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Ankheg Paddies[edit]

They look like crab cakes, and taste very similar but have a particular bitter acrid taste. It takes
some getting used to, but becomes delicious and salty soon after.
Ankheg are sometimes hunted for their meat, and while uncommon in most civilized area is
common in certain cultures where ankheg are common. Ankheg is said to be similar to crab, but
much more gamey and bitter due to the higher acid content. It is an acquired taste, but
proponents say that the tongue quickly adjusts to the bitterness and leaves delicious salty white
meat.
The most typical preparation of ankheg are ankheg paddies, effectively crab cakes which mix
ankheg meat, various seasoning and condiments, spices, and bread crumbs, typically sold in
packs of 4.
After eating properly prepared ankheg paddies you receive a +5 bonus to burrow speeds (if you
have one) for 24 hours.
Proper preparation is a DC 15 Craft (Cooking) check. Failing the check by 10 or more means the
food comes out too bitter or over or under spiced.
If you manage a Craft (Cooking) DC 40, the eater gains the effects of tremorsense out to 10 ft for
the duration. A full meal for a day is 30g.

Bloodwine[edit]
This thick red wine is made almost exclusively by vampires and other intelligent undead, which
is largely where it gets its name from. It is extremely dangerous for living creatures to consume
bloodwine, as it is composed of nearly pure alcohol — a necessity for vampires to even taste it,
though as undead creatures they cannot actually become drunk off of it.
A character who consumes a glass of bloodwine must pass a DC 25 Fortitude save or become
intoxicated (see Arms and Equipment Guide, page 32).
Cost: 50 gp per bottle.

Breath Mint[edit]
These magical candies come stacked into a wrapper of twelve pieces. Breath mints are made of a
strange alchemical substance that stores immense amounts of highly oxygenated air, and fills the
user's mouth with a rich, sharp freshness. Ingesting a breath mint and sucking on it will provide a
steady supply of oxygen to a Medium-sized consumer's lungs for the next 30 minutes, allowing
them to 'breathe' while holding their breath. Furthermore, orating while suckling or a breath mint
or up to 30 minutes thereafter provides a +4 bonus to the Perform (oratory) check, as the minty
freshness of your breath soothes nearby listeners.
Alternatively, a breath mint may be chewed to bits immediately as a standard action, which
releases all the oxygen at once in a directed gust of wind that lasts until the end of your turn.
Breath mints contain a bonding substance that has a strong laxative effect if taken in excess. Any
creature ingesting more than one breath mint in the same three hours must make a Fortitude save
for every subsequent breath mint taken after the very first, starting at DC 15 and increasing by
one for every forced save afterwards. Upon failing a Fortitude save vs breath mint, the consumer
immediately and irrevocably voids their bowels to the immediate chagrin of everyone nearby.
Warning: Do not swallow whole.
One roll of 12 breath mints is worth 100 gp.

Brewed Span[edit]
Brewed span is a deep brown with a curiously fizzy head in spite of not involving any
carbonation. Technically a beer, the "intoxication" of brewed span (named for the mandrake-like
span root) instills vigor with a focus on extended tasks at hand, such as crafting or profession
checks. This intoxication is long lasting for an alcohol, but curiously the usual impairments for
intoxication do not apply for these tasks. For any skill check which takes 8 hours or longer to
complete, you gain a +5 alchemical bonus on the check while intoxicated with brewed span.
Afterwards you must make a Will save (DC 15) or be compelled to drink more brewed span and
continue working. During your intoxicated work you will not stop for any reason short of
immediate threat, putting off eating and sleeping.
A character who consumes a tankard of brewed span must pass a DC 15 Fortitude save or
become intoxicated (see Arms and Equipment Guide, page 32).
Cost: 10 gp per pint.

Bulette Steak[edit]
Bulette meat is a deep purple-red and very lean. They are usually cooked as steaks very similar
in appearance to beef. It's good for you, but said to be very tough and certainly an acquired
taste.
Bulette are an uncommon food source as the beasts are difficult to hunt and efforts to
domesticate them have been hampered by their violent behavior. They are said to taste "much
like elephant", another uncommon and perhaps biologically similar foodstuff. Once its hard iron
shell is cracked there are layers of deep purple-red lean meat which is largely taken from the
legs, back, tail, jaws, and heart.
Because bulette meat is tough it is usually slow cooked and rubbed in various spices. Even then
it is extremely gamey and with the consistency of leather. On the other hand, cooked bulette
meat also has a long shelf life without need for salt or preservatives, and thus makes excellent
jerky for surviving the most extreme environments. If forged into rations, they are effectively
invulnerable to non-damaging environmental effects such as extreme temperature, disease,
poison, and general decay.
If you eat nothing but bulette steak or other forms of meat for a week or more you seem to
toughen as well, gaining +1 natural armor bonus. This stops once you go a day without eating
bulette meat.
Proper preparation is a DC 15 Craft (Cooking) check. Failing the check by 10 or more means the
food comes out too tough to eat and is effectively leather.
If you manage a Craft (Cooking) DC 40, the eater gains the effects of barkskin (CL equal to
character level) for 1 hour. A full meal or a ration is 5g.
Chocobo Greens[edit]
Greens are the entire nutritional meal of a healthy chocobo. All chocobos are herbivores and all
chocobos love greens. Chocobos will eat berries, leaves, grass, and sometimes even bark, but
greens have the most nutritional value for a chocobo, besides being absolutely delicious to them.
Most chocobos are caught by offering them greens as a sign of friendship, distracting them long
enough for you to move in and surround or lasso them. Being docile, they will easily submit to
following someone who is leading them by a rope if they have just been given greens.
There are many kinds of greens, from Gysahl to Sylkis, and all of them have a unique effect on a
chocobo that eats them. In some areas where specific greens grow, Wonderful Chocobos are
born more frequently.

Time
Green Availability Price Effect Decription
to Eat
Very 100 +2 temporary HP 2 This green is almost ubiquitous anywhere
Gysahl
Common gp for 5 rounds rounds there are chocobos to be found.
+2 temporary
250 3 Rumored to sharpen a chocobo's senses,
Krakka Common Wisdom bonus for 5
gp rounds this green is widely used.
rounds
+5 ft. speed, +5
This green is given to chocobos before
400 temporary HP, +2 3
Tantal Common short-distance races, making them run
gp temporary Wisdom rounds
faster and harder and concentrate better.
bonus for 3 rounds
+4 temporary
800 3 This greens often makes chocobos act a
Pahsana Uncommon Wisdom bonus for 5
gp rounds little skittish and over-aware for a while.
rounds
+5 ft. speed, +5 Used to feed racing chocobo, this green is
1000 4
Curiel Uncommon temporary HP for 5 difficult to acquire from any place but
sp rounds
rounds towns with a chocobo race track.
+10 ft. speed, +10 This green is detested by most chocobos
Very 1500 5
Mimett temporary HP for 5 for its flavor, but a few love it more than
Uncommon gp rounds
rounds candy.
This coveted green is trafficked only
+15 ft. speed, +15 amongst the most highbrow and dedicated
3000 2
Reagan Rare temporary HP for of breeders and racers. Many countries
gp rounds
10 rounds pay fortunes for Reagan-green fed Choco-
calvary.
A great green, it is difficult to cultivate
5000 +15 ft. speed, +20 1
Sylkis Very Rare and often can only be found growing in
gp temporary HP, +6 rounds
temporary Wisdom the wild.
bonus for 10 rounds

Chocobo Nuts[edit]
Nuts are a veritable aphrodesiac for chocobos, helping them to reproduce and often having a
factor in the chances of producing a wonderful chocobo or a different color chocobo.
For a full description of chocobo breeding, see the chocobo breeding variant rule.

Nut Availability Price Effects


Carob Very This multi-colored nut has every color from every chocobo. Its shell
250 gp
Nut Common is a dull gray.
Pipio This nut is so glossy as to be almost reflective, and has a faint golden
Common 500 gp
Nut sheen to it. The shell is a dull gray.
Porom
Common 500 gp This nut is light blue, with a shell to match.
Nut
Palam
Uncommon 700 gp This nut is bright pink, with a shell to match
Nut
Lassin
Uncommon 700 gp This nut is pink, with a light red shell.
Nut
Ruchin
Uncommon 750 gp This nut is navy blue, with a shell to match.
Nut
Param Very 1,000
This nut is red, with a shell to match.
Nut Uncommon gp
Saraha Very 1,000
This nut is deep crimson, with a shell to match.
Nut Uncommon gp
Porofu Very 1,500
This nut is a silvery gray with a very dark brown shell.
Nut Uncommon gp
Brown Very 2,500 The dark brown nut in its beige shell seems to be heavier than you
Nut Uncommon gp would think.
Dark
Very 2,500
Blue The nut inside its bright blue shell is a dark, glossy blue.
Uncommon gp
Nut
Purple Very 2,500
This glossy lavender nut has a deep purple shell.
Nut Uncommon gp
Red Very 2,500
This vibrantly red nut's shell is a dark crimson color.
Nut Uncommon gp
Pram 8,000
Rare This nut is aquamarine and has a soft, mud-colored shell.
Nut gp
Green 9,500
Rare This green nut has a dark brown shell.
Nut gp
Light
9,500
Blue Rare This nut is a light, aquatic blue in a darker blue shell.
gp
Nut
Porov 11,000
Very Rare This nut is a dull gray, with a salt-and-pepper shell.
Nut gp
Black 12,500
VeryRare This nut is a dull black in a similarly colored and very hard shell.
Nut gp
White 12,500
Very Rare This nut is a pasty white in a similarly colored and very hard shell.
Nut gp
This nut appears to be mostly black with gray stripes. It grows in a
Xeio Exceedingly 25,000
pasty-white shell that is almost impossible to crack open for a
Nut Rare gp
human.
Zeio Impossibly 50,000 This nut is in a plain brown shell. The nut itself is yellow, but with a
Nut Rare gp seemingly golden sheen to it.
Xeio and Zeio nuts cannot be bought because they have never been successfully cultivated, but
are found growing on trees in the wild. The prices given are what such rare nuts usually sell and
are purchased for.

Coffee[edit]
Coffee is a bitter-tasting liquid commonly drunk by upper-class humanoids in the morning to
cast away their dreary eyes. Coffee is made by pushing water through a strainer full of coffee
beans. Separate species of coffee trees will lead to slightly different tasting coffees, though all
coffee is bitter. Coffee spoils after eight hours unless contained in a safe container.
One cup of coffee in a 24 hour period will grant its drinker a +4 bonus against sleep effects for
an hour. Subsequent cups of coffee causes its drinker to be extremely energetic for one minute,
as if under a haste effect, and then fatigue him for an hour. These bonuses and penalties apply
only to living creatures. Constructs, Undead, Elementals and any creature normally immune to
fatigue or exhaustion, such as WarforgedRoE, cannot benefit or suffer from the effects of coffee.
Do to the dehydrating effects of coffee, despite being made mostly of water, coffee does not
count as a drink. Furthermore, if a plant drinks coffee, it immediately becomes exhausted for one
hour instead of the effects described above. Throwing coffee on a plant is not enough to cause
this effect. The plant must fully consume it. The plant may remove the exhaustion effect by
consuming two cups of water for each cup of coffee consumed or submerging itself in water.
To make coffee, one must have at least 1 oz. of coffee beans and a strainer. It takes ten minutes
to make one gallon, enough coffee for eight drinks. Coffee beans may be bought in bulk for 1gp
per lb. or one cup for 1cp. A cup of coffee weights 1/8 a lb.

Cola[edit]
Cola is everywhere. Magazine ads, billboards, the banners of snackbars. The most popular
brands have their own vanity fridges, and there's vending machines all over the civilized world.
Pretty much everyone has tasted it at least once.
Cola is a carbonated beverage originally invented by shamans from the south. Most of the
original recipes are closely guarded, though it is commonly assumed that to achieve that faint-
but-there feelgood sensation of cold delight, the original inventors added small concentrations of
peyote to the mix. Considering the shamans from the south loved to get high and, in doing so,
brought knowledge of medicinal alchemy to the civilized world, no one is surprised by this.
After ingesting a pint (potion portion) of Cola, you gain a +1 bonus to Dexterity- and
Intelligence-based checks, but a -2 penalty to Will saves vs illusions. Also, drinking cola has
mild curative and pain-inhibiting properties, conferring a +2 bonus to Fortitude saves against
pain-based effects. Drinking one portion of cola while suffering from a disease of some
description confers a +2 bonus to your next daily Fortitude save to fight off the disease,
regardless of time.
The effects of cola last for 1 hour.
One portion of cola (1 pint) comes in an iconic glass bottle, and costs 1 gp.

Crimson Buffalo[edit]
Hyper-caffeinated and filled with highly concentrated sugars, Crimson Buffalo is a drink full of
energy. It gives so much energy in fact that it gives people that drink too much of it delusions of
flight.
Upon consuming one can of Crimson Buffalo energy drink, you gain a +4 bonus to initiative
checks. You automatically succeed Constitution checks with a DC of up to 15 plus your
Constitution bonus, and you become immune to effects that cause fatigue. If exposed to an effect
that causes exhaustion during this time period, you instead become fatigued and the effect of the
crimson buffalo ends.
The effects of Crimson Buffalo last for 30 minutes. Drinking more than one dose in 3 hours time
has no effect.
One can of crimson buffalo is worth 10 gp, but due to corporate pricing and the crippling amount
of excise, they are usually sold for 25 a piece.

Dewdrop Ale[edit]
Named for its thin consistency and its clear, almost water-like blue appearance, this beverage is
relatively weak and tastes slightly of berries — perfectly suited to the delicate pallets of the elves
that brew it. While humans with a lower tolerance for alcohol might also find dewdrop ale
appealing, many dwarves question whether it even counts as alcohol.
A character who consumes a tankard of dewdrop ale must pass a DC 8 Fortitude save or become
intoxicated (see Arms and Equipment Guide, page 32).
Cost: 15 gp per bottle.

Displacer Steak[edit]
Displacer Steak is prepared meat created from a displacer beast. Like the creature it comes from,
it is host to an unusual effect... the food is displaced itself. This incurs a comical 50% eating
chance, and makes devouring it an interesting process. Not being able to fight back of course,
you have all the time in the world to take a bite. It is said to taste like a tough steak, and while a
little on the chewy side, it possesses it's own strange flavor that is 'cool' to the tongue, and valued
as a rare delicacy by some, and an oddity to most. As a rare cooking food, a DC 20 Craft
(Cooking) check is required to properly prepare it to it's full flavor. Failing the check by 10 or
more means the food comes out too tough to eat.
If you manage a Craft (Cooking) DC 40, the eater gains the effects of Blur for 5 minutes after he
finishes his meal. If you manage a Craft (Cooking) DC 60, the eater gain the effects of
Displacement for 1 minute after he finishes his meal. As a delicacy, displacer steak can be found
on the market for as high as 200g.

Dwarven Pancake[edit]
This pancake is unusually tall. In fact it appears to be several pancakes layered atop each other
and sliced like an actual cake.
It's not sure if dwarven pancakes were made by dwarves or named after dwarves for the stout
nature of the meal, but a dwarven pancake is, effectively, several pancakes stacked on each other
and fused together with a thick honey-like maple syrup, then topped with a common pancake
dressing such as regular syrup, powdered sugar, or even shreaded fruits or meats. The whole
thing is very dense and a single cake is equal to an actual traditional cake, typically eaten by
multiple people or for multiple meals. It's satisfying, but makes you feel oh so heavy.
In fact, if you eat dwarven pancakes for a week or more you become heavier and gain +2
stability as per dwarven stability. This stacks with actual dwarven stability. This stops once you
go a day without eating dwarven pancakes.
Proper preparation is a DC 10 Craft (Cooking) check. Failing the check by 10 or more means the
food fell apart or got burnt.
If you manage a Craft (Cooking) DC 40, the eater can root themselves in place as a move action,
becoming immune to any effect where stability applies. A move action removes them out of this
stance. On the downside, the eater is so heavy they fail all swim checks.
A full cake is 5g.

Dwarven Spice Rum[edit]


Considered relatively strong by most humanoid races, this golden rum is lightly spiced with
cinnamon and sometimes nutmeg. It is very popular among dwarves and is the weakest beverage
they commonly brew — some consider it a dishonor to stock anything weaker, let alone brew it.
It is so regularly consumed in some communities that it is also known as dwarven water.
A character who consumes a tankard of dwarven spice rum must pass a DC 13 Fortitude save or
become intoxicated (see Arms and Equipment Guide, page 32).
Cost: 10 gp per pint.
Embrosic Ale[edit]
A silky brown ale, Embrosic ale is extremely powerful and capable of making creatures drunk
even if they are immune to poison or couldn't possibly be drunk as long as they have a basic
anatomy (elemental, outsider, plants, vampires, mummy but not skeletons or constructs). An
Everful Pitcher is capable of pouring 12 bottle worth of embrosic ale per day.
A character who consumes a tankard of embrosic ale must pass a DC 30 Fortitude save or
become intoxicated (see Arms and Equipment Guide, page 32).
Cost: 50 gp per bottle, 4000 for an Everful Pitcher

Fire Hummus[edit]
This fine paste glows molten red. In spite of that it is not hot, only a little spicy.
This hummus is actually made of ground up giant fire beetles, tahini, olive oil, lemon juice, salt,
and garlic. It is eaten fresh (within 1d6 days) where it retains its characteristic red glow. It is
often eaten with flatbread or chips.
Those who eat fire hummus begin to emit a dull red light akin to a torch for the next 24 hours.
Many believe the glow is a sign of good health, and that one's condition or future can be
determined by looking for irregularities in the strength and pattern of the glow on the body. Also,
they're great for sweet rave parties.
Proper preparation is a DC 10 Craft (Cooking) check. Failing the check by 10 or more means the
paste is spiced incorrectly. It will still have its effects, but taste bad.
If you manage a Craft (Cooking) DC 40, the eater can emit a blinding flash of light as a standard
action out in a 30 ft radius centered on themselves, with a Reflex save against blinding for 1d4
rounds (save negates). Using this ends the glow prematurely. The DC is Constitution based. A
meal's worth of fire hummus (not including bread or chips) is 1g.

Fried Darkmantle[edit]
It turns out darkmantles are the octopi of the underground, and they make the most excellent
calamari.
Darkmantles are harvested by underground races as a seafood substitute, as the taste and texture
of darkmantles is said to be very similar to that of octopus, though slightly less salty and more
"earthy". It is usually prepared as "fried calamari". It is also fairly healthy as the darkmantle
collects a load of vitamins and minerals from running groundwater and slow drips which form
the very stalactites they mimic.
If you eat darkmantle meat for a week or more you become healthier overall, and gain a +2
bonus on Constitution checks and Fortitude saves against disease and poison. This stops once
you go a day without eating darkmantle meat.
Proper preparation is a DC 10 Craft (Cooking) check. Failing the check by 10 or more means the
food comes out rubbery or scorched and brittle.
If you manage a Craft (Cooking) DC 40, the eater gains blindsense out to 30 ft for 1 hour. A full
meal or a ration is 1g.
Gamblegrog[edit]
Said to have been developed on Limbo, the brew was undiscovered for the longest time as the
residents all called it by its native name of "Giant Frog". Fortunately the real brew has nothing to
do with frogs, giant or otherwise. A brown beer, one quickly realizes the brown color comes
from the random mix of many colors which separate as it foams and bubbles constantly, even
after the beer should have gone flat. The beer's taste has been said to be a new experience ever
time, sometimes great, sometimes dull, sometimes unspeakable. Like the flavor, the effects of
drinking it also vary.
A character who consumes a tankard of gamblegrog must pass a DC 15 Fortitude save or become
intoxicated. Rather than the usual effects of intoxication, roll on the following chart three times.

3d12 Effect
1 +2 alchemical bonus to Strength
2 +2 alchemical bonus to Dexterity
3 +2 alchemical bonus to Constitution
4 +2 alchemical bonus to Intelligence
5 +2 alchemical bonus to Wisdom
6 +2 alchemical bonus to Charisma
7 -2 alchemical bonus to Strength
8 -2 alchemical bonus to Dexterity
9 -2 alchemical bonus to Constitution
10 -2 alchemical bonus to Intelligence
11 -2 alchemical bonus to Wisdom
12 -2 alchemical bonus to Charisma
Bonuses and penalties last up to 1 hour, and additional drinks both add to the duration of all
effects and stack new effects. You can stack up to a +4 alchemical bonus, and an unlimited
amount of penalty. If you exceed a +4 bonus, you must make the Fortitude save or because
nauseous for 1 round, vomiting the contents and ending the duration.
You can only drink up to three such gamblegrogs at any one time. Any further, and you
automatically vomit as above, no save.
Cost: 50 gp per pint.

Glowcap Mushrooms[edit]
A form of mushroom found growing underground in dungeons often. It glows with a pale blue
light due to the bio-luminescent chemicals contained inside. It has a very light 'tangy' flavor like
extremely dilute lemons. They make fine rations for dungeon dwelling heroes on the go, and
provide light akin to a candle (in large batches of 10 or more they can provide light akin to a
torch).
With a Craft Alchemy check of DC 20, you can prepare them as optional spell components. As
spell components they may be added to any electric spell to increase the damage done by +1 per
level of the spell. So a lightning bolt (3rd level spell) deals its normal damage +3. For each level
of the spell you need an additional dose of glowcap mushrooms, so the same lightning bolt takes
3 doses of glowcap mushrooms.
If plucked from their source they last for 2d4 days before becoming dry, flaky, and inedible. This
reduces to 2 days if exposed to a bright or dry environment. The same restriction also applies to
Alchemically treated glowcaps. Glowcap mushrooms do not weigh any appreciable amount (-
lbs).
Cost: 1 gp each. If treated as spell components, 10 gp per dose.

Gorgon Blood[edit]
Gorgon Blood is a thick, opaque red concoction that causes intense, if unpredictable,
hallucinations when ingested. When consumed, a single dose of Gorgon Blood causes a creature
to begin having vivid, horrific hallucinations almost immediately, which grant anyone attempting
to intimidate the creature with a +4 circumstance bonus to their intimidate check. These
hallucinations remove a creature from reality to a degree, making them unable to perceive what's
actually going on in the world around them unless they succeed on a DC 25 sense motive check
at the beginning of each round, and even then, they are only lucid for a single round, after which
they relapse into the hallucinations. Additionally, if a creature is immune to fear or mind-
affecting effects, and they consume a dose of Gorgon Blood, they lose any immunity to fear
effects or mind-affecting effects that they have, while under the effects of the concoction.
The effects of a single dose of Gorgon Blood last for 1 hour, after which the hallucinations fade
away. Ingesting further does of Gorgon Blood while currently under the effects of a dose of
Gorgon Blood causes the DC of the sense motive check to perceive the world to raise by 5, and
the remaining duration of the effect be increased by 1 hour. If a creature is not willing to
consume a dose of Gorgon Blood, then they can be forced to ingest some as long as they are
immobilized during the attempt.
A character with the bringer of agony feat can brew up a single dose of Gorgon Blood in 6 hours
time with a DC 18 Craft (Alchemy) check, while using up 20 gp worth of raw material. The
materials used in brewing Gorgon Blood are inconspicuous and can be found in any average
human marketplace.
A single dose of Gorgon Blood costs 60 gp and contains about 1 cup of Gorgon Blood.

Haribo Beans[edit]
Your friends told you these were dangerous, but these colorful soft beans are pretty tasty. Why
did they say there would be unexpected consequen... en.... oh god. .....OH GOD!
In the wild there is a breed of plant very similar to edamame, but its beans are brightly colored
and almost jelly-like. These beans are said to be sweet and fruity, and very tasty. There is only
one small problem: They are the most effective laxative in the world.
10 minutes after consumption, the cramps begin and involuntary and violent release will occur
1d10 minutes later. Release continues for Xd3 hours, where X is the number of beans consumed.
Given their small size and delicious taste this can easily be many many many hours of suffering.
The area of release is stained for a year and a day under a permanent vapor of toxic hate, causing
nausea (Fort DC 15) for any inside it and 1d4 rounds afterward.
On the other hand it has a cleansing effect on the body. If taken while under the effect of a
poison, secondary saves are negated (and ultimately expelled soon after), and if taken beforehand
you gain a +5 alchemical bonus on saves against poison. There is no save against the release of
liquid nightmares and suffering.
A few unfortunate adventurers sometimes have used it as a means to escape being swallowed
whole, but it takes a while and they come out the wrong end so most choose to use the much
quicker acting ipecac.
Haribo beans do not require a craft check or cooking of any sort, they are viable for consumption
raw. Few would buy it, but a pod of haribo beans (containing 4 beans) costs 5 gp

Hetap NEON[edit]
Hetap has a new hip series, with delicious flavors like "Red Hot", "Solar Gold", "Ecto Green",
"Nuclear Blue", and more!
The newest brand of Hetap Soda, it has the same properties with a new twist: it glows! It comes
in a rainbow of colors, and when ingested it causes the creature's bodily fluids to glow light as a
candle in the shade of the drink for 1 hour. Subsequent drinks add to the duration rather than to
the intensity. In rare cases, other color abnormalities and side effects may occur including anime
colored hair, glowing eyes, a sense of invincibility and/or dread, the feeling of being watched,
and "supersaturation syndrome". Consult your doctor if these effects persist longer than 4 or
more days.
If you have the many unspeakable chemicals used in Hetap NEON, you can brew it with a DC
25 Craft (Alchemy) check. A 6-Pack of Hetap NEON costs 3 gp.

Hetap Soda[edit]
This soda is somehow so generic, it flips right around to being unique. Drink Hetap!
This soda comes in various generic flavors like "Cola", "Orange", and "Clear". Drinking it seems
to leave no effect, leaving only the faint longing for more Hetap. Hetap is refreshing, but
excessive use of it can cause tooth decay and jitteriness. After 3 cans within an hour, subsequent
cans force a DC 10 Fortitude save. On a failed save you gain +5 speed, -1 attack and skills, and
have a 20% chance of suffering from the negative effects of Insomnia for 24 hours.
Also try out Hetap NEON!
If you have the many unspeakable chemicals used in Hetap, you can brew it with a DC 20 Craft
(Alchemy) check. A 6-Pack of Hetap costs 1 gp.

Illithid Brine[edit]
This sickly grey liquid does not actually contain alcohol, but it has much the same effect on mind
flayers as alcohol has on humanoids. It is made of the distilled fluid of human brains, using only
choice donors to ensure the best flavor. Some mind flayers go without sustenance for weeks
before consuming brine, which supposedly enhances the taste to rapturous levels.
A mind flayer who consumes a flask of illithid brine must pass a DC 11 Fortitude save or
become intoxicated (see Arms and Equipment Guide, page 32). All other races are instead
sickened for 1 hour if they fail their save.
Cost: 100 gp per flask.

Kobold Dragonbrew[edit]
Some say that this dark brown beer gets its flavor from the ground-up scales of red dragons —
given its high price and the burning sensation it leaves in one's throat, they could very well be
right. Though relatively weak, it still takes quite a feat of endurance to down more than a pint of
this beverage.
A character who consumes a tankard of kobold dragonbrew must pass a DC 10 Fortitude save or
become intoxicated (see Arms and Equipment Guide, page 32).
Cost: 50 gp per pint.

Kold-Assist[edit]
"Yea, verily!"
This chilled soft drink comes in many flavours and colours, but all of them fill you with the
power to break things. Upon consuming one pint bottle of Kold-Assist, your body becomes
loaded with a disruptive aura of transmutation that unconsciously weakens the molecular bonds
of anything you touch. In essence, you gain a +10 circumstance bonus to Strength checks for the
purpose of breaking down doors, walls and solid-state physical barriers of any kind. In fact, upon
touching any such object even lightly you make the Strength check involuntarily. Any object
without a fixed break DC instead takes damage equal to the result of the check every round it is
touched until breaking down in anything ranging from big chunks to a fine powder. Sufficiently
large formations of solid matter, like the ground or any sort of natural or man-made surface more
than 5 feet thick are too big to be affected, and objects with a hardness of less than 5 (clothes,
paper, rubber, etcetera) are also unaffected by this effect.
In addition to being tasty and thirst-quenching, the effects of Kold-Assist last for one minute
upon imbibing. One pint bottle (one dose) is valued at 25 gp.

Laughing Shroom[edit]
Laughing shrooms are uncommon, but very common-looking mushrooms that grow in humid
and/or fetid brambles and forests where wood rot is prevalent. They are beige and become
between 2 and 10 inches large.
1d6 minutes after eating a laughing shroom, the eater must succeed on a DC 17 Fortitude save or
start laughing uncontrollably. While under the effect of the laughing shroom, a character can still
move, albeit at only half his base land speed at any time. He can also still attack and perform
other actions, but does so at a -4 penalty to any attack roll, skill check, or ability check. Casting
spells is done with a DC 25 Concentration check, but casting spells with any verbal component
or that require a full action casting time is impossible while under the effects of the laughing
shroom. He can only make single actions only (either a move action or standard action each
round). The effects of the laughing shroom persist for 1d4+1 hours and cannot be countered by
conventional healing, although a neutralize poison spell will remove them immediately. At any
rate, the laughing shroom is simply out to give you a laugh and will never pose any true health
risk.
It is often said that the laughing shroom has a sense of humor itself, as it naturally attempts to
grow amidst groups of other, edible, mushrooms with similar size range, shape and coloration in
order to conceal itself and let itself be unwittingly plucked. Identifying a laughing shroom
requires a DC 30 Knowledge (nature) or Survival check.
It is possible to distill and refine the poison from a laughing shroom with a DC 30 Craft
(alchemy) check, requiring 12 hours of fermentation and 275 gp in reagents per dose. The
refined poison from these muchrooms is often called 'cacophonous cacklebroth', or more
universally cachin. 1 pound of laughing shrooms can generate 2 doses of cachin suitable for
Medium creatures. Creatures of larger size require quadruple the dose per each additional size
category, whereas smaller size creatures only require half the regular dose.
Laughing shrooms are rarely commercialized, and must usually be found in the wild. Some
alchemy markets sell the mushrooms explicitly, in which case the going rate is 20 gp per pound.

Liquid Food[edit]
Because dry rations can get boring.
Liquid food is enough nutrition for a Medium-sized creature for a day… in a bottle. It is often
flavored according to the tastes of the crafter and the raw materials used. A typical bottle has a
shelf life of 2 weeks. By increasing the Craft (Alchemy) DC to 20, the shelf life can be extended
to an indefinite duration.
Craft (Alchemy) DC 10 or 20. Market Price 1 gp. 1/2 lb.

Ogre Mountain Brew[edit]


This thick beer has a consistency similar to that of syrup (largely because it isn't filtered at all
during the brewing process), and few besides ogres find its taste appealing. With their large
tolerance for alcohol, ogres do not even bother selling mountain brew in pints — they sell it in
kegs. This fact has led more than one humanoid to believe that the beer is weak and consume
several pints at once — a mistake they often regret when they wake up several days later with a
pounding headache and no idea where (or who) they are.
A character who consumes a tankard of ogre mountain brew must pass a DC 16 Fortitude save or
become intoxicated (see Arms and Equipment Guide, page 32).
Cost: 150 gp per keg

Oilslick[edit]
A fairly weak beer-based grog favored by gnomes, oilslick has a black, almost slimy appearance,
though it is actually as thin as water. Some claim that it's made from distilled petroleum, and
while this rumor is (hopefully) lacking in truth, the gnomes like to spread it amongst outsiders
and first-time drinkers.
A character who consumes a tankard of oilslick must pass a DC 11 Fortitude save or become
intoxicated (see Arms and Equipment Guide, page 32).
Cost: 15 gp per pint.

Silverleaf Tea[edit]
The silver gray leaves of the titular silverleaf plant come from the high concentration of
transition metals (specifically silver) in the environment. Besides acting as a marker on good
places to mine, the leaves of the plant has antimicrobial properties that make it a useful weapon
against disease.
Silverleaf tea is brewed from the leaves and is mostly clear save for a mirror-like sheen on its
surface. It has a slightly metallic taste which goes well with sugar. When drunk it provides an
immediate save against any mundane disease you are currently suffering from with a +5
alchemical bonus to the roll. If you are not under the effects of a disease, you instead gain a +5
alchemical bonus on saves against mundane diseases for 24 hours.
The silverleaves can be consumed directly, a bitter metallic taste, and it acts as a mild ingested
poison which deals (Sickened 1 minute/Sickened 1d4 hours, DC 13), but does have the +5 bonus
against disease as above. Extended use over years may result in irreversible argyria, turning the
creature gray or blue. It is otherwise harmless.
Harvesting silverleaf requires DC 10 Survival check. Leaves are typically dried out to retain
freshness.
Cost: 75 gp.

Spicy Peppers[edit]
Upon consuming one of these peppers, the character must roll a Fortitude save DC 14 or vomit
and become nauseated for 1d4+1 rounds from the extreme spicy flavor. Add +2 circumstance
bonus to the DC for every additional pepper the character tries to eat at the same time.
A character who is being swallowed whole may attempt to use the peppers to cause his eater to
regurgitate him. Dumping the peppers into the great creature's mouth, unfortunately, replaces the
allowed action to prevent yourself from being swallowed.
Whole peppers in a stomach won’t do much, but ground pepper or peppers in the mouth has an
effect.
Nauseated characters are unable to attack, cast or concentrate on spells, or anything else
requiring attention. The only action such a character can take is a move or move-equivalent
action each round.
Market Price: 2 gp per pepper. They are typically purchased in strings of dried peppers, sold
fresh in mesh pouches of 20 or as ground pepper in small jars.

Stonewhiskey[edit]
A strong beverage by anyone's standards, no one knows if it got its name from its dark grey color
or from its ability to knock even the stoutest dwarf out after a few pints. Stonewhiskey is made
from dandr grass, an uncommon light grey-blue grain that grows in warm to temperate climates.
A character who consumes a glass of stonewhiskey must pass a DC 22 Fortitude save or become
intoxicated (see Arms and Equipment Guide, page 32).
Cost: 200 gp per keg
Troll Steak[edit]
There is a story that if one eats a troll, the troll will grow inside their stomach and burst free. This
is a story half true, as troll steak can be very dangerous if cooked improperly and it does end up
with a troll bursting forth. Fortunately most are able to cough up the growing mass of flesh
before damage becomes severe, only to die by angry troll shortly after.
Troll steak is made from trolls and said to be an... acquired taste. Though sold as an exotic meat
for a high price, troll meat (even properly cooked) is tough and rubbery. One cannot slow cook
troll steak, as it will either not kill all the troll cells and result in a troll regenerating from the
chunk, or it will kill them off too slowly and result in "overcooked" meat. Indeed, the appeal of
troll steak appears to be its freshness, for the meat is alive even in its packaging right up until it
is flash cooked and served hot.
A Craft Cooking check DC 20 is needed to properly prepare troll steak. If the check is failed,
there is a 50% chance it is overcooked and loses its value, and a 50% chance it is undercooked.
Uncooked meat is dangerous, for if ingested the troll cells will be too many and the stomach acid
can't break them down fast enough, resulting in a rapidly growing troll. After 1 minute, the
victim must make a DC 15 Fortitude save. A successful save lets them vomit up the contents, a
foul mass of bubbling flesh that will grow into a full troll in 2d6 rounds. Failure means the
subject takes 2d6 points of damage, and repeats the saving throw next round increasing the
damage each time (4d6, 6d6, 8d8, 10d6, etc) until they vomit up the contents or die in a messy
explosion of blood, producing a full grown troll immediately.
In spite of the danger, and the taste, troll steak remains a popular exotic food for the rich.
Harvesting troll steak from a dead troll requires a DC 15 Craft Cooking, Heal, Knowledge
Nature, or Survival check. It must be kept in a tightly sealed container to restrict its growth.
Cost: 125 gp.

Worm Round Steak[edit]


Dwarven Cafe:
Coffee: $1
Earthworms: $2
Earthworms with ketchup: $5
Ginger: "Why do earthworms cost so much more with ketchup?"
Dwarf server: "Have you tried earthworms without ketchup?"
Many forget how rare food can be when one lives underground. Plants are limited, and animals
moreso. Most assume fungi and the occational underdark cow but dwarves which often live deep
below for extended periods of time have found a new source of protein: giant earthworms. One
doesn't usually expect dwarves to be masters at cooking earthworms, but they are and pick from
stock which is many times larger than worms found on the surface. These snake-sized
earthworms can be chopped up and fried while they're still wiggling and fresh. Though surface-
dwellers find the meat rather "dirt" tasting and too rubbery, most underground races find it tasty.
They're often well seasoned to expand the culinary options.
Though "worm round steak" is the preferred method of consumption it actually comes in many
forms from salted and cured into jerky paddies, cut into pie slices, or even ground up and turned
into nuggets. Because worms are relatively easy to find and easy to cook it has become the
dwarven "McNugget" in some places. It requires a DC 10 Craft (Cooking) check to properly
prepare it in a way which isn't bland and rubbery. Failing the check by 10 or more means the
food comes out still uncooked or with grit and debris from dirt.
If you manage a Craft (Cooking) DC 30, the eater gains the stonecunning ability of a dwarf (this
stacks with actual dwarven stonecunning) for 1 hour. A day's worth of worm round steak can be
found on the market for 5 sp.

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