Mane

An unusual crow, residing in the hollow of an ancient oak tree, that stands in the Gardens of the Moon.

## Character

### Appearance

A large silver-white crow, with scintillating moonstone eyes.

### Personality

Described by Selune as being a clever trickster. This might mean that not all of his goods are what they seem. He speaks in a simple, screechy voice, but laughs with a boisterous human laugh. Can become cranky if awoken.

## Arcanist's Pack

### Effects

A packed-down collection of goods approriate for dealing with arcane powers or threats.

## Criminal's Pack

### Effects

A packed-down collection of goods appropriate for all manner of misdeeds.

## Dungeoneer's Pack

### Effects

A packed-down collection of goods appropriate for delving dark and dangerous places.

## Entertainer's Pack

### Effects

A packed-down collection of goods appropriate for enlivening any social engagement.

## Explorer's Pack

### Effects

A packed-down collection of goods appropriate for exploring and surviving the wilds.

## Moonshard of Healing

### Effects

A scintillating red-hued crystal. As an Action, crush it against yourself to heal for 2d4+2hpMoonshard only retain their power until the next visit to the Gardens of the Moon, when they dissolve into dust.

Small item, fits 3 to a slot

## Unstable Acid [vial]

### Effects

A stoppered glass vial containing a strong acid, glowing a faint yellow. Will eat through organics, like; rope, wood, or flesh, within 10 minutes. Throwing it up to 20'ft onto an enemy deals 2d6 acid damage.Unstable alchemicals only retain their power until the next visit to the Gardens of the Moon, when they decay into useless black sludge.

Small item, fits 3 to a slot.

## Unstable Alchemist's Fire

### Effects

A flask of thick, green sludge. Bursts into flame on contact with the air. Throwing up to 20'ft onto an enemy deals 1d4 fire damage at the start of each of it's turns. A DC10 Dexterity check can put out the flames.Unstable alchemicals only retain their power until the next visit to the Gardens of the Moon, when they decay into useless black sludge.

Small item, fits 3 to a slot.

## Unstable Holy Water

### Effects

A flask of pure, crystal clear water. Glows faintly with golden warmth in the dark, or near the undead. Throwing it up 20'ft onto a fiend or undead enemy deals 2d6 radiant damage.Unstable alchemicals only retain their power until the next visit to the Gardens of the Moon, when they decay into useless black sludge.

Small item. Fits 3 to a slot.

## Ale or Wine

### Effects

A jug of ale or wine; enough to share with a handful of companions. One slot's worth.Consuming ale, wine, or water during a short or long rest allows everyone to gain temporary HP equal to their level.

## Liquor

### Effects

A dusty glass bottle of some fine liquor; enough to share with a hanful of companions. One slots worth.Consuming pipe tabacco, liquor, or other luxuries during a short or long rest, allows anyone to tell a tale from their past. Whoever does, gains inspiration.

## Pipe Tabacco

### Effects

A bundle containing a pouch of pipe tabacco, and a small collection of pipes. Enough to share with a small handful of companions. One slot's worth.Consuming pipe tabacco, liquor, or other luxuries during a short or long rest, allows anyone to tell a tale from their past. Whoever does, gains inspiration.

## Rations

### Effects

A prepared collection of long lasting foodstuffs; enough to share with a handful companions. One slot's worth.Consuming rations during a short rest allows anyone who spends Hit Dice to heal to roll twice, and use the higher result.

## Candles (5)

### Effects

A handful of candles, each lasts 30 minutes before burning out. Not the brightest or longest lasting option, but plentiful and cheap. One slot's worth.Bright Light: 5'ft

Dim Light: +5'ft

## Lamp (w/Oil)

### Effects

A simple oil lamp. Has a 20 minute use interval, so burnsfor at least 60 minutes. Provides good light all around.Bright Light: 15'ft

Dim Light: +30'ft

Carry a lantern and a additional slot for Oil for unlimited light.

## Lantern, Bullseye (w/Oil)

### Effects

A directional lamp with lenses and mirrors to focus its light. Has a 20 minute use interval, so burns for at least 60 minutes. Provides light only in front.Bright Light: 60'ft

Dim Light: +60'ft

Carry a lantern and an additional slot of Oil for unlimited light.

## Lantern, Hooded (w/Oil)

### Effects

A lantern with a steel hood.Has a 20 minute use interval, so burns for at least 60 minutes. Provides good light all around.Bright Light: 30'ft

Dim Light: +30'ft

Carry a lantern and an additional slot of Oil for unlimited light.

## Oil (Flask)

### Effects

A flask of Oil for a lantern. One slot's worth.Carry a lantern and an additional slot of Oil for unlimited light.

## Torches

### Effects

A thick wooden shaft wrapped in oil-soaked rags at one end. Has a 10 minute use interval, so lasts for at least 30 minutes. Provide's decent light all around. One slot's worth.Bright Light: 20'ft

Dim Light: +20'ft

Carry two slots of torches for unlimited light.