工具荒原中,特殊工具帮助它的居民应对特别的威胁和沙漠地区的麻烦。
表4-3:荒野工具
冒险装备
商品 价格 重量
蒸馏套件(Distillation kit) 50GP 20LB
钻头(Drill) 5GP 7LB
过滤面罩(Filter mask) 1GP —
太阳伞(Parasol) 3GP 2LB
沙管(Sand tube)1 80GP 5LB
太阳镜(Sun lenses) 10GP —
服装
商品 价格 重量
沙漠服(Desert outfit)1 6GP 3LB
隔热服(Heatsuit outfit)1 20GP 15LB
保湿服(Hydration suit)1 1000GP 10LB
特殊的药物和物品
商品 价格 手艺(炼金术)DC 重量
明光铠(瓶)(Armorbright (flask)) 50GP 25 1LB
沙民雕塑(Asherati sand sculpture) 变化 — 变化
(Blackeye (vial)) 1GP 15 1/2LB
(Deep draught)10GP 15 1/2LB
(Ironthorn extract (flask)) 25GP 20 1LB
(Keepcool salve (pot)) 50GP 20 1/2LB
(Liquid salt (flask)) 200GP — 1LB
(Oleum (flask)) 30GP — 1LB
(Shapesand (jug)) 100GP 25 12LB
(Slumber sand (flask)) 50GP 12 1LB
(Sunshade lotion (flask)) 20GP 20 1LB
1、适合小型角色使用的这类物品重量是标准的四分之一,小型角色使用的容器容积也是标准的四分之一。
冒险装备在下方可以找到表4-3:荒野工具中所记载的冒险工具及其对使用者的特殊作用。
蒸馏套件:浪费的水最宝贵。这个简单的试剂盒利用阳光和环境温度从物体或厨余,盐湖,有毒植物汁液等等之中蒸发纯净水。这种“太阳能蒸馏”是用一片以一定角度固定在框架上的玻璃,凸缘以及一个小管口组成(各组件被独立包装并在需要时组装)。框架的底部和侧面都复盖着黑色油布,边缘用油脂或沥青密封使之不透水。使用蒸馏器时,将脏水倒入容器底部,之后将玻璃盖在上面。水分蒸发并冷凝在玻璃的下表面,它从那里流下来并被收集在凸缘中,从出口滴落。这个装置每天可以制作大约1加仑的水(如果容器被装满)。
钻头:在荒野环境下,无论钻头被用来雕刻砂岩,找水,或者开采盐和其他贵重矿物,它们都是非常重要的工具。这些钻头的范围从原始的用来给骨头和木材穿孔的弓形钻,延伸到以铸铁管和尖端(bit,谁知道具体怎么叫,就是钻头尖端那个头)组成,通过轮盘和驮兽来转动的巨大装置。这里所描述的钻头是用铁和木质手柄组成的,大约3英尺长。(在缺少金属的地区,可能会用坚硬的水晶代替铁制作尖端。)将绳子缠在轴上,大幅拉动让钻头旋转。它每小时大约可以穿透6英寸的石头,在较软的材料上,例如盐,钻孔的速度会更快。钻头可以当做简易的棍棒或短矛使用。
过滤面罩:过滤式防毒面具是通常用丝绸或棉布制成的,盖在你的嘴和鼻子上的完整布网。用绳子或带子固定在你的后脑勺上以提供良好的密封。过滤面罩提供+2加值在基于空气作用的豁免上。它可以避免灰尘和沙子造成的窒息,以及超自然或魔法的效果(如沉睡砂)长达4小时。这段时间之后,网被砂砾堵塞,不再允许空气自由通过。堵塞的过滤面罩在重复使用之前需要彻底清洗,但是大多数旅行者直接使用新的织物来代替。
太阳伞:最简便的移动遮挡,太阳伞的范围包括从复盖在粗糙框架上的动物皮毛,到由金属和纺织品组成的可折叠构造。这里描述的典型太阳伞是由木头或骨头绷着帆布制成的。太阳伞提供对炫目日光的免疫,以及对高温危害和光害的有限保护(见第一章)。在防止脱水的强韧豁免中,它可以提供+1加值。
沙管:当风暴袭来时,最好的防御就是逃跑。钻进地下是一个办法,但沙子松散,很难稳定。这个方便的装置可以在让你沙子下方创造一个洞穴,你可以在其中休息直到风暴离去。
砂管看起来像一个开放式的睡袋,通过在皮革上附着一些可收缩的环加工而成。在沙地上挖出一个小洞后就可以开始了,你需要将该装置的一段推入洞内,展开环,将其固定成管状,之后从管子埋入的那端挖出沙子(通常是你中途爬入管道里用你的手),然后通过管道运出,随着挖掘的进展,被推入隧道更深处。在正常的沙地上,需要10分钟的挖掘来充分埋藏沙管。当完全掩埋时,沙管可以容纳一个中型类人生物。在尘暴和沙暴中,露出端带扣的盖子可以提供遮挡和保护。
太阳镜:这件道具由云母或者火山玻璃的薄片贴在弧形的框架上制成的,可以保护你的眼睛在明亮的光线下不会目眩,例如眩光(见第18页)。如果你带上这幅眼镜时已经目眩,你将被视为已经进入有遮挡的区域;如果你继续带着眼镜1小时,则你将从目眩状态恢复。
服装衣物是否得当将决定你在荒野里的生与死。
沙漠服:这身打扮由宽松,如波浪般翻滚的服饰构成,可以在炎热,干燥的沙漠地形保持穿着者凉爽,避免阳光直晒。它包括一件有腰带的长袖衣服,头巾,围巾,宽松的裤子,凉鞋或高布靴。这身打扮算作是轻便服装,并对一些危险废物(见第1章)提供有限的保护。如果佩戴者还穿着盔甲,它会阻止散热(译者注:这句话的意思有些奇怪)。
隔热服:穿上这件衣服可以隔绝热量。它由厚重的裤子和外套,经过特殊处理的皮围裙,厚手套,厚厚的头巾,眼罩。一件隔热服每轮能够防止3点致命或非致命的热害。厚重的衣物往往会在炎热气候下带来麻烦。避免承受热害的强韧豁免通常会有-4减值,但隔热服的阻热材质让它的佩戴者免受该减值的影响。(译者注:总的来说就是炎热环境造成伤害的时候需要过一个强韧检定,假如你穿了厚衣服,这个检定要吃-4。然而这玩意虽然是厚衣服,但是是隔热材料做的,所以不用吃了)。
保湿服:保湿服是废土居民(译者注:waste-dwellers是什么东西?)用娴熟的技术和不寻常的材料制作出的一项保水杰作。它的设计可以让你回收几乎所有身体通过汗液和呼吸失去的水。保湿服是将沙居兽类(译者注:desert-dwelling beasts似乎是专有词汇,查不到意思)
的皮和器官经过保水的油或者蜡处理制成。它复盖了你的整个身体,包括一个紧身头罩,和一个复盖住嘴和鼻子的面具。面具内部是一块收集冷凝水的玻璃板和用水密材料制作的一根管子。内衬通过毛细作用让汗水离开体表,再通过海绵状的过滤材料收集它。过滤材料可以在你脱下保湿服后取出。
穿着一件发挥作用的保湿服无需进行防止脱水的体质鉴定。对高温危害的防护级别提高两个等级(见P14)。它的面具类似过滤口罩。保湿服面对魔法干燥(译者注:原文为dessication,怀疑为desiccation的笔误)伤害不提供保护。
特殊物质和物品
这些废物中包扩了和创新的原因一样多的不常见的材料。这里的很多材料可以由施法者通过手艺(炼金术)技能制作,详见表4-3:荒野工具。
明光铠:这种金属涂料可以用刷子涂在铠甲外面(需要花费1分钟)形成发光面,将阳光反射,以减少炎热的天气对穿着者的影响。在将明光铠涂上铠甲后的24小时中,你在避免炎热伤害的强韧豁免检定中获得+2加值。明光铠同时会将你对高温的防护水平提高一个等级(见P14)。明光铠对于并非由太阳造成的炎热环境无效,例如火元素位面。
沙民沙雕:沙民们知道如何使用特殊的沙子,支持者们(译者注:adherents在这里看起来是指粘着剂之类,但是词本身似乎没有这个意思),和自然染料来制作惊艳的雕塑作品。典型的沙民雕塑有2-3尺高,10-20磅重。和其他艺术品一样,存在情人眼里出西施的情况,然而任何具有估价技能的人都可以大致判断某一雕塑在更大的市场中的价位。使用城主手册P55,表3-7:艺术品来确定在宝库或市场上发现的沙民沙雕的价格。
Blackeye: This oily paint is smeared around your eyes and on your cheeks to reduce the effects of bright sun, protecting you from sun glare for 4 hours.
Deep Draught: This powder is a mixture of salt, dried herbs, and extracts of desert plants. Adding it to water increases your body’s retention of fl uid and helps counteract the effects of dehydration. One packet of deep draught is enough for 1 gallon of solution, which grants a +5 bonus on the Heal check to treat dehydration (see page 15).
Ironthorn Extract: The ironthorn plant has extremely tough tissues to prevent water loss. This extract of the plant is used to harden delicate items, make containers waterproof, and stiffen clothing to provide some protection. One fl ask of ironthorn extract is enough to treat a typical outfi t, increasing the clothing’s armor bonus to +1. Ironthorn extract does not improve materials that already provide an armor bonus. When applied to cloth, leather, or similar material, ironthorn extract improves its hardness by 1, to a maximum of 5. Both benefi ts last for one week or until the item is thoroughly washed. Keepcool Salve: This small clay pot contains several ounces of a pearly ointment, enough to cover one Medium creature. Applying the ointment to your skin increases your level of protection against heat by one step (see page 14). The salve also grants a +1 circumstance bonus on Fortitude saves to resist damage from hot environments.
Liquid Salt: This deadly supernatural substance (see Red Seas, page 25) can be used as a splash weapon. A direct hit deals 2d6 points of dessication damage (2d8 points to plants or elementals with the water subtype). Every creature within 5 feet of the point where the fl ask hits takes 1d4 points of dessication damage from the splash (1d6 points to plants or elementals with the water subtype).Liquid salt is always carried in a glass container.
Oleum: A black liquid, oleum has a foul, bitter odor. It occurs naturally around the world, but is particularly common in the waste. Though it forms underground, oleum is generally found in surface pools in areas of barren waste terrain.
You can use a flask of oleum as a splash weapon. Use the rules for alchemist’s fire (page 128 of the Player’s Handbook), except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully. Burning oleum is hard to put out, granting a –4 penalty on the Reflex save to extinguish the fire. The oleum burns away within 4 rounds (eliminating the penalty on putting out the fire).
Raw oleum burns readily, but it is smoky when it does so. The smoke created by burning oleum is heavy smoke (see Smoke, page 304 of the Dungeon Master’s Guide), so a wide area of open air is required for the substance to burn safely. Every round when raw oleum burns, it produces enough smoke to fi ll a 5-foot cube. For this reason, oleum is typically used only in lamps made to burn outdoors. The smoke drives away flying insects.
Oleum is also used to lubricate moving parts; a fl ask of it can cover a 5-foot square, provided that the surface is smooth. A creature can walk within or through an area of oleum at half normal speed by making a DC 10 Balance check. Failure means it can’t move that round, while failure by 5 or more means it falls prone (see the Balance skill description, page 67 of the Player’s Handbook, for details). If an area of oleum is ignited, it burns for 4 rounds and deals 1d3 points of fi re damage to each creature in the area.
A quart of oleum (two flasks) can coat a Medium creature, providing a +4 circumstance bonus on Escape Artist checks and opposed grapple checks made to resist being grappled or to escape a pin. Oleum applied in this manner also acts as insect repellent, protecting you from normal vermin (such as those summoned by insect plague) and granting a +4 bonus to Armor Class against vermin. A creature with oleum on its hands takes a –4 penalty on grapple checks or any task requiring a solid grip, including attack rolls with weapons. A roll of 1 on the attack means the oleum-coated creature drops the slippery weapon.
When worn, oleum is uncomfortable and unpleasant. You take a –2 penalty on Fortitude saves against natural heat effects. Further, oleum makes you quite fl ammable, granting a –4 penalty on saves against supernaturally hot effects and any attack involving fi re, including Refl ex saves to put yourself out after catching fi re. When subjected to a fi re-based attack that does not normally cause subjects to catch on fi re, you must make a DC 14 Refl ex save or catch on fi re. As indicated above, oleum burns away after 4 rounds.
An ounce of oleum can substitute for the material component usually used for a grease spell.
Shapesand: Shapesand is a special kind of wasteland soil that is psychoreactive; it can be sculpted into any form according to your will. The new object is made of sand, but serves as a normal item of the same sort. A shapesand hammer functions just like an ordinary hammer, and a shapesand waterskin is just as watertight as an ordinary skin.
Controlling shapesand is an exercise in willpower. A DC 16 Wisdom check establishes control of a volume of sand based on the shaper’s Wisdom score:
If your Wisdom check succeeds, you can reshape the volume of sand as you desire. Once control is established, the shape lasts as long as you remain within 100 feet of it. Thus, those with suffi cient patience and strong enough will can construct small fortresses out of shapesand, even if they must do so a few cubic feet at a time.
Another character can wrest control of a shapesand item away from you by succeeding on an opposed Wisdom check, though the winner’s Wisdom score must be high enough to shape an item the size of the one contested. For example, if two characters are attempting to control a 5-foot cube of shapesand, the challenger must not only beat his opponent’s roll, but must also have a Wisdom score of at least 12.
If you are a sand shaper (new prestige class, see page 76) or a cleric with the Sand domain (see page 107) using shapesand in conjunction with your sand shaping abilities, you do not count shapesand items against the total number of items you can maintain at one time. In addition, if you are a sand shaper, you can give control of shapesand objects to other individuals, and those items persist even if the new owner takes them outside the normal 100-foot control area. The new owner need not make a Wisdom check to establish control of the item, so long as his Wisdom score meets the minimum requirement for the object’s volume.
Slumber Sand: Slumber sand is a supernatural hazard (see page 26), but alchemists make a substance that mimics the hazard’s effects. A target struck by a fl ask of slumber sand must make a DC 15 Fortitude save or fall asleep for 1 minute. Slumber sand affects only a creature struck by it, and creatures with 5 or more Hit Dice have immunity to the effect.
Slumber sand is more effective when a fl ask of it is used as an optional material component for sleep, deep slumber, or symbol of sleep. When so used, the total Hit Dice of creatures affected increases by 2 (the symbol of sleep affects creatures of up to 12 HD), and the DC for the Will saving throw increases by +1.
Sunshade Lotion: This translucent green lotion contains extracts of succulent plants, mixed with oils from the skin of chameleons. It darkens slightly on exposure to sunlight. One fl ask is suffi cient to protect a Medium creature from nonlethal damage due to sunburn (see page 18) for 4 hours.