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analects_book_1_chapter_9

Analects Book 1 Chapter 9: Items

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The following tables provide a collection of items you may purchase or equip. For more information on their use in the game, see Player's Guide Chapter 7: Gear and Wealth.

Combat Items Table

Exploration Items Table

Interaction Items Table

Combat Item Entries

Acid Bang

Acid Bang Combat Item Wealth: 3
This round container is filled with rather mundane acid. The key component is a small explosive that projects the acid outward once thrown.
(Action) Hurl
Area Attack
Thrown 1
Damage 1d12 (Piercing 3) Acid


Alchemical Fire

Alchemical Fire Combat Item Wealth: 2
This small glass jar contains a special and dangerous substance that bursts into flame upon contact with the air.
(Action) Hurl
Area Attack
Thrown 1
Damage 1d8 (Piercing 2) Fire


Amorphous Bottle

Amorphous Bottle Combat Item Wealth: 2
This early alchemical attempt to grant ghostlike phasing to people didn't quite succeed, but it nonetheless grants some ethereal movement quality.
(Strategy) Slide
Move 1, even if you are Immobilized.


Bottled Rainbow

Bottled Rainbow Combat Item Wealth: 1
This alchemical attempt to copy the properties of the legendary Rainbow Bridge resulted in a much less effective, though still useful, creation.
(Strategy) Shining Beam
End any 1 section border block that you can see.


Fairy Dust

Fairy Dust Combat Item Wealth: 1
True fairy dust is collected from rare flowers in fae realms, though a synthetic version with similar properties has been discovered by alchemists.
(Strategy) Sprinkle
A target in your occupied section recovers from any Controlled, Grabbed, and Petrified conditions.


Guard Tablet

Guard Tablet Combat Item Wealth: 1
Old versions of this chewable tablet had a horrible bitter taste that was so bad it wound up as distracting as the malady it was addressing.
(Strategy) Administer
A target in your occupied section recovers from any Defenseless, Disoriented, and Vulnerable conditions.


Healing Herbs

Healing Herbs Combat Item Wealth: 1
While general herbalism requires training and practice, techniques for application of common healing herbs are well known in most societies.
(Strategy) Heal
A target in your occupied section recovers 1d6 lost HP.


Healing Potion

Healing Potion Combat Item Wealth: 3
This concentrated restorative requires both alchemy and herbalism to properly brew, somewhat boosting its price and rarity.
(Strategy) Heal
A target in your occupied section recovers 3d6 lost HP.


Jar of Curses

Jar of Curses Combat Item Wealth: 4
These brittle clay jars may be filled with desecrated materials, remains of evil spellcasters, treated bits of demon, or similarly vile, unpleasant things.
(Action) Hurl
Area Attack
Thrown 1
Damage 3d4 (Piercing 4) Unholy


Purifying Flame

Purifying Flame Combat Item Wealth: 5
This powerful spell-in-a-satchet purifies evil-doers quite competently. Unfortunately it can similarly purify do-gooders with minimal discrimination.
(Action) Hurl
Area Attack
Thrown 1
Damage 4d4 (Piercing 5) Holy


Smelling Salts

Smelling Salts Combat Item Wealth: 1
This powerful compound restores mental alertness and can even be used to revive those who have fainted from panic or exertion.
(Strategy) Revive
A target in your occupied section recovers from any Confused, Dazed, and Muddled conditions.


Smoke Bomb

Smoke Bomb Combat Item Wealth: 1
Like most useful alchemical devices, this tool was discovered accidentally. Hundreds of years later, smoke still billows from the site of the experiment.
(Reaction) Toss
Miss 1d12


Sparkle Sand

Sparkle Sand Combat Item Wealth: 1
This coarser version of the popular powder is quick and easy to apply, though it's more expensive due to excess waste.
(Strategy) Sprinkle
A target in your occupied section reduces any Weaknesses not from Disease or Gear to 0.


Stamina Wafer

Stamina Wafer Combat Item Wealth: 1
This ingestible alchemical concoction provides a very short-lived burst of energy. The taste isn't bad either, making it quite the popular snack.
(Strategy) Administer
A target in your occupied section recovers from any Grounded, Hindered, and Immobilized conditions.


Strength Wafer

Strength Wafer Combat Item Wealth: 1
This tasteless wafer temporarily boosts the wearer's strength and focus to their maximum natural levels, eliminating even magical imposition.
(Strategy) Administer
A target in your occupied section recovers from any Debilitated, Stunned, and Weakened conditions.


Vial of Concentrated Venom

Vial of Concentrated Venom Combat Item Wealth: 4
Undermarket alchemists take potent venom from monstrous creatures and extract the deadliest bits, increasing the bite per dose as well as the cost.
(Strategy) Apply
The next successful attack you make with an equipped weapon deals +1d10 Poison damage.


Vial of Deadly Venom

Vial of Deadly Venom Combat Item Wealth: 5
Only the deadliest of creatures can supply this powerful venom, making it very rare and aggressively sought-after by high-end assassins.
(Strategy) Apply
The next successful attack you make with an equipped weapon deals +1d12 Poison damage.


Vial of Diluted Venom

Vial of Diluted Venom Combat Item Wealth: 1
This venom, extracted from either a serpent or arachnid, is diluted with water both to stretch the supply and for the safety of the handler.
(Strategy) Apply
The next successful attack you make with an equipped weapon deals +1d4 Poison damage.


Vial of Potent Venom

Vial of Concentrated Venom Combat Item Wealth: 3
This powerful venom is extracted from monstrous creatures, making it more difficult to acquire and relatively expensive to purchase.
(Strategy) Apply
The next successful attack you make with an equipped weapon deals +1d8 Poison damage.


Vial of Standard Venom

Vial of Standard Venom Combat Item Wealth: 2
This common venom is unrefined but full strength. Relatively easy to manufacture, it's the most typical sort of poison found in the undermarkets.
(Strategy) Apply
The next successful attack you make with an equipped weapon deals +1d6 Poison damage.


Volatile Vial

Volatile Vial Combat Item Wealth: 1
These vials are stored in specially treated leather containers capable of absorbing the brunt of the released energy in case of being struck while carried.
(Action) Hurl
Area Attack
Thrown 1
Damage 1d4 (Piercing 1)


Exploration Item Entries

Advanced Lockpick

Advanced Lockpick Exploration Item Wealth: 2
Disposable lockpicks are cheaper and easier to carry, but they're less reliable than a good quality set of professional tools.
(Strategy) Pick Lock
Lockpick 1d6


Basic Lockpick

Basic Lockpick Exploration Item Wealth: 1
These cheap expendable picks break easily, making them a simple but unreliable option for getting into locked places and things.
(Strategy) Pick Lock
Lockpick 1d4


Blessed Bread

Blessed Bread Exploration Item Wealth: 3
This consecrated bread is largely tasteless, but it quickly eliminates hunger and restores stamina, making it a treasure on the road.
(Strategy) Chew
You or an ally in your occupied region recovers 3d6 lost EP.


Connections

Connections Exploration Item Wealth: 1
You've invested time and coin into building a network of contacts throughout the region.
(Strategy) Rumors and Favors
Draw three cards. You can only play this card in civilization settings.


Dryadfruit

Dryadfruit Exploration Item Wealth: 1
Despite its name, this flavorful fruit doesn't actually come from dryads. It is most frequently found within the forests of the fae, though.
(Strategy) Snack
A target in your occupied region recovers from any Confused, Controlled, and Muddled conditions.


Expert Lockpick

Expert Lockpick Exploration Item Wealth: 3
These effective picks will get through most normal locks, but they're only designed for single-use. As a result they're economical but unreliable.
(Strategy) Pick Lock
Lockpick 1d8


Glitterwine

Glitterwine Exploration Item Wealth: 1
This sparkling beverage is the result of alchemy applied to brewing. It's mostly an accident and the only positive result from the combination.
(Strategy) Sip
A target in your occupied region recovers from any Defenseless, Grabbed, and Grounded conditions.


Lodestone

Lodestone Exploration Item Wealth: 1
The magnetic properties of these special stones are invaluable for discerning which direction you're facing when underground.
(Strategy) Discern Direction
Draw three cards. You can only play this card in dungeon settings.


Meditative Incense

Meditative Incense Exploration Item Wealth: 1
A variety of incense can serve this function. Some come from alchemical labs, though the more popular forms are blessed within certain temples.
(Strategy) Burn
A target in your occupied region recovers from any Dazed, Debilitated, and Stunned conditions. You cannot play this card if there are any Seekers in your occupied region.


Potion of Competence

Potion of Competence Exploration Item Wealth: 2
The second step toward greatness is to gain enough experience to achieve a base level of competence. This concoction shortcuts that process somewhat.
(Strategy) Quaff
The next Damage roll you make against an Obstacle gains +1d6.


Potion of Effort

Potion of Effort Exploration Item Wealth: 1
The first step toward greatness is putting in the effort needed to reach your goals. This concoction provides the energy and motivation to do so.
(Strategy) Quaff
The next Damage roll you make against an Obstacle gains +1d4.


Potion of Prowess

Potion of Prowess Exploration Item Wealth: 5
The final step toward greatness is applying your mastery to the proper circumstance and situation. This potion grants such applied mastery.
(Strategy) Quaff
The next Damage roll you make against an Obstacle gains +1d12.


Potion of Skill

Potion of Skill Exploration Item Wealth: 3
The third step toward greatness is improving your techniques through trial and error. This potion functions essentially as bottled knowledge.
(Strategy) Quaff
The next Damage roll you make against an Obstacle gains +1d8.


Potion of Talent

Potion of Talent Exploration Item Wealth: 4
The fourth step toward greatness is making your efforts so instinctive that you habitually perform well. This potion creates such efficiency of action.
(Strategy) Quaff
The next Damage roll you make against an Obstacle gains +1d10.


Prism Stone

Prism Stone Exploration Item Wealth: 2
Adventurers use these shining bits of crystal to mark the way through treacherous places. The magics are similar to that of the Fairy Fire spell.
(Action) Guide the Way
A target Obstacle blocking a border in your occupied region is Vulnerable and Weakened until the end of your next turn. The target cannot play a Reaction against this Action.


Sparkle Powder

Sparkle Powder Exploration Item Wealth: 1
This popular refined substance, created from a combination of the alchemical and herbalist disciplines, reverses certain curses and afflictions.
(Strategy) Sprinkle
A target in your occupied region reduces any Weaknesses not from Disease or Gear to 0.


Survival Pack

Survival Pack Exploration Item Wealth: 1
To survive out in the wilderness, you need supplies. Foraging is risky and takes time; best to bring the proper tools and essentials with you.
(Strategy) Browse
Draw three cards. You can only play this card in wilderness settings.


Sylph Water

Sylph Water Exploration Item Wealth: 1
Drawn from the springs of faery realms, this sparkling liquid slightly slows one's fall for a brief period. Daredevils use it to rather ludicrous effect.
(Strategy) Sip
Reduce the dice level of any falling damage you receive before the start of your next turn by 1 level.


Talespinner's Ink

Talespinner's Ink Exploration Item Wealth: 1 Treasure
While writing tales with this magic ink doesn't grant the author precise control over the future, it does confer the ability to generate high drama.
(Strategy) Weave Tales
Until the start of your next turn, you and your allies' Inflict dice are increased 1 level while you and your allies' Endure dice are decreased 1 level.


Trail Rations

Trail Rations Exploration Item Wealth: 1
Crusty bread, nuts, and dried meats and fruits are the common cheap trail rations widely available.
(Strategy) Dry Snacks
A target in your occupied region recovers 1d6 lost EP.


Trainee Incense

Trainee Incense Exploration Item Wealth: 1
The aroma of this special incense promotes alertness. It's commonly used during training and by guards on long watch.
(Strategy) Burn
A target in your occupied region recovers from any Disoriented, Vulnerable, and Weakened conditions. You cannot play this card if there are any Seekers in your occupied region.


Triffid Nectar

Triffid Nectar Exploration Item Wealth: 1
This pungent yet sweet nectar is rather hazardous to collect, making it a valuable delicacy when used for culinary purposes.
(Strategy) Taste
A target in your occupied region recovers from any Hindered, Immobilized, and Petrified conditions.


Interaction Item Entries

Alchemic Soda

Alchemic Soda Interaction Item Wealth: 1
This tasty beverage was designed to cure certain maladies, but the flavor and fizzy nature made it a big hit among merchants as a treat.
(Strategy) Drink
A target in your occupied position recovers from any Confused, Dazed, and Muddled conditions.


Blackmail Material

Blackmail Material Interaction Item Wealth: 2
It is irrelevant if the material is truthful. All you need is something that could convince others in order to make a proper threat.
(Action) Suggest Compromise [Persuasive]
If you fail the opposed roll, take 2d4 damage.
Argue 3d4
Special Advance the Debate Counter one notch toward victory.


Cheap Bribe

Cheap Bribe Interaction Item Wealth: 1
There are few problems that can't be fixed by flipping enough coin.
(Action) Bribery [Charming]
Argue 1d6
Special The target is Dazed, Hindered, and Stunned until the start of your next turn.


Coffee

Coffee Interaction Item Wealth: 1
In some cultures the coffee vendor is a noble profession, celebrated as a local hero upon delivery of the wondrous black nectar.
(Strategy) Sip
Draw 2 cards.


Evidence

Evidence Interaction Item Wealth: 2
Common sleuthing gear includes alchemical lenses, several types of enchanted dust and dusting tools, and magic shells that can play back sounds.
(Strategy) Present Case
During your Action Phase on this turn, you can play both an Action from equipped Expertise as well as an Action card from your hand.


Expensive Bribe

Expensive Bribe Interaction Item Wealth: 4
Everyone has a price. The question is whether that price is worth paying.
(Action) Bribery [Charming]
Argue 1d10
Special The target is Dazed, Hindered, and Stunned until the start of your next turn.


Flask of Ale

Flask of Ale Interaction Item Wealth: 1
This cheap social lubricant comes in many varieties, though it's rare to see more than a few available at a time in any one place. Each locale has its specialty.
(Strategy) Quaff
Recover 2d6 lost WP. You are Confused until the end of your turn.


Flask of Fairy Wine

Flask of Fairy Wine Interaction Item Wealth: 3
Scholars rigorously debate whether this drink was in fact invented by the fae. Regardless, its potency is quite high despite its delicate sweet flavor.
(Strategy) Quaff
Recover 4d4 lost WP. You are Confused until the end of your turn.


Forged Documents

Forged Documents Interaction Item Wealth: 1
The trickiest part of the forgery process is replicating the official seal. The easiest way to do this is purchase stolen seals from the black market.
(Action) Profess Authenticity [Persuasive]
If you fail the opposed roll, take 1d4 damage.
Argue 1d10
Special Advance the Debate Counter one notch toward victory.


Garlic

Garlic Interaction Item Wealth: 1
This pungent plant provides protection against supernatural enthrallment as well as the more mundane form.
(Strategy) Nibble
A target in your occupied position recovers from any Immobilized condition and cannot be subject to any dice level reductions to Charisma when attempting to Move until the end of the scenario.


Mint Candy

Mint Candy Interaction Item Wealth: 1
Precious mints convey both fresher breath and a sharper mind, making them a valuable part of the diplomat's kit.
(Strategy) Chew
A target in your occupied position recovers from any Debilitated, Vulnerable, and Weakened conditions.


Mojo Berries

Mojo Berries Interaction Item Wealth: 1
These berries are widely believed to confer success at romantic endeavors. They do alleviate social anxieties, so that's not too far from the truth.
(Strategy) Eat
You or an ally in your occupied position recovers from any Hindered, Impotent, and Stunned conditions.


Peace Leaf

Peace Leaf Interaction Item Wealth: 2
After famously helping to avert a ruinous civil war, use of this plant became a part of diplomatic rituals within the Kingdom of Ilenia.
(Action) Smoke
All entities in your occupied position are Weakened until the end of your next turn. This Action is non-hostile.


Perfume

Perfume Interaction Item Wealth: 1
Popular tales hold that alchemy was discovered by a perfumer who happened upon compounds that provided more than pleasant aromas alone.
(Strategy) Apply
All enemies in your occupied position are Hindered until the start of your next turn.


Prayer Offering

Prayer Offering Interaction Item Wealth: 1
Each diety has a suite of preferred offerings to select from. Very few dieties accept no physical offerings at all.
(Strategy) Offering
A target in your occupied position recovers from any Controlled, Defenseless, and Disoriented conditions.


Royal Seal

Royal Seal Interaction Item Wealth: 3
Such seals are incredibly difficult to come by. Is this a stolen or copied seal? Or did you earn this through legitimate means?
(Action) Royal Command [Persuasive]
If you fail the opposed roll, take 3d4 damage.
Argue 3d6
Special Advance the Debate Counter one notch toward victory.


Secret Message

Secret Message Interaction Item Wealth: 1
There exist many ways to covertly send messages to nearby allies. A popular one involves breaking a small shell in a pocket to grant temporary telepathy.
(Strategy) Relay Message
You cannot play an Action this turn. During your Action Phase, choose an ally. That ally may immediately play an Action from your equipped Gear or from your hand, even if the ally lacks Training or Abilities to play the Action.


Sparkle Tonic

Sparkle Tonic Interaction Item Wealth: 1
Derived from an herbal and alchemical powder made into a drink, this terrible-tasting tonic gives a short boost to linguistic wit and social alertness.
(Strategy) Gulp
Remove any 1 token that you or an ally have put into play, even if the token was not put into play voluntarily. Or, put a token into play that is the same type as a token already in play.


Tincture of Clear Thought

Tincture of Clear Thought Interaction Item Wealth: 1 Treasure
This alchemical concoction requires very rare ingredients. As such it's rarely found in stores, instead made to order when ingredients are supplied.
(Strategy) Use
Discard your hand. Draw 5 cards.
analects_book_1_chapter_9.txt · Last modified: 2018/11/21 11:58 by triptycho