the Jester
Legend
So I'm working on an adventure for my party (The Bile Mountain Casino and Resort) and I'm going to give my pcs a chance to purchase a few special food items from a band of halflings. Some of these are similar to very minor alchemical items, some will be snake oil, some will be pretty cool just because they are extra tasty. All will be limited in supply, and many of them have to be cooked or brewed up by said halflings on the spot (so the pcs can't really just kill and loot to obtain them).
N.B. I do have a long tradition of halfling 'magical food' in my campaign; I had a mystic chef halfling-only prestige class in 3e, for instance (which I've converted to 4e as a paragon path, oh you better believe I have).
Anyhow, here is an example of the kind of thing I'm going for. I'd love suggestions for more of about the same power/drawback level (which is to say, generally very small but fun effects). (Note that while I totally recognize "regain a healing surge" as a powerful effect, "maybe regain a healing surge out of combat once a day" isn't that big deal to me, especially since it just promotes continuing to adventure.)
Blueberry Wine: 10 gp per bottle (extraordinarily good; they have 18 bottles on hand).
Marjoram's Cinnamon and Molasses Cookies: 1 gp per dozen (she can bake up to 4 dozen per hour).
Furry Bluecap Mushroom Extract: 25 gp per bag (eat a bag during a short rest, then make a saving throw; if you succeed, you regain a spent healing surge; cannot use more than one per day; the clan has four bags on hand)
Zora's Koncentrated Koffee Kabooms: 10 gp each (these are small, withered-looking, red-stained coffee beans; when you eat one, you get +1 to initiative for the next 5 minutes or until you take a short rest, but afterward, until you take an extended rest, you suffer a -1 penalty to speed; she has 25 of them on hand)
Extra Smooth Mint Dream Tea: 5 gp per teabag (“This will help you get the best sleep ever,” the halflings gush. It is nice tea, but not that great. They have 150 teabags on hand.)
Snakebite Salve: 75 gp for the jar, which contains 5 applications. (The halflings claim that it helps you throw off poison.)
Scented Scarves: 20 gp each; they have 14 on hand. (The halflings tell visitors that the scarves can help you avoid being overcome by the stench of bile; this may be referenced later on in this adventure.)
N.B. I do have a long tradition of halfling 'magical food' in my campaign; I had a mystic chef halfling-only prestige class in 3e, for instance (which I've converted to 4e as a paragon path, oh you better believe I have).
Anyhow, here is an example of the kind of thing I'm going for. I'd love suggestions for more of about the same power/drawback level (which is to say, generally very small but fun effects). (Note that while I totally recognize "regain a healing surge" as a powerful effect, "maybe regain a healing surge out of combat once a day" isn't that big deal to me, especially since it just promotes continuing to adventure.)
Blueberry Wine: 10 gp per bottle (extraordinarily good; they have 18 bottles on hand).
Marjoram's Cinnamon and Molasses Cookies: 1 gp per dozen (she can bake up to 4 dozen per hour).
Furry Bluecap Mushroom Extract: 25 gp per bag (eat a bag during a short rest, then make a saving throw; if you succeed, you regain a spent healing surge; cannot use more than one per day; the clan has four bags on hand)
Zora's Koncentrated Koffee Kabooms: 10 gp each (these are small, withered-looking, red-stained coffee beans; when you eat one, you get +1 to initiative for the next 5 minutes or until you take a short rest, but afterward, until you take an extended rest, you suffer a -1 penalty to speed; she has 25 of them on hand)
Extra Smooth Mint Dream Tea: 5 gp per teabag (“This will help you get the best sleep ever,” the halflings gush. It is nice tea, but not that great. They have 150 teabags on hand.)
Snakebite Salve: 75 gp for the jar, which contains 5 applications. (The halflings claim that it helps you throw off poison.)
Scented Scarves: 20 gp each; they have 14 on hand. (The halflings tell visitors that the scarves can help you avoid being overcome by the stench of bile; this may be referenced later on in this adventure.)