An excitable halfling by the name of Chaster serves Westhaven adventurers in need of magical assistance. Once an explorer himself, Chaster was enthralled by the Font of Dreams in Dragon’s Delve and spent decades there protecting it until he was recently freed by members of the Band of Blades.

The constant paranoia and fear of destruction the Font of Dreams shared with its thralls has done Chaster’s personality no favors – he is both distrusting and easily offended. Word has quickly spread that great care must be taken when attempting to make deals with the halfling, lest one find themselves branded a “Gnoll-Faced Thieving Adventurer” and cut off from his supply of magical offerings.

Despite his sour reputation, Chaster has found an odd companion of sorts in the ogre, Tunskalan. Bright by ogre standards, Tunskalan was imprisoned by the Red Saint for having served as a soldier in Lord Saral’s armies. Upon being freed by the Band of Blades, Tunskalan swore an oath to serve them faithfully, but with the Band’s disbandment, the ogre found himself without an army or a cause to fight for.

Chaster and Tunskalan, both having been effectively displaced in time by the magic of the Delve, have become fast friends – Tunskalan serving as bodyguard for the paranoid halfling, and protecting the valuable magical trinkets he produces.

Items listed on the table below are available for purchase to all characters who are not “Gnoll-Faced Thieving Adventurers”. From time to time, special or unique items of limited availability may appear here for sale as well.

To purchase an item with limited availability, negotiate a price, or request a custom creation, post a comment below.

Potions And Oils

A potion is a magic liquid that produces its effect when imbibed. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once.

Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect — the caster who brewed the potion has already done so.

Physical Description

A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12. Vials hold 1 ounce of liquid.

Activation

Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.

Drinking a potion or using an oil on an item of gear is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container.

Any corporeal creature can imbibe a potion. The potion must be swallowed. Any corporeal creature can use an oil.

A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature’s throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature.

Potion or Oil Cost
Holy Water 25 gp
Magic weapon (oil) 100 gp
Pass without trace (potion) 100 gp
Protection from evil (potion) 100 gp
Remove fear (potion) 100 gp
Sanctuary (potion) 100 gp
Bless weapon (oil) 200 gp
Cure light wounds (potion) 200 gp
Delay poison (potion) 300 gp
Remove paralysis (potion) 300 gp
Aid (potion) 400 gp
Lesser restoration (potion) 400 gp
Cure moderate wounds (potion) 600 gp
Remove blindness/deafness (potion) 1,000 gp
Remove curse (potion) 1,000 gp
Remove disease (potion) 1,000 gp
Water breathing (potion) 1,000 gp

Aid

Drinking a potion of Aid grants the drinker a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8+3 for 3 minutes.