Lemurian Equipment
The Lemurian culture tends to favor wooden tools, including weapons and armor, especially those constructed from the wood of the Great Maple tree. As a tree-loving culture they also prefer use of flameless and heatless light sources.
|
Item |
Cost |
Weight |
|---|---|---|
|
Flameless Lantern |
10 gp | 2 lbs. |
| Great Maple Wood Rapier | 30 gp |
3 lbs. |
| Luminescent Water (flask) | 3 gp |
1 lbs. |
| Smoked-Glass Spectacles | 10 gp |
— |
Flameless Lantern. Many creatures in the Deep Pile use lights to lure prey or to see it. The glands that produce this luminescence can be captured and distilled by clever hands and in the Deep Pile, where a careless flame can spell doom, a flameless lantern provides similar illumination to a regular lantern. Once activated, a flameless lantern burns for 6 hours on a flask of luminescent water (1 pint). It can be snuffed as a reaction.
A flameless lantern sheds bright blue light in a 20-foot radius and dim light for an additional 40 feet. By taking an action to vigorously shake the lantern you can double both those distances for 10 minutes, though this burns 1 hour’s worth of fuel.
Great Maple Wood Rapier. Created from the heartwood of the Great Maple Tree, this wooden rapier acts in a manner that can be disconcerting for those used to facing steel weapons. Its piercing power is greater than a standard rapier, and your attacks with it score a critical hit on a roll of 19–20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).
However, its flexibility comes with a price. If you are forcibly knocked prone, make a Dexterity saving throw. On a failure, the rapier flies out of your hands and lands in a randomly determined square 10 feet away. This also happens if you are incapacitated, but you can’t make a save. Additionally, you have disadvantage on saving throws to avoid being disarmed.
Luminescent Water (flask). Luminescent water usually comes in a flask that contains 1 pint. If the flask is made of glass or similar transparent material, you can shake it as an action, causing it to cast dim light in a 10-foot radius for 10 minutes. This reduces its burn time by 1 hour.
Smoked-Glass Spectacles. A tight-fitting pair of goggles with smoked glass lenses, these are often worn by those whose vision suffers in bright light. When wearing smoked glass spectacles, rather than suffering disadvantage when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight, you roll as normal. However, they do limit your peripheral vision. You have disadvantage on Perception checks that rely on sight to perceive anything but what you are focusing on, and attacks against you by creatures other than your target gain an expertise die.
These glasses also count towards being properly prepared when traveling in snowy expanses or other areas where the glare is powerful. At the Narrator’s discretion, you may gain an expertise die to overcome exploration challenges in such regions or avoid suffering disadvantage in such a situation.