Faerie Dust

F aerie Dust is an addictive, brownish red powder made from a combination of psychotropic mushrooms and minor enchantments. The effects of the drug, when consumed, follow a consistent pattern of three general phases.

In the first phase, the user experiences a pleasant feeling of general euphoria.

The second phase is identified by a sense of empowerment which is accompanied by an advantage to all skill checks. This phase peaks approximately 2 - 4 hours after initial consumption, after which the effects diminish rapidly culminating in the third and final phase.

In the third phase, the user experiences a dramatic crash in their mood and energy level. In phase three, the user suffers 1 point of exhaustion and their maximum hit points are reduced by 10 for the next 24 hours. The exhaustion and decreased hit points cannot be recovered with a long rest within this period.

While under the influence of faerie dust, the user experiences a loss of appetite, which continues until the effects have fully worn off, at which point they are ravenous.

Frequent users have found that the exhaustion (but not the hit point decrease) can be temporarily offset by consuming more faerie dust before the effects of the drug have entirely worn off. This comes at a cost, however, as the exaustion doesn’t ever completely go away, it’s only forestalled, and the second dose (and subsequent doses) adds an additional point of exhaustion.

Faerie dust users can quickly become addicted due to the rapid withdrawal symptoms as well as the enhanced abilities while peaking, and frequent users (colloquially known as “dusters”) can become emaciated from not eating while under the influence, as well as the constant HP reduction.

While it is possible to become a regular user without becoming a duster, the drug has long-term side-effects which become more pronounced over time and vary based on the method of ingestion.


Faerie dust can be consumed in a variety of ways. Each delivery system has a unique set of effects and side effects.


Delivery: Inhaled through the nose, often through a straw or rolled up parchment. Small snuff boxes are sometimes used by the elite to contain small amounts of faerie dust (2 - 3 doses) and inhaled directly from the snuff box, or else placed on a finger and inhaled. Larger snuff boxes, approximately the size of a deck of cards, have been commissioned in a variety of styles that often include ornate carvings, made from expensive materials (for example gold, or marble) and often include a small straw made of the same material.

Dosage: Getting the right dosage from a snuff box or container, or “doing a line” of faerie dust with a straw or rolled up parchment allows for a lot of variation. When rolling on the Dosage Table, take a -4 penalty for inexperienced users, -3 for experienced users and -2 for addicted users (-4/-3/-2).

Effects: Inhalation is one of the most rapid delivery methods of faerie dust with the effects taking effect almost immediately. The euphoric sensations last 10 - 15 minutes, followed by the peaking period which can last up to 1 hour.

Short-term Side-effects: The crash and withdrawal from this method is most dramatic and becomes exponentially worse the more faerie dust has been consumed. In addition to the decreased hit points and point of exhaustion, the user feels an ache in their entire body which increases in intensity based on the amount consumed.

Long-term Side-effects: Prolonged usage over a long period of time (several weeks to months) can result in damage to the cartelidge in the user’s nose. Over time, the abrasive substance and repeated act of inhalation can cause a hole to form in the cartelidge which can continue to get worse, ultimately leading to a full collapse of the nose if left to continue.

Ingesting by mouth

Delivery: Faerie dust powder can be dissolved into drinks (like teas), or mixed into food. Due to the enchantments placed on the powder during production, it is resistant to heat up to 315º Celcius (600º Fahrenheit). Cooking at lower temperatures creates a miasma that extends 20 feet around the heat source for the first hour, and an additional 10 feet each additional hour which produces a milder variation of the drug’s effects.

Dosage: Dosing faerie dust for edible concoctions is a delicate art, and easy for beginners to get wrong and use a “heavy hand”. Subtract 1d8 - 2 if an inexperienced user is adding the faerie dust to food, 1d6 - 2 for experienced users, and 1d4 - 2 for addicted users (-1d8 - 2/-1d6 - 2/-1d4 - 2).

Effects: Given that the drug needs to be processed by the user’s stomach and liver before the effects are fully felt, consuming in edible form is the slowest, and longest-lasting, of the delivery methods. A mild euphoric sensation is felt 15 - 20 minutes after initially consuming, which increases in intensity for approximately an hour. The next 4 - 6 hours, the user gains advantage on their skill checks as well as +2 to any Charisma-based checks. After the peak period





(about 2 - 3 hours after initial consumption), the effects slowly fade.

Short-term Side-effects: Unlike inhalation, there is no dramatic “crash” from this delivery method as the user’s body processes the drug naturally. However, mixing into food or drink means accurate dosing is much more difficult, and it’s much easier to overdose. When preparing faerie dust in food or drink, roll a d20, on a 12 or higher, too much of the drug is used. Roll on the Overdose Table to determine the effect.

Long-term Side-effects: A regular diet that includes faerie dust over a period of a month or more can lead to a resistence to the effects. After 2 months of regular usage (3 or more doses per week) in food, the length of the effects is halved (unless the dose is doubled, which leads to a doubling of the negative, crash symtoms), and the bonus to Charisma checks is dropped. After 4 or more months of regular usage, the length of the effects is halved again, and the advantage on skill checks is only applied 50% of the time (any method of determining whether the advantage is given is acceptable, the easiest being rolling a d6 and only applying the advantage on even numbers).

In addition, after 2 months of regular use in food, the user gains disadvantage on saving throws against being charmed.

Burning or smoking

Delivery: The powder is mixed with traditional tobacco or other plant matter, rolled into a cigarette and smoked. The faerie dust powder is inhaled with the smoke, where it is absorbed into the lungs and tramsitted to the blood stream. It is important to note that the powder that is consumed by the flame and ember itself is of a lesser potency (see ingestion by mouth above). Doses in cigarettes are often increased for this reason, as well as cut with other herbs to improve the taste. It is also possible to fashion a small oven-like device that is better able to regulate the temperature, to activate the faerie dust compounds without burning them. Hookah-like ceramic vases have been developed to separate the drug from the heat source and the smoke and vapor inhaled through tubes attached to an enclosed bulb at the top where the powder is placed.

Dosage: Rolling a cigarette with faerie dust allows the user to control the amount much more accurately. However, it’s easy for inexperienced users to not be sure of their own tolerances or how much is the “right” amount. Add a -5 penalty for inexperienced users, - 1d4 - 2 for experienced users and no penalty for addicted users (-5/-1d4 - 2/-).

Effects: Similar to inhalation (see above), the effects of burning or smoking faerie dust take effect very rapidly, about 10 - 15 minutes after exposure. The first phase lasts approximately 1 - 2 hours before the second phase, and associated advantages, begins and lasts between 2 - 3 hours. Exhaustion follows quite quickly, approximately 3 - 5 hours after initial ingestion and is accompanied by increased irritability, a hacking cough and bloodshot eyes.

Short-term Side-effects: In addition to the cough (which can last anywhere from a couple hours to several days) and the eye irritation, immediate side-effects of smoking faerie dust include fever or chills, increased heart rate and thinned blood, which can result in a decreased ability for blood coagulation.

Long-term Side-effects: Smoking of any kind, increases the possibility of lung disease. Beyond that, however, the presence of enchanted material absorbed into the blood stream in addition to the increased blood flow can lead to long term heart and organ damage. Prolonged, regular use (more than 3 doses per week) for more than a month results in -1 to the user’s constitution. That constitution decrease is increased by 1 for each month of continued use. These constitution decreases are temporary, but recovering those lost points takes 1 * (the number of points lost) months of being 100% clean to recover each point. That is, if 4 points were lost in this way, full recovery would take a rehabilitation period of 10 months (4 + 3 + 2 + 1).


Delivery: By far the most dangerous method of consuming faerie dust, the powder is heated over an open flame in an airtight container until it melts into a liquid. The airtight container is essential to prevent evaporation. After the liquid is cooled, it is poured into a syringe and injected into a vein. Faerie dust in this form is generally called faerieland, feywild, dreamland, or feysleep.

Dosage: Like smoking, injecting faerie dust allows more control over the amount, but inexperienced users are more likely to get this wrong. Additionally, foreign substances used to cut the faerie dust powder may have more harmful side-effects when injected directly into the bloodstream. Add a 3d4 - 3 penalty for inexperienced users, 2d4 - 2 for experienced users and 1d4 - 1 for addicted users (-3d4 - 3/-2d4 - 2/-1d4 - 1).

Effects: Injecting faerie dust (or feywild) directly into the vein results in an immediate, intense surge of pleasurable sensation that lasts up to 15 minutes. The second phase and advantages takes over, accompanied by a general sense of heaviness and drowsiness which can last several hours. Finally, after the initial effects wear off, in addition to exhaustion and decreased hit points, users have disadvantage on all ability checks and saving throws as their body slows down in all regards.

Short-term Side-effects: During the initial rush, feywild users experience a rapid flushing of their skin, dry mouth, and a heavy feeling in their extremities. They may also experience nausea, vomiting and extreme itching. After the first two phases have passed, their mental function is clouded, their heart rate slows and breathing is severely slowed, sometimes to a degree that is life-threatening.





Long-term Side-effects: Faerie dust in its condensed, liquid form is the most addictive delivery method as it is most likely for the user to develop a physical dependency on it. The naturally occurring opiods of the body fail to produce after sustained use of feywild, leading to an increased dependence upon the drug. Regular use (more than 3 doses per week) for at least a month leads to a disadvantage on all Intelligence, Wisdom and Charisma checks and saving throws. Continued use and dependence for each additional month results in a permanent -1 to one of those ability scores (roll 1d6/3 to determine which) for each month of continued use. This is a permanent effect, representing irreparable damage to the brain’s chemistry and physiology as a result of continued use of the drug.

Resistance to restoration spells

In addition to the idiosyncratic effects of the different delivery methods, regular usage (more than once a week for at least a month) causes the user to be resistant to lesser restoration (caster must make a DC 15 check against their spellcasting ability) and greater restoration after continued use for more than two months. The DCs increase by 1 for each subsequent week. (For example, a user who had been consuming 3 times a week for 6 weeks would have a resistance to lesser restoration with a DC 17. A user who continued use for 12 weeks would have resistance to lesser restoration with DC 23 and resistance to _greater restoration with DC 19).

Dosing and Overdosing

Doling out the proper dose to produce the desired effects is tricky and difficult. In addition, the “right” amount varies based on body chemistry and built-up tolerance from frequent use. Use the Dosage Table below to determine if a character was able to separate the proper amount of faerie dust. In the event of an overdose, roll on the Overdose Table to determine the effect.

Accidental ingestion and mild doses

Accidental ingestion is sometimes possible (the most common example is when a small amount is inhaled when checking the powder for a scent). Accidental ingestion shares the same experience for the user as a mild effect.

In either the case of a mild effect or accidental ingestion, the effects of each phase last half the normal time. In addition, advantage is gained only on skill checks for which the user is proficient.

The crash of mild effects is diminished as well. The user still suffers 1 point of exhaustion, but does not lose HP.

Increasing the dose

Some frequent users, especially those that have developed a dependency on the drug, may be frustrated by the milder effects they get from the drug due to the tolerance they have built. They may choose to “double up” before the effects of the first dose wear off, or have a larger dose to start with. The risks of overdose in these cases are severe. For the purposes of the Dosage Table, consider all increased doses as if they were taken by an inexperienced user.

The effects are cumulative, too. If a mild effect is rolled twice on the Dosage Table, consider the effects to be that of a normal experience. A normal experience (indicated in the Dosage Table by a - ) rolled twice would result in an overdose (see the Overdose Table).

A mild effect plus a normal experience is 1 1/2 times stronger than normal. The user gains advantage on all skill checks and ability checks, but the phase three symtoms are increased as well. The user takes 2 points of exhaustion instead of 1 and their maximum hit points are decreased by 15. Both of these effects last 48 hours instead of the normal 24 and they cannot be recovered with a long rest.


The effects of an overdose supercede any benefit the drug may impart in the second phase of the drug’s effects. That is, if the overdose effect would give disadvantage on skill checks, where the drug would normally grant advantage, the overdose effect replaces the normal effect.

In addition, a user who overdoses takes 2 points of exhaustion instead of the usual 1, and their maximum HP is reduced by 20 points. These effects last for 48 hours and are not affected by a long rest.




Dosage Table
d20 Inexperienced User Experienced User Addicted User
1 - 3 Overdose Overdose Overdose
4 - 5 Overdose Overdose Overdose
6 - 7 Overdose Overdose -
8 - 9 Overdose - -
10 - 12 - - Mild Effect
13 - 14 - - Mild Effect
15 - 16 - - Mild Effect
17 - 19 - Mild Effect No Effect
20 Mild Effect Mild Effect No Effect

Frequent Use and Addiction

“Frequent use” is defined as 3 or more doses per week. Frequent use for a month or more increases the likelihood of addiction. For each month of frequent use, calculate your Addiction DC. Addiciont DC is calculated by adding +2 for each consecutive month of frequent use, adding the appropriate Delivery Method Modifier and subtracting your Constitution bonus.

For example, a character with a Constitution score of 16 (+3) who was using faerie dust for 4 months would add +5 to the roll (4 months(+2) - 3 Con modifier).

If you have used multiple different delivery methods over the course of the month, create a modifier based on the average of those methods used, at the DM’s discretion.

Calculating Addiction DC

(Months of use * 2) + Delivery Method Modifier - Constitution Modifier

At the end of a month of frequent use, roll a d20. On a 15 or higher, you become addicted. Some delivery methods are more likely to be addictive than others. These are noted in the Delivery Method Modifier Table. Add these bonuses when calculating your Addiction DC.

Delivery Method Modifier
Smoking Edibles Inhalation Injection
+2 +3 +5 +7

Recovering from Addiction

After a user has become addicted, their body is physically dependent upon the drug, in addition to the physical exhaustion effects they begin to experience withdrawal symtpoms.

Fully recovering from addiction requires a period of abstinence equal to twice the amount of time the user was regularly consuming the drug. Even if they have recovered from the physical exaustion effects of faerie dust, they are still considered addicted until sufficient time has passed, and they will always roll as an Addicted User on the Dosage Table.

Overdose Table
d6 Effect
1 Paranoia. You are suspicious of everyone around you, including your allies. All Intelligence- and Charisma-based checks and saving throws are made with disadvantage. Your initiative bonus is -5. You gain advantage on Wisdom (Perception) checks that are based on hearing or smell.
2 Itching. You feel as if insects are crawling all over your body and biting you. You gain disadvantage on all Strength- and Dexterity-based checks and saving throws. Your initiative bonus is -5.
3 Coma. You lose consciousness completely. You cannot be roused or communicated with through non-magical means. If magic is used to rouse you, you are considered an unwilling subject and you roll with advantage to resist any effects. Your maximum hit points are reduced by 50 (instead of the usual 20 for an overdose). If this would send you to 0 hit points, you do not regain consciousness and are considered unconscious and must make death saving throws.
4 Hallucinations. You see things and people that aren’t there, and those that are actually there are changed or deformed. All Wisdom- and Intelligence-based checks and saving throws are made at disadvantage. If in combat, roll a d20 before declaring a target of an attack. On a 10 or lower, your next attack is against a creature that isn’t there and attacks against you gain advantage.
5 Fever. Your body develops a high fever and you alternate between sweating profusely and shivering uncontrollably. Strength- and Constitution-based checks and saving throws are made with disadvantage. Your initiative is reduced by 10. All melee attacks are made with disadvantage and any damage you would take is considered a critical hit.
6 Death. Your hit points are immediately reduced to 0 and you start making death saving throws. On three successful death saves, you are stable but remain unconscious for the next 72 hours after which point you regain 1 hit point. Your maximum hit points are halved for a further 48 hours and you are only able to regain half the normal amount of HP that you would otherwise.






If an addicted user does not consume at least one dose of faerie dust in a 12 hour period, roll on the Overdose Table for an effect of withdrawal. If a 6 is rolled (Death), the user falls into a deep slumber and cannot be woken until the end of the 12 hour period.

The effects stack in a 24 hour period, so if the user does not get a dose of the drug after 12 hours, another overdose effect is added to the first.


Of course, because of the magical component of the drug, there are as many variations as there are wizards to develop them. Many of these unscrupulous mages will experiment with the flavors, effects and delivery methods of the drug to put their own stamp on it. Some of the common variant strains of faerie dust are described in this section.

Gelatinous Goo

Said to be developed by a master alchemist named Niklas, who managed to extract and preserve a piece of a Gelatinous Cube he encountered in a dungeon. The story goes that he used this to fabricate what’s now known as Gelatinous Goo (or GG), an edible (barely) variation of faerie dust that appears to be a semi-translucent blob. The goo tastes extremely acidic, burning the tongue and throat as it goes down.

After it has been absorbed into the body through the liver, the effects include mild hallucinations, euphoria, and numbness in the user’s extremities. Side-effects include extreme nausea and vomiting, temporary blindness, heightened heart rate and paranoia.

In addition, while under the effects of Gelatinous Goo, the user gains advantage on saving throws against being Charmed, Deafened, and Frightened, and has advantage on Wisdom (Perception) checks based on hearing.


The origins of Pudding are unknown, and there are so many variations of Pudding that make it impossible to trace. Like Gelatinous Goo, pudding is an edible goo. It is slightly more solid in form than GG, opaque, and usually named for the color it comes in (for example, “Black Pudding”, “Brown Pudding”, “Red Pudding”, “Green Pudding”, etc.). Each color typically corresponds to a unique flavor and Puddings are generally made to taste pleasant, as opposed to their gelatinous cousin.

The drug is released into the bloodstream through the liver 1 - 2 hours after initial consumption. Early side effects can include nausea and vomiting, lightheadedness and a feeling of being outside one’s body.

The effects of Pudding consumption include advantage on Constitution and Dexterity saving throws. In addition, a user must make a DC 12 Wisdom Saving Throw anytime they are in a situation where logic would tell them to avoid a dangerous situation. On a failure, they will charge in after the danger, heedless of the risk to themselves or their companions.

Undermountain Gold

It is thought that the Undermountain Gold variant was devised by a Drow bard living in Skullport and made from some of the native mushrooms that thrive in the undercity below Waterdeep. Looking for a new experience, it is said that the Drow cooked the faery dust powder in a potion she had lying around – which happened to be a potion of giant’s strength then distilled the resulting liquid.

The resulting yellowish liquid is injected into the bloodstream through a specialized needle. The effects are almost instantaneous. Within one round the user experiences an immediate adrenaline rush and gains a strength score of 21 for one 1d4-1 hours. After the effects have worn off, the user must make a DC 15 Constitution Saving Throw. On a failure, the user falls unconscious and their hit points immediately drop to 0. They are stabalized, but comatose and cannot be recovered except by a greater restoration spell. On a success, the user takes 1 point of exhaustion for each hour they were under the effect of the drug, and their hit points are reduced to half their normal maximum, and cannot be restored for 24 hours.

Sugar Cough

Taking the faerie dust powder and mixing it with tobacco and wildflowers that have been soaked in honey for 24 hours and dried out, you will get Sugar Cough. Known for its sweet, clovelike flavor and the deep cough that assails frequent smokers, Sugar Cough can be found in a variety of places due to its simple ingredients.

Waterdeep Haze

The most popular smoked variant of faerie dust in the City of Splendors, Waterdeep Haze takes the faerie dust powder and mixes it with local tobacco leaves from the farms around Waterdeep, as well as bits of bark from some of the trees in the forests outside Undercliff. While the effects of Waterdeep Haze aren’t particularly unique from other smoked forms of faerie dust, it is preferred by users for its woody taste and the heavy, thick clouds of smoke that can be produced upon exhaling.

Baldur’s Gaze

Like Waterdeep Haze, Baldur’s Gaze sources locally grown tobacco and combines that with the faerie dust powder. The resulting, no-nonsense concoction has a bitter flavor and is known among Outer City residents for the thousand yard stare that users notoriously adopt when under the influence. In addition to the normal effects of faerie dust, users of Baldur’s Gaze roll





Intelligence (Investigation) and Wisdom (Perception) checks at a disadvantage as it is difficult for them to focus on a specific task. However, if they succeed on a single Investigation or Perception check, all subequent checks of that type are made with advantage as they become single-mindedly focussed on the task.

Melf’s Mighty Mush

Typically potato hash with faerie dust sprinkled on top, Melf’s Mighty Mush is cooked and eaten and can sometimes be found served in pubs and taverns that have direct ties criminal organizations. While having nothing to do with the actual archmage of the same name, someone who eats Melf’s Mighty Mush gains advantage on Strength-based checks and saving throws for 2d4 hours.

After the effects of the mush have worn off, the user must make a DC 15 Constitution Saving Throw or take 2 points of exhaustion and their hit point maximum is reduced to half for the next 24 hours.

Tasha’s Hideous Laughter

Tasha’s Hideous Laughter was developed by an alchemist who, it’s said, had recently come out of a long-term romantic relationship. Bitter about the split, he used a process similar to that of Undermountain Gold. Rather than the potion of giant’s strength, however, he used a philter of love that he had intended to use on the object of his desire.

The pinkish liquid is injected into the bloodstream through a specialized needle. The effects take hold almost immediately with a euphoric head rush followed by a generally lighthearted demeanor. For the next 1d4 hours, the user is extremely suggestible, and must make a DC 15 Wisdom Saving Throw or perform whatever action is requested of them. Additionally, for the duration of the effects, the user must make a DC 15 Charisma Saving Throw any time any other character speaks to them. On a failure, They are incapacitated with laughter for 1 round. If they were asked to do something by another creature and failed the Wisdom Saving Throw, they cannot begin the task until they are done laughing.

While under the effects of the drug, they gain advantage on Charisma-based skill checks and creatures they meet must make a DC 12 Charisma Saving Throw or be naturally charmed by them. This may have the effect of making otherwise hostile creatures friendly, or at least neutral to the user and their companions.

Bad Zzar

Bad Zzar is generally made from actual zzar – the fortified sherry frequently found in Waterdeep – that has been stored in a barrel with faerie dust powder for at least six months, allowing the powder to imbue the wine.

Those who drink Bad Zzar will detect a bitter aftertaste and somewhat mineral flavor which gives it its name. The imbiber must make a DC 15 Constitution Saving Throw or be considered poisoned, becoming extremely drunk from the strong beverage. However, despite all appearances, Bad Zzar also grants the user advantage on Dexterity-based checks for 1d4 hours. While the user appears to be completely intoxicated, their spacial awareness is amplified and they are able to anticipate the movements of others before they happen. For this reason, Bad Zzar is sometimes used by Monks who practice the way of the drunken master.

Quipper Chem

First developed by a sea druid, this variant is made by taking a living quipper and feeding it psychotropic mushroom powder. As the fish digests the mushrooms, which ultimately result in the death of the quipper, enchantments are placed on it. After the quipper dies, its body is dried, then burned, and the ash is inhaled.

Users of Quipper Chem report a feeling of being in the water immediately upon injestion, as well as a strong, fishy smell, and a slightly chemical taste in their mouths – hence the name. Side-effects include sneezing, damage to the nasal tissue and cartiledge, increased heart rate and blood clots.

Quipper Chem is popular among sailors for its ability to temporarily grant the user underwater breathing for up to 2 hours (though the actual length of time can’t be predicted). To determine how long the underwater breathing lasts, the DM should roll a d8 with the result being increments of 15 minutes that the user gains the underwater breathing ability.

Cost and distribution

Faerie Dust’s availability can vary based on access to the source material or a reliable black market. In areas with a dominant criminal underground, or large metropolitan areas, the drug is generally more readily available, and often the source of intra-gang conflicts. In more remote areas, the cost can range anywhere from 2 - 5x what you’d find elsewhere unless there is a local wizard supplier.

While dosage varies, it’s assumed that 1 ounce of Faerie Dust is generally equivalent to 20 doses. Faerie Dust is usually sold in 1 ounce pouches, but smaller quantities can be purchased in common fractions (e.g. 1/2 ounce, 1/4 ounce, 1/8 ounce, referred to as a “half”, a “fourth” and an “eigth”, respectively). The table below shows cost per ounce.





Faerie Dust Cost & Availability
Variant How it’s used Availability Cost
Faerie Dust (raw powder) any Uncommon 300gp
Faerie Dust (tincture) eaten Uncommon 400gp
Faerie Dust (liquid) injected Rare 500gp
Waterdeep Haze smoked Very Rare ☥☥ 500gp
Baldur’s Gaze smoked Very Rare ☥☥ 500gp
Bad Zzar eaten Rare 600gp
Sugar Cough smoked Rare 600gp
Melf’s Mighty Mush eaten Very Rare 750gp
Gelatinous Goo eaten Very Rare 800gp
Quipper Chem inhaled Very Rare ☥☥☥ 900gp
Pudding (any variation) eaten Very Rare 1000gp
Undermountain Gold injected Very Rare ☥☥ 1200gp
Tasha’s Hideous Laughter injected Very Rare 1200gp

Note that raw powder must be heated and melted into a liquid in order to be injected.
☥☥ Some variants are local to certain regions. If an area is named in the variant, it is generally more common in that region than elsewhere. Outside the named region, the cost can be anywhere from 100gp - 500gp more than the listed price.
☥☥☥ Quipper Chem is most commonly found in the region of coastal cities. In these cities, the availability is Rare.