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## Sand Skimmers Once a wonder of magical ingenuity, sand skimmers are now a common way to travel in the desert. Similar to a normal ship, a sail towers above the deck, however it is not powered by regular wind. One to four magical drums are present on any sand skimmer, and playing them allows a skimmer to move. If not enough drums are present or being played, the skimmer does not move. One creature is required to operate a drum, and a drum is silent. In order to steer, one creature must man the helm of the boat, also known as the wheel. A sand skimmer has a size, required drums to move, and the speed it gets per drum. Here are some examples: * A small skimmer has three drums, therefore can move at 60 feet per round. * A medium skimmer has two drums, therefore can move at 30 feet per round. * A large skimmer has four drums, therefore can move at 40 feet per round. An exception to the rule is that a small skimmer can move at 10 feet per round without any drums, if the wind allows it (DM's discretion). The amount of Medium or Small creatures a skimmer can carry is 1/3 of its area in 5 foot squares. As an example, a medium skimmer has an area of 48, therefore can carry 16 Medium or Small creatures. A Tiny creature takes no room, a Large creature is equal to 4 Medium creatures, and a Huge is equal to 9 Medium creatures. A Gargantuan creature cannot fit on a sand skimmer. A skimmer's skis can be filled with water, and water weighs 10 lbs per gallon. ### Skimmer Combat Rules A skimmer can accelerate up to 10 feet per round, and slow down at the same rate. Turning a skimmer that is moving at 30 feet per round or faster can be done at 45 degrees per round, or 90 degrees per round if the creature at the wheel succeeds on a DC 20 Strength (Land or Water Vehicle) check. If the check fails, the boat only turns 45 degrees that round. If a boat is moving slower than that, it can turn at 90 degrees per round without a check.
| Size | Skimmer Cost | Grid Dimensions | Required Drums | Speed/Drum | Cargo (Tons) | AC | HP | Damage Threshold| |:------:|:--------:|:----:|:-:|:--:|:-:|:--:|:---:|:--:| | Small | 1,000 gp | 6x4 | 1 | 20 | 1 | 15 | 75 | 5 | | Medium | 2,000 gp | 8x6 | 2 | 15 | 2 | 15 | 100 | 10 | | Large | 3,000 gp | 11x8 | 3 | 10 | 4 | 15 | 125 | 15 |
### Upgrades A skimmer can be upgraded with a variety of options, no defense upgrades of the same kind can stack. #### Defense ##### Armor The armor of a skimmer can be upgraded with plates of metal down its sides, which weighs it down. | Type | AC | Weight | Cost | |:---:|:-----------:|:-:|:-:| | Iron Plated | 17 | 300 lbs|1,000 gp | Steel Plated | 19 | 300 lbs|2,000 gp | Adamantine Plated | 23 |900 lbs |5,000 gp ##### Higher Quality Sails A skimmer requires a sail to function. A base sail can be replaced for 100 gp, and weighs 80 pounds if set aside as a precaution. If targeted, a sail has an AC of 11, 20 hit points, vulnerability to slashing, immunity to poison and psychic, and resistance to all other damage. The sail can light on fire. | Quality | Difference | Cost | |:---:|:-----------:|:-:| | Durable | 30 hit points | 250 gp | Fire-resistant | Can't be lit on fire | 500 gp | Tear-resistant | Does not have vulnerability to slashing damage | 500 gp \columnbreak #### Offense ##### Ballista More than one ballista can be installed on a skimmer, but each one counts as a Large creature. A ballista costs 200gp and weighs 400 pounds.
**Armor Class:** 15
**Hit Points:** 50
**Damage Immunities:** poison, psychic A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. **Bolt.** *Ranged Weapon Attack:* +6 to hit, range 120/480 ft., one target. *Hit:* 16 (3d10) piercing damage. ##### Reinforced Bow A reinforced bow can be used as a ram. If the skimmer is moving at or above 50 feet movement speed, the attack gains advantage. If the target is Medium or smaller, on a hit it's knocked prone. If the target is Large or larger, on a hit, the skimmer stops moving. A reinforced bow costs 300gp and weighs 600 pounds. **Ram.** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 5 (1d10) bludgeoning damage per 10 movement speed the ship is on when it hits. #### Speed A skimmer's speed is solely based off drums, although some magic items or spells can help, like *Quaal's feather token, fan*. A drum costs 1,000 gold, and no drums are included in the base price of a skimmer. As a reminder, only four drums can be on any given skimmer. \pagebreakNum ### Travel Rules Each hex in the desert is 12 miles, and for every 5 foot speed that the skimmer possesses, in a full 24 hours of travel, it can travel a single hex. Thus, a basic Small skimmer with a single drum can do 4 hexes in a 24 hour period. When starting a day, players must decide on the speed they wish to take (in factors of 5) for the whole day, up to their skimmer's maximum speed. ### Random Encounters While the characters are sailing or camping in the desert, roll a d20 three times per day of game time, checking for encounters each morning (6am - 2pm), afternoon (2pm - 10pm), and night (10pm to 6am). An encounter occurs on a roll of X or lower, where X is the speed chosen divided by 5. Roll percentile dice and check the Wilderness Encounters table. After determining what the characters encounter, you can use the information presented later in this appendix to bring the encounter to life. If someone camps for a long rest, an encounter happens regardless of the roll. ### Hadarac Desert Heat Rules While in the Hadarac desert, a creature exposed to its heat and who hasn’t drunk at least 2 gallons of drinkable water must succeed on a Constitution saving throw at the end of each hour or gain a level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates. ### Special Equipment **Water Purification Bead.** Water found in the desert is unsafe to drink as-is. A bead can purify up to 10 gallons of water. A single bead costs 1 sp. ### Water Found in the Desert Do not be fooled by natural waters in oases or caves that may be clear, cold, and/or free-running. It may look, smell, and taste good, and you may see what little wildlife there is drinking from these sources without hesitation. If a humanoid drinks unpurified water, roll 1d6 and consult the Disease Table. The humanoid must succeed on the appropriate Constitution saving throw DC or be afflicted with the disease. Some diseases allow recurring saves at dawn, a negative number means the disease becomes easier to get rid of each day (the DC lowers by that amount each day at dawn), a 0 means it remains the same, a positive number makes the disease harder to get rid of, and None means the disease remains until cured. \columnbreak ## Wilderness Encounters | d100 | Encounter | Treasure Rolls | |:-----:|:------------------:|:-------:| | 1–3 | Bandits | 1 | | 4–6 | Boiling Oozes | | | 7–8 | Bristlers | | | 9–11 | Bulettes | | | 12–15 | Cache | | | 16–18 | Caustic Ants | | | 19–20 | Cyclopes | 2 | | 21–22 | Dead Explorers | 1 | | 23 | Death Dogs | | | 24 | Desert Glass | | | 25-26 | Dust Mephits | | | 27 | Efreeti | | | 28 | Elementals, Air | | | 29 | Elementals, Fire | | | 30 | Empty Tents | 1 | | 31–32 | Giant Hyenas | | | 33–35 | Giant Scorpions | | | 36–37 | Giant Vultures | | | 38 | Gnolls | 1 | | 39–41 | Jackalweres | | | 42 | Lamia | | | 43–44 | Leucrottas | | | 45 | Medusas | | | 46 | Meteorite | | | 47–50 | Mule | | | 51 | Mummies | | | 52 | Oasis | 2 | | 53–54 | Ogres, Strong | | | 55–56 | Ogres, Weak | | | 57 | Phase Spiders | | | 58 | Pseudodragon | | | 59 | Purple Worm | | | 60–64 | Quicksand | | | 65 | Roc | | | 66–72 | Sandstorm | | | 73–75 | Skimmer, Commoners | 1 | | 76 | Skimmer, Explorers | 1d4 - 1 | | 77–79 | Skimmer, Merchants | 2d4 | | 80–81 | Skimmer, Nobles | 2 | | 82–83 | Thri-Kreen | | \pagebreakNum | d100 | Encounter | Treasure Rolls | |:------:|:----------------:|:-:| | 84–86 | Tlincalli | 1 | | 87–91 | Tracks | | | 92–94 | Vargouilles | | | 95–97 | Wights | | | 98 | Wights, Knight | | | 99–100 | Wights, Marksman | | #### Bandits Behind the cover of a rock formation, 1 **bandit captain** with 1d4 **berserkers** and 4d6 **bandits** are operating two ballistae on skis to destroy the sails of passing skimmers. If their camp is searched, a character that succeeds on a DC 18 Intelligence (Investigation) or Wisdom (Perception) check finds 1d3 sand skimmer sails buried in the sand. #### Boiling Oozes The party is followed by 1d2 **boiling oozes**. If a character is within reach, the oozes strike. If the oozes have not had a chance to attack within 1d3 days, they give up. #### Bristlers The party encounters a patch of cactuses, that are in fact 1d6 + 4 **bristlers**. If the party approaches, they attack. #### Bulettes The party is spotted by 1d2 **bulettes**. Any character with a passive Wisdom (Perception) score of 16 or higher sees the bulettes as the sand near them shifts, but all others are surprised. #### Caches The party finds a cache of supplies left behind by other explorers. There's no way to tell from the cache whether those who left it are still alive and coming back for it, or dead. Roll a d20 and consult the Caches table to determine what the characters find. #### Caustic Ants The party is spotted by 1d4 **caustic soldier ant**, which attack the party. There's a 25 percent chance that the ants are drones, therefore have a 60 feet fly speed. #### Cyclopes The party is spotted by 1d4 **cyclops**. If the characters are on a skimmer, the cyclopes attempt to break down the sail using rocks. #### Dead Explorers The Hadarac Desert is strewn with the corpses and bones of those who have fallen victim to its terrors or heat. When the characters discover one such victim, roll a d10 and consult the Dead Explorers table to determine what they find. Then roll once on the Treasure Drops table to see what, if anything, can be found on or near the remains. #### Death Dogs The party is spotted by 1d10 + 3 **death dogs**, which follow the party until they can attack. \columnbreak #### Desert Glass The party sees what they think is a lake or an oasis, but if approached is actually 1d6 square miles of desert glass, created from some unknown phenomenon. #### Dust Mephits The party is spotted by 2d6 + 3 **dust mephits**, which attempt to befriend the party in order to pour out their water supply. #### Efreeti An **efreeti** is wandering the desert in search of slaves to bring back to the Elemental Plane of Fire. If the party does not offer up 1d3 humanoids as slaves, the efreeti attacks to take them itself. #### Elementals, Air The party is spotted by 1d2 **air elemental**, which observe the party curiously but pose no threat unless they're attacked. #### Elementals, Fire The party is spotted by 1d2 **fire elemental**, which observe the party, lighting them and their belongings on fire without knowing it's a bad thing. They defend themselves if attacked. #### Empty Tents The party finds 1d4 + 1 empty tents, there's a 25 percent chance that there is a dead explorer in one of the tents, in which case roll once on the Dead Explorers table. ##### Caches | d20 | Cache | |:---:|:-----:| | 1 | 1 scholar's pack | 2 | 1 explorer's pack | 3 | 20-day supply of preserved rations | 4 | 50-day supply of preserved rations | 5 | 1d4 casks of water holding 5 gallons each | 6 | 1d4 casks of wine holding 5 gallons each | 7 | 1d2 healer's kits | 8 | Coffer containing 2d4 vials of antitoxin | 9 | 1d10 water purification beads | 10 | 1 sand skimmer sail | 11 | 1 block and tackle and 1 20-foot steel pole | 12 | 2 hooded lanterns and 10 flasks of lamp oil | 13 | Two-person tent and 1d4 explorer's packs | 14 | Wooden box containing 2d10 daggers | 15 | Set of navigator's tools | 16 | 1d10 changes of silk clothing | 17 | Set of cartographer's tools | 18 | Two-person tent and 1d4 healer's kits | 19 | 2 two-person tents, folding camp table, and four folding stools | 20 | Ceramic box containing 2d4 potions of healing \pagebreakNum
##### Dead Explorers | d10 | Remains | |:---:|:-------:| | 1 | A body mostly picked clean, with a set of other tracks going a bit farther leading to another. (Giant vultures made these people abandon their skimmer, then got them as they fell 1 by 1) | 2 | A boulder resting atop a crushed skeleton. (Cyclops threw a rock at the man, scavengers picked his flesh off) | 3 | The burnt hull of a skimmer, with large blade strikes through it, corpses strewn across the wreckage. Less people than would be required for the skimmer. (An efreeti tried to claim some slaves but encountered resistance) | 4 | A half-dozen men and women petrified, some in running stances, with horror across their faces. (They encountered a group of medusas disguised as normal women, who took offense to their disgust at their hair that stuck out) | 5 | The lower half of a human body, with a large puncture wound in one of the legs. (A giant scorpion befell this poor person, bisected them and left with the upper half) | 6 | The half-rotted corpse of a man, with the rot seeming to have stemmed from his left shoulder. (He was touched by a mummy and died when the rot reached his brain) | 7 | The fresh corpse of a man that seems to have had the life sucked out of him. (Wights killed him, he will turn into a zombie in 2d12 - 1 hours) | 8 | The splattered remains of a woman, seems to have fallen from a great height. (Escaped the clutches of a roc as it was hunting to feed its young live prey, a bit higher up then she anticipated) | 9 | A corpse tied to a cactus, seemingly eaten alive. (Tlincalli captured them, tied them to a cactus and had their young devour them alive.) | 10 | A man without a head, which seems to have been ripped off. (Vargouilles cursed him, and he succumbed to it and became a vargouille himself)
#### Giant Hyenas A pack of 3d6 + 2 **giant hyenas** spots the party and attacks. They target smaller creatures first, and drag away anything that is knocked unconscious. #### Giant Scorpions The party is spotted by 2d4 + 1 **giant scorpions**, which attack the party. There is a 25 percent chance that the scorpions have set an ambush on the skimmer's path, bursting out of the sand. Any character with a passive Wisdom (Perception) score of 17 or higher sees the scorpions as the sand near them shifts, but all others are surprised. #### Giant Vultures The party is spotted by 1d8 + 6 **giant vultures**, which swoop down and try to slash at the sail, then fly away when successful. They keep flying above until the party dies by attrition. #### Gnolls A pack of 1 **gnoll pack lord**, 2d4 **gnoll fangs of Yeenoghu**, 1d4 + 1 **gnoll hunters** and 2d6 + 4 **gnolls** attack the party. If the party is on a skimmer, the hunters attack the sail. #### Jackalweres A pack of 3d12 + 6 **jackalweres** are on the prowl for a lamia. They pretend to be a group of normal men whose skimmer was put out of commission by vultures, and when they are all near the party, they attack. \columnbreak #### Lamia A group consisting of a **lamia** and 4d6 + 6 **jackalweres** cross the party's path. The lamia is on a litter carried by 6 of the jackalweres, who only join combat after 4 of their compatriots are slain. The lamia demands that one person becomes their slave, and will order an attack if refused. #### Leucrottas The party hears the cries of help from a nearby rock formation, in which 1d6 + 3 **leucrottas** are hiding, mimicking people in need. They all attack the first person in reach. #### Medusa The party encounters 1d2 + 1 **medusas** posing as women covered in veils. Once they are sure there are no mirrors out and that every person is within one of their gazes, they attack. #### Meteorite The party stumbles into a crater with a meteorite resting at the bottom of it. If mined for 4 hours, it can produce rare metals (see Player's Guide), roll 1d10 to determine what it contains: **1–3.** 1d4 + 1 units of cold iron **4–7.** 1d3 + 1 units of obsidian **8–9.** 1d3 units of darksteel **10.** (1d10 - 8) + 1 units of stellar iron #### Mule The party spots an abandoned **mule** wandering the desert with 1d4 levels of exhaustion due to dehydration and starvation. \pagebreakNum #### Mummies The party spots a small cavern in the distance. If they inquire, they find several sarcophagi inside. If a character remains for more than one minute, 1d4 **mummies** emerge from their sarcophagi and attack. #### Oasis The party finds an oasis surrounded by palm trees and containing the remnants of an old camp. The water is contaminated for humanoids, and the camp has nothing to offer except treasure, if some is rolled on the Treasure Table. #### Ogres, Strong The party spots 1d8 + 3 **ogres** wandering the desert, if approached they will attempt to stop the skimmer and eat the party. #### Ogres, Weak The party spots 1d2 **ogres** and 2d4 **half-ogres** wandering the desert, if approached they will attempt to stop the skimmer and eat the party. #### Phase Spiders The party is attacked by 2d6 + 2 **phase spiders**, which phase into the Material Plane onto their skimmer and attack. #### Pseudodragon A **pseudodragon** is seen soaring above the party. It shows little interest in them, and will remain 100 feet away from the party if bothered, talking to them telepathically. It can be convinced with a DC 15 Charisma (Persuasion) check to point the adventurers in the direction of a nearby landmark. #### Purple Worm A **purple worm** erupts from below the party. If they are on a skimmer, it flips it sideways, sending every character flying 20 feet away and knocking them prone. A character must make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one. If the party is on foot, it erupts directly below a random character. Any character with a passive Wisdom (Perception) score of 15 or higher sees the sand under them shift, but all others are surprised. If the purple worm swallows 2 creatures, it retreats under the sand. If killed, the worm can be dissected in order to find 1d2 jade gems (500 gp each) and 1d2 - 1 aquamarine gem (1,000 gp). There is a 50 percent chance that dissecting the worm releases 1d4 + 3 **purple wormlings**. #### Quicksand Any character with a passive Wisdom (Perception) score of 15 or higher spots a patch of quicksand just up ahead. If the quicksand was spotted, the character at the wheel must succeed on a DC 20 Strength (Land or Water Vehicle) check or have the skimmer get stuck in quicksand. In order to remove the quicksand, the party must succeed on a group Strength (Athletics) check of DC 15 for a small skimmer, 18 for a medium skimmer, and 21 for a large skimmer. If the check fails, each character must succeed on a DC 10 Constitution saving throw, or DC 15 if wearing medium or heavy armor, or take 1 level of exhaustion. If a creature enters the quicksand, for example to tie some ropes to the skimmer or to leave it, it is subject to the Quicksand on page 110 of the *Dungeon Master's Guide*. #### Roc A **roc** is out hunting, and will try to carry away the least armored target to its lair in the Sabbia Mountains. If followed to its lair, the party finds the roc feeding 2d4 of its young, which take the statistics of **giant eagles**, except they are of the monstrosity type. The lair contains 1d4 + 2 dead explorers, picked clean by the young rocs. Roll once on the Treasure Drops table for each explorer to determine what treasure, if any, their bodies have. #### Sandstorm A sandstorm is seen on the horizon, headed in the direction of the party at dizzying speeds, hitting their ship in 2d4 minutes. If the ship's sails are still up, it takes 21 (6d6) piercing damage when the sandstorm hits, and 7 (2d6) piercing damage for every minute thereafter. A creature within the sandstorm is blinded and automatically fails Wisdom (Perception) checks. The sandstorm passes in 5d12 minutes. #### Skimmer, Commoners The party runs into a group of travelers, consisting of 1d4 + 4 **commoners** on a Small sand skimmer on their way to Skypass or elsewhere. #### Skimmer, Explorers The party runs into another band of explorers, consisting of **knight**, a **priest**, a **scout**, and 1d6 + 6 **guards** on a Medium sand skimmer. Roll a d6 to determine the group's situation: **1–2.** The explorers are dehydrated and hungry, all suffering from 1d3 levels of exhaustion. **3–4.** The explorers are in good shape but are actively hunted by something (roll again on the Wilderness Encounters table, rerolling anything that would not be hunting them). **5.** The explorers are healthy and headed toward the nearest landmark, intent on exploring it. **6.** The explorers are healthy and heading back to Skypass for rest and supplies. #### Skimmer, Merchants The party runs into a desert caravan consisting of 1d6 merchants (**nobles**) with 2d6 + 6 **guards** on a Large sand skimmer on their way to Skypass or the Torre Outpost. #### Skimmer, Noble The party runs into a group consisting of 1d4 + 3 **guards** escorting a **noble** between the Torre Outpost and Skypass on a Small sand skimmer. #### Thri-Kreen The party spots 2d8 + 1 **thri-kreen**. They flee if outnumbered; otherwise, they attack. #### Tlincalli The party spots 1d4 + 1 **tlincalli**, which attack the party. \pagebreakNum #### Tracks Single-file tracks marching deeper in the desert, roll 1d10 to determine what they lead to (see the appropriate entry in this appendix): **1–2.** Bandits **3–4.** Gnolls **5–6.** Jackalweres **7–8.** Ogres **9.** Wights **10.** Medusas #### Vargouilles The party is attacked by a swarm of 2d6 + 2 **vargouilles**, which act like a swarm of bats until most of the party is asleep. Once the party is on a watch rotation, the vargouilles attack. A character can make a DC 14 Intelligence (Nature) check to determine that they are not normal bats. If the party attacks the vargouilles during the day, they scatter to find easier prey. #### Wights The party is spotted by 1d6 + 4 **wights**. If the party is on a skimmer, they attack the sail with their longbows in order to stop it, and then attack. #### Wights, Knight The party is spotted by a **wight knight** and 1d6 + 1 **wights**. If the party is on a skimmer, they attack the sail with their longbows in order to stop it, and then attack. #### Wights, Marksman The party is spotted by a **wight marksman** and 1d2 **wights**. If the party is on a skimmer, they attack the sail with their longbows in order to stop it, and then attack.
##### Disease Table | d6 | Disease | Effect | Save DC | Recurring Saves |:---:|:-----------:|:-:|:-:|:-:| | 1 | Screaming Sickness |The victim moans and screams in their sleep, other creatures nearby regain half of the normal resources they would normally recover if not screaming is not stopped. | 15 | 0 | | 2 | Hydrophobia | You refuse to drink, bathe, or otherwise come into contact with water or similar liquids. | 18 | -3 | | 3 | Desert Fever | Skin takes on a red tinge, fever & bouts of cold sweat. You require twice as much water to stay hydrated. | 15 | +2 | | 4 | Leprosis | Skin start to slowly deteriorate and wounds don’t heal naturally anymore, has the side effect of becoming resistant to bludgeoning, piercing and slashing damage after 1d4 days. The creature cannot regain hit points from Hit Dice or Long Rests until cured. | 15 | None | | 5 | Sandtongue | Tongue becomes dry and cracked, and the creature loses the ability to pronounce words, enunciate, and use spells that require a vocal component. After 1 week left untreated, the creature loses the ability to speak. | 15 | 0 | | 6 | Cactus Delirium | You think the source of water is the greatest thing ever, and you have the constant urge to ask nonsensical questions. You have disadvantage on ability checks and attack rolls. | 20 | -5 |
##### Homebrew Monsters Some monsters are not in the *Monster's Manual*, *Volo's Guide to Monsters* or other source books. They can be found [here](https://www.gmbinder.com/share/-L34nqJSSVbdkg-6oVhk). These monsters include the Boiling Ooze, the Bristler, the Caustic Soldier Ant, the Wight Knight and the Wight Marksman.
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##### Treasure | d100 | Treasure | |:-----|:--------| | 1–50 | None | | 51–53 | A crude map drawn on a scrap of tanned hide, showing a route to Skypass and the location of a randomly determined landmark or lair (250 gp) | | 54–56 | ld4 gemstones (25 gp each) in a small pouch | | 57–59 | A malachite ring inlaid with electrum (50 gp) | | 60–62 | An empty corked vial made from an aarakocra's engraved wing bone (15 gp) | | 63–66 | A rotting quiver containing 1d1O silvered arrows | | 67–69 | A gold nugget the size of a dwarf's fist (50 gp) | | 70–73 | A stoppered vial of serpent venom (see chapter 8 of the *Dungeon Master's Guide*) | | 74–76 | An engraved ivory smoking pipe (250 gp) | | 77–78 | A stoppered vial of wyvern poison (see chapter 8 of the *Dungeon Master's Guide*)| | 79–80 | An obsidian knife (25 gp)| | 81–82 | A stoppered, wooden tube containing 1d4 gemstones(10O gp each) | | 83–84 | A small onyx orb with eldritch patterns carved into its surface (75 gp), usable as an arcane or druidic focus | | 85–86 | A spyglass (1,000 gp) | | 87–88 | A set of thieves' tools (25 gp) | | 89–90 | Brass lamp (250 gp)| | 91–92 | *Potion of animal friendship*| | 93 | *Potion of vitality*| | 94 | *Spell scroll* (choose a spell of level 1d4)| | 95 | A set of *clothes of mending*| | 96 | *Heward's handy spice pouch*| | 97 | *Horn of silent alarm*| | 98 | *Driftglobe*| | 99 | *Elemental gem, blue sapphire*| | 100 | *Goggles of the night*|