Dragon Compendium
part 6/10
Alchemical Items:
Alchemist's Mercy is a reliable hangover cure. You know, I'd simply not drink anyway, save twice as much money. But not all adventurers are that sensible.
Armor Soft lets you temporarily soften up your armour, which means it's likely to break, but also helps with stealth. And of course, you can use it on enemies too. It's not just weapons that can be sundered.
Blackwater eats up all the oxygen in a fair area, leaving water breathing creatures suffocating. It'll soon dilute away if used in a bigger sea, but is a good way of dealing with big fishes in small ponds without fighting them.
Catstink is one of the many ways of foiling trackers. Spray it around liberally, hope they won't be able to pick up the scent again by circling around.
Cooling Gel gives you minor fire resistance. If you don't have a spellcaster, it's better than nothing.
Courier's Ink is your basic invisible writing with a corresponding revealing solution. Once again, don't overlook the nonmagical methods of encryption if you want to keep a secret.
Firestone is your basic chemical grenade, ignited by impact rather than pulling out a pin. Not much more dangerous than a regular attack, but setting fire to things
Flash Powder is also a common one, especially where ninjas are involved. It could easily be core and no-one would be surprised.
Flashstone is basically the same thing, from a different issue. Really didn't need to recycle both of these.
Free Foot is another trickster one. Making an area slippery is always a good one, whether it's by spell or mundane means. Mind you, a lifetime of back problems doesn't seem so funny, but D&D doesn't track stuff like that anyway.
Holdfast solves the opposite problem, creating a fast drying, short-lived adhesive upon impact that's useful for climbing where a grappling hook wouldn't find purchase. Just don't take too long, or it'll fall off again and send you plummeting, which is an embarrassing way to go.
Ice Crystals keep your drink cold indefinitely, which is just neat. Every restaurant should get some, as that's as handy as continual light stones.
Insect Repellent brings us back down to earth. Although if they were being truly realistic, they'd have hundreds of them, tuned to dealing with particular species of bug.
Liquid Ice has a violent endothermic reaction when exposed to air. Another one for throwing and hoping the bottle is the right toughness to break on impact, but not on casual handling or jostling in your backpack.
Night Eyes is a chemical that boosts your low light vision when applied to the eyes. It'll probably also make your pupils disturbingly dilated, but when you're an adventurer, somehow the long term health risks don't seem so important.
Powdered Water turns a drop into a gallon. Careful you don't waste it, and good luck dehydrating it again afterwards.
Shriek Paste is a highly practical byproduct of everyone's favourite fungal sentinels. it responds to light, letting dark dwelling creatures use it against adventurers without worrying about them wandering off. Grimlocks in particular will appreciate that irony.
Slimebane breaks down oozes, so if you aren't sure what will hurt it, and what will just make it multiply, pack lots of this and throw it at them. Or get a hose, sanitise the whole dungeon before you go in. That'll make things much neater.
Slippery Oil gives you a bonus to escape artist checks. Not sure why it's different to the other oil that trips people up. Once again, this best of exposes the cracks caused by lots of people contributing similar things at different times over the course of the magazine.
Slumberweed is for the Romeo & Juliet fans amongst you. Feigning death has all sorts of dramatic uses, including the boring one of just using it as a poison in combat.
Sneezing Powder is more comical than dramatic, but still definitely has it's uses. Trouble is, many high level monsters don't breathe, so you can't puncture their dignity that way.
Softshoe Powder gets rid of all those little squeaks and creaks in your footwear, giving you a bonus to move silently checks. It probably leaves powdery residue where you walked though, given it only lasts 10 minutes, so you still have to worry about being tracked. You'll probably pay less in the long run buying elven boots.
Soupstones are another way to compress gallons of food into a tiny package for wilderness treks. Just add water, possibly water that you also dehydrated earlier, and enjoy.
Spy Buttons are yet another way to be both stylish and practical. At least, until you've used them and are trying to get away with a shirt flapping loose. Might want to change your look fast and walk away casually.
Stonecloth is for those adventurers who are sick of losing gear to fireballs, as it pretty much ignores short flashes of heat. Just don't try and go swimming in lava. Ain't no suit flameproof enough for that.
Tanglewire is another way of slowing down careless people following you, particularly in the dark. Once that stuff gets strewn around, it's a nightmare to tidy up.
Toungeloose accomplishes what you could do cheaper by getting someone drunk, only with slightly less risk of violence. Another example of spy gear costing a premium because the stuff is tricky to get hold of.
Travellers Solace is one of those chemical concoctions that keeps you going a few hours more before you have to crash. So basically, overpriced coffee.

They just have to tart this stuff up for a fantasy game, don't they.
Truth Wine is another repeated idea from a different issue, with different mechanics. Yawn.
Vapors of Sleep is just a fantasy chloroform, knocking out people exposed to it, once again reusing an idea from earlier in this collection. They should definitely have pruned this particular section more ruthlessly.
Magic Armor:
Arboreal Armor is still fairly memorable, taking the idea of a living artifact very literally, plus saving on carrying supplies. Pretty practical really.
Armor of the Long Journey is another one where the primary benefits are out of combat. Funny how that works out.
Breastplates of Righteous Endeavours, on the other hand, are only useful in a fairly specific subset of fights - those against undead and other creatures of cosmic evil. Oh well. still better than nothing.
Drachensgaard is another specialist one, this time for dragonslayers. Yeat again, you have to ask if you're looking for trouble, or just want to be ready if it shows up on your door, which definitely influences your choice of gear.
Hellshield is not actually a shield, but the ideal platemail for the paladin from the Paladin in Hell illustration. Presuming he's smart enough to look for the best tools instead of just barreling in trying to be a big hero, which is not the case for many paladins.
Humillianthir is from the same source, and is for protecting your horse. After all, a paladin can't be losing companions left, right and centre, or they'll be forever tormented by their conscience.
Praesidium Luminata is another paladin one that's for sharing the love, helping your companions and hindering your enemies with inspiring light. I suppose it's good for the whole family.
Shields of Obstruction are another tactical one that helps the whole party, not just their user. Hold the line without having to hang around and die personally. Then you can be a hero again another day.
Spellcease continues the paladin love, allowing them to absorb evil spells. I guess it's another case where they're picking out whole articles, rather than just the very best bits of many different ones.
Truedeath completes this process, showing that while Johnathan M Richards may have left after they changed the ecology format, his work is still remembered and loved for other reasons as well.
Magic Weapons:
Suppressing weapons briefly remove your spell resistance, making them very handy for taking out big nasty monsters as a team. At least, until they have saves so high they'll only fail on a 1, sending you right back to the grind at epic levels. No easy solution fir every situation.
Barthon's Delving Doves still stand out as just about the only reusable magical arrows around, and do it in style too. Add a few to your quiver so you can spread peace in style.
Bolts of Discord are a very bad idea when you have allies in melee. Pick the time to use them carefully, or you'll have to deal with a fair few intra-party arguments as well.
Deitus Daggers still look pretty cool, if a little too vampire specific. After all, plenty of other monsters spawn cascade too, and you could definitely do with breaking their control chains if you want to save the world.
Eagle's Cry Bows are still amusing because they devote more words to it's description, and the details of how any non-elves who get hold of one will be hunted ruthlessly than it's actual powers. Shows you where their priorities lie.
Hands of the Creator are another one that's all for elves, and may be problematic for anyone else. Well, with so many elf themed selections over the years, it's not surprising this best of is a little slanted too.
Heart Trackers are both made by elves and good against vampires, making them a double whammy of overdone topics. Fight cheese with cheese, and then pray you can get the smell out afterwards.
Lashes of Torment are whips with lots of little barbs and spikes in, making them extra painful and motivating for slavedrivers. Anyone trying to turn them agains their masters will have a crap time of it, so they can casually leave them lying around and laugh at the cruelly ironic consequences.
Quarterstaves of Law have some pretty boring spell-like abilities, as you'd expect from something that exemplifies Law.
Quiet Daggers are not only good for stealth, as you would expect from their name, but the more powerful ones also give you free silent spell metamagic. Perfect for spellthieves or beguilers who want to keep their secondary talents from being too obvious.
Sais of the Hornet are an amusing variant on the common dancing sword. Handy, but is it worth the new entry?
Staves of the Crushing Breeze give you improved trip as a freebie, letting you resolve conflicts a little more peacefully. If you already have that, pass it on like a proper virtuous monk.
Thornblades are still an annoying one, both because they give poison to good aligned creatures, and because you can'y just take them from their owners and claim them for your own.
Rings:
Keeper's guide still seems like a pretty suboptimal bit of design, and I'm really not sure why it made it in here. Well, clerics can't get it right all the time.
Rings of Earths Grasp gives you a rock hard grip, which is useful for all sorts of things, IYKWIM.
Rings of Scry Detection are still one of the first things any archmage should make for themselves. Once you're at that level, you can't afford to get sloppy and leave yourself open to scry teleport smite attacks from anywhere in the multiverse.
Rings of the Evil Eye are still a crap shoot as to whether the benefit outweighs the penalty. Since I remember them clearly, they definitely deserve a place in the best of.
Rings of Stalking are a suitably creepy name for a fairly effective little gadget. This is why you don't give out your real name while adventuring. It opens you up to being followed home.