CAER-KONIG EMPORIUM
ALOHEMIST's Fire (FLASK)
Adventuring gear, 50 ep, 1 Ib
‘This sticky, adhesive Mud ignites when exposed to aie.
‘As an action, you can throw this lask up to 20 feet
shattering it on impact. Make a ranged attack against a
creature or object, treating the alchemists fie as an
improvised weapon. On a hit, the target takes 1d fre
damage atthe start of each of its turns. A ereature can
end this damage by using its action to make a DC 10
Dexterity check to extinguish the flames.
Dust of DISAPPEARANCE
Wondrous item, uncommon, minor tier
Found in a small packet, this powder resembles very
fine sand. There is enough of it for one use. When you
tuse an action to throw the dust into the air, you and,
each creature and object within 10 feet of you become
invisible for 2d4 minutes. The duration is the same for
all subjects, and the dust is consumed when its magic
takes effect. Ifa creature affected by the dust attacks or
casts a spell, the invisibility ends for that creature.
KEOGHTOM’s OINTMENT
Wondrous item, uncommon, minor tier
This glass jar, 3 inches in diameter, contains 1d4~1
doses ofa thick mixture that smells faintly of aloe. The
jar and its contents weigh ¥ pound.
‘As an action, one dose of the ointment can be
swallowed or applied to the skin. The creature that,
receives it regains 248 + 2 hit points, ceases to be
poisoned, and is cured of any disease.
SENDING STONES
Wondrous item, uncommon, minor tier
Sending stones come in pairs, with each smooth stone
carved to match the other so the pairing is easily
recognized. While you touch one stone, you can use an
action to cast the sending spell from it. The target is the
bearer of the other stone. Ifno creature bears the other
stone, you know that fact as soon as you use the stone
and don’t cast the spell,
Once sending is cast through the stones, they can't be
used again until the next dawn. If one of the stones in a
pair is destroyed, the other one becomes nonmagical
WELCOME TO THE FAR NORTH
CLOTHING, COLD WEATHER
Adventuring gear, 10 gp, 5 Ib.
This outfit consists of a heavy fur coat or cloak over
layers of woo! clothing, as well as a fur-lined hat or
hood, goggles, and furcined leather boots and gloves.
As long as cold weather clothing remains dry, its
‘wearer automatically succeeds on saving throws against
the effects of extreme cold.
CRAMPONS
Adventuring gear, 2 gp, YIb.
A crampon is a metal plate with spikes that is strapped
to the sole of a boot. A creature wearing crampons can't
fall prone while moving across slippery ice.
Grarpiinc Hoox
Adventuring gear, 2 gp, 4 Ib.
LAMP
Adventuring gear, 5 sp, 1 Ib.
A lamp casts bright light in a 15-oot radius and dim
light for an additional 30 feet, Once lit, it burns for 6
hours on a flask (1 pint) of oil
SNOWSHOES
Adventuring gear, 2 gp, 4Ib.
‘Snowshoes reduce the likelihood of their wearer getting
stuck in the deep snow.
Torca
Adventuring gear, 1 ep, 1 Ib
A torch burns for 1 hour, providing bright light in a 20-
foot radius and dim light for an additional 20 feet. I'you
make a melee attack with a burning torch and hit, it
deals 1 fire damage.