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<blockquote data-quote="ElectricDragon" data-source="post: 7161594" data-attributes="member: 10778"><p><span style="font-size: 10px"><span style="font-family: 'Comic Sans MS'">Eric,</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Comic Sans MS'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Comic Sans MS'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Comic Sans MS'">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.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Comic Sans MS'">Ambrose</span></span></p><p></p><p><span style="font-size: 15px"><em><strong>Acolytes, Alchemists, Apothecaries, and Ailment</strong></em></span></p><p><span style="font-size: 10px">This chapter contains all food and drink items made by various classes or skills.</span></p><p><span style="font-size: 10px">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).</span></p><p></p><p><span style="font-size: 12px"><strong>Antitoxin:</strong></span><span style="font-size: 10px"> If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. <strong>Craft (alchemy or apothecary) DC</strong> 25, <strong>Market Price:</strong> 50 gp; <strong>Wt.</strong> —</span></p><p><span style="font-size: 10px"><strong>Cook's Note:</strong> Like all medicines, this tastes awful.</span></p><p></p><p><strong><span style="font-size: 12px">Brandy:</span></strong><span style="font-size: 10px"> 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. <strong>Craft (brewing or apothecary) DC</strong> 15, dwarven 20; <strong>Market Price:</strong> 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; <strong>Wt.</strong> Bottle: 4 lb.; Barrel 200 lbs.</span></p><p><span style="font-size: 10px"><strong>Cook's Note:</strong> 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.</span></p><p></p><p><strong><span style="font-size: 12px">Holy Water:</span></strong><span style="font-size: 10px"> 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.</span></p><p><span style="font-size: 10px">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.</span></p><p><span style="font-size: 10px">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.</span></p><p><span style="font-size: 10px">Temples to good deities sell holy water at cost (making no profit). No aura (nonmagical); Faint good; <em>bless water</em>; <strong>Market Price:</strong> 25 gp; <strong>Wt.</strong> 1 lb.</span></p><p><span style="font-size: 10px"><strong>Cook's Note:</strong> Other than the faint good aura, this water has no special taste qualities.</span></p><p></p><p><strong><span style="font-size: 12px">Manna:</span></strong><span style="font-size: 10px"> A species of corn infused with magic that breeds true. Thought to have been originally developed by the near-mythical <em>Brotherhood of Lightning</em> 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. </span></p><p><span style="font-size: 10px"><strong>Craft (apothecary) DC</strong> 20 to activate up to a bushel of the grain by soaking it in a secret broth. <strong>Profession (miller) DC</strong> 5 to grind up to 5 bushels of the grain into meal. <strong>Craft (cook) DC</strong> 10 to bake a loaf (mixed with blueberries to counter the bitterness, and of course: water, a chicken egg, and cow's milk). <strong>Market Price:</strong> 8 gp per loaf. <strong>Wt.</strong> 1/2 lb. (loaf) </span></p><p><span style="font-size: 10px"><strong>Cook's Note:</strong> 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).</span></p><p></p><p><strong><span style="font-size: 12px">Nectar:</span></strong><span style="font-size: 10px"> 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 <em>blur</em> 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. <strong>Market Price:</strong> 200 gp or more per jug from the spring (1 jug = 11-20 sips), 500 gp or more per jug from the secondary market; <strong>Wt.</strong> 11 lb.</span></p><p><span style="font-size: 10px"><strong>Cook's Note:</strong> 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...</span></p><p></p><p><strong><span style="font-size: 12px">Unholy Water:</span></strong><span style="font-size: 10px"> Unholy water damages good outsiders almost as if it were acid. A flask of unholy water can be thrown as a splash weapon.</span></p><p><span style="font-size: 10px">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.</span></p><p><span style="font-size: 10px">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.</span></p><p><span style="font-size: 10px">Temples to evil deities sell unholy water at 2x cost. No aura (nonmagical); Faint evil; <em>curse water</em>; <strong>Market Price:</strong> 50 gp; <strong>Wt.</strong> 1 lb.</span></p><p><span style="font-size: 10px"><strong>Cook's Note:</strong> Other than the faint evil aura, this water has no special taste qualities.</span></p><p></p><p><strong><span style="font-size: 12px">Wines:</span></strong><span style="font-size: 10px"> 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. </span></p><p><span style="font-size: 10px">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. <strong>Craft (brewing or apothecary) DC</strong> 5 (Common); 10 (Fine), 15 (Elven, requires elven blood);<strong>Market Price:</strong> 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; <strong>Wt.</strong> pitcher: 6 lbs.; bottle: 1-1/2 lbs.; wineskin 4 lbs.</span></p><p><span style="font-size: 10px"><strong>Cook's Note:</strong> 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. </span></p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7161594, member: 10778"] [size=2][FONT=Comic Sans MS]Eric, 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. Ambrose[/FONT][/size] [size=4][i][b]Acolytes, Alchemists, Apothecaries, and Ailment[/b][/i][b][/b][/size][b][/b] [size=2]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).[/size] [size=3][b]Antitoxin:[/b][/size][size=2] If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. [b]Craft (alchemy or apothecary) DC[/b] 25, [b]Market Price:[/b] 50 gp; [b]Wt.[/b] — [b]Cook's Note:[/b] Like all medicines, this tastes awful.[/size] [b][size=3]Brandy:[/size][/b][size=2] 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. [b]Craft (brewing or apothecary) DC[/b] 15, dwarven 20; [b]Market Price:[/b] 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; [b]Wt.[/b] Bottle: 4 lb.; Barrel 200 lbs. [b]Cook's Note:[/b] 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.[/size] [b][size=3]Holy Water:[/size][/b][size=2] 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; [i]bless water[/i]; [b]Market Price:[/b] 25 gp; [b]Wt.[/b] 1 lb. [b]Cook's Note:[/b] Other than the faint good aura, this water has no special taste qualities.[/size] [b][size=3]Manna:[/size][/b][size=2] A species of corn infused with magic that breeds true. Thought to have been originally developed by the near-mythical [i]Brotherhood of Lightning[/i] 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. [b]Craft (apothecary) DC[/b] 20 to activate up to a bushel of the grain by soaking it in a secret broth. [b]Profession (miller) DC[/b] 5 to grind up to 5 bushels of the grain into meal. [b]Craft (cook) DC[/b] 10 to bake a loaf (mixed with blueberries to counter the bitterness, and of course: water, a chicken egg, and cow's milk). [b]Market Price:[/b] 8 gp per loaf. [b]Wt.[/b] 1/2 lb. (loaf) [b]Cook's Note:[/b] 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).[/size] [b][size=3]Nectar:[/size][/b][size=3][/size][size=2] 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 [i]blur[/i] 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. [b]Market Price:[/b] 200 gp or more per jug from the spring (1 jug = 11-20 sips), 500 gp or more per jug from the secondary market; [b]Wt.[/b] 11 lb. [b]Cook's Note:[/b] 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...[/size] [b][size=3]Unholy Water:[/size][/b][size=2] 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; [i]curse water[/i]; [b]Market Price:[/b] 50 gp; [b]Wt.[/b] 1 lb. [b]Cook's Note:[/b] Other than the faint evil aura, this water has no special taste qualities.[/size] [b][size=3]Wines:[/size][/b][size=2] 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. [b]Craft (brewing or apothecary) DC[/b] 5 (Common); 10 (Fine), 15 (Elven, requires elven blood);[b]Market Price:[/b] 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; [b]Wt.[/b] pitcher: 6 lbs.; bottle: 1-1/2 lbs.; wineskin 4 lbs. [b]Cook's Note:[/b] 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. [/size] [/QUOTE]
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