Pages from the Royal Chef's Cookbook


Found these loose pages at the bookseller, they could be part of the stolen cookbook you mentioned.

Infused plants
Some plants have developed a bonding with magic that alters their abilities from normal plants. Listed below are several types of such altered plants. Some are altered by spells, others were originally altered through experimentation untold eons ago, others acquired their bonding through being in some highly magical place for generations, and still others just seem to absorb certain magics naturally.

Dreambush, Dreamberries: Most often found around druid circles, this shrub always has ripe berries no matter the season. Originally, blackberry bushes, their berries are now small, bright red or purple, tangy, and sweet. Eating a berry has the following effects for 10 minutes.

  • When one is eaten before a scrying spell is attempted, it gives the caster double the chances that the following spells will work through the scrying sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message (that is, +10%/caster level instead of the normal +5%/caster level). Furthermore, read magic, and tongues both have a 5% chance/caster level of working through the spell.
  • When one is eaten before casting a greater scrying spell gives the caster a +1 enhancement bonus to that spell's DC.
  • When one is eaten before casting a dream spell; the berry strengthens the magic such that it prevents the target from getting its spell resistance versus the dream spell.
  • When one is eaten before casting a nightmare spell gives the caster a +4 bonus to his/her DC for the nightmare spell in addition to any other modifiers.
  • The berries (4-5) can be used as a material component for the vision spell. They provide a +1 bonus on the required caster level check.
Costs: Not sold, not usually guarded either—unless someone tried to strip all the berries...
Cook's Note: It seems that blackberry bushes thrive and even absorb stray bits of magic from the environment, so druids often cultivate them to decorate their grove, supply a steady source of berries, and (after an adjustment period of one to five years) provide bonuses to the scrying spell.

Fire Seeds*: These magical plants last only a short while but have devastating special effects as described in the spell.
Acorn Grenades: special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 to 20d6 fire damage. (caster level determines max # of d6; caster splits available d6's into 1 to 4 acorns).
Cook's Note: These look like normal acorns but vibrate slightly to the touch. Not a usable food.
Holly Berries: If the caster is within 200 feet and speaks a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.
Cook's Note: The enchanted berries glow with an inner fire. Not a usable food.

Golden Pear: Those eating this fruit gain the benefits of all the following spells: remove fear, remove blindness/deafness, remove curse, remove disease, and neutralize poison. Further, the eater is protected from these effects for the next four hours, gaining a +4 bonus to any saving throw against such effects. Costs: Must be negotiated, wt. 0.4 lbs.
Cook's Note: A mythical fruit, thought not to exist, but recently found by my scouts in the heart of an ancient ruined keep deep in a primeval forest. As usual for rare grown foodstuffs, the orchard was tended by some druids and some sylvan creatures. The chief druid was a centaur. In exchange for providing him with a, hem, harem of no less than 4 female centaurs, I was able to own 3 bushels of these marvelous fruits. I had to deal with a dirty slave trader to get all the female centaurs (he claimed it was a special order and blatantly overcharged me, so my profits have been cut nearly in half. Eric will be forced to offer a few of the marvelous fruits for sale in the capitol for only 5,000 gp each to recoup my losses; keeping most of the rest for a special dish I am preparing for the royal reception next week. And some few I saved for more disasters with an undetected assassin. [Eric assures me that no more will get through. The episode with my yearly dinner with my ambassadors will not be repeated. Eric says that last one was not a member of the assassin's guild and had only been pursuing a personal vendetta rather than trying to cause a war or start a coup. Same result I say.]

Goodberry*: Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
Cook's Note: Unfortunately, it takes a druid (of sufficiently high level) to tell goodberry berries from normal ones. Hiring druids to provide these berries has proved distinctly impossible so far. The taste is slightly tingly but otherwise as the normal berry. I can think of several uses for the tingly taste...

Healing Apple: A strange, mildly tart yellow apple from the Elven realm of the Great Forest. Claimed and tended to by an ancient elven druidic circle,
 When eaten, the apple heals 1d4 hp.
 More often it is found as apple cider which heals 3d4 hp per pint.
Costs: Apple: 55 gp each, wt. 0.3 lb.; Healing Apple Cider: 150 gp per pint, wt. 1 lb./pint (usually wineskins, but jugs are common too).
Cook's Note: Acquisition of these fruits required some expenditure and an agent as escort through the elven lands to their revered ancient apple orchard, then long trading talks with the ranking druid culminating in a promise to spread the seeds of each apple when eaten, in addition to magic mushrooms equal in number to the apples (we must make our own cider, Eric will take care of it).

Magic Mushrooms: Grown by diligent dwarves deep underground usually close to a dwarven temple or citadel. Eating a mushroom imparts improved ability to cast divination spells for the next four hours. Eating a mushroom improves the eater's caster level by +4 when casting divination spells. [This level adjust stacks with the level adjust from the Knowledge domain.] After the four hours, the eater suffers nausea for 1 hour unless he or she succeeds on a Fortitude save DC 15. Dwarves gain a +4 bonus versus this save.
Costs: 25 gp per mushroom, or 300 gp/ basket (1d4+11 mushrooms).
Cook's Note: If we can dilute it enough so that nausea is not likely, this might make a decent addition to a stew. I'll have Eric get some for experimental purposes.

Mana: In a secluded valley, far from civilization, a small circular pond yields bright yellow dew each morning in the grass in a ring around it. The local elves have learned to collect it with large nets made of spiderwebs (looking much like butterfly nets) each morning, set it aside to dry for several hours, add spring water and mix into a paste. Form the paste into yellow wafers and bake them over a hot fire for twelve hours. These baked wafers can be stored safely for years and still retain their flavor and effects.
Eating a wafer provides nourishment for one meal, 3 will sustain a person for a full day.
Costs: Never sold, only given as gifts to worthy travelers. The pond is very well guarded, night and day, wt. 0.1 lb. [My ambassador found that buying and freeing elven slaves in their territory worked wonders for gaining several pounds of wafers.]
Cook's Note: The wafers have little taste, slightly sweet, but totally unimaginative. Eric will use some for taste experiments, the rest will be for scouts' and ambassadors' on-the-road meals, but I predict it probably will not be an important foodstuff as far as banquets.

Steel Acorns: From the southern coast, these strange gray acorns are not normally magical, but if a barkskin spell is cast on one, it retains the magic indefinitely. The acorn provides the spell's effects to anyone that cracks the shell and eats it. The spell effect is activated at 1st level and there is no known way to raise this level. Once the shell is cracked, the acorn loses its magic quickly, lasting only 3 rounds before the magic dissipates.
Cook's Note: The taste is mildly reminiscent of peanuts with a slight earthly taste (whether enchanted or not). I've ordered my scouts to gather several bushels in addition to their spice order and return to the capital.
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I think these pages are more of the purloined book, alas only 2 pages but with the addition of a secret dwarven recipe. I had to shell out nearly 10,000 gp at the bookseller/fence. I did not realize the book was so unique as to break me in recovering it. We need to renegotiate the worth of the remaining pages as it seems the prices will not go down from here. I suggest that a roguish raid to reacquire the book might be the better option as far as costs. In any case, further pages will only be offered after appropriate compensation to me, I am scraping the bottom of my cash-box as I write this. Please note, they have had the book long enough to take it to a scribe and make copies so I assume there are copies out there. Should any of this information (in the book) be of a secret nature like the recipe; you should consider that those secrets are no longer secret.

When Do We Eat?
Even with their small stature, halflings eat more meals a day than any other race in the realms. They spend an inordinate amount of time eating. Halflings divide their meals into three categories: full meals, partial meals, and snacks. Generally, full meals consist of 4-7 courses. Partial meals have 2-3 courses and snacks are just a single course.

Full Meals

Partial Meals

Midnight Snack

Explanation of Halfling Meals:
Snoozie is a late-night meal that supposedly aids in getting to sleep starting with warmed milk and cookies moving through citrus fruits, fried meats and fine wine. Nooner is served as close to noon as possible and usually consists of fruit juice, rolls, fruits, and nuts. Brunch and Brinner are just later applications of breakfast food (bacon, eggs, sausage, pancakes, etc.; though never the full fair of a complete breakfast). Jokes is more entertainment than a meal but offers beer of some type, fried potato logs, pickled eggs, and various types of nuts. Sleepsie is a wind-down meal with light and airy foods like fritters, cakes, or other pastries often dipped in melted butter served with chocolate or dipped in a sugary sauce and served with a fruit compote. Berries is just a serving of fruit or berries, (pears and apples are popular choices) sometimes with tea or milk. Napsies is hot tea, crackers and/or cookies. Relaxation is a dessert with pastries dipped in honey usually followed by a stiff drink of whiskey (the theory is that the sweets and liquor combine to relax the mind and body). Smoke is brandy or other alcoholic beverage, pipe tobacco (smoked of course), and smoked (local) fish (though the fish is usually replaced with beef, pork, or chicken inland). Midnight Snack is just that, and varies with the individual as to what type of foods are offered.
Most adventuring halflings try to fit in with their companions by limiting or hiding their many meals to conform with the expected norms; but some halflings will not do this and insist on their full compliment of meals even on the road.
Meals of Other Races:
Humans settle for only 3 meals (breakfast, lunch, and dinner) and an indeterminate amount of snacks. Eves eat a full day's food in a single sitting (called simply the Meal) that usually takes 2 hours to eat. The elves also have a snack called Berries that consists of nearly any type of fruit to start the day (oranges and plums are popular choices). Elves traveling with non-elves usually modify their eating habits to fall in line with their companions so as to not delay the group. Orcs and goblinoids do not name their meals but rather eat whenever they get hungry and food is available (the orcish and goblinoid definition of food is considerably wider based than for other races mentioned here). Dwarves have the same meals as humans but limit their snacks to a single one called Grog, a morning repast before breakfast that consists of dwarven brandy (or other alcoholic beverage) and toasted, salted bread (sometimes with a hot mustard sauce known as Forge Starter, whose recipe is a racially guarded secret). Gnomes have as many meals as halflings but refrain from eating partial meals and limit their snacks to only twice a day: mid-afternoon (called Expository; with fruits, nuts, and berries and most importantly, explanations of their day's work) and just before bed (called Dreamfuel, which consists of warm milk and cookies). Most other races fall into one of these categories.

Eric came through again. He acquired the Forge Starter recipe. I am jotting it down now because I tend to misplace things and two copies will make it easier to find.
Forge Starter
3 handfuls of ground dry mustard
2 handfuls of. ground sugar cane
3 pinches of salt
5 drips of white vinegar (the dwarves use something called mushroom cider vinegar, I have no clue what that is, but Eric is checking it out).
1 cockatrice egg (most people use 4 chicken eggs instead)
In a cauldron, combine all sauce ingredients. Cook over low heat, stirring constantly until thickened, about 2 minutes. Chill 10 minutes in mountain stream.
Cook's Notes: I add the following after cooling:
2 chicken eggs
1/2 lemon
Squeeze lemon into bowl, add two eggs and stir rapidly. Set bowl next to high heat fire for 2 minutes then stir into sauce to make it smoother and more palatable to non-dwarves. It still causes me to sweat for a few minutes after I eat some, but I am not yelling for the cleric any more.
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Hmmm, I'll work on one for the recipe section. Next though has to be weights and measures, then building the perfect fire, so that the recipes can be fully understood.


We were able to recover a total of 8 pages from the fence along with a ledger that lists his sales, prices charged, and to whom. Though it does not say which pages went where; it does give us a list to find the rest of the book. You will be happy to note that not only did we make a huge profit from this raid, but your share will more than recompense both you and Ambrose for past pages and the cost of this raid.

Most meals require some type of heat applied to the food. Some chefs suggest a specific type of wood to enhance the flavor of certain cooked foods. And types of fires come in a bewildering variety.

Building the Perfect Fire

Types of Cooking Fires:
Low Heat Fires:
Soft Coals*-peat and lignite coal-150-250°F
Medium Heat Fires:
Coals*-bituminous coal-250-350°F
Softwoods-cedar*, juniper, pine*, redwood, spruce*, yew-250-350°F
High Heat Fires:
Hard Coals*-anthracite coal-350-750°F
Hardwoods-beech, hickory**, mahogany, maple, mesquite, oak, walnut**-350-750°F
Elemental Earth:
Elemental Plants-pillow plant-200°F
Elemental Fire:
Elemental Plants-flame bush, fire tree-625°F
Elemental Creatures:
Elemental Fire-azer, efreet, fire elemental, fire mephit, magmin, salamander-varies with species 350-700°F, temperature control directly related to intelligence of the creature.
Enchanted Stone:
Stone Fire-fire crystals-830°F
Wood Fire-stonewood-350°F
Enchanted Wood:
Magical Wood-darkwood-500°F
Magical Wood-spirewood-1,250°F
Fiendish Plants:
Fiendish Fire-abyssal aspin-150-250°F
Fiendish Fire-hellpine-200-250°F
Fiendish Creatures:
Hellhound-hellhound breath-1,500°F
Balor-balor immolation-2,000°F
Magical Fire:
Enchanted Fire-flaming sphere-350-1,000°F

*All types of coals should only be used outside or with a freshly cleaned (within the last 6 months) flue. All evergreen softwoods should also follow these restrictions.
** Some fuels can add a distinctive taste to foods cooked with them. Hickory, walnut, and various fruit tree woods produce popular flavors. Fruit tree woods are usually hardwoods, but there are exceptions. The smoky flavor of the mesquite tree from the Red Sand Desert is popular with the king.

Special Fuels:
Enchanted and Elemental Fuels
Elemental Earth
Pillow Plant:
A plant from the Elemental Plane of Earth that resembles nothing more than a mound of dirt about 4 ft. high. The mound is actually a plant and does not fall apart like it would if it were actually a dirt mound. No matter what it looks like; it has been used to cook food. It can be used for any meal needing high heat; but it requires magic to set it afire. It gets its name from the folktale that it provides good dreams if used as a pillow. [The plant actually does provide protection within 5 feet from creatures or spells that use dreams to attack, e.g. night hags, nightmares, the nightmare spell, or similar magic; once the wood is burning though, it loses this protective benefit] Market Price: 100 gp per mound when it can be found (very rare); Wt. 8-10 lb. per mound.
Cook's Note: Adds a spicy hot tang to a meal cooked in its smoke. The plant will not grow on the material plane.

Elemental Fire
Fire Tree:
A plant from the Elemental Plane of Fire that looks like a normal tree about 30 feet tall except for having flames instead of leaves. Fire trees are thought to be exceptionally beautiful by most. The burning tree gives off bright light for 60 feet and shadowy light out to 120 feet. for up to an hour once it is on the material plane. On the Elemental Plane of Fire, there is no duration and it does not go out unless the tree is destroyed. Water snuffs out this plant's flames immediately. Elemental water will cause an explosion if coming into contact with a burning fire tree. The explosion causes 3d6 damage from the steam created in a radius of 10 feet from the limb, resist fire, protection from fire, etc. can not prevent or lessen this damage.
Unfortunately the trees or their limbs do not last long on the material plane, barely an hour after being taken from their home, these trees go out, smoke for a few seconds then crumble to ash. This ash is still a valuable substance, it can be used in place of bat guano for fireball spells. One tree limb provides enough ash material to cast many fireball spells (10d10). Market Price: 50 gp per limb, more often the ashes go for 20 gp per flask (good enough for the 5d10 castings of fireball). Wt. 5 lb. per limb or 1/2 lb. per flask
Cook's Note: Bland. No taste buds tickled with this wood as fuel for meals. Seems a lot of trouble to get the equivalent of normal wood. The ashes are even worse, tainting food with a nauseatingly foul taste whether added to the food while cooking or thrown on the fire to "enhance flavor".

Flame Bush: This "bush" looks and feels more like a fire than any type of plant. These bushes grow easily on the material plane if fed a diet of wood (about 1 cord/day seems sufficient) and sunlight. Without sustenance, the bush dies within a single day, drying up and becoming charcoal-like spiny limbs with no flames at all. At least 8 hours of sunlight is necessary each day. On the elemental plane of fire these bushes are always in bloom. These bushes bloom on the material plane only once a year for about a week. The blooms are fire flowers resembling flames, bright red and yellow.
The flame bush gives off bright light out to 30 feet and shadowy light out to 60 feet. When in bloom, its light reaches 45 feet and shadowy light reaches to 90 feet. A piece of a flame bush (i.e. a limb) burns for only a single round before becoming a dark gray thorned stick that crumbles to dust at the slightest touch. Limbs give light equal to a torch for their short duration. Market Price: 2,000 gp per bush; Wt. 12 lb. per bush
Cook's Note:This is the perfect fuel for exceptionally hot fires as it is steady in temperature as long as it is well fed and gets plenty of sunlight. I have 4 of these bushes now and I plan to use them for the king's next royal hunt to provide exquisite fare for the king's hunters and the royal court without having to return all the way back to the castle.

Enchanted Stone
Fire Crystal:
A dull red opaque stone usually found close to a volcano. When placed around at least a medium heat fire; these stones reflect the fire's heat making the fire hotter. The resulting fire is hotter than even normal high heat fires. While doing so, the stones are glowing red and translucent, hence the name. One hour later, the stones return to their dull red opaque look and do not change again, each crystal can only be used once. Market Price: 100 gp per sack; Wt. 5 lb. per sack. 1 sack full is enough to surround a campfire-sized fire.
Cook's Note: Though the extra heat could be used for quick cooking, and I have used it when preparing dinners of state on the road; it is better used as a fuel supplement for home heating in far northern climes.

Stonewood: Only found in some legendary underground forest tended by dwarves, this dark gray wood feels like stone but burns like wood. Has hardness of stone (8). Market Price: Not for sale except to dwarf-friends and dwarves, 500 gp per bundle. Wt. 15 lb. per bundle.
Cook's Note: Adds a lemony flavor to foods cooked with it.

Enchanted Wood
This wood got its name from its ability to always seem to be in shadows even in bright light. A sage told me that it is because it is partially on the plane of Shadow and that also serves to lessen its weight. Market Price: 201 gp per bundle. Wt. 10 lb. per bundle.
Cook's Note: Adds a tangy citrus taste to the meal if the wood is uncured; cured wood provides no bonus flavor.

Spirewood: Spirewood is a shiny black hardwood found only in festering mangrove swamps where it competes with mangroves for space and sustenance. It is thought that spirewood was originally created by a forgotten recluse wizard as some type of experiment ages ago, and it has bred true in swamps for at least several hundred years. This wood has recently been brought to the capitol on merchant ships from undisclosed destinations. It is thought that adventurous merchants from the island nations originally brought the wood from some eastern port; but details are sketchy at best. Some ships use spars of this wood for their masts, claiming it holds up to storms better than other woods. It seems that knowledge of where spirewood grows is a trade secret. Market Price: 2,000 gp per bundle. Wt. 20 lb.
Cook's Note: Foods cooked with this wood are slightly sweet.

Treant Wood: This is a black market only item. A limb provides a 5' radius aura of antiplant shell while burning (usually as a torch). Market Price: ~5,000 gp per limb, 1 limb burns for 1 hour. Wt. 2-3 lb. per limb.
Cook's Note: Adds the taste of ashes to any food cooked with it. I do not recommend this wood for cooking any meal.

Fiendish Plants
Abyssal Aspin:
This angry tree will grow anywhere so be careful where you plant it. It looks like nothing more than a dead tree with blackened limbs, but when any creature gets near it (within 25 feet) it bursts into flames dealing 1d4 damage per round as long as the creature stays within that range. Once there are no creatures within range, the flames snuff out and it goes back to being just a dead tree. The "dead" limbs still retain this property for several days after being cut from the tree. Market Price: 1,000-5,000 gp per limb; Wt. 5-7 lb. per limb.
Cook's Note: Some kind of fire resistance is necessary to use this wood as a cooking fuel as even though the flames stay under the cooking pot, the heat still fills the 50-foot circle around it. Makes the food cooked over it taste bittersweet. For most foods this is an unwanted addition, I am working on a recipe that will make full use of this.

Hellpine: This common tree is always in "bloom" with blackened needles and bright blue flowers. The flowers are mildly poisonous to the touch, numbing whatever touched it for several minutes (-1 Dex penalty for 1d4 minutes). The flowers do not last outside of that plane, crumbling to dust almost immediately. The wood is sturdy and burns slowly giving off nearly no smoke. Structures can be built of this wood if expense is no problem, though clerics have told me the wood radiates dim evil. Market Price: 3,000 gp per bundle; Wt. 10 lb. per bundle
Cook's Note: Foods cooked on this wood become absurdly sickly sweet; making this useful for masterpiece deserts that are to be served in bites only. Too much such food tends to give belly-aches and sometimes nausea (Fortitude DC 5, +1 per bite or -1 Attacks from belly-aches and nausea for 10 minutes).

Food For Thought
Servings are based on Medium-sized creatures with smaller or larger creatures requiring less or more servings as shown below.

Creature Size-Servings

Weights and Measures:
Our world has many different systems of weights and measures. There are several systems of measurements found around the known world and they have been compiled below. The recipes use the system of measurement from the area where the recipe was found.

Liquid (In the capitol and other civilized areas)
Dram: 1/16 ounce, 1/128 cup, 1/256 pint, 1/512 quart, 1/2,048 gallon
Ounce: 16 drams, 1/8 cup, 1/16 pint, 1/32 quart, 1/128 gallon, ~1/3 dolop
Cup: 8 ounces, 128 drams
Pint: 2 cups, 16 ounces
Quart: 2 pints, 4 cups, 16 ounces, ~1 literjon
Gallon: 16 cups, 8 pints, 4 quarts

Liquid (uncivilized areas)
Drip: a sip, ~2 ounces
Mug: 5 drips, ~10 ounces
Jug: 4 mugs, 20 drips, ~40 ounces, ~1 literjon
Cant: 6 jugs, 24 mugs

Liquid (The island nations)
Drop: 1/11 ounce, 1/33 dolop
Ounce: 11 drops, 1/3 dolop, 1/33 literjon
Dolop: 3 ounces, 3/4 gill, 1/11 literjon, ~50 drams
Gill: 4 ounces, ~1/8 literjon
Literjon: 11 dolops, 33 ounces, ~1 quart, ~1 jug

Dry (In the capitol and other civilized lands)
Pinch: 1/3 dram, 1/48 ounce
Dram: 3 pinches, 1/16 ounce
Ounce: 48 pinches, 16 drams, 1/16 gallon, 1/32 peck
Gallon: 16 ounces, 1/2 peck, 1/8 bushel
Peck: 32 ounces, 2 gallons, 1/4 bushel
Bushel: 4 pecks, 8 gallons

Dry (Uncivilized areas including the island nations)
Sprinkle: 1/90 handful to 1/110 handful
Handful: what will fit easily into an open hand, palm up, ~3 ounces, 100 pinches
Pouch: 3 handfuls, ~9 ounces
Bag: 5 pouches, ~45 ounces, ~3 gallons
Sack: 3 bags, ~135 ounces, ~8.5 gallons
Cart: 15 sacks, 45 bags, 225 pouches
Canoe [In the island nations]/Wagon [Elsewhere]: 40 sacks, 120 bags, ~360 gallons
Keelboat [In the island nations only]: 150 sacks, 450 bags, ~168 bushels

Basic Recipes
3 mugs reindeer milk, 1 dolop of giant bee royal jelly, 2 gills of strained vanilla bean broth, spiced with a sprinkle of cinnamon, ginger, and nutmeg.
Serves: 4
Effects: Haste effect for 3 rounds.
Time to Drink: standard action (does not count as a meal)
In a small iron pot over coals, combine and heat all ingredients while chanting the haste spell into the pot. Stir over coals 10 minutes. Remove from heat and cool 5 minutes. Pour through a fine strainer into a mug. Stays fresh for only three days before curdling. Craft (cooking) DC 5. Caster Level: 5, haste, Market Price: 24 gp per jug (4 doses); Wt. 1/2 lb. per mug.
Cook's Note: This recipe is rare and difficult to acquire if not an elf. Even other elves need to perform a service for the "tribe" before they will be considered honorable enough to be the custodian of this recipe. It took my assistant nearly 2 years to get a copy of this recipe from his kinfolk; it was far easier and cheaper to get the herd of reindeer.

Assassin Vine Berry Wine Vinegar
1 bottle of assassin vine berry wine.
Serves: 4
Effects: Though this liquid is incredibly bitter, it can be drank (Con check DC 8 to keep it down and thus gain the effects). Drinking this substance provides electricity immunity for 1 minute.
Time to Drink: 1 full round (does not count as a meal)
Open the bottle of Assassin Vine Berry Wine, tie a cloth cover over the closure to prevent bug infestation, cast resistance on it, and let sit for 3 months in darkness. Craft (cooking) DC 5 or Craft (brewing) DC 5, Caster Level: 1, resistance, Market Price (of the wine): 25 gp; Wt. 1-1/2 lb.

Dragon Egg Drop Soup
1 dragon egg; 1 cauldron of water, boiling; 1 gill of saffron, 1 literjon of brandy, 2 onions, finely chopped; 2 bell peppers, finely chopped; 1 lb. griffon meat, in strips, boiled until tender; 1 clove of garlic, crushed; 8 black peppercorns, finely ground
Serves: 12
Effects: +4 enhancement bonus to Constitution for 1 hour.
Time to Eat: 1 hour (counts as 1 meal)
Directions: Bring cauldron to a boil, crack and drain dragon egg into cauldron. Add saffron, onions, bell peppers, griffon meat, garlic, and peppercorns. Continue boiling for 10 minutes. Remove from flame and let cool for 10 minutes. Cast bear's endurance on the food. Craft (cooking) DC 10, Caster Level: 3, bear's endurance, Market Price: 600 gp per bowl. Wt. 1 lb. per bowl

Elven Waybread
1 mug each of rye, wheat, cornmeal, oatmeal, and brown rice, 2 mugs of rowan berries, 1 mug of ambrosia (cow's milk can be substituted but there is then no haste effect).
Serves: 6
Effects: In addition to the effects of ambrosia (hasteduration increased to 1 minute), elven waybread is a meal that provides a full day's nutritional needs for 6 people (or 1 person for 6 days).
Time to Eat: 10 minutes (counts as 3 meals)
Must be an elf, half-elf, or any other partially elven race to become worthy of the recipe. The following instructions also require the cook to whistle, hum, or sing an ancient elven cooking song while performing them. Grind each grain separately to a fine consistency, sift, then mix grains with berries and mash into a paste at night under starshine, add ambrosia slowly while keeping the paste smooth. Spread paste onto pan, season with garlic and salt. Cook over anthracite coals for until golden brown (about 2 hours). Once cool, it is ready to be eaten, but stays fresh for up to a year. Craft (cooking) DC 8. Caster Level: 3, Caster must be an elf. Market Price: 35 gp per loaf. Wt. 2 lbs.
Cook's Note: This recipe is a jealously guarded secret of several elven enclaves (especially those that have large temples to nature, most of these churches have their own herds of reindeer and use ambrosia garnered from their northern elf kinfolk to give their waybread a little kick.). This bread can also be used as a trade good, 1 loaf = 35 gp. Elven waybread can also be made with bovine milk (this produces a much darker loaf, the golden brown quickly turns to a dark chocolate brown and is easily recognizable) and still will stay fresh for up to a year, it will have no haste effect; 1 loaf = 15 gp.

Enchanted Elven Waybread
Conjuration (healing) and Transmutation
1 mug each of rye, wheat, cornmeal, oatmeal, and brown rice, 2 mugs of rowan berries, 1 mug of ambrosia.
Serves: 6
Effects: In addition to the effects of ambrosia (haste duration increased to 1 minute) and elven waybread, enchanted elven waybread removes fatigue and lessens exhaustion to fatigue (two servings can remove exhaustion); heals all non-lethal damage, 1 point of ability damage on each stat (Strength, Intelligence, etc.) or 1d6 hp if there is no ability damage. Other than removing exhaustion, there is no benefit to eating more than one serving a day.
Time to Eat: 10 minutes (counts as a 3 meals)
Must be an elf, half-elf, or any other partially elven race to become worthy of the recipe. The following instructions also require the cook to whistle, hum, or sing an ancient elven cooking song while performing them. Grind each grain separately to a fine consistency, sift, then mix grains with berries and mash into a paste under a full moon, add ambrosia slowly while keeping the paste smooth. Spread paste onto pan, season with garlic and salt. Cook over coals for 2 hours while enchanting it with the spells listed below. Once cool, it is ready to be eaten, but stays fresh for up to a year. Craft (cooking) DC 10. Caster Level: 7, lesser restoration and cure light wounds; Market Price: 525 gp per loaf; Wt. 2 lbs.
Cook's Note: This recipe is a jealously guarded secret of several elven religions that all claim it was handed down personally from their god or goddess. Luckily, my assistant is a highly respected elven priest and he agreed to make some for me whenever needed in exchange for a small donation to his temple.
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Lord Canton agreed to return the recipes he bought "in good faith" that they weren't stolen; if only we would agree to include him in the next dinner of state of note (the elvish delegation I presume). I accepted the offer in your name; I was sure you would agree. Here is the page he held.
P.S. He assures me that there are no copies. I would prefer magical assurance on that though...

Hollandaise Sauce

3 egg yolks; 1/2 drip of catoblepas cream; 1 mug of catoblepas butter, melted, cooled to room temperature; 1 drip lemon juice (or white wine vinegar); 2 sprinkles of sea salt; 1 sprinkle of cayenne pepper, finely ground and sifted.
Effects: This sauce provides the eater with protection from energy (cook's choice, but that choice is for the whole batch) for 3 hours when added to a meal.
Beat egg yolks, lemon juice, salt, and cayenne pepper together in a bowl until smooth. Slowly stream melted butter into the egg yolk mixture while whisking to incorporate. Heat on low heat fire for two minutes; whisk. Cast protection from energy on the meal. Craft (cooking) DC 20, Caster Level: Cook's character level.
Sauce Cost: 8-10 sp plus the cost of the cateblepas cream and butter.
Cook's Note: The catoblepas butter and cream is expensive but worth every copper, as the taste with cow's milk and butter is flat and uninspired. A local monastery herds the beasts and makes the butter. The cream cost extra as they do not usually sell the cream because it tastes bittersweet. Made with white wine vinegar, the sauce is not as robust a taste but it does have a bit of a bite that some people love.

Cockatrice Eggs Benedict
Abjuration, Conjuration (healing), and Transmutation
2 cockatrice eggs, 1 loaf of enchanted elven waybread, 1 mug hollandaise sauce, 1 lb. hickory-smoked dire boar blade steak, 1 yellow onion (coarsely chopped), 3 sweet peppers (finely chopped); a dozen mustard seeds, finely ground and sifted; a sprinkle of sea salt.
Serves: 7
Effects: In addition to the normal effects of enchanted elven waybread, ambrosia (haste duration increased to 2 minutes), and hollandaise sauce; this meal gives those that eat it immunity to petrification for a day (24 hours).
Time to Eat: 1/2 hour (counts as 3 meals)
Crack the cockatrice eggs into boiling water, cover and steam for 10 minutes over a high heat fire. Slice enchanted elven waybread into two slices. Toast lightly over an oak fire in a drip of dire boar grease. Sear the hickory-smoked dire boar blade steak with onions and sweet peppers in a dollop of dire boar grease. Cut steak in half, and place on the two slices of toasted enchanted elven waybread. Scoop eggs, peppers, and onions onto the dire boar steaks, add hollandaise sauce liberally. Season with mustard powder and sea salt. Cut into wedges and serve piping hot. Craft (cooking) DC 15 Caster Level: cook's character level, Meal Cost: 1,506 gp plus the cost of the non-enchanted rare ingredients (cockatrice eggs, dire boar blade steak) and hollandaise sauce, wt. 12 lbs.
Cook's Note: This meal is still tasty without the spell, but the king deserves only the best. It is also possible to use normal elven waybread, but to me, the flavor becomes slightly musty.
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Staff member
Somewhere around here, I have a recipe for Phoenix Egg Benedict. Very spicy; will likely cause you to repeat...


Another minor lord capitulated and added his page to our store in exchange for a seat like before. If it is all this easy, we'll probably need a feast just for all the minor lords.

Fiery Mayonnaise
30 olives, pressed for oil (1 mug of oil); 1 phoenix egg (or 6 chicken eggs or 1 red dragon egg or 1 pegasus egg); 6 mustard seeds, finely ground and sifted; 10 sprinkles of sea salt, finely ground; 1 lemon, halved and juiced.
Effects: Fire resistance (amount varies with accompanying meal).
Place the egg, 1 drip of oil of the olive, mustard powder, and salt in a mixing bowl. Mix thoroughly. While mixing, slowly drizzle in the remaining oil of the olive. After you’ve added all the oil and the mixture has emulsified, add lemon juice to taste, stirring gently with a spoon to incorporate. Craft (cooking) DC 13, Caster Level: N/A
Mixture Cost: 15 gp (6 chicken eggs)/5,000 gp (1 phoenix egg)
Cook's Note: A very useful concoction even if not magical in the slightest bit. And it does mix well with magical components without diluting their powers. The tales of the phoenix returning are false at least from an egg; I have documentation. Ashes, they only return from ashes; and then I think only from the adult creature. Not sure why they would even have eggs if they were immortal. I'll have Eric look into it. He'll add it to his list of eggs and spices I've asked him to find.

Mustard Aioli
1 garlic clove, minced; 3 sprinkles of sea salt, coarse-ground; 1/2 mug of (fiery) mayonnaise; 2 dozen mustard seeds, coarse-ground and sifted; 1 lemon, halved and juiced; 3 black peppercorns, finely ground.
Effects: Fire resistance for 3 hours (see below for amount)
Using mortar with pestle, mash garlic with salt until paste forms (or mince garlic and mix with salt). Transfer garlic mixture to small bowl. Mix in all remaining ingredients except lemon juice and pepper powder. Stir. Add the lemon juice into the mixture; top with the pepper powder. Cast resist energy (fire) on sauce. Craft (cooking) DC 18, Caster Level: Cook's character level.
Sauce Cost: 7 gp plus cost of mayonnaise.
Cook's Note: Tastes best with a phoenix egg for the mayo (fire resistance 15), but I have experimented with chicken eggs (fire resistance 10), pegasus eggs (feather fall for 1 minute/fire resistance 10, heady taste, slight dizziness); hippogriff eggs (same as chicken eggs but more expensive); monitor lizard eggs (inedible), giant eagle eggs (levitate for 1 hour/fire resistance 10, gritty taste), and dragon eggs (red only, fire resistance 20, leaves a burning sensation in throat for duration of fire resistance)

Violet Fungi Mushroom Melts (with Mustard Aioli)
Abjuration and Transmutation
1 pouch violet fungi mushrooms, sliced; 1 drip of butter, 15 olives, pressed for oil (1/2 mug of oil of the olive); 3 garlic cloves, pressed; 1 loaf elven waybread, sliced into halves; 2 handfuls of reindeer cheese; freshly grated; 1 sprinkle of sea salt; 4 black peppercorns, finely ground and sifted; 1 mug mustard aioli.
Serves: 5
Effects: In addition to the effects of the mustard aioli sauce (3 hours: fire resistance 15 with phoenix egg/10 with chicken egg/20 with dragon egg mayonnaise) and elven waybread (haste duration increased to 2 minutes); this meal instills in those eating it a +3 enhancement bonus to Strength and Constitution for 3 hours.
Time to Eat: 1/2 hour (counts as 3 meals)
Heat a large skillet over a bituminous coal fire. Add oil of the olives and butter, then add mushrooms and toss well to coat. Cover and cook until soft and juicy, stirring once or twice during cooking time.
While mushrooms are cooking. finish the mustard aioli sauce and toast the elven waybread over a walnut fire until golden brown. Remove and spread a layer of mustard aioli on top.
Remove the cover from the mushrooms and stir in the garlic, sea salt, and pepper powder; just slightly warming the meal over a low heat fire. Distribute mushrooms evenly between the two slices of toasted waybread. Cover with grated cheese. Cook on grate over a lignite coal fire until cheese is bubbly and slightly golden. Cast bear's endurance and bull's strength on meal. Remove and serve immediately with extra mustard aioli on top. Craft (cooking) DC 12, Caster Level: Cook's character level.
Meal Cost: 50 gp plus cost of non-enchanted rare ingredients (violet fungi mushrooms, phoenix/dragon/chicken egg, and reindeer cheese).
Cook's Note: This meal is popular during fairs and festivals featuring contests of strength. His majesty's last military campaign started with a feast for his generals featuring this dish.

Danny, I used the idea of a phoenix egg, thanks for the inspiration, but decided that even the royal chef can get scammed, he still thinks he bought 3 phoenix eggs, while in reality neither he nor the shifty merchant knows what creature it comes from, but Eric's going to look for it...
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The aforementioned incarcerated fence sent a message that he had information to trade for his freedom. Since he was scheduled to be sold on the block as payment to you and the crown for his crime later that day; I went to see what he had to trade. He wanted not only freedom, but to trade his information for a commutation of his sentence to banishment. I listened to his story and agreed in your name to the terms. It seems his brother, a middling mage of no great significance, absconded with nearly half the book; the parts containing spells. In return for both his and his brother's banishment (instead of slavery or beheading, nice choice) he informed me of his brother's probable location. My terms were that we had to find both his brother and retrieve the book pages. I trust that you will mention this "deal" to His Royal Chefness so that he can pass on the suggestion to the king.

These 2 pages came from another minor lord. I will send you a list of all the minor lords when we finally retrieve the whole book.

Acolytes, Alchemists, Apothecaries, and Ailment
This chapter contains all food and drink items made by various classes or skills.
Acolytes are divine spellcasters and are included here because they make holy or unholy water (by that definition it also includes most clerics). Alchemists make semi-magical concoctions and poisons. Apothecaries gather or acquire herbs and spices, and use them to make salves, poultices, ointments, antidotes, other non-magical medicines, wines, and poisons (no apothecary does all these things, different ones specialize in different ways; but most can do several of these things).

Antitoxin: If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. Craft (alchemy or apothecary) DC 25, Market Price: 50 gp; Wt.
Cook's Note: Like all medicines, this tastes awful.

Brandy: Dwarves are famous for their brandy. Dwarven brandy is always a top shelf item. Apothecaries have been known to dabble in brewing, but none that I know of compares to dwarvish brandy. Apothecary brandy is more expensive than normal brewer's brandy, but to these lips, it does not warrant the price increase. Look for a red wax seal on the label, apothecaries always mark their spirits with a red seal. Craft (brewing or apothecary) DC 15, dwarven 20; Market Price: Bottle: 25 gp, dwarven brandy 75 gp, apothecary brandy 35 gp; barrel (10 cants/ about 19 gallons) 500 gp, dwarven brandy 1,000 gp, apothecary brandy 650 gp; Wt. Bottle: 4 lb.; Barrel 200 lbs.
Cook's Note: The king is overly fond of his brandy after dinner. Only because I salvaged his negotiations with the dwarven ambassadors does he even have dwarven brandy available, you would think this would garner me some kind of discount when I buy mine from the Royal Cellars. It still is cheaper than what the dwarves want me to pay for it. Some silly story about dwarf-friend or something. I think they are still peeved about how my Forge Starter was better than any they've ever had before.

Holy Water: Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to good deities sell holy water at cost (making no profit). No aura (nonmagical); Faint good; bless water; Market Price: 25 gp; Wt. 1 lb.
Cook's Note: Other than the faint good aura, this water has no special taste qualities.

Manna: A species of corn infused with magic that breeds true. Thought to have been originally developed by the near-mythical Brotherhood of Lightning in some of their elemental experiments or enhanced by some long forgotten druidic circle; this crop can be activated and ground into meal that gives those that eat it (in whatever form) resistance 5 to electricity for 3 hours. The whole kernel, called the "berry" can be eaten to gain the same effect but the berry is bitter, Fortitude DC 5 or spit it out.
Craft (apothecary) DC 20 to activate up to a bushel of the grain by soaking it in a secret broth. Profession (miller) DC 5 to grind up to 5 bushels of the grain into meal. Craft (cook) DC 10 to bake a loaf (mixed with blueberries to counter the bitterness, and of course: water, a chicken egg, and cow's milk). Market Price: 8 gp per loaf. Wt. 1/2 lb. (loaf)
Cook's Note: One loaf is considered a partial meal by halflings, a full meal by most others. Loaves keep up to 1 month. The loaves have a yellowish hard outer crust and a rich, soft, brown interior, tastes slightly of honey and lemon. I usually slice these loaves and use them for bread along with many meals. Works well with everything I tried it with except wyvern (because the wyvern meat's inherent spiciness doesn't mix well with the sweetness of the bread).

Nectar: Water from special magical pools found in out of the way places, hidden grottos and such. Tastes mildly of strawberries. Usually guarded by some type of fey that charges a favor or a riddle's answer for a drink. Anyone imbibing this sweet water (at least a sip) gains blur for 10 minutes (standard action to drink). The water can be stored indefinitely only in clay jugs; any other type of container ruins the magic of the water and spoils it, making it not only undrinkable but also mildly poisonous [Fort DC 5, 1 Str/1 Str]. Mischievous fey often claim only clay jugs made by them can keep the magic pure and offer normal clay jugs for sale for only 200 gp or more. Malicious fey sell leather waterskins at the same exorbitant prices while claiming nothing else will work. Market Price: 200 gp or more per jug from the spring (1 jug = 11-20 sips), 500 gp or more per jug from the secondary market; Wt. 11 lb.
Cook's Note: Luckily I procured a nixie slave that was more than happy to give me a constant supply (1 jug per year) for a mere pittance in exchange for his freedom and transport home. The supply is barely enough for taste experiments though; but I have an idea for a meal...

Unholy Water: Unholy water damages good outsiders almost as if it were acid. A flask of unholy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the unholy water out onto the target. Thus, you can douse an incorporeal creature with unholy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of unholy water deals 2d4 points of damage to a good outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to evil deities sell unholy water at 2x cost. No aura (nonmagical); Faint evil; curse water; Market Price: 50 gp; Wt. 1 lb.
Cook's Note: Other than the faint evil aura, this water has no special taste qualities.

Wines: Elves are famous for their wines. Elvish wine is always a top shelf item. Apothecaries are also usually good wine-makers. Though not all do this, some concentrate only on herbs, spices, salves, poultices, ointments, antidotes, other non-magical medicines, and poisons; a few are famous for their wine-making. It is easy to tell a bottle of wine made by an apothecary, a red wax seal covers the cork. Brewers who experiment with wines use just a cork.
Assassin vines grow berries that can be made into wine, expensive because of the danger involved in picking the berries, assassin vine berry wine is nevertheless a delicate but heady vintage. Craft (brewing or apothecary) DC 5 (Common); 10 (Fine), 15 (Elven, requires elven blood);Market Price: Common wine (pitcher) 2 sp,; fine (bottle) 10 gp, fine (bottle, with apothecary seal) 15 gp, fine (bottle, assassin vine berry wine) 25 gp; Elven (bottle) 50 gp or Elven (wineskin) 150 gp; Wt. pitcher: 6 lbs.; bottle: 1-1/2 lbs.; wineskin 4 lbs.
Cook's Note: I use elvish wine in and with a lot of meals, other wines not so much. Luckily I have several elvish scouts and ambassadors that afford me a cheaper method of attaining the wine than through the Royal Cellars.
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We found the errant wizard, trying to leave the county. He had nearly half the book on him as the fence promised. He readily agreed to hand over the ill-gotten pages if only he could have copies of one or two of them. I told him no. The fact that he wasn't being sold into slavery to atone for his crimes and recompense the victims should be payment enough. He grumbled but agreed when he noticed the posse of sheriffs with his brother in chains backing up my negotiations. The local sheriffs then escorted him and his brother out of the capitol and gave them orders to never return.

Magic to Eat By


Conjuration (Creation)
Level: Brd 3, Sor/Wiz 3
Components: V, S, M, F; see text
Casting Time: 5 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 50 feet radius
Effect: 1 or more rectangular table(s) and 2 or more chairs
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You conjure up to 1 long rectangular table and eight chairs/2 levels (maximum 10 tables and 80 chairs at 20th level). The tables and chairs are stable and sturdy, solid oak. All tables are covered with a lace tablecloth and set with 8 places. A setting includes a plate, a saucer, a bowl, a tankard, a goblet, silver spoon, silver fork, and silver knife, and a cloth napkin. You also conjure 1 unseen servant/table to serve the meals, refill drinks, and generally see to your guests' needs. Any piece removed farther than 50 feet away from the table(s) changes into smoke and wafts away. At the end of the spell, all conjured pieces similarly disappear.
This spell provides no food, just the accoutrements of the meal and the servants. Further, any meal served on these tables grants its cook a +4 bonus to Diplomacy checks for 1 hour with any who partake of it.
Material Components: A sliver of wood and a white lace handkerchief (worth 3 gp). These must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included.
Focus Component: A miniature teak chair (worth 25 gp) and a miniature crystal goblet (worth 15 gp).
Cook's Note: An instant dining area for frontier dinners of state. This spell is now required learning for any of my employees that can cast it.

Bless Water
Transmutation [Good]
Cook's Note: Adds no flavor whatsoever to foods cooked with it. Such food radiates dim good though.

Chill Metal
Transmutation [Cold]
Cook's Note: This spell can be used to quickly chill or even freeze foods or drinks placed in metal containers. Two rounds is enough to chill and cover with frost most foods and drinks. Three or more rounds solidly freezes beverages and foodstuffs. To prevent freezing of foods and drinks, it is necessary to empty the container as it will continue to chill until the spell ends. I am experimenting with a dish that uses frozen cow's milk and oil of the vanilla bean.

Cook's Delight
Conjuration (Creation)
Level: Brd 5, Sor/Wiz 5
Components: V, S, M, F; see text
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 50 ft. by 50 ft.
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
You conjure a huge pavilion that over 4 long tables covered with white and red checkered tablecloths, 3 cabinets containing: a complete assortment of knives, 2 mortars & pestles, 3 strainers, 2 sieves, 1 colander, 3 long-handled frying pans, 2 metal grids, 2 waffle irons, 3 cleavers, 2 mallets, 2 tongs, 10 bunches of twigs, 15 cloths, 5 lb. scouring sand, 2 tubs, 3 weighing scales, 2 roasting forks, 2 skimming spoons, 1 rolling pin, 1 cheese grater, 4 iron handmils; and 10 buckets of water. Surounding the pavilion are 3 cookfires with iron grates and spits and a clay oven. The ground under the pavilion and surrounding it out to a distance of 50 feet from the center point is level, clean, and dry. Three or more unseen servants are conjured to assist with the cooking and can follow any simple order related to cooking (grind these, peel that, stir this, etc.). The spell conjures one unseen servant per 3 caster levels.
This spell provides no food, just a portable kitchen with 3 or more sculleries (unseen servants)
Material Components: A chip of oak, a red and white checkered handkerchief and a sprinkling of water. These must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included.
Focus Component: A miniature iron skillet (worth 10 gp) and a miniature silver spoon (worth 50 gp).
Cook's Note: A complex spell, but worth it for the ability to create a feast fit for a king in the middle of the wilderness. With banquet to supply a dining room anywhere can be a dinner of state. Myself and my best assistant cooks are assigned a spellcaster with the ability to cast both this spell and banquet in case of emergencies.

Create Food and Water
Conjuration (Creation)
Cook's Note: Should only be used in the direst of circumstances; the food is an affront to the taste buds.

Create Water
Conjuration (Creation) [Water]
Cook's Note: Water is a necessary ingredient of most meals.

Curse Water
Necromancy [Evil]
Cook's Note: Adds no flavor whatsoever to foods cooked with it. Such food radiates dim evil though.

Disguise Food
Illusion (Phantasm)
Level: Asn 2
Components: S, M
Casting Time: 1 move action
Range: 10 feet
Target: up to 1 cu ft of food/level (or about 8 lbs./lvl)
Duration: 10 hour/level
Saving Throw: Special (object)
Spell Resistance: No (object)
This spell covers the target food with the illusion of a masterwork meal; in taste, smell, and looks; no matter what the actual food is. Moldy food, maggoty food, or poisoned food is thus a scrumptious repast until the disease/poison/infestation takes effect. The food's aura is masked from most detect spells (and effects with similar capabilities) as though it were nonmagical. A detect poison spell though, will see through the disguise if poison is present and purify food and drink will work normally no matter what the food looks like.
Material Components: A piece of iron pyrite touched to the food while the food is sprinkled with diamond dust (worth 500 gp).
Cook's Note: Completely hides the taste of poisons. Detect poison is required for all meals of state now. I asked Kerrik to try to infiltrate the local assassin's guild for me. It took him 3 years after the great debacle with the dwarven ambassadors. Only the fact that I keep multiple methods of poison control available saved the whole party. I hope that inside knowledge of the workings of that dark guild will help stave off future attempts at disrupting any of my banquets ever again. The only reason I did not lose my head on the chopping block over this outrage is that the king was never in any actual danger (I prepare and serve his food personally, no servants are allowed close to it).

Cook's Note: The berries from this spell are extremely useful by adding them to flavorful but non-nutritious meals.

Heat Metal
Transmutation [Fire]
Cook's Note: This spell is mainly used for quickly cooked items.

Heroes’ Feast
Conjuration [Creation]
Cook's Note: For those that do not have a royal chef available.

Major Creation
Conjuration (Creation)
Cook's Note: Useful to create rare fruits, legumes, nuts, berries, grains, or vegetables when the real thing is unavailable. Nonliving does not mean rotten. Legendary foodstuffs cannot be created by use of this spell.
When used to create a complete meal, a Craft (cooking) check determines the quality of the meal.
Craft (cooking) check result---Quality of Meal
3 or less---Poor (2 sp)
4-8 ---Common (5 sp)
9-13 ---Good (2 gp)
14-18 ---Fine (3 gp)
19-23 ---Excellent (5 gp)
24-28 ---Superb (7 gp)
29+ ---Banquet (10 gp)
Poor meals have such poor nutrition that they give the eater a 50% chance to take 1 point of Constitution damage. Common meals have only a 25% chance for the same damage. Good or better meals have no chance of damaging the eater. Excellent and better meals have a 50% chance to heal the eater of 1 hit point of damage. Banquet meals instead heal 1d2 hit points. Anyone can choose to make a worse quality meal than they roll.

Minor Creation
Conjuration (Creation)
Cook's Note: Useful to create rare fruits, legumes, nuts, berries, grains, or vegetables when the real thing is unavailable. Nonliving does not mean rotten. Legendary foodstuffs cannot be created by use of this spell.
When used to create a meal, a Craft (cooking) check determines the quality of the meal.
Craft (cooking) check result---Quality of Meal
5 or less ---Poor (2 sp)
6-10 ---Common (5 sp)
11-15 ---Good (2 gp)
16-20 ---Fine (3 gp)
21-25 ---Excellent (5 gp)
26-30 ---Superb (7 gp)
31+ ---Banquet (10 gp)
Poor meals have such poor nutrition that they give the eater a 50% chance to take 1 point of Constitution damage. Common meals have only a 25% chance for the same damage. Good or better meals have no chance of damaging the eater. Excellent and better meals have a 50% chance to heal the eater of 1 hit point of damage. Banquet meals instead heal 1d2 hit points. Anyone can choose to make a worse quality meal than they roll.

Plant Growth
Cook's Note: The enrichment version of this spell brings food crops to maximum production capability.

Purify Food and Drink
Cook's Note: In a pinch, useless food and drink can provide sustenance.

Putrefy Food and Drink
Transmutation [Evil]
Cook's Note: When I asked Eric who would ever use such a spell, he readily countered with a reminder of the banquet in honor of the dwarven ambassadors and begged me to make peace with Baron Erlitz. I promised to invite him to the next dinner of state as a gesture of peace; whether he comes or not and whether he acts the buffoon again remains to be seen.

Conjuration (Creation)
Level: Bard 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: 5 feet
Effect: Special, see below
Duration: Instantaneous (and 1 hour/level)
Saving Throw: None
Spell Resistance: None
This spell conjures 1 finely-ground ounce of any non-magical spice named by the caster into the focus component. This silver rod is then used to dispense the correct amount of that spice for the meal in question (cook's opinion) by shaking it over the meal. The spice disappears after 1 hour per caster level if not used sooner.
Special: Those that eat a meal using such spice heal one hit point after the meal is finished (or 10 minutes after starting eating).
Focus Component: A short silver rod with one end that has small but deep holes bored into it (worth at least 50 gp). The holes form the shape of an "S".
Cook's Note: The perfect way to acquire a rare spice for a meal.

Transmute Metal to Wood
Cook's Note: Magical weapons transformed into wooden ones can be used for cooking food; supposedly the food gains a blood-like coppery taste and a mild tingle. This is still untested as it seems no one is willing to fuel my taste experimentation and conversation-starters like, "I wonder what your dagger would taste like" seem to quickly lose the audience.

Warrior's Meal
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 4, Cleric 4
Components: V, S, M, F
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Meal, table, and service for one creature/2 levels
Duration: 1 hour/2 levels (max 10 hours at 20th level)
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
You bring forth a great meal, including a serviceable table, adequate chairs, wooden service (plates, bowls, forks, etc.), and food and drink, all from a tablecloth spread upon the ground. The meal takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. At the end of the spell the table, chairs, and service vanish. Every creature partaking of the meal gains a luck bonus equal to 1/2 the caster's casting modifier (max luck bonus +5) to attacks and damage. The meal is delicious and suppresses fatigue and exhaustion for its duration. After the effect ends, any fatigue or exhaustion comes back at full strength and must then be dealt with as normal (mainly, rest can end or lessen the conditions).
Material Components: 1 day's rations
Focus Component: A red and white checkered tablecloth (5' x 5'; wt. 2 lb.; cost: 3 gp), a miniature wooden knife and a miniature wooden fork.
Cook's Note: This spell was made by Eric and is the main reason I hired him on the spot the first time I saw him cast the spell. He has since proved superior to my needs and became indispensable to both me personally and through me, to the king.

Author's Note:The reason this section is purportedly the longest has more to do with the game rules for how many pages it takes to pen a spell in a book than how many pages it took to describe it. I left out the Core Rules spell descriptions to shorten the read.
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Another minor lord supplied these recipes. This would all go more quickly if I could assign several competent persons to speed these negotiations up; but you insisted that I handle each personally. I will continue to do so, but did I mention that they were competent?
Anyway, to hand we have several names that I do not recognize as members of the court on the list. I did assign competent persons to find out who and where they are. I am still awaiting information on those individuals.

Chicken (et al) Stock
5 lbs. chicken pieces (wings, backs, legs, etc.); 1 yellow onion, chopped; 3 celery heads, chopped; 2 sprigs of parsley, chopped; 1 carrot, cut into 2 inch segments; 2 drams sea salt, finely ground, 3 peppercorns, finely ground and sifted.
Effects: None found yet
Coat the bottom of a cauldron with the oil of the olive. Place half of the chicken pieces, skin side down in the bottom of the cauldron. Heat over a pillow plant fire for extra spiciness (or other medium-heat fire) until the chicken is browned. Add the rest of the chicken pieces and stir the cauldron; cooking and occasionally stirring until the chicken is no longer pink.
Add the onion, carrot, celery, parsley, leek greens, and bay leaf to the cauldron. Cover with cold water. Move the cauldron to a high heat fire (I like to use a flame bush fire) until it boils, then immediately move the cauldron to a low heat fire to simmer. If scum rises to the surface of the cauldron, skim it off with a ladle. Let simmer for 4-6 hours.
Strain out the chicken and vegetables with a colander, return stock to cauldron. Discard chicken and vegetables. Line the colander with a wet cheesecloth and again strain the broth through a colander into a large pot. Discard any solids. Reserve stock. Craft (cooking) DC 5; Caster Level: N/A
Stock Cost: 3 sp
Cook's Note: This same recipe can be used for nearly any kind of meat stock; the big exceptions are dragons and aberrations. Minor changes of spices and vegetables will be necessary for other meats, see the section on spices. Some meats work better with certain meals (I give my suggestions along with the meal, if I have any. So many tastes; so many options. I am sorry to report that I have not tried every combination.)

Veloute Sauce
12 drams stench kow butter; 18 drams wheat flour, finely ground; 1 pint chicken stock (or other meat, I suggest roc: add 1 crushed garlic bulb and 20 crushed coriander seeds to herbs and spices); 6 drams sea salt, finely ground; 6 black peppercorns, finely ground and sifted.
Effects: True seeing for 2 hours after consumed.
Melt stench kow butter in a small saucepan over medium heat. Add flour to pan, and cook for 3 minutes, stirring frequently with a whisk. Gradually add chicken stock, stirring with a whisk until smooth, and bring to a simmer. Simmer for 10 minutes, stirring occasionally until slightly thick, and stir in sea salt and pepper powder. Cast true seeing on the sauce. Craft (cooking) DC 25, Caster Level: cook's character level.
Sauce Cost: 5-10 gp plus cost of stench kow butter and/or special meat stock.
Cook's Note: Stench kows, I hate those beasts, but the two I have make getting their butter possible without a trip across the planes. I can only hope that I do not have to keep hiring new keepers/milkers; no one seems to last long at that job. The milk is foul-smelling and will make anyone nauseous if within 25 feet of it (-2 to Dexterity-related skills as long as in range of the milk). At least the servants I have churn it into butter fare better, the top of the churn seems to keep the worst of the smell inside. The butter smells no better than the milk but only within hand's length; but the taste is palatable and slightly cheesy. The smell seems to be swallowed by the cooking procedure so only the taste remains thankfully.

Dire Shark and Giant Clam Chowder
Abjuration, Transmutation, and Divination
7 drops of fresh bovine butter; 1 white onion, chopped, 1 pouch; 2 medium carrots, chopped; 1 bell pepper, chopped, 1 pouch; 4-5 dried sweet peppers, chopped, 1/2 pouch; 4 tomatoes, diced, 2 pouches; 4 medium white potatoes, peeled and diced; 1 gill veloute sauce, 4 leeks, chopped, white only; 2 bay leaves, 2 gills white wine (elvish preferred); 6 black peppercorns, finely ground and sifted; 1/2 handful thyme, 2 fresh sprigs; 1/2 pouch parsley, chopped; 15 lb. dire shark filet, coarsely chopped, 1 bag; 2 giant clams, shelled and coarsely chopped, 4 pouches; 2 gills ambrosia.
Serves: 10
Effects: In addition to the effects of veloute sauce and ambrosia (duration increased to 5 minutes), this meal instills in those eating it: the Scent special ability, water breathing, free action, and DR 3/- for 2 hours.
Time to Eat: 1/2 hour (counts as one meal)
Melt the butter in a large soup kettle. Add the onion and cook over hardwood or hard coal fire (for an interesting flavor twist, try a darkwood fire); heat until soft. Add the carrots, cook for several minutes, add the bell pepper, sweet pepper, leeks and bay leaves, cook for 3 minutes or so, add tomatoes, potatoes, veloute sauce, wine, black pepper powder, thyme, and parsley. Stir briskly. Cast water breathing and free action onto kettle's contents.
Bring to a low boil, add dire shark fillets, add fire crystals around the fire to raise heat for a quick boil for about 3 minutes, move the kettle off the fire to cool for 10-15 minutes (casting chill metal on an iron grate to set the kettle on for cooling reduces the time to three minutes). Meal should be served warm but not burning hot. Craft (cooking) DC 25, Caster Level: cook's character level.
Meal Cost: 15 gp plus cost of non-enchanted rare ingredients (dire shark fillet, giant clams, and wine) and the enchanted ingredients (veloute sauce and ambrosia).
Cook's Note: The king has demanded that I make available a "kettle-full" of this meal for emergency use in case of naval assault of the capitol for use by his elite marine guard. I tried to explain the magic necessary to keep such a meal viable for an unlimited time but he instead set his vizier to settle the storage problem. The vizier, in his usual inept and befuddled way will use magical questions sent to who knows what gods for his answers. If His Royal Vizier does not blow up the kingdom getting the answer; maybe he can convince His Magesty that the idea isn't really feasible without a lot of spell research. Otherwise, my new title might as well be The Royal Chowderhead as I'll have to spend all my time making new batches as the old ones go bad in short notice. Eric suggested that I could make some on short notice If a naval assault happens. I had not thought of that: volunteer for emergency naval battle service to stave off the vizier's questioning. But the problem that still remains is supply. Dire sharks are not farm-raised. Finding a dire shark is more happenstance and luck (to kill it) that any kind of planning. Always having some "on hand" becomes problematic. Even with spells, I have not been able to make the meat (clams and shark) last more than a few weeks. Dire shark is a rare delicacy for which I have not be able to secure a reliable source. Other kinds of sharks or clams do not hold the magic.
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This should be the last of the minor lords. I'll make the list and send it presently.
I have identified one of the unknowns on the list, a merchant of some repute. Unfortunately he has left the capitol on a ship bound for the island nations. I assigned good people to track him down and return him to the capitol or retrieve the pages if returning him proves difficult.

(Assassin Vine Berry Wine Vinegar) Vinaigrette
25 olives, pressed for oil, 1 mug; assassin vine berry wine vinegar, 1 mug; garlic, minced, 30 sprinkles; 5 sprinkles oregano, dried; 3 sprinkles marjoram, dried; 3 sprinkles thyme, dried; 1 sprinkle basil, dried; 1 sprinkle rosemary, dried; 1 sprinkle sage, dried; 1 handful mustard seed, finely ground and sifted; 1 drip of giant bee honey
Sauce Effects: Protection from chaos/evil/good/law (Cook's choice) and electricity immunity for one hour (no Constitution check).
Whisk all ingredients together in a small bowl. Let stand 10 minutes to rehydrate dried herbs and blend flavors. Whisk again. Cast protection from chaos/evil/good/law on sauce. Reserve. Craft (cooking) DC: 20, Sauce Cost: 3 gp, 5 sp plus cost of assassin vine berry wine vinegar and giant bee honey.
Cook's Note: Protection from evil is the universally favorite, though chaos comes in a close second here in the capitol. Normal honey can be substituted, but the duration is cut in half.

Assassin Vine Salad

1 pouch of minced capers, 1 mug vinaigrette sauce, 1 handful assassin vine leaves, finely chopped; salt; pepper; 1 bag lettuce, torn; 1 cucumber, thinly sliced; 1 lemon, halved.
Serves: 4 if served as a meal; 8 if served as part of a meal.
Meal Effects: In addition to the normal effects of vinaigrette sauce, assassin vine salad provides resistance 10 to cold and fire for 1 hour. All durations (including vinaigrette sauce) are halved if served as part of a meal.
Time to Eat: 10 minutes (counts as one meal) or 5 minutes (counts as part of one meal).
In a large bowl, whisk together vinagrette sauce, capers, and assassin vine leaves; season with salt and pepper powder. Halve the lemon and squeeze over the dish. Cast resist energy twice (choosing fire and cold, other energy resistances do not work) and toss with lettuce and cucumber. Craft (cooking) DC 10. Caster Level: Cook's character level, resist energy (x2), Market Price: 75 gp plus the non-enchanted rare ingredients (assassin vine leaves) and the vinagrette sauce, wt. 1/2 lb. per serving for meal, 1/5 lb. per serving for part of a meal.
Cook's Note: This salad is good by itself or with beef skirt steak, pan-seared halibut, or cockatrice eggs benedict.
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I apologize for not getting back to you sooner. It seems I hit a snag; but I took the initiative and dealt with it. The next person on our list was Duke Pierson, a most disagreeable person. I showed up at his estate backed by a group of sheriffs and politely asked for entrance to speak with his grace. The wall guards outright refused to take my request to the duke. I tried to explain that I was on a lawful mission, backed by the king's own sheriffs; but they threatened to set the dogs on us if we didn't leave quickly. The gate opened and a huge guard (most likely his huntsman) stepped through leading three of the biggest, meanest dogs I have ever seen. We left without another word.
I sent for Kaleb and explained to him what we needed and most especially that if he took anything else, we would be unable to protect him from the duke. He insisted on full compensation up front; but we compromised to half before and half after. He also wanted the duke to be elsewhere when he hit the estate; so we had to wait until the duke went hunting. Here is the page he found in Duke Pierson's personal quarters. I will send you a bill for Kaleb's services with another courier.

Tomato Sauce
25 large tomatoes; 6 sprinkles of sea salt, finely ground; 12 olives pressed for oil, 1 drip of oil of the olive; 1 garlic clove, halved; 1 onion, finely chopped; 1 basil sprig; 1 bay leaf; 4 white peppercorns, finely ground
Sauce Effects: None found.
Cut tomatoes in half horizontally. Squeeze out the seeds and discard. Press the cut side of tomato against the large holes of a grater and grate tomato flesh into a bowl. Discard skins. You should have about 1 jug of pulp.
In a kettle, add oil of the olive, chopped onion, and garlic on a flame bush fire and sauté until onion turns clear. Add 1/4 of the tomato pulp into the kettle (still over the flame bush fire). After 4-5 minutes, move to a peat fire and add rest of tomato pulp. Then add salt, basil, white pepper powder, and bay leaf. Stir. Move back to flame bush fire and bring to a boil, move kettle back to the peat fire for a brisk simmer.
Reduce the sauce by almost half, stirring occasionally, to produce about 2 mugs medium-thick sauce, 10 to 15 minutes.
Cost of Sauce: 1 gp, 4 sp, 2 cp plus cost of the flame bushes.
Cook's Note: To make this sauce extra spicy, I suggest adding a bit of ground cinnamon with the basil and squeezing a halved lemon over the finished sauce.

Elvish Way-Breadcrumbs
1 sprinkle of sea salt, finely ground; 1 sprinkle of parsley, dried and finely ground; 7 black peppercorns, finely ground; 1/2 clove of garlic, finely ground; 1 sprinkle of onion, dried and finely ground; 1 sprinkle of oregano, dried and finely ground; 1 sprinkle of basil, dried and finely ground; 2 loaves of elvish waybread, sliced into 3 slices each.
Breadcrumb Effects: In addition to the effects of ambrosia (duration decreased to 2 rounds), elvish way-breadcrumbs provides a full meal's nutritional needs.
Place slices of waybread on a rack over a spirewood fire for about 1-2 minutes (or one quick blast of a hellhound's breath). Let cool slightly and crumble into a large bowl. Add herbs, salt, and pepper powder. Mix and mash until the mixture is ground into fine crumbs.
Breadcrumb Cost: 5 gp plus cost of elvish waybread and spirewood.
Cook's Note: There is no better bread for making breadcrumbs. Enchanted elvish way-breadcrumbs do not provide any extra benefit. Different spices can make these breadcrumbs easily fit into nearly any meal plan.

Griffon Parmesan
4 16 oz. griffon tenderloin steaks, tenderized and quartered; 2 sprinkles of sea salt, finely ground; 8 black peppercorns, finely ground; elvish way-breadcrumbs, 1 pouch; 1 egg, beaten; bovine butter, melted, 1 drip; 2 mugs tomato sauce; stench cow cheese, grated, 1 handful; sheep cheese, grated, 16 sprinkles
Serves: 8 (as a meal) or 16 (as an entree)
Time to Eat: 1/2 hour (counts as a meal) or 15 minutes (counts as a meal and duration for feather fall reduced to 1/2 hour).
Effects: In addition to the effect of elvish way-breadcrumbs, feather fall for one hour.
Load a clay oven with mesquite wood. Pour 2/3 of tomato sauce into a large flat pan. Stir in the pepper powder, salt, and 1/2 of the goat cheese. In a separate bowl mix egg and butter, heat for 2 minutes on a pillow plant fire. Dip each griffon piece in the beaten egg and butter mixture. Coat both sides of each griffon piece with breadcrumbs, then add to sauce; turn to coat evenly both sides of each piece with sauce. Cover. Cook 30 minutes on uncured darkwood fire or until griffon meat is no longer pink in the center. Light clay oven. Top griffon meat with remaining cheeses; cook, uncovered, in clay oven, 5 minutes or until stench cow cheese is melted. Cast feather fall on meal and serve topped with more sauce.
Meal Cost: 8 gp, 7 sp plus cost of elvish waybread, stench kow cheese, uncured darkwood, mesquite wood, pillow plant, and griffon steaks.
Cook's Note:The duration is doubled if you use a giant eagle egg in place of the chicken egg, but a lot of the egg and butter mixture is left over. I need to find another special use for the giant eagle egg so there will be less waste.
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Here is a copy of the pages from the merchant that escaped to the island nations. My agents caught up with him and offered to buy the original. He said he had already sold it and several copies to other customers. He offered as many copies as we wanted, saying he could whip up a few more in just a couple of days if we wanted to wait. Seeing as there was no secret information on the document, I told most of my agents to continue in their search for the other carriers of other purloined pages who had traveled with this merchant and his caravan. If you wish me to instruct them to acquire the original of these pages, I need to know soonest, so I can assign them otherwise if not needed there.

Spices and Herbs

Belonging to the celery family, this plant comes from the southern lands. Anise has a licorice flavor.
Cook's Note: Sweet rolls, cookies, pickles, and candies.

Basil: Belonging to the mint family this herb is one of the most widely used.
Cook's Note: Great for tomato sauces, pesto, vinaigrettes, and griffon dishes.

Bay Leaves: Dried leaves of the laurel shrub.
Cook's Note: In soups, stocks, sauces, marinades, and such.

Caraway Seed: Dried aromatic seeds from a herb of the carrot family.
Cook's Note: In rye bread, sauerkraut, cakes, and cookies, also in cheese. Introduced to me by a halfling cook.

Capers: Pickled flower-bud of a shrub that grows best in hot dry areas like the western parts of the empire.
Cook's Note: Sauces for fish and seafood. In fish, chicken, and potato dishes.

Cardamom Seed: Seeds belonging to the ginger family.
Cook's Note: The seeds are used for pickling, and assorted pastries.

Cayenne: Cayenne pepper is very hot and should be used only in small quantities (pinches or less). This pepper is usually red or yellow, and long and slender. It can be dried and ground.
Cook's Note: Meats, soups, sauces, chili, and seafood. Unusually, this is an elven specialty, though I do not know of any elven meals that specifically use this spice. It grows hardily in most areas; but the elvish-grown ones are especially hot. The elven ambassador explained it to me, but something must have gotten lost in the translation as I could swear he said to ash the plants, and I am not sure how burning the plant would help.

Chives: Fresh. Has a mild onion-like flavor.
Cook's Note: As a garnish, in soups or sauces, in salads, egg or potato dishes.

Cinnamon: Bark from various trees of the cinnamon family.
Cook's Note: Ground for bake goods or whole for pickles, hot drinks, and preserves.

Cloves: Rich and pungent in flavor. Dried flower bud of the clove tree.
Cook's Note: In pickling, baked hams, stocks, desserts, marinades, and spiced drinks.

Cumin: Member of the carrot family. Aromatic seeds. Warm bitter flavor.
Cook's Note: In pickles, spare ribs, and other meat dishes.

Coriander Seed: This herb of the carrot family, has the flavor of sage and lemon peel.
Cook's Note: Pickles and meat dishes.

Dill Seed: Dried fruit of the dill plant. Pungent in flavor.
Cook's Note: Great in pickles.

Dill Weed: Aromatic herb pertaining to the carrot family.
Cook's Note: Good with fish, potatoes, soups, and sauces.

Fennel Seed: Resembling dill, this aromatic herb of the carrot family has a distinct flavor all of its own.
Cook's Note: In rye bread, tomato sauces, bean, and lentil soups.

Garlic: Flavored bulb of the onion family. (used powdered, minced, or chopped)
Cook's Note: Used in almost any type of sauce for meats, seafood, or poultry. Great for pastas, soups, etc...

Ginger: Dried pungent root of a plant grown in the far eastern provinces.
Cook's Note: In pickles, chutney, and preserves. Imported from elvish lands.

Horseradish: Pungent perennial herb.
Cook's Note: Horseradish sauce, or grated as a condiment. At least this herb now grows in my gardens and no longer do I have to pay the exorbitant prices of the dwarven venders.

Licorice Root: The root of a woody bush with central flowers, imported from the island nations.
Cook's Note: Sweet, useful in candies, a bit put in your mouth relieves thirst. Also useful for coughs and colds.

Mace: The covering of the inner shell that holds nutmeg.
Cook's Note: Whole in pickling or ground in baked goods. Only found at Gnorri's Wares. Owned and operated by Gnorri, a gnome merchant who refuses to name his source.

Marjoram Leaves: This herb belonging to the mint family is potent in flavor.
Cook's Note: Poultry stuffing, sausage, stews, sauces, soups, veal dishes, meat dishes, and potato dishes.

Mint Leaves: Cool pungent flavored herb.
Cook's Note: As a garnish, used in lamb dishes.

Mustard Seed: Seed of the mustard plant.
Cook's Note: Pickling, sauces, and gravies. Another dwarven specialty, hopefully the banquet will lower the prices, though Eric says the mustard planting project is doing well just not producing yet. Ground into a powder, mustard is a necessary ingredient for dishes containing cockatrice eggs.

Nutmeg: From the nutmeg tree (I have no idea where it grows) this kernel of fruit is one of the oldest of known spices and also one of the most rare.
Cook's Note: In cream soups, and sauces, and a wide variety of desserts. Only found at Gnorri's Wares, a merchant's shop in the central capitol. Eric has dispatched spies to follow him and learn his source. His prices are especially atrocious.

Oregano Leaves: Wild marjoram.
Cook's Note: In soups, sauces, meat stews, and in bean dishes.

Paprika: A form of red pepper; the method of grinding determines the flavor.
Cook's Note: For mild flavor and coloring of seafood, egg dishes, sauces, and salad dressings.

Parsley: Fresh or dried.
Cook's Note: To garnish or season stocks, soups, sauces, salads, egg, and potato dishes.

Pepper (Black or White): Black pepper is the immature berries. White pepper is the mature berries with the hull removed.
Cook's Note: Whole in stocks, and pickling. Ground in most other dishes. Black pepper is an important spice for meals containing griffon meat.

Pimiento: Ripe fleshy fruit of a sweet red pepper plant.
Cook's Note: Garnish for salads, soups, or entrees. Mild flavor for soups, salads, stews, and vinaigrettes.

Poppy Seed: Very small seeds of the poppy plant.
Cook's Note: In baking of breads, rolls, cakes, and cookies.

Red Pepper: Whole, ground, or crushed hot red peppers.
Cook's Note: A variety of uses where heat is desired; such as in sauces, soups, egg dishes, etc...

Rosemary Leaves: Belonging to the mint family.
Cook's Note: Stuffing, roasted dishes such as lamb, pork, beef, poultry, and wild game.

Saffron: From a species of the purple crocus this is the dried stigma. Imported from the island nations.
Cook's Note: For mild flavor and yellow coloring. Dishes using dragon eggs taste better with a bit of saffron added.

Sage: A dried leaf of a shrub belonging to the mint family.
Cook's Note: Strong in flavor. Used to season stuffing, pork, poultry, and veal dishes.

Sesame Seed: Creamy white in color with the flavor of toasted almonds.
Cook's Note: In baking such as rolls, and breads. I am still experimenting with the oil of these seeds. I am hopeful I will find something spectacular.

Shallots: Fresh. A type of small onion.
Cook's Note: Like garlic to flavor a variety of dishes. Great in vinaigrettes, and sauces.

Tarragon Leaves: Aromatic leaves of a bitter flavor.
Cook's Note: Egg, seafood, and poultry dishes.

Thyme Leaves: A rich flavored herb. Fresh leaves or dried and ground.
Cook's Note: Seafood chowders, sauces, stocks, and meat dishes.

Turmeric: Mustard flavored, root plant of the ginger family.
Cook's Note: In food coloring (egg shade), meat, and egg dishes. Dwarven spice, so, important banquet coming up; must impress them.


Kerrik has taken care of our merchant problem. He acquired 6 copies of the pages plus the original still in the merchant's safe (I did not ask how he got the safe open, he has no lock-picking skills). He also got a list of buyers of copies, but thinks it unwise to deal with so many so permanently. I took the liberty of dispatching Kaleb to re-acquire all copies. He will take care of his own expenses; needing only the agreed-upon price for each page. The merchant also had these two pages in his safe, though he claimed to my agents not to have any more. I am glad we dealt with him permanently.

Magic of the Kitchen
Necessary kitchen utensils I have found locally or imported on consignment to a local merchant. I have found a use for all of the mundane and masterwork items. I am still looking for several of the "purported" magic items for the kitchen, but the descriptions are from a reliable source.
With a bit of searching, I found the necessary cooking apparatuses in the capitol market; though several had to be imported from afar, notably the gnomish machines (the prices for these include the transportation costs).

Cauldron, Hearth: Hearth Cauldrons are large iron pots often used for preparing large quantities of food or other items such as a witches brew. Hearth Cauldrons are heavy and often left on large metal movable brackets that allow for easy movement of the cauldron over fires. Some cauldrons are often masterfully decorated by whitesmiths to create more lustrous and beautiful cauldrons. Market Price: 80-120 gp; Wt. 50 lb.; Holds: 5 gallons

Cauldron, Travelling: The traveling cauldron is a small version of the hearth cauldron and it is often decorated by whitesmiths to make them more interesting and appealing to the would-be purchaser. These cauldrons are portable and thinner than the regular cauldron, allowing for easier transportation. Market Price: 25 gp; Wt. 2 lb.; Holds: 1/2 gallon

Iron Handmil: A gnomish contraption consisting of gears and a central grinding chamber where grains, peppercorns, spices, and/or nuts can be finely ground. The mil must be securely fastened to a table or other piece of heavy furniture. Market Price: 300 gp; Wt. 25 lb.; Holds: 1/2 gallon liquid or dry.

Jug, Clay: Simple pottery for common use. Can hold any liquid and comes with a cork or wood stopper. Market Price: 3 cp; Wt. 9 lb.; Holds: 1 gallon.

Kettle, Large: Another name for traveling cauldron.

Kettle, Small: An even smaller version of the cauldron, useful for sauces, or soups/stews for smaller banquets. Market Price: 15 gp; Wt. 1 lb.; Holds: 1 quart.

Mug: A fired clay, steel, horn, or wooden cup with a handle. Market Price: 7 cp (wooden), 2 sp (fired clay), 6 sp (horn), 1 gp (steel); Wt. (empty) 1/2 lb. (wooden or clay), 1 lb. (steel or horn) (+1 lb. full); Holds: 10 ounces.

Olive Press: Another gnomish invention that squeezes olives to produce oil used for cooking certain meals. This is no small contraption: it takes up a 5-foot square space. A crank on the side operates the machine and squeezes the olives to produce oil out a spigot that can be caught in a bowl or bucket.
Cook's Note: Can be adapted to peanuts, sesame seeds, or mustard seeds for other intriguing oils. Market Price: 350 gp; Wt. 500 lb.; Holds: up to 50 lbs. of goods.

Spice Rack: A wooden shelf that holds 4 to eight bottles that can be filled with various commonly used spices. Usually hung on a wall in the kitchen. Alchemists also buy these but for more esoteric (and mostly inedible) ingredients. Market Price: 7 sp; Wt. 2 lb.; Holds: 1 ounce each of up to 8 spices. Spices sold separately.

Wine Press: A gnomish contraption consisting of a large wooden box with a hinged lid. On one side is a crank. Once the hopper (the box) if full of grapes and the lid closed; the crank turns out grape juice that can be fermented to turn it into wine. I am afraid the process is confusing to me like all powerful magics. Market Price: 200 gp; Wt. 15 lbs.; Holds: Up to 5 lbs. of grapes at a time.

Circumstance bonuses for the Craft (cooking) skill may stack if they apply to different parts of the meal preparation process.

Cook's Knife and Fork Set:
A masterwork version of normal cooking tools. Provides a +2 circumstance bonus to Craft (cooking) checks while using these implements. The set includes 2 large skewering forks and 5 quality knives (paring knife, chef's knife, boning knife, fillet knife, and cleaver). Market Price: 60 gp; Wt. 5 lb.
Note: For combat: Chef's knife is equivalent to a knife; paring, boning, and fillet knives are equivalent to Small knives; cleaver is equivalent to a light mace but is slashing instead of bludgeoning; the two skewering forks are equivalent to a Small siangham. All are considered simple weapons, but the masterwork quality does not translate to a combat bonus.

Mortar and Pestle:
An item usually reserved for alchemists and apothecaries, I have found usage in meal preparation for grinding and mixing ingredients. Provides a +2 circumstance bonus to Craft (alchemy), Craft (apothecary), and Craft (cooking) checks when used to grind or mix ingredients. Market Price: 53 gp; Wt. 1 1/2 lb.

Scale, Cook's:
For accurate measuring of spices and herbs: weights are available for both solid and liquid measurements. Only for the common measurements used in the capitol. Elvish or Dwarven versions may be available closer to their lands. The island nations have nothing like this. Provides a +2 circumstance bonus to Craft (cooking) checks if used for quality measurements. Market Price: 15 gp; Wt. 5 lb.
Cook's Note: Personally, I just decide on the spicing at the moment, the amounts listed in recipes are just general guidelines; sometimes you have to feel the meal's need for more or less as a proper cook.

Soaking Bowl:
A darkwood bowl about 2 feet wide and 1 foot deep that gives a +2 circumstance bonus to the Craft (apothecary) or Craft (alchemy) check to create any substance mixed in the bowl. Market Price: 52 gp; Wt. 2-1/2 lb.

I have found only a few magic items that aid in the cooking or preparing of food. Below, I delineate each one.

Apprentice's Spice Rack:
This small shelf contains 5 small bottles securely. Upon speaking a command word, one bottle sparkles and fills with the appropriate spice or combination of spices to enhance the flavor of the proposed meal. Once it sparkles, the bottle can be easily removed. The bottle will continue to sparkle for 10 minutes or until the spices it contains are used, whichever comes first. The bottle must be returned to the spice rack in order to recharge. Each bottle can be used only once per day. The spice rack has 5 charges, 1 for each bottle. Only one charge re-grows per week as long as at least one bottle remains in the rack. While in the rack, the bottles are immune to crushing, bludgeoning, and falling damage. Forcibly removing a non-sparkling bottle will destroy the spice rack.
Using one of these bottles on a meal provides the cook with a +2 competence bonus to the Craft (cooking) skill. Meals enhanced by this effect allow those eating the meal to recover hp as if they had rested for one day.
Faint conjuration; Cl 3rd; Prerequisites: Craft Wondrous Item, spice; Market Price: 1,953 gp.

Cauldron of Cooking:
This is a traveling cauldron, decorated by whitesmiths with hunting scenes. This cauldron is even lighter than normal. Anyone cooking a meal using this cauldron gains a +2 circumstance bonus to their Craft (cooking) check and a +2 competence bonus to the same skill. Furthermore, the cook gains a +4 competence bonus on Diplomacy checks made against anyone that ate the meal for up to one hour after the meal is eaten.
Faint transmutation; CL 4th; Prerequisites: Craft Wondrous Item, fox's cunning, eagle's splendor; Market Price: 1,875 gp.

Chef's Cutlery:
This is an enchanted set of cutlery useful for cooking. The set of cutlery includes 7 knives of various types. Not only does the cook receive a +2 circumstance bonus to his Craft (cooking) check, but also he receives a further competence bonus according to the strength of the set of items. +2, +4, +6, +8, or +10. Further, two of the knives can be used as +1 magic weapons: the Chef's Knife (use dagger) and the Cleaver (use light mace with slashing instead of bludgeoning) no matter the strength of the enchantment. Both are considered simple weapons.
Faint to Moderate enchantment; CL (2 times the competence bonus); Prerequisites: Craft Wondrous Item, magic weapon; Market Price: 3,005 gp (+2), 4,205 gp (+4), 6,205 gp (+6), 9,005 gp (+8), 12,605 gp (+10)

Chef's Spice Rack:
As apprentice's spice rack but this one holds 15 bottles, has 15 charges, and charges grow back at the rate of 3 per day.
Moderate conjuration; CL 7th; Prerequisites: Craft Wondrous Item, spice; Market Price: 10,953 gp.

Cook's Spice Rack:
As apprentice's spice rack but this one holds 10 bottles, has 10 charges, and charges grow back at the rate of 1 per day.
Faint conjuration; CL 5th; Prerequisites: Craft Wondrous Item, spice; Market Price: 5,453 gp

A light-brown powder that correctly spices foods with the proper taste (according to the person that uses it). Comes in small parchment packets, each enough to make one meal tasty (one packet can work on a meal for up to 12 persons). Usually 2-12 packets are found together. Does not affect magically putrefied food, but makes otherwise inedible food taste good without removing the reason for the bad taste.
Faint transmutation; CL 3rd; Prerequisites: Brew Potion, spice or Craft (alchemy) DC 15, spice; Market Price 75 gp per packet.

Sustaining Spoon:
This unremarkable eating utensil is typically fashioned from horn. If the spoon is placed in an empty container the vessel fills with a thick, pasty gruel. Although this substance has a flavor similar to that of warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.
Faint conjuration; CL 5th; Prerequisites: Craft Wondrous Item, create food and water; Market Price 5,400 gp.

Unguent of Timelessness:
When applied to any matter that was once alive this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as two Large objects.
Faint transmutation; CL 3rd; Prerequisite: Craft Wondrous Item; Market Price 150 gp.
Cook's Note: According to Ambrose, this ointment could keep the chowder fresh forever. I told him to find me some, enough for 4 large objects and some extra. He seems to be procrastinating about acquiring some of this marvelous substance. How hard could it be?
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Sorry for the delay, working on chocolate mousse led me to the realization that I needed a whole slew of other recipes to make it. Whipped cream, chocolate, vanilla, custard, cream cheese, and others. I am working on it, but it will take a bit longer.