Medical Supplies

Within Hope Hospital, there is a medical store where people can purchase medical supplies. The merchant of this shop is Pene Susanna Kendal.

Items for Sale

ItemValuewtcellCost
Medical kit 50c 2# NA 75c
Drug kit 50c 2# NA 75c
Healer's Kit 10c 3# NA 15c
Herbalism Kit 50c 3# NA 75c
Big ear 1,000c 2# 20M 1,500c
Battery Cell M 10c 0.5# NA 15c
Gas Mask 500c 1# NA 750c
Willowshade Oil 100c NA NA 150c
Soap 1c NA NA 2c
Acid 10c NA NA 15c
Antitoxin 10c NA NA 15c
Black Sap 25c NA NA 38c
Blight Ichor 25c NA NA 38c
Bottle, Glass 10c NA NA 15c
Insect Repellent-Salve 10c NA NA 15c
Muroosa Balm 50c NA NA 75c
Olisuba Leaf 25c NA NA 38c
Soothsalts 25c NA NA 38c
Theki Root 25c NA NA 38c
Vial 5c NA NA 8c

Item Description

Medical kit

The formidable medical kit holds bandages, pills, trauma shears, ointments, and basic stitching implements for basic injuries. They also have eye pads and cooling gel pads for burns. Along with wound irrigation. Other implements include splints, alcohol pads, an epinephrine injector, hemostatic pads, and various scalpels and scissors for emergency surgical procedures. Trained medical professionals can pull off miracles with a medical kit. A medical kit has enough supplies to 50 actions (regardless of how many targets are affected by said action).

Drug kit

Along with syringes required to deliver various medications, the drug kit offers standard chemicals medical professionals use to create various drugs. Additionally, this kit also includes tools enabling one proficient in its use to extract needed medications from natural sources. Like the medical kit, the drug kit has enough supplies to 10 actions (regardless of how many targets are affected by said action).

Healer's Kit

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Herbalism Kit

Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine. Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.

activityDC
Find plants 15
Identify poison 20

Big ear

This tiny device wraps around one’s ear and amplifies incoming acoustic data. You have advantage on Wisdom (Perception) checks when listening. It uses one charge upon activation and an additional charge every minute.

Battery Cell M

A rechargable battery cell. Generally speaking the cost of recharging is about half the cost of the battery itself.

Gas Mask

This flexible and compact unit, when donned, attempts to filter all outside gasses and will protect the wearer from many airborne poisons. It will not protect the user if the environment has no breathable atmosphere at all. While wearing the mask, you are immune to gas attacks and inhaled poisons.

Willowshade Oil

A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn.

Soap

A commodity used for bathing. There is enough here to wash a medium creature 10 times, a small creature 20 times or a large creature 5 times.

Acid

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Antitoxin

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. There are 5 vials in each package.

Black Sap

This tarry substance harvested from the dark boughs of the black willow is a powerful intoxicant. It can be injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours. For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses. There are 10 injection in each package.

Blight Ichor

This bitter chartreuse concoction is distilled from the blight fungus. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour. There are 10 doses in each package.

Bottle, Glass

A bottle can hold 1 1/2 pints of liquid.

Insect Repellent-Salve

A vial of salve contains 20 applications of odorless grease. One application protects its wearer against normal insects for 24 hours. The salve is waterproof so it doesn’t wash off in rain.

Muroosa Balm

This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour. There is enough here for 10 sunburn protection applications or one fire resistance application.

Olisuba Leaf

These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of that long rest. There is enoug here for 10 servings of tea.

Soothsalts

Soothsalts are derived from a naturally occurring crystalline substance. The crimson crystals have been mined from cavernous veins. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for 1d4 hours. For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion—an effect which is cumulative with multiple doses. There are 10 lozenges in each package.

Theki Root

This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours. There are 5 pieces of root in each package.

Vial

A vial can hold 4 ounces of liquid.

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