle.
   The Long Rifle is called the Spyglass Rifle.
   The Trinity Gun is called the Hydra Rife.
   The Volly Rifle is called the Greater Hydra Rifle.
   The Repeater and Short Repeater replace the Repeater Rifle.
   The Hellsbreath Rifle is a techno-magical Flamethrower that must use an Arcane Accelerator (Gunpowder would make the chemical fluid explode within the weapon) and uses a mixture of Alchemical Fire heavily diluted with Oil and other chemicals as fuel. THe Hellsbreath Rifle weighs 7lbs and the Hellsbreath Pistol weighs 5lbs.

   A hellsbreath rifle cartridge of the mixture is worth 2gp, weighs 0.3lbs, and is consumed in a single shot, although the spent casings can be saved and reused (like with standard casings) counting as 4sp towards the cost to make a new cartridge. While a hellsbreath cartridge is too large to fit into a normal ammunition bandoleer or belt, although 20 of them will fit into a normal pouch. Custom ammunition bandoleers and belts can be made for these cartridges and with each of these cartridges taking 2 spots of the normal allotment. (If configured to only carry these cartridges the bandoleers will carry 25 and the belt will carry 15.) These cartridges are similar to other firearm cartridges except instead of gunpowder and a bullet they are an enclosed casing filled with liquid and topped off with a pressure valve that is opened when the gun is fired. (Opening the valve causes the pressurized liquid inside to be shot out into the barrel where it is ignited and fired from the weapon.) 'half-strength hellsbreath', or 'hellsbreath pistol' cartridges' are used by chimera weapons and are small enough to fit into an ammunition bandoleer or belt as they are the same size as shot cartridges, they are 1gp each and weigh 0.15lb with their spent 'casing counting as 2sp towards the cost to make a new cartridge. Spent hellsbreath firearm cartridges can be used to make new fire or frost cartridges but only for the same type of weapon rifle vs gun. A machine shop is required to make these casings but crafting them is novice level.
   Each shot from the rifle creates a 20ft line, while the pistol creates a 10ft line, where each creature must make a Dexterity save with the DC calculated from 8+Weilder's attack stat modifier (Str or Dex)+proficiency bonus plus any enchantment bonus of the firearm. Failure indicates they take 2d6 fire damage and are ignited as per alchemical fire, and success indicates they take a single point of fire damage.
   A Hellsbreath rifle costs 250gp has the two-handed, magazine (1), and special properties. (The Hellsbreath rifle does 2d6 fire damage on a failed Dexterity save and sets the target on fire for 1d4 damage each round until the fire is put out as per alchemical fire, action to make a DC 10+any enchantment bonus check.)
   A Hellsbreath pistol uses half-strength cartridges, costs 200gp, weighs 5lbs, and has the magazine (1), special, and handgun properties. (The Hellsbreath rifle does 2d4 fire damage on a failed Dexterity save and sets the target on fire for 1d4 damage each round until the fire is put out as per alchemical fire, action to make a DC 10+any enchantment bonus check.)
The special property of the hellsbreath rifle and hellsbreath pistol is that you can use either your strength score or your dexterity score with the weapon, as all you have to do is point the weapon in a direction and hold it steady as it fires, but you do not add your stat modifier to the damage dealt by the weapon.
   A Frozen Breath cartridge is the same as a hellsbreath cartridge except it is based on Alchemical Frost instead of Alchemical Fire and does cold damage instead of fire damage. (The action to stop the continuing damage from Frozen Breath cartridges is to break/brush off the ice/freezing liquid that has formed on the creature.)
   A Manticore Gun is a Dart launcher with a 40/120ft range that inflicts 1d4 piercing damage although the dart is usually laced with a poison of some type. A Manticore Rifle costs 50gp, weighs 3 pounds, and has the light and magazine (1) properties. Darts for this gun weigh 0.1lb each and cost 3gp for a box of 50 darts.

   Multibarrel guns where the barrels are not identical are commonly called Chimera Rifles or Chimera Pistols, the most common of which is the Mixed-Use Gun and can have up 5 barrels. When creating a Chimera firearm, the magazine size for each barrel is reduced to 1 regardless of the magazine size of the base weapon. Also if any barrel belongs to a two-handed weapon, the resulting firearm is two-handed and loses the handgun property. Unless every barrel has the 'light' property that property is lost. Also if there are three or more barrels then the weapon loses the light property if it would have kept it, otherwise it gains the heavy property. The cost of a chimera firearm is the base of the most expensive firearm contributing a barrel to the chimera firearm plus 50gp for each additional barrel.
   A True Chimera Rifle has a Carbine Rifle Barrel, a Hellsbreath pistol barrel, and a manticore rifle barrel. A 'True' Chimera Rifle costs 300gp. (200gp for Hellsbreath pistol barrel +50gpx2 for two additional barrels.)
Other forms of Chimera Rifle can exist and have different costs depending on what barrels they contain.
   While the CEM siege guns are being used, the Demi-Cannon is also called the Small Cannon in Ptolus and the Cannon is known as the Large Cannon. The Pipe Organ Cannon is still available. Both Ptolus' Grapeshot and Explosive Charge are available in addition to normal cannonballs.
   For an additional cost of 250gp a chimera firearm with no more than three barrels can be fitted with a master trigger that fires all three barrels at once at the same target if all the barrels in the weapon are identical. A separate attack is rolled for each barrel.

Ptolus Steam Armor weighs 80lb (15lb more than plate armor) and functions as Plate armor. It is fueled with a Firestone (10gp, lasts for one day) and has a market price of 2500gp (including the 1500gp for the Plate armor) which leads to a Maintenance DC of 10 (due to the +1000gp cost for the tech) When powered, the strength requirement for the plate armor is negated, the armor's weight is subtracted from the amount of weight the wearer is carrying for encumbrance purposes, and the wearer counts as one size larger for the purposes of when determining your carrying capacity and the weight you can push, drag, or lift. While powered, Steam armor also grants advantage on Strength ability checks for pushing, dragging, and lifting purposes. Steam armors are designed so that rain and even being submerged won't flood the fuel compartment so this armor can be powered underwater without issue.

Reminder: Years ago in the initial prep for SiW Seth promised to never use guns (or suspiciously similar to guns) against the party as a prerequisite to adding guns to the SiW campaign at all.
This message was last edited by the player at 23:58, Wed 13 Oct 2021.
Ancient Wounds Narrator
Narrator, 2 posts
Wed 5 May 2021
at 16:30
  • msg #2

Ancient Arcana and Chaositech

With both Numenera Devices (Ancient Arcana) and Chaositech in this campaign, a clarification is necessary. Numenera Devices came first with Chaositech being an attempt by the Galchutt to reverse engineer those technologies without understanding them and relying on chaotic and corruptive magic to compensate for a lack of knowledge and relative skill in recreating the ancient technologies for their servants. However, in some ways, Chaositech has surpassed Numenera Devices in that its form does not need to match its intended function and it can be repaired and modified by modern mortals. Very few Numenera Devices have been successfully reverse-engineered. ('pills' are the best example of a Numenera Device that has been reverse engineered to a degree as an alternative to normal potions.) Some theorize that Chaositech was created by the Galchutt both as tools for their servants and as a trap to make people distrust and stop using Ancient Arcana relics, ciphers, etc... while gaining minions through corrupting people with Chaositech.

Anyone who has the Arcana skill can learn the 'subskills' Ancient arcana and Chaositech Arcana without needing to gain or spend a skill proficiency simply through exposure and study of Numenera Devices or Chaositech. Gaining these sub proficiencies requires either a background feature like with Hermit or a study of at least three items over the course of a work week per item, this can be sped up at the risk of failure (DC checks to figure out tech would like Alien/Future tech rolls in the DMG would apply). Without these sub proficiencies, your Arcana skill is halved when dealing with Numenera Devices and you lack proficiency with the Chaositech tools necessary to repair or modify Chaositech. While technology and Chaositech can't be confused with each other Numenera Devices and Chaositech items can be confused if someone doesn't recognize the Numenera Devices for what it is. However, magic that detects or controls only Chaositech has no effect on Numenera Devices. (Spells that affect mechanical items and Chaositech will treat Numenera Devices as mechanical items.)

In Summary Ancient Arcana proficiency grants the full Arcana bonus on Ancient Arcana skill checks and Chaositech Arcana proficiency grants the knowledge to utilize Chaositech tools to repair or modify Chaositech. (Only the Galchutt can create Chaositech)
This message was last edited by the player at 23:17, Sat 29 May 2021.
Ancient Wounds Narrator
Narrator, 3 posts
Sat 29 May 2021
at 23:23
  • msg #3

Warforged and Warforged Components in Ancient Wounds

All Warforged in the Ancient Wounds setting originate from at least one type of Numerian Relic. In this setting, Warforged will use the revamped Wayfinder's Guide to Eberron and Eberron Rising from the Last War with the following changes.

1) All Warforged are fluent in Machine Speech in addition to Common plus one of their choice. Machine Speech is treated as telepathy 120ft, but only with others that are naturally capable of machine speech or have an item that grants machine speech.

2) Armor that is integrated into a Warforged via Integrated Protection counts as part of the Warforged and thus is not a separate object that can be targeted by something that does not affect humanoids or constructs. Also, such armor increases the Warforge's body weight and does not count as carried weight. (Thus such armors cannot be targeted by spells like Heat Metal, and while a Rust Monster would be aggressive towards a Warforged with integrated metal armor, a Rust Monster won't be able to rust and eat the metal until after the Warforged is dead, in which case it would also begin to rust and eat any metallic parts of the Warforged's corpse.)


Docents can be attuned to by anyone with the construct stubtype, in addition to Warforged, without issue as if the docent was a normal magical item. Others who are neither Warforged or Constructs can only be attuned to a Docent through the process of gaining an Iron Flesh implant. Docents can be considered Relics or Iron Flesh implants with a rarity of rare, and instead of speaking, reading, and understanding Common and Giant they know Common and Machine Speech.

Other Warforged components can be gained by non-warforged and in that case are treated as Iron Flesh that typically will require attunement. Also Warforged components are NOT true relics/cyphers/Iron flesh and can be created through magic and are the result of people trying to reverse engineer iron flesh without resorting to Chaositech.
This message was last edited by the player at 13:45, Tue 22 June 2021.
Ancient Wounds Narrator
Narrator, 6 posts
Fri 23 Jul 2021
at 04:38
  • msg #4

Typical Crimes and Punishments in Ptolus

Crime                                                Typical Punishment*
Murder of an official                                Death
Murder of a citizen                                  20 years imprisonment
Murder of a noncitizen                               5 years imprisonment
Assault** upon an official                           5–20 years imprisonment or death
Assault** upon a citizen                             6 months – 20 years imprisonment
Assault** upon a noncitizen                          1 month – 10 years imprisonment
Kidnapping an official                               10 years imprisonment
Kidnapping a citizen                                 1 year imprisonment
Kidnapping a noncitizen                              6 months imprisonment
Threatening the Holy Emperor/Prince of the Church    Death
Theft/destruction of the property of an official (or of city property)***
                                                     Petty: 1 month imprisonment + 10 gp fine;
                                                     Lesser: 1 year imprisonment + 200 gp fine;
                                                     Major: 10 years imprisonment + 500 gp fine
Theft/destruction of the property of a citizen***    Petty: 10 gp fine;
                                                     Lesser: 6 months imprisonment + 200 gp fine;
                                                     Major: 5 years
imprisonment + 500 gp fine
Theft/destruction of the property of a noncitizen*** Petty: 3 gp fine;
                                                     Lesser: 100 gp fine;
                                                     Major: 1 year imprisonment + 500 gp fine
Trafficking in illegal goods†                        1 year imprisonment + 500 gp fine (magic-related goods: 5 years + 800 gp)
Possession of illegal goods†                         250 gp fine
Coercion of another Of an official:                  1 year imprisonment; a citizen: 500 gp fine; a noncitizen: 100 gp fine
Using magic to influence the mind of another
                       Of an official:               1 year imprisonment + 500 gp fine;
                       Of a citizen:                 6 months imprisonment + 100 gp fine;
                       Of a noncitizen:              100 gp fine
Casting spells of mass destruction in the city††     1 year imprisonment + 200 gp fine
Intentionally using evil magic                       1 year imprisonment + 500 gp fine
Creating an undead creature/bringing one into the city
                                                     10 years imprisonment
Grave-robbing                                        Death
Summoning a demon                                    Death
Intentionally spreading plague                       Death
Inappropriate disposal of waste/trash                10–1,000 gp fine (inappropriate disposal of a corpse: 250 gp fine)
Disturbing the peace                                 5–50 gp fine
Inciting a riot                                      1 year imprisonment
Attempting to free the Tarrasque from Fortress Salzinwuun
                                                     Death
Arson (in addition to destruction of property charge)
                                                     5 years imprisonment
Falsifying documents Imperial documents:             1 year imprisonment + 200 gp fine (other documents: 200 gp fine)
Perjury in court                                     6 months imprisonment
Defaming the character of an official                6 months imprisonment
Bribing an official                                  250 gp fine
Tax evasion                                          Imprisonment until taxes are paid (plus 10% interest)
Failure to produce a license/permit when required‡   100–500 gp fine
Harboring a wanted criminal within city limits       2 years imprisonment
Sacrilege against Lothian                            Blaspheming: 50 gp fine; defiling a sacred site: 1–20 years imprisonment
Worshipping an illegal god (for example, Destor)     1–20 years imprisonment
Treason                                              Death
An “official” is someone with a role of leadership and/or enforcement in local or Imperial government. This honorific applies to those in positions of responsibility (managers, administrators, etc.) and to all members of the City Watch and clerics and paladins of
Lothian. Anyone who works for the government isn’t necessarily an official; low-ranking employees (clerks, street sweepers) can only aspire to such a rank.
* Punishments are cumulative. Thus, murdering two citizens is punishable by 40 years imprisonment. Typically for humans, a sentence of more than 50 years imprisonment is altered to death.
** “Assault” covers a broad range of crimes, from a physical strike to rape to draining life energy or blasting with magical fire. Thus, the range of punishments is broad as well. Typically, assault implies the intent to maim or kill. Barroom brawlers, for example, are usually charged with disturbing the peace, not assault.
*** Petty = property worth less than 1 gp; Lesser = property worth 1–100 gp; Major = property worth 101 gp or more.
† Smuggling otherwise legal goods into the city to avoid the tariff is considered trafficking in illegal goods.
†† Spells of mass destruction include fireballs, bolts of lightning, and similar magic that threatens life and property. Spellcasters can obtain special permits for limited use of such spells for specific sanctioned purposes.
‡ This extremely broad category can include unlicensed firearm use, unlicensed prostitution, building without a permit, and so on.


Note: Licenses to permit a spellcaster to cast potentially destructive spells in the city are only allowed in certain situations. Additionally, there are even so-called “death licenses” that enable the license-holder to commit murder with no fear of punishment. These are granted only in special circumstances, and only by the Commissar or someone of higher rank (which is to say, one of the Emperors). People like the Imperial Eyes or other special operatives might have such licenses. (Link like James Bond having a license to kill.)
This message was last edited by the player at 05:17, Fri 23 July 2021.
Ancient Wounds Narrator
Narrator, 7 posts
Sun 25 Jul 2021
at 19:55
  • msg #5

Items the Party can collectively craft

To avoid repetition I'm just listing the items the party can craft here and as a group. I can and will add details to these items if needed. This post will be updated as needed.
I don't want this post to be a 10-page long wall of text so this is just a summary. I will note if an item is restricted or banned which means the creation of that item can be regulated or possibly illegal in Ptolus.

Note: Ingredient Quality/Grade and DC modifier: Low is a -2 penalty, Medium is the default (0), High is a +2 bonus, and Supreme is a +4 bonus. These modifiers stack between multiple ingredients.
Example Materials the party has easy access to are: Distilled Water (High-Grade Water), Coastal Sand (Medium Grade Sand), River Sand (High-Grade Sand), Any components from the Tarrasque (Varies between Supreme and High)
Tarrasque Hide, Bone, Tarrasque Blood, and Monster Essence are of Supreme Quality components
Low-Grade Forged-Horn {5cp/lb} counts also count as a High-Grade Steel unless magnetic properties are required (These items cost 50% of steel, but gains the Ersatz property and can be repaired with Mending or Scur glue)
Stabilized Forged-Horn (17gp/lb for people working for the Schylar family, 20gp/lb to allies of the Schylar family, and 23gp/lb for anyone else they will sell it to) also count as a High-Grade Steel or a Precious Metal High-Grade Adamantium unless magnetic properties are required {Counts as Adamantine without being magnetic or metallic but only has half the HP of Adamantine and a hardness of 10 (Adamantine has a hardness of 20) and must be 'fed' Rivaan once a week which can also repair 5pts of damage to the material. Stabilized Forged-Horn has the same HP and hardness as Adamantine and does not need to be fed Rivaan to be repaired.}
The party can purchase Tarrasque related components at crafting prices with no markup (so 50% of market value unless otherwise noted)

Alchemy Note: Alchemical/Herbalist items from C.E.M. still need to be added but are all Novice or Apprentice level and can be crafted. (Gunpowder is Novice)
          Novice Level               (Market)
Item                       Time      Value    Ingredient 1; Ingredient 2; Ingredient 3

Antitoxin                  17 Hours  50gp     Toxin (Poisonous); Medicinal
Candle                     1 Hour    1cp      Hide; String
Chalk                      1 Hour    1cp      Rock
Glue                       1 Hour    1sp      Hide; Water (Fluid)
Imp's Finger               8 Hours   25gp     Sealing Wax; Phosphorus; String; Flint
Ink                        8 Hours   10gp     Water (Fluid); Pigment (Staining)
Oil                        8 Hours   1sp      Hide
Paint                      4 Hours   5gp      Pigment (Staining); Water (Fluid)
Poor Scribe                1 Hour    10gp     Tarrasque Tallow; Spices; Vinegar
Red Sow (Alcohol)          6 Hours   25gp     Monster essence - Tarrasque; Alcohol (Flammable, Fluid)
Scur Glue                  2 Hours   2cp      Ground Tarrasque Horn and Meat; Water (Fluid)
Sealing Wax                1 Hour    5sp      Glue (Fluid); Oil (Flammable, Fluid)
Soap                       1 Hour    2cp      Perfume (Fluid); Oil (Flammable, Fluid)
          Apprentice Level           (Market)
Item                       Time      Value    Ingredient 1; Ingredient 2; Ingredient 3

Acid                       8 Hours   25gp     Water (Fluid); Toxin (Poisonous)
Adipose Powder             34 Hours  100gp    Tarrasque Adipose Tissue (Unique)
Ambergris Oil              17 Hours  50gp     Tarrasque Ambergris Oil (Unique); Perfume (Fluid)
Alchemist's Fire           17 hours  50gp     Oil (Flammable, Fluid); Elemental Source - Fire (Unique, Volatile)
Alchemist's Frost          17 Hours  50gp     Oil (Flammable, Fluid); Elemental Source - Ice (Unique, Volatile)
Alteration ointment        6 Hours   20gp     Alcohol (Flammable, Fluid); Animal Essence - Caterpillar (Unique)
Blessed Brew               30 Hours  90gp     Water (Fluid); Medicinal
Bloodfire Tonic            34 Hours  100gp    Tarrasque humors (Unique); Water (Fluid)
Bottled Lightning          17 Hours  50gp     Elemental Source - Lightning (Volatile)
Burrowing Brew             40 Hours  120gp    Potion of Motion (Fluid); Animal Essence
Concealing Concoction      20 Hours  60gp     Alteration Ointment (Fluid); Pigment (Staining)
Ear Tonic                  6 Hours   20gp     Water (Fluid); Medicinal - Fuzzplug (Unique)
Eyebright Essence          6 Hours   20gp     Water (Fluid); Medicinal - Eyebright (Unique)
Expeditious Elixir         40 Hours  120gp    Potion of Motion (Fluid); Stimulant
Fibster's Fluid            40 Hours  120gp    Alteration Ointment (Fluid); Animal Essence
Flesheater (Banned)        40 Hours  120gp    Oil (Flammable, Fluid); Toxin (Poisonous)
Frogleg Fluid              34 Hours  100gp    Potion of Motion (Fluid); Animal Essence - Frog Legs (Unique)
Gomonite, 1lb              17 Hours  50gp     Basalt, chalk, urine-derived phosphorous, and Tarrasque scale (Unique)
Healing Draught            4 Hours   20gp     Water (Fluid); Medicinal
Perfume                    2 Hours   5gp      Medicinal - Flowers (Delicate, Unique); Water (Fluid)
Poison, Basic (Restricted) 34 Hours  100gp    Toxins (Poisonous); Water (Fluid)
Potion of Climbing         8 Hours   50gp     Potion of Motion (Fluid); Glue (Fluid)
Potion of Coagulation      6 Hours   20gp     Alteration Ointment (Fluid); Metal - Iron (Unique)
Potion of Healing          8 Hours   50gp     Healing Draught (Fluid); Medicinal
Potion of Motion           4 Hours   20gp     Alcohol (Flammable, Fluid); Stimulant
Potion of Swimming         8 Hours   50gp     Potion of Motion (Fluid); Animal Essence (Source must have a swim speed)
Powdered Tongue            60 Hours  180gp    Alcohol (Flammable, Fluid); Monster Essence -  Humanoid Tongue (Unique)
Purifying Potion           2 Hours   10gp     Water (Fluid); Medicinal
Rivann                     4 Hours   20gp     Tarrasque Blood (Unique); Water (Fluid)
Slipsap                    6 Hours   20gp     Oil (Flammable, Fluid); Stimulant

  Expert Level
  Expert Alkahest
Alkahest’s flame*, Alkahest’s ice*, Assassin’s blood, Crawler mucus, Drow poison, Dust of sneezing and choking, Potion of poison, Serpent venom, Truth serum, Wyvern poison
  Expert Apothecary
Potion of barkskin*, Potion of healing, greater, Potion of health*, Potion of poison, Potion of resistance, Potion of water breathing, Regenerative Ointment*, Restorative Ointment*
  Expert Tincturer
Dust of disappearance, Dust of dryness, Eversmoking bottle, Instant solid*, Oil of slipperiness*, Philter of love, Potion of animal friendship, Potion of barkskin*, Potion of bear’s endurance*, Potion of bull’s strength*, Potion of blurring*, Potion of cat’s grace*, Potion of eagle’s splendor*, Potion of energy*, Potion of fox’s cunning*, Potion of the green fairy*, Potion of growth, Potion of hill giant strength, Potion of intuition*, Potion of owl’s wisdom*, Potion of resistance, Potion of water breathing, Silvertongue sauce*, Truth serum

Crafting Note: If an item in particular isn't listed, ask and I will tell you what rank is required to craft it. Also if you want to know what an item does, ask and I can tell you, spelling everything out would make this thread way too long. If you want to know the recipe for an item, I can provide it.
  Novice Level
Arrowheads, Axehead, Ball Bearings, Bedroll, Belt, Blanket, Blowgun, Blowgun Needles, Copper Box, Wood Box, Caltrops, Chain, Iron Chalice, Cloth, Dice Set, Flask, Tankard, Jug, or Pitcher, Iron Bands, Leather, Piton, Pole, Iron Pole, Pouch, Iron Rivet, Rod, Sack, Shaft, Sling Bullets, Iron Spikes, String, Tinderbox, Torch, Waterskin, Wood Plank, Firearm Bullets or Shot
  Apprentice Blacksmith (Requires Smith Tool Proficiency)
Arrows, Bit and Bridle, Blade, Brigadine, Buckler, Buckles, Chain Shirt, Chain mail, Crossbow Bolts, Crowbar, Dagger, Dart, Hammer, Handaxe, Helmet, Horseshoes, Javelin, Light Hammer, Mace, Mess Kit, Miner's Pick, Ring mail, Scale mail, Shield, Steel Mirror, Shortsword, Shovel, Sickle, Sledgehammer, Spear, Trident, Warpick, Firearm Cartridges (Requires Bullet or Shot plus gunpowder)
  Expert Blacksmith  (Requires Smith Tool Proficiency)
Ammunition +1, Armor +1, Battleax, Barding, Bell, Chain Shirt, Chain Mail, Flail, Grappling Hook, Half Plate, Lamp, Lantern (Bullseye), Lantern (hooded), Longsword, Manacles, Mirror (Silver*), Morningstar, Plate, Portable Ram, Rapier, Scale Mail, Scimitar, Shield, Shield +1, Signal Whistle, Splint Armor, Warhammer, Weapon +1
  Apprentice Jeweler (Requires Jeweler Tools Proficiency)
Copper Bracelet, Bronze Crown, Holy Symbol, Ink Pen, Steel Mirror
  Expert Jeweler (Requires Jeweler Tools Proficiency)
Box (Silver*), Chalice (Silver*), Crown (Silver*), Glass Bottle, Mirror (Silver*), Merchant’s Scale, Necklace (Silver*), Ring (Silver*),  Vial
  Apprentice Leatherworker (Requires Leatherworker Tools Proficiency)
Bit and Bridle, Boots, Bracers, Component Pouch, Gloves, Hide Armor, Layered Furs, Layered Hides, Leather Armor, Leather Scale, Quiver, Sling, Tent, Whip
  Expert Leatherworker (Requires Leatherworker Tools Proficiency)
Backpack, Barding, Clothes (Traveler’s), Leather Armor, Saddle (Pack), Saddle (Riding), Saddlebags, Studded Leather Armor, Vest of Fortitude*
  Apprentice Tailor (Requires Tailor Tools Proficiency)
Basket, Boots, Cloak, Clothes, Common, Gloves, Hat, Net, Padded Armor, Robes, Rope, Tent
  Expert Tailor (Requires Tailor Tools Proficiency)
Backpack, Barding, Boots of Elvenkind, Cloak of Elvenkind, Clothes (Traveler’s), Padded Armor, Saddlebags, Vest of Fortitude*
  Apprentice Tinker (Requires Tinker Tools Proficiency)
Bit and Bridle, Buckles, Ink Pen, Mess Kit, Parchment, Firearms (requires a workshop for the production equipment)
  Expert Tinker (Requires Tinker Tools Proficiency)
Bell, Crossbow (any type), Fishing Tackle, Glass Bottle, Grappling Hook, Hunting Trap, Lamp, Lantern (Bullseye), Lantern (Hooded), Merchant’s Scale, Paper, Playing Card Set, Vial, Workshop equipment
  Apprentice Woodworker (Requires Woodworker Tools Proficiency)
Abacus, Arrow, Basket, Bucket, Bolt Case, Map Case, Scroll Case, Chest, Crossbow Bolt, Greatclub, Javelin, Ladder, Quarterstaff, Spear, Trident, Wand, Wheel
  Expert Woodworker (Requires Woodworker Tools Proficiency)
Barrel, Cart, Crossbow (any), Fishing Tackle, Shield, Shield +1, Shortbow, Sled, Weapon +1 (wooden weapons only)


Enchanting Note:If an item in particular isn't listed, ask and I will tell you what rank is required to craft it. Also if you want to know what an item does, ask and I can tell you, spelling everything out would make this thread way too long. If you want to know the recipe for an item, I can provide it.
  Novice Level
Charm of Capacity, Charm of Improvement, Charm of Motion, Hex of Accuracy, Hex of Affliction, Hex of Arcana, Hex of Injury, Hex of Summoning, Ward of Health, Ward of Protection, Ward of Resistance, Ward of Vigour
  Apprentice Eclectist
Badmouth's Mug, Dowsing Rod, Rod of Communication, Rod of Fishing, Rod of Order, Staff of Accompaniment, Starter Staff, The Rod of the Stewart the Romantic, Wand of Temperature Control
  Expert Eclectist
Bag of Holding, Bag of Tricks, Boom Box*, Boots of Striding and Springing, Boots of the Winterlands, Boots of Trembling*, Broom of Flying, Cat’s Paw*, Cement Boots*, Cloak of the Manta Ray, Contortionist’s Cloak*, Coward’s Boots*, Decanter of Endless Water, Deck of Illusions, Efficient Quiver, Elemental Gem, Eyes of Charming*, Eyes of Minute Seeing, Eyes of the Eagle, Gauntlets of Ogre Power, Gem of Brightness, Gloves of Swimming and Climbing, Goggles of Night, Hat of Disguise, Headband of Intellect, Helm of Comprehending Languages, Helm of Telepathy, Immovable Rod, Lantern of Revealing, Lead Balloon*, Medallion of Thoughts, Minstrel’s Hat*, Necklace of Adaptation, Pearl of Power, Pipes of Haunting, Pipes of the Sewers, Ring of Jumping, Ring of Mind Shielding, Ring of Swimming, Ring of Warmth, Ring of Water Walking, Robe of Useful Items, Rod of Echolocation*, Rope of Climbing, Slippers of Spider Climbing, Staff of The Natural Born Mage*, Stone of Good Luck (Luckstone), Tankard of Detoxification*, Wand of Disguise Self*, Wand of Identification*, Wand of Magic Detection*, Wand of Secrets*, Yoke of Brawn*
  Apprentice Implemencer
Decoy Wand, Extending Weapon, Featherweight Weapon, Wand of Wishful Thinking
  Expert Implemencer
Ammunition of Hesitation*, Blood Ammunition*, Bracers of Archery, Brooch Pin*, Circlet of Blasting, Club of Rot*, Doom Hammer*, Fire Pipe*, Firststrike Lance*, Gloves of Hurling, Gravespike*, Phonic Rod*, Plagiarist’s Pen*, Rainbow Rod*, Razor Lash*, Rod of Reduction*, Staff of Infection*, Staff of the Python, Staff of The Stoic Mind, Star Thrower, Tentacle Lash*, Trident of Fish Command, Vitriolic Web*, Wand of Charm Person*, Wand of Color Spray*, Wand of Entanglement*, Wand of Faerie Fire*, Wand of Grease*, Wand of Magic Missiles, Wand of Sleep*, Wand of the War Mage +1, Wand of Web, Wind Fan
  Apprentice Wardwright
Walking Staff, Wand of Removal
  Expert Wardwright
Amulet of Proof against Detection and Location, Barding* (Template, for magical bardings), Boots of the Winterlands, Brooch of Shielding, Cloak of Protection, Gloves of Fire*, Gloves of Missile Snaring, Last Stand Armor*, Mask of Refreshing Sleep*, Periapt of Health, Periapt of Wound Closure, Portable Cover*, Shield of Retribution, Spectacles of Peripheral Vision*, Wand of Cure Wounds*, Wand of Nondetection*

This message was last edited by the player at 08:12, Tue 12 Oct 2021.
Ancient Wounds Narrator
Narrator, 8 posts
Sun 25 Jul 2021
at 23:06
  • msg #6

Notes about Tarrasque harvested materials

Because of the quantity of Tarrasque Blood left over after processing for component extraction in combination with the ground scale and other materials used to make Ptolus Concrete, the building costs for typical buildings are reduced to 50% of normal. Low-grade Forge-Horn is commonly used instead of iron for nails and other components although wood is still commonly used within structures although larger buildings will use Low-Grade Forge-Horn for beams to support the weight of the building when wood alone is not sufficient. (In the Noble�s Quarters or in other significantly large buildings, Stabilized Forge-Horn is used as it looks like ivory when exposed and is more luxurious in addition to being stronger so even larger buildings can be made.)

Note the Schylar family does not produce any High-Grade Forged-Horn {12.5gp/lb}, as the Schylar Family instead produces Stabilized Forge-Horn, but other alchemists and arcanists produce large quantities of High-Grade Forged-Horn as they have not yet figured out how to produce Stabilized Forge-Horn. High-Grade Forged-Horn must be quenched with Rivann to be repaired restoring 5hp of damage to the item without the use of magic. The Mending cantrip only restores 2hp of damage to High-Grade Forge Horn materials at most once a day with any additional castings failing to repair the stubborn material. Every week High-Grade Forge Horn must be bathed in blood (5hp worth is sufficient) or quenched in Rivann. Dipping High-Grade Forge Horn in blood or pouring 5hp worth of blood from any creature upon a High-Grade Forge Horn once a week is sufficient to feed it. In situations where blood is common, like in adventuring/delving, bloodsport fights, or in a slaughterhouse this requirement is trivial.
Failure to 'feed' High-Grade Forge-Horn causes it to degrade into Low-Grade Forge-Horn and possibly losing any masterwork or magical enchantments on it which are dependant upon the adamantine-like qualities of High-Grade Forge-Horn. A batch of Rivann weighs 8.5lbs and has 5 uses (making the default upkeep cost for High-Grade Forge-Horn in situations where blood is not common can be as high as 4gp/week if solely using Rivann, although many users of High-Grade Forge-Horn instead purchase quantities of animal blood for as little as 5sp/week.)
Low-Grade Forge-Horn is common enough that it is often used in construction in place of steel nails, or in items that are not expected to be durable, like arrowheads.
Higher-end buildings in Ptolus use Gomonite stone bricks which are resistant to acid and thunder damage.

All buildings in the Noble's Quarter made within the last 100 years are made of Gomonite. As building bricks, they are resistant to acid and thunder damage. Due to the alchemical process, which includes a bit of lead, it is impossible to scry through a building made of Gomonite, and due to the incorporation of reagents to create ghost strike oil, incorporeal and ethereal beings cannot pass through Gomonite walls. Gomonite costs 50gp/pound, and Gomonite armors require 4 pounds of material (200gp in materials with a total cost of 400gp) to create the Gomonite weave which requires attunement to function but provides resistance to acid and thunder damage. It also costs 400gp to make a Gomonite bludgeoning weapon (which adds +1 to hit and damage along with +1d6 thunder damage to any living target it hits.) Gomonite weapons do not inherently require attunement. Gomonite has a damage threshold of 18 (stone has a damage threshold of 8), has twice the hit points of an equivalent object made of stone, and has an AC of 17 (like stone).
This message was last edited by the player at 03:04, Mon 27 Nov 2023.
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