As of “So I Hear You Do Ruins 1A”
2x “ointment” (in one-dose vials) (see pg 162)
4x Jar body paint. 3 Uses/jar; 2 jars plains, 1 forest, 1 caverns/mountains
4x viatily potion
1 mana potion
3 obscuring oils
1 piece of art – pottery worth 30s
5 lbs of crystalwear
2 “shattering” vials
broken hurled weapon: flash bombs, 5. The powder is contained, but the egg shells are broken. 3d6 flash damage, no threat, RI 15 × 3, blast 1.
1 unbroken weapon: fire lance. This odd-looking weapon uses an overcharged firework as a deadly Roman candle, belching shrapnel and flames at nearby enemies. This weapon is not easy enough to use, but rarely seen; you must craft powder and shot into fireworks to use it (chemistry, complexity 15D, costs 10s, purchased powder and shot count as raw materials). 3d6 fire, threat 20, RI 15 × 2, load 9, spread.
1 Elven blowgun with 8 darts. Blowgun: negates “inaccurate” quality of darts, load 1, +2 gear bonus to Impress. Dart stats: 1d4, threat 20, RI (with blowgun) 20 × 3, AP2; on their own darts are inaccurate, poisonous, RI 10 × 3. The darts are dipped in something that stings like fire, but isn’t actually poisonous – bad alchemy on somebody’s part :P
1 ornate mirror with mosaic case in semi-precious stone worth 350s
1 cape worth 15s (from one of the elves)