TURNTURNTURN꧁Turn 10꧂
OALM,
M???ight Redeemers, and
NOCOF Return from Old Church at the heart of Darremont's Bell.
Blue The Magus: Jackson Whyley is sent back to the Outskirts of Darremont
NOCOF: Mace Hawkshire returns from the Outskirts of Darremont's bell
RoboCorp: Bids ₹0.59 for a Bandit Dagger, winning the lot.
Bandit Dagger |
Value: | ₹0.23 |
Stock: | 1 |
| | DAM | | ATK | | STR | | AP- | |
| | 1 | 2 | -1 | -1 |
---
Never two alike, 'Bandit Dagger' is a colloquialism for any large hand blade that had been re-tooled for use as a combat weapon. Lightened cleavers, sharpened training rods, straightened garden sickles - any straight source of metal that can be trusted to take an edge and mostly keep it in battle. While typically outclassed by any purpose-forged weapon, they are quick to strike and quite dangerous in the right hands.
---
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Ara Memoria: Bids ₹3.00 on Candidate S12-536, granting them the name Ravis Erwall after the experimental inoculation frees them from Moonlight's grip.
Name: | Ravis Ervall |
Wounds: | Unharmed |
Mortal Span: | Average | | | Armor Save: | Basic |
Strength: | Strong | | | Toughness: | Flimsy |
Melee Skill: | Proficient | | | Ranged Skill: | Marksman |
Alacrity: | Quick | | | Enc. Limit: | 5 |
Initiative: | Slow | | | Mobility: | Runner |
A1s: Bids ₹3.00 on Candidate R2523-0, taking in their ailing body.
Name: | Candidate R2523-0 |
Wounds: | Unharmed |
Mortal Span: | Stalwart | | | Armor Save: | Basic |
Strength: | Average | | | Toughness: | Tough |
Melee Skill: | Duelist | | | Ranged Skill: | Proficient |
Alacrity: | Quick | | | Enc. Limit: | 8 |
Initiative: | Average | | | Mobility: | Average |
Andrea: Leo Sidereo returns from the Outskirts of Darremont's bell.
꧁Hunter's Haven꧂Despite having suffered 33% casualties on their expedition, the Great Expedition returns triumphant. Bearing artifacts in plenty, to be dispersed as their respective Doctors see fit, the most important artifact by far is the peculiar black stone, the Dendral Lunalith, salvaged from the very heart of Darremont's Bell and pried from Martyn the Betrayer's undying grip. While the other artifacts are certainly prized, and the automaton crafters and biochemists are able to draw up some innovative designs using the new materials, it is the Lunalith itself that draws the brightest minds and the most dizzied of discussion.
Unlocked-Rotten Servitor Spider
The experimentation on the black stone is exceedingly cautious at first, but it soon becomes readily apparent that damaging the stone will be far more difficult than its glassy and partially melted surface would indicate. The stone is capable of absorbing an enormous amount of energy, radiating it back outwards over time as singing vibrations and occasional swells of prismatic color. The behavior makes it confoundingly difficult to study, and the initial gentleness of the probing is replaced with cursing and academic ire when the sharpest of probes fails to scratch its surface and any thread of thaumaturgy directed into it that grows to more than a whisper in strength is immediately devoured.
Still, the black stone is the greatest chance for a breakthrough in combatting the curse that anyone in Haven can remember since... well since the world broke apart. The Lunalith being 'impossible' to study isn't going to stop anyone.
The report finally delivered to the assembled Doctors and their Hunters is colored by a mix of frustration and pride. The pair of artifabrians who deliver the report are old, but spry with the energy of discovery and alike as mirrors.
Orum, the elder, speaks first, sketching out a rough picture of the Lunalith's irregular sphere on the smoothed cavern wall using a piece of chalk.
"The material of the sphere is... unknown. Comparative analysis shows it's similar enough to obsidian glass, though the index of refraction is considerably off - not beyond the bounds of impurity, but highly irregular. Heat transfer is closer to metallic, though its 'eccentricities' foul high-temperature tests. Attempts to verify its composition via other methods have been... fruitless. It has proven quite invincible to physical damage, and it devours any high energy emanations directed it, whether they be radiant or magical." The old scientist makes notes as he speaks, listing off various tests that have been undertaken and their results. 'Inconclusive' makes an appearance a disheartening number of times.
Arghen, the younger twin, picks up immediately as Orum moves to write in the final notes.
"Thus, since our tests couldn't reveal anything about the stone, we focused on how the Lunalith is protecting itself." Orum trades the chalk back to the other greybeard, who immediately sketches a wobbly line around the picture of the Lunalith.
"We ramped up impact testing, magically bombarded it, doused it with acid, set it on fire, and even used a small shaped charge in an attempt to blow a chunk off. Whether we used moonlight or pyromancy, diamond-tipped surgical lances or a rifle round, the protections stopped us. An uncanny defense for something that isn't connected to a power source. Which got us thinking." Arghen stops in the middle of drawing stick-figure illustrations of all the horrifying ways that he and the rest of Haven's best and brightest had courted destruction, turning back to the doctors.
"What if it isn't protecting itself?" Orum says, filling for his brother without a beat.
Arghen nods, erasing the 'protective' line he'd placed around the illustration of the lunalith with his sleave.
"Indeed. Imagine that all you have to test with is water, everything is different kinds of water. Saltwater, sewage water, muddy water, your whole world is just water. Then you come across a duck." The Artifabrian draws a duck inside the large circle his brother drew to represent the Lunalith.
"The Lunalith isn't protecting itself. From the perspective of whatever reality it's from, it's completely inert. What it is doing, however, is redirecting energy from our reality as effortlessly as beads of water on a duck's wing." Orum steps forward, taking the chalk from his 'little' brother and adding lines to indicate the lunalith drawing in energy and pushing it somewhere, indicated by a question mark.
"From the descriptions provided by the surviving Hunters, it once was focusing, and potentially transmuting, this energy before sending it somewhere else. It no longers appears to have a destination connected, as all energy it receives is dispersed more or less harmlessly in short order. Two explanations. One, it was disconnected when the Hunter's took it from its cradle, and two -" "Whatever is behind the Cursed Moon disconnected it remotely, in order to prevent us from finding it or using the stone as a way to channel an attack instead," Arghen finishes.
"This, at first, seemed a dead end. We have the Lunalith, but if it has been cut off it's useless, and if it needs to be placed in Darremont..." The elderly man shudders.
"I don't think the staunchest of Hunter could hold back the tide long enough for us to continue our investigation.""Inspiration, however, comes from the strangest sources," Orum cuts back in, a grin crinkling his elderly face.
"One of our apprentices was helping lay new minecart track down in the lower levels of Haven, and she noted the workers coordinated hammer blows on the same rail-spike to make the work go faster. One goes heave -" " and strikes, then the other goes ho -""and strikes!" Both of the old artificers now seem electric with energy, to the point where one might expect the grips of the early stages of lunacy but for the sheer joy in their expressions. They look between the assembled Doctors and Hunters to see who's following along, and seem to deflate slightly when they note most of the Hunters (at least) still scratching their heads.
Arghen sighs.
"The point is that Darremont's Bell, while... tragic, and a terrible loss, is hardly the grandest place claimed by the Cursed Moon. So if it was worth harvesting power from, then other places are as well - and these stones needed to be able to coordinate the pulses they sent so they wouldn't collide at their destination." "And while this Lunalith may have been disconnected from the destinations, it was not disconnected from its brothers and sisters." Orum moves forward again with the chalk, adding a short line to each side of the Sphere's outline.
"Even in the complete absence of any testing on our part, there is a faint, but rhythmic pattern. One pulse that adds energy, and one pulse that takes it away." "One heave and one ho. A communication from the prior stone in firing sequence, a pause, and then a connection to the next stone in firing sequence."Orum goes over to a side table and picks up two leather-bound folders, filled with thick sheets of Haven's homegrown mushroom paper.
"A before and an after, and we've tracked both," he says, passing out the eternally musty sheets of paper.
The first location isn't too surprising: the mountain city of
Carn Feuerlyn. In the early days of the curse, there was some hope that it would arise as a new capital. In centuries past, its ancient halls were once mines that clawed into rich mineral deposits and clusters of exotic gems. The city grew out from around those mines, capitalizing on its enormous mineral wealth, and, with the advent of automaton crystal cores, an unceasing labor force. For now small span of time it was the scientific heart of the Empire, and its protected caverns had given it hope during the early days. The corruption of the machines, however, doomed it. Now what you know of Carn Feuerlyn is what you read from the infrequent scouts reports - a city patrolled by homicidal and self-modifying automata, with whatever small camps of survivors left gone completely silent.
The second location is more baffling. The map provided by the twins notes an area deep within
The Twystwood, a fast cypress swamp that marked the edge of the Empire's control. It was always regarded as a savage place, filled with beastkin and monstrous creatures that had existed in dominance since primeval times. There were always rumors that there was some kind of beastkin city within, but those always seemed the fanciful tales of explorers who wanted to impress and awe with their exploits of daring-do. It's a daunting prospect, of both a difficult journey and of battle against creatures whose natural savagery inclines them to become some of the fiercest predators the Curst can produce.
꧁Darremont's Bell꧂Jackson's Expedition to the edge of Darremont's bell seems almost calm by comparison to the expeditions that have just returned, and his pigeon-carried status reports arrive in a timely manner.
Darremont's BellExpedition Fee:₹0.5
Stealth Threshold: 4
Threat Level: Stage 1: Low
Stage 2: Low-Medium
Stage 3: Medium
Stage 3: BOSS or
(Boss Will Respawn on turn 19)
Main Enemies: Stage 1: Small groups of Rotten Hounds. Small-Medium Groups of Rotten Humans. ?? | Starting Range: 4-8.
Stage 2: Small groups of Rotten Soldiers. Small groups of Rotten Humans. ?? ?? | Starting Range 5-7
Stage 3: Singular to pairs of Skittering Mass of Lunacite. ?? ?? ?? | Starting Range 4 - 10
Stage 4: Governor Martyn, The Betrayer. ?? ?? ?? | Starting Range 8
The TwystwoodExpedition Fee:₹2.0
Stealth Threshold: 5
Threat Level: Stage 1: ?
Main Enemies: Stage 1:?
Carn FeuerlynExpedition Fee:₹1.5
Stealth Threshold: 3
Threat Level: Stage 1: ?
Main Enemies: Stage 1:?
꧁The Store꧂Candidates at AuctionEntry Bid: | ₹3 | | |
| | Name: | Candidate X948-29 |
| | Mortal Span: | Tough | | | Armor Save: | Basic |
| | Strength: | Strong | | | Toughness: | Tough |
| | Melee Skill: | Elite | | | Ranged Skill: | Marksman |
| | Alacrity: | Quick | | | Enc. Limit: | 6 |
| | Initiative: | Quick | | | Mobility: | Average |
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Entry Bid: | ₹3 | | |
| | Name: | Candidate E2667-8 |
| | Mortal Span: | Hearty | | | Armor Save: | Basic |
| | Strength: | Average | | | Toughness: | Trialed |
| | Melee Skill: | Elite | | | Ranged Skill: | Sharpshooter |
| | Alacrity: | Rapid | | | Enc. Limit: | 6 |
| | Initiative: | Average | | | Mobility: | Average |
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Melee Weapons For SaleBandit Dagger |
Price: | ₹0.59 |
Stock: | 1 |
| | DAM | | ATK | | STR | | AP- | |
| | 1 | 2 | -1 | -1 |
---
Never two alike, 'Bandit Dagger' is a colloquialism for any large hand blade that had been re-tooled for use as a combat weapon. Lightened cleavers, sharpened training rods, straightened garden sickles - any straight source of metal that can be trusted to take an edge and mostly keep it in battle. While typically outclassed by any purpose-forged weapon, they are quick to strike and quite dangerous in the right hands.
---
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Wooden Hammer |
Price: | ₹0.67 |
Stock: | 2 |
| | DAM | | ATK | | STR | | AP- | |
| | 2 | -1 | 2 | 1 |
---
A heavy maul constructed of wood, an excellent tool for driving wedges, setting tightly fit construction joints, and shattering skulls - just be careful of the weight.
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✢Serrated Axe✢ |
Price: | ₹1.01 |
Stock: | 1 |
| | DAM | | ATK | | STR | | AP- | |
| | 2 | 0 | 2 | 0 |
---
A combat axe redesigned with hunting moonbeasts in mind. Pain and shock have little effect on such creatures, so the head has been lengthened and scalloped into a series of brutal serrations. Utterly unnecessary except as a tool of intimidation against a mundane target, to capable of providing critically useful physical trauma and mutilation against the supernaturally robus.
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❊Rifle-Spear❊ |
Price: | ₹2.99 |
Stock: | 1 |
| | DAM | | ATK | | STR | | AP- | |
| | 1 | 2 | 2 | 1 |
Ranged Attack Mode |
| | DAM | | ATK | | +ATK | | STR | | AP- | | CAP | |
| | 2 | 1 | 1d0 | 8 | 0 | 10/10 |
Range | ACC | ATK | DMG | AP- | STR |
0 | 0 | 0 | 0 | 3 | 0 |
1 | 0 | 0 | 0 | 2 | 0 |
2 | 0 | 0 | 0 | 1 | 0 |
3 | 0 | 0 | 0 | 0 | -1 |
4 | -1 | 0 | 0 | 0 | -2 |
5 | -2 | 0 | 0 | 0 | -2 |
---
A body-length spear of reinforced wood, with a large and peculiarly shaped blade affixed to the end, meant for both thrusting and swiping. A lug two-thirds of the length up the spear's body can be pushed up and rotated like an abnormally large rifle bolt, shifting the spear blade up and out to expose the muzzle of a built-in rifle. The rifle is quite potent and carries a heavy powder charge, but the shape of the spear makes aiming at distance difficult and the sheer weight of the action makes loading a new cartridge difficult.
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❊Weighted Warscythe❊ |
Price: | ₹3.14 |
Stock: | 1 |
| | DAM | | ATK | | STR | | AP- | |
| | 2 | 1 | 2 | 1 |
---
Unlike conventional warscythes, weapons of desperation made from grain scythes converted to war, this weapon was forged for the express intent of severing flesh and bone. From the metal-reinforced haft capable of blocking the heaviest blade to the carefully tapered edge designed to be balanced for wide and sweeping strikes without sacrificing penetration, this is a competent and balanced weapon.
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✾Charged Morningstar✾ |
Price: | ₹5.24 |
Stock: | 1 |
| | DAM | | ATK | | STR | | AP- | |
| | 2 | 1 | 2 | 3 |
---
The lovechild of an alchemist and a talented artificer, a system of mechanical mixers within the head of this morning star, agitated by impact, catalyzes an internal reservoir of intensely charged reagents and surround its thorned head with a nimbus of electrical energy.
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Ranged Weapons For SaleThrowing Daggers |
Price: | ₹0.49 |
Stock: | 2 |
| | DAM | | ATK | | +ATK | | STR | | AP- | | CAP | |
| | 1 | 1 | 1d3 | 3 | -1 | 15/0 |
Range | ACC | ATK | DMG | AP- | STR |
0 | 0 | 0 | 0 | 0 | 0 |
1 | 0 | 0 | 0 | 0 | -1 |
2 | -1 | -2 | 0 | 0 | -1 |
---
A large brace of handspan length daggers, all-metal and impractical for hand-to-hand combat, but well balanced for throwing.
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Simple Pistol |
Price: | ₹0.56 |
Stock: | 1 |
| | DAM | | ATK | | +ATK | | STR | | AP- | | CAP | |
| | 1 | 0 | 1d2 | 3 | 0 | 10/10 |
Range | ACC | ATK | DMG | AP- | STR |
0 | 0 | 0 | 0 | 0 | 0 |
1 | 0 | 0 | 0 | 0 | 0 |
2 | 0 | 0 | 0 | 0 | 0 |
3 | -1 | 0 | 0 | -1 | 0 |
4 | -2 | 0 | 0 | -1 | 0 |
---
Easily wielded in one hand, low-power repeating pistols such as this were mass-produced by first-generation automatons during the early years of the great expansion. The mainspring of the loading mechanism is somewhat unreliable, owing both to the inaccuracies of the golemcraft labor force and the relative cheapness in the material, and the rate of fire is somewhat inconsistent as a result.
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Equipment For SalePrice: | ₹0.09 |
Stock: | 1 |
| | Name: | Lucky Coin |
| | Encumbrance: | 1 | | | Consumable: | Yes |
| Effect | APP% | | CHG | | RE-CHG | | DUR | | CD | | THR | |
Declare On Encounter Start: | Slightly adjusts loot tables in your favor. | | 20% | 1/1 | Never | - | - | - |
Description: A well-worn coin of polished silver, a prince. Though no cord remains, a small hole has been punched near the edge as though it was once worn as a superstitious charm. Strange in this time, as few regard silver coins as anything close to lucky - given their unfortunate passing resemblance to a full moon.
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Price: | ₹1.19 |
Stock: | 1 |
| | Name: | ✢Armored Coat✢ |
| | Encumbrance: | 2 | | | Consumable: | No |
| Effect | APP% | | CHG | | RE-CHG | | DUR | | CD | | THR | |
Passive: | +Armor, +Toughness | | 100% | -/- | - | - | - | - |
Description: A long and high collared coat, reinforced with thickened plates of leather on the exterior, blackened with soot, and given thin but durable plates of metal and wood to provide a last-ditch line of protection against blows to vital areas. Modestly protective, eminently fashionable.
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Price: | ₹2.8 |
Stock: | 1 |
| | Name: | ❊Ambush Supplies❊ |
| | Encumbrance: | 3 | | | Consumable: | Yes |
| Effect | APP% | | CHG | | RE-CHG | | DUR | | CD | | THR | |
Declare On Encounter Start: | You can choose any range between 1 and 10 that all combatants start at. | | 100% | 1/1 | Never | - | - | - |
Description: Portable camouflage, terrain matching cloth, scent masking supplies, and a net studded with luminary crystals that fade to match the ambient light - everything you need to set a trap the enemy won't have time to forget.
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Price: | ₹5.32 |
Stock: | 1 |
| | Name: | ✾Marksman's Lens✾ |
| | Encumbrance: | 1 | | | Consumable: | No |
| Effect | APP% | | CHG | | RE-CHG | | DUR | | CD | | THR | |
Passive: | +Ranged Skill, --Initiative | | 100% | -/- | - | - | - | - |
Description: A short but robust scope of brass and some of the hardiest glass alchemy could readily produce. Small scopes such as this were popular additions to legionnaire rifles, and while they require time and patience to use properly, the results are often well worth the wasted seconds.
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Always Available Items and ServicesPrice: | See Below |
Stock: | Inf |
| | Name: | Spare Ammo |
| | Encumbrance: | 1 | | | Consumable: | Yes |
Usage: Increases the amount of carried ammo for a Hunter's ranged weapon by an amount equal to its base carry capacity. Cost for this item is based on the item tier. Automatically used as needed.
₹0.10 for Tier 5, (no symbol)
₹0.25 for Tier 4 (✢ symbol)
₹0.75 for Tier 3 (❊ symbol)
₹1.50 for Tier 2 (✾ symbol)
₹3.00 for Tier 1 (ꕥ symbol)
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Price: | ₹0.5 |
Stock: | Inf |
| | Name: | Experimental Treatment |
| | Encumbrance: | None, See Below | | | Consumable: | N/A |
Usage: Can only be used for a Hunter that is in town. Immediately removes one wound. Can be bought multiple times in a round, and does not preclude also going on an expedition.
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Price: | Free |
Stock: | Inf |
| | Name: | Rest and Recovery |
| | Encumbrance: | None, See Below | | | Consumable: | N/A |
Usage: Can only be used for a Hunter that is in town. Immediately removes one wound. Can only be done once in a round, and precludes also going on an expedition.
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꧁Alchemy and Crafting꧂Available RecipesProduct: | ✢Undying Splint✢ |
Encumbrance: | 1 | | | Consumable: | Yes |
| Effect | APP% | | CHG | | RE-CHG | | DUR | | CD | | THR | |
Declare On Encounter Start: | Restores 3 wound(s) | | 100% | 1/1 | Never | - | - | - |
Special: | Prevents use of any healing item of the same name on the applied Hunter | | 100% | -/- | - | - | - | - |
Description: Trial 16: Finally, success! The flesh and bone of the rotten, while still living due to the contagion, bear no real malice. After applying an exceptionally weak variant of the Hunter inoculation, the current prototype has been purged of all carnivorous tendency! Instead, when folded over an injury it will automatically seal and integrate with the host, forming a patch of undying material that functions in most regards as real flesh. Still having issues with tissue rejection when trial subjects integrate too much tissue, but this is extremely promising...
Reagents, |
| Rotten Skin | x10 |
| Rotten Bone | x5 |
| ₹0.25 in misc. materials |
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Product: | ✢Corrupt Moonlight Inoculation✢ |
Encumbrance: | 1 | | | Consumable: | Yes |
| Effect | APP% | | CHG | | RE-CHG | | DUR | | CD | | THR | |
Declare In Town: | Turns Candidate into Hunter. Can grant traits, with a high chance of negative traits and a small chance of high tier positive traits. | | 100% | 1/1 | Never | - | - | - |
Description: A syringe of silver and glass, containing a faintly glowing fluid the color of moonlight. It swims turbulently against the syringe walls, and you catch unnerving crackles of red energy from within the fluid.
Reagents, |
| Weakly Glowing Blood Sample | x1 |
| Rotten Heart | x1 |
| At least ₹0.25 of any Lunacite |
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Product: | Lunacite Injection - flickering |
Encumbrance: | 1 | | | Consumable: | Yes |
| Effect | APP% | | CHG | | RE-CHG | | DUR | | CD | | THR | |
Declare In Town: | Has a v.low chance to grant an insight to a Hunter. Has a low chance to grant a low-tier positive or negative trait. Has a chance to wound. | | 100% | 1/1 | Never | - | - | - |
Description: Additional case note, people will put
anything in their bodies. In addition to the refined nightmold obtained during the raid, several crude syringes and a customized distillery were discovered. Operated by a disbarred doctor, the makeshift facility appeared to be rendering raw crystals of lunacite(!) into an injectable(!!) format. Questions on-site only revealed that it produced a 'Haunting Kind of High'. Strongly recommend that these materials be labeled as contraband, and descriptions disseminated throughout the Haven Watch.
Reagents, |
| At least ₹0.5 of any Lunacite |
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Product: | ✢Lunacite Injection - glowing✢ |
Encumbrance: | 1 | | | Consumable: | Yes |
| Effect | APP% | | CHG | | RE-CHG | | DUR | | CD | | THR | |
Declare In Town: | Has a low chance to grant an insight to a Hunter. Has a chance to grant a low-to-middle tier positive or negative trait. Has a chance to wound. | | 100% | 1/1 | Never | - | - | - |
Description: A simple syringe of tin and glass, filled with a solution that glows a gentle blue-white. While not technically capable of inflicting the contagion, the energy contained within this device is one small step away from that infectious and malign energy. Create with caution. Handle with care. Use with trepidation.
Reagents, |
| Lunacite Fragment | x2 |
| At least ₹0.75 worth of any Lunacite |
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Product: | ❊Rotten Servitor Spider❊ |
Encumbrance: | 1 | | | Consumable: | No |
| Effect | APP% | | CHG | | RE-CHG | | DUR | | CD | | THR | |
Passive: | +++Enc. Limit | | 100% | -/- | - | - | - | - |
Special: | Only one 'Servitor' item may be equipped at a time. | | 100% | -/- | - | - | - | - |
Description: "While the control crystals we once proudly used to control servitors are now rare, and their vulnerabilities to moonlight well documented, we have succeeded in purifying the lunacite infested brain of one of the Rotten to much the same purpose and implanting it in a hybrid structure of Rotten bio-material and mechanical limbs. This, our first attempt, is a highly effective beast of burden, capable of willingly following an expeditioneer into the most treacherous terrain, and utterly fearless in the face of danger. Granted, it lacks any combat capacity, but its carrying capacity makes up for this deficiency." - Letter from Artifabrian [REDACTED]
Reagents, |
| Rotten Brain | x1 |
| Lunacite Fragment | x2 |
| Rotten Bone | x5 |
| Rotten Skin | x15 |
| ₹0.5 in crafting costs and misc reagents. |
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