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dangerousdungeons:chapter7 [2019/05/29 20:08]
robertfreemanday created
dangerousdungeons:chapter7 [2019/07/10 02:30] (current)
robertfreemanday Formatting clean up 20190709
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 **MAGIC ITEMS** **MAGIC ITEMS**
  
- Artifact Generation+Artifact Generation
  
- Potions+Potions
  
- Random Magic Items+Random Magic Items
  
- Magic Item Creation+Magic Item Creation
  
- New Magic Items+New Magic Items
  
 **EXPANDED WEAPON TABLES** **EXPANDED WEAPON TABLES**
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 **DURATION**: 1d4+4 hours **DURATION**: 1d4+4 hours
 **EFFECT**: A preparation of Golden Lotus takes effect half an hour after the user drinks a cup of extraordinarily foul-tasting tea. It puts the user to sleep and enables them to enter the Dreamlands. On the drug's expiry they will be returned to the mortal realms. They can sense when this is about to happen, receiving 1d3 minutes' warning. **EFFECT**: A preparation of Golden Lotus takes effect half an hour after the user drinks a cup of extraordinarily foul-tasting tea. It puts the user to sleep and enables them to enter the Dreamlands. On the drug's expiry they will be returned to the mortal realms. They can sense when this is about to happen, receiving 1d3 minutes' warning.
- There is only one known golden lotus plant. It grows in the Dreamlands, and is of substantial size. It is guarded by three gold dragons named Malherbe, Hillage and Gong, who never leave it. They permit certain humans (and one gnome) to harvest the plant, and receive substantial tribute in return. The motley collection of individuals whom the gold dragons favour call themselves the "Dreamgifters", though of course the doses they peddle among the wealthy and degenerate are not gifts, and the price tends to rise substantially once they think addiction has set in. + 
 +There is only one known golden lotus plant. It grows in the Dreamlands, and is of substantial size. It is guarded by three gold dragons named Malherbe, Hillage and Gong, who never leave it. They permit certain humans (and one gnome) to harvest the plant, and receive substantial tribute in return. The motley collection of individuals whom the gold dragons favour call themselves the "Dreamgifters", though of course the doses they peddle among the wealthy and degenerate are not gifts, and the price tends to rise substantially once they think addiction has set in. 
  
  
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 **DURATION**:1d3+1 hours **DURATION**:1d3+1 hours
 **EFFECT**: The exact method of producing Goranmot is known only to certain trollish shamans but it is understood to involve allowing a giant leech to feed on human captives and then reducing the leech to a paste, admixing it with certain swamp-grown plants and anointing it onto a sacred rock. The trolls then caper around the rock making demented hooting noises, working themselves up into a religious frenzy. For a few hours thereafter, each troll's severed body parts may (50%) regrow in a mutated or multiple fashion, leading to trolls with additional limbs, prehensile tails, extra heads, or even (occasionally) gills, flippers or wings. **EFFECT**: The exact method of producing Goranmot is known only to certain trollish shamans but it is understood to involve allowing a giant leech to feed on human captives and then reducing the leech to a paste, admixing it with certain swamp-grown plants and anointing it onto a sacred rock. The trolls then caper around the rock making demented hooting noises, working themselves up into a religious frenzy. For a few hours thereafter, each troll's severed body parts may (50%) regrow in a mutated or multiple fashion, leading to trolls with additional limbs, prehensile tails, extra heads, or even (occasionally) gills, flippers or wings.
- There is sporadic but ongoing warfare between the minority of trolls who think Goranmot is a sacred substance to be sought out and consumed at every opportunity, and the majority who believe it is an abomination. + 
 +There is sporadic but ongoing warfare between the minority of trolls who think Goranmot is a sacred substance to be sought out and consumed at every opportunity, and the majority who believe it is an abomination. 
  
  
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 **DURATION**: 1d3 hours **DURATION**: 1d3 hours
 **EFFECT**: Leechbane has a mildly euphoric effect on the person who consumes it, similar to caffeine. It is named after the deleterious effects it has on bloodsucking creatures who then feed on the person. **EFFECT**: Leechbane has a mildly euphoric effect on the person who consumes it, similar to caffeine. It is named after the deleterious effects it has on bloodsucking creatures who then feed on the person.
- Leeches and giant leeches who drink leechbane-saturated blood must Save vs. Poison at -4 or instantly die. Other invertebrates such as giant ticks or giant blowflies/horseflies must save vs poison at -2 or die within 1d6 rounds. Stirges must Save vs. Poison or be sickened ---- a sickened stirge releases its target immediately and will seek to escape to its lair. Within 1d6 turns, it will start to experience diarrhoea and vomiting, and this will persist for at least 24 hours. + 
- Vampires are extraordinarily sensitive to leechbane and have a 33% chance to smell the leechbane on the person's skin before they bite. (In vampire-controlled areas, consuming leechbane typically leads to cruel and unusual punishments.) If a vampire does consume leechbane-saturated blood then it will lose its inherent charm ability for about 24 hours and lose the power to assume gaseous form for about 8 hours. It must Save vs. Poison or be weakened for 8 hours, during which time its strength is reduced to 18 and its level-draining touch ability is lost. +Leeches and giant leeches who drink leechbane-saturated blood must Save vs. Poison at -4 or instantly die. Other invertebrates such as giant ticks or giant blowflies/horseflies must save vs poison at -2 or die within 1d6 rounds. Stirges must Save vs. Poison or be sickened ---- a sickened stirge releases its target immediately and will seek to escape to its lair. Within 1d6 turns, it will start to experience diarrhoea and vomiting, and this will persist for at least 24 hours. 
- Certain vampires voluntarily consume leechbane, either for their own decadent enjoyment or else for the purposes of building up an immunity. Such vampires will have an inherent resistance to the substance, so its effects will be mitigated or entirely eliminated.+ 
 +Vampires are extraordinarily sensitive to leechbane and have a 33% chance to smell the leechbane on the person's skin before they bite. (In vampire-controlled areas, consuming leechbane typically leads to cruel and unusual punishments.) If a vampire does consume leechbane-saturated blood then it will lose its inherent charm ability for about 24 hours and lose the power to assume gaseous form for about 8 hours. It must Save vs. Poison or be weakened for 8 hours, during which time its strength is reduced to 18 and its level-draining touch ability is lost. 
 + 
 +Certain vampires voluntarily consume leechbane, either for their own decadent enjoyment or else for the purposes of building up an immunity. Such vampires will have an inherent resistance to the substance, so its effects will be mitigated or entirely eliminated.
  
  
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-** ** 
  
 **TREASURE HOARDS BY CLASS **(Optional) **TREASURE HOARDS BY CLASS **(Optional)
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- From the Biblical Ark of the Covenant to Arthur's Excalibur to Tolkien's One Ring, powerful magical artifacts and relics have always been an important staple of mythology, folklore and fantasy fiction inspiring quests, pilgrimages and heroic sagas. Similarly, history and folklore is full of stories of places of great and often mysterious power - the kinds of places where the gods dwell and where the stairway to heaven begins. +From the Biblical Ark of the Covenant to Arthur's Excalibur to Tolkien's One Ring, powerful magical artifacts and relics have always been an important staple of mythology, folklore and fantasy fiction inspiring quests, pilgrimages and heroic sagas. Similarly, history and folklore is full of stories of places of great and often mysterious power - the kinds of places where the gods dwell and where the stairway to heaven begins. 
  
  
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 **Segmented artifacts and relics** are objects with several parts or pieces that have limited functions individually, but may be combined into a much more powerful whole. These items are considerably rarer, and in many cases a lengthy quest may be necessary to re-unite the missing pieces.  **Segmented artifacts and relics** are objects with several parts or pieces that have limited functions individually, but may be combined into a much more powerful whole. These items are considerably rarer, and in many cases a lengthy quest may be necessary to re-unite the missing pieces. 
  
- Artifacts, relics and sites all share certain characteristics which can be generated using the tables provided here. __Restrictions__ (Table 5) detail which special requirements must be satisfied in order to use the item. Some artifacts may impart __Minor or Major Drawbacks__ (Tables 11 & 12) to the user, which are similar to a //curse// (although a //Remove Curse// spell will not affect an artifact). Additionally, some artifacts may impart a __Minor or Major Transformation__ (Tables 8 & 9) which affects a physical or mental change to a first-time user, often permanent. +Artifacts, relics and sites all share certain characteristics which can be generated using the tables provided here. __Restrictions__ (Table 5) detail which special requirements must be satisfied in order to use the item. Some artifacts may impart __Minor or Major Drawbacks__ (Tables 11 & 12) to the user, which are similar to a //curse// (although a //Remove Curse// spell will not affect an artifact). Additionally, some artifacts may impart a __Minor or Major Transformation__ (Tables 8 & 9) which affects a physical or mental change to a first-time user, often permanent. 
  
 __Major and Minor Powers__ (Tables 6 & 7) are inherent abilities possessed by the item and available for use. In most cases, these powers function similarly to a particular spell. These spells will be cast at the level of the artifact, as determined in the generation procedure. Some powers however are unique and are detailed in the appropriate table. In the majority of cases, powers will be subject to limits on the frequency of use, as generated on Subtable A: Frequency Usage.  __Major and Minor Powers__ (Tables 6 & 7) are inherent abilities possessed by the item and available for use. In most cases, these powers function similarly to a particular spell. These spells will be cast at the level of the artifact, as determined in the generation procedure. Some powers however are unique and are detailed in the appropriate table. In the majority of cases, powers will be subject to limits on the frequency of use, as generated on Subtable A: Frequency Usage. 
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 The final generation step is determining the method for destruction of the artifact (Table 13). There will generally be only one method for destroying a particular artifact or relic. Sites are slightly different, requiring both the complete razing of the physical site itself and a further ritual desecration, which should be quite expensive and/or difficult to accomplish in itself.   The final generation step is determining the method for destruction of the artifact (Table 13). There will generally be only one method for destroying a particular artifact or relic. Sites are slightly different, requiring both the complete razing of the physical site itself and a further ritual desecration, which should be quite expensive and/or difficult to accomplish in itself.  
  
- Below are briefly the steps necessary to create a new artifact, relic or site, while __Artifacts by Type__ details the requirements for each individual type, as first generated in Table 1. +Below are briefly the steps necessary to create a new artifact, relic or site, while __Artifacts by Type__ details the requirements for each individual type, as first generated in Table 1. 
  
  
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 **Artifacts By Type** **Artifacts By Type**
  
-** ****Arcane/Phantasmal artifacts** are constructed using powerful, and permanent Arcane/Phantasmal dweomers, typically by ancient high-level magic-users or illusionists in the distant past. Segmented artifacts have 1d8 components which have abilities both singly and in conjunction with their assembled whole.+**Arcane/Phantasmal artifacts** are constructed using powerful, and permanent Arcane/Phantasmal dweomers, typically by ancient high-level magic-users or illusionists in the distant past. Segmented artifacts have 1d8 components which have abilities both singly and in conjunction with their assembled whole.
  
  
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 The clue's in the name The clue's in the name
  
- **XP Value**: 350 **GP Value**: 2,000+**XP Value**: 350 **GP Value**: 2,000
  
  
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 **Elixir of Health** **Elixir of Health**
  
- This magical draught completely and permanently cures mundane or magical blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poison, and rot. It will not restore any HP lost to any of the above or cure any associated wounds. Typically an elixir of health comes in a flask. Quaffing half of a flask will cure up to two of the above afflictions. Quaffing the entire flask will cure any and all of the noted afflictions. +This magical draught completely and permanently cures mundane or magical blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poison, and rot. It will not restore any HP lost to any of the above or cure any associated wounds. Typically an elixir of health comes in a flask. Quaffing half of a flask will cure up to two of the above afflictions. Quaffing the entire flask will cure any and all of the noted afflictions. 
  
-  **XP Value**: 350 **GP Value**: 2,000+ **XP Value**: 350 **GP Value**: 2,000
  
  
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 **Elixir of Life ** **Elixir of Life **
  
- This efficacious elixir will restore up to 20% of the total hit points to any living creature, regardless of their current health. If the victim is already suffering from wounds that reduced their hp to below 0, the elixir must be administered internally within 5 rounds of falling below 0hp. If successful, the recipient will be restored to 1hp but will be unconscious. Those treated in this way must rest for 1 day for every hp they were reduced to below 0. A //Cure Light Wounds// spell will negate the need for one day of rest. A //Cure Serious Wounds// spell will negate the need for 2 days rest, a //Cure Critical Wounds// spell 3 days, and a //Heal// spell will negate any need for up to a week of rest. Demi-humans and humanoids can be affected by this elixir.   +This efficacious elixir will restore up to 20% of the total hit points to any living creature, regardless of their current health. If the victim is already suffering from wounds that reduced their hp to below 0, the elixir must be administered internally within 5 rounds of falling below 0hp. If successful, the recipient will be restored to 1hp but will be unconscious. Those treated in this way must rest for 1 day for every hp they were reduced to below 0. A //Cure Light Wounds// spell will negate the need for one day of rest. A //Cure Serious Wounds// spell will negate the need for 2 days rest, a //Cure Critical Wounds// spell 3 days, and a //Heal// spell will negate any need for up to a week of rest. Demi-humans and humanoids can be affected by this elixir.   
  
-  **XP Value**: 250 **GP Value**: 2,500+**XP Value**: 250 **GP Value**: 2,500
  
  
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 **Elixir of Madness** **Elixir of Madness**
  
- Drinking even a small sip of this elixir will cause the user to become insane as if affected by a //Symbol of Insanity//. After any quantity is drunk, the remainder of the elixir will lose its magic properties and become just a bitter, foul-tasting liquid. +Drinking even a small sip of this elixir will cause the user to become insane as if affected by a //Symbol of Insanity//. After any quantity is drunk, the remainder of the elixir will lose its magic properties and become just a bitter, foul-tasting liquid. 
  
- **XP Value**: Nil **GP Value**: Nil+**XP Value**: Nil **GP Value**: Nil
  
  
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 **Elixir of Youth** **Elixir of Youth**
  
- This highly prized liquid reverses aging. An entire flask must be consumed to gain the benefit of a reduction in the imbiber's physical age by 1d4+1 years. +This highly prized liquid reverses aging. An entire flask must be consumed to gain the benefit of a reduction in the imbiber's physical age by 1d4+1 years. 
  
- **XP Value**: 500 **GP Value**: 10,000+**XP Value**: 500 **GP Value**: 10,000
  
  
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 **Oil of Acid Resistance** **Oil of Acid Resistance**
  
- This oil can be applied to bare skin, cloth or any other material and confers a near invulnerability to acid for up to 24 hours. Each time a treated surface is exposed to acid however, the oil will lose a number of minutes of efficacy equal to the number of hit points of damage that would have been caused. A flask of this oil contains enough to protect one man-sized creature for 24 hours, 24 man-sized creatures for 1 hour, or any combination thereof. +This oil can be applied to bare skin, cloth or any other material and confers a near invulnerability to acid for up to 24 hours. Each time a treated surface is exposed to acid however, the oil will lose a number of minutes of efficacy equal to the number of hit points of damage that would have been caused. A flask of this oil contains enough to protect one man-sized creature for 24 hours, 24 man-sized creatures for 1 hour, or any combination thereof. 
  
- **XP Value**: 500 **GP Value**: 5,000+**XP Value**: 500 **GP Value**: 5,000
  
  
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 **Oil of Disenchantment** **Oil of Disenchantment**
  
- When applied to a living creature, this oil permanently removes all enchantments and/or charms place upon it. If applied to an enchanted item, the oil will remove enchantments/charms for 1d10+20 turns, after which the item will regain its former power(s). The oil itself does not radiate magic and when applied to an item, it will not radiate magic either for the duration of the oil's potency. +When applied to a living creature, this oil permanently removes all enchantments and/or charms place upon it. If applied to an enchanted item, the oil will remove enchantments/charms for 1d10+20 turns, after which the item will regain its former power(s). The oil itself does not radiate magic and when applied to an item, it will not radiate magic either for the duration of the oil's potency. 
  
- **XP Value**: 750 **GP Value**: 3,500+**XP Value**: 750 **GP Value**: 3,500
  
  
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 **Oil of Elemental Invulnerability** **Oil of Elemental Invulnerability**
  
-** **This oil has four separate varieties (Earth, Air, Fire, and Water) - roll 1d4 to determine which variety is discovered. When applied, the oil confers total invulnerability to the particular element on the Prime Material plane. 10% of oils of elemental invulnerability are particularly potent and will confer the same invulnerability when used on an Elemental plane. Each flask contains enough oil to cover one man-sized individual for a duration of 8 days, or eight man-sized individuals for 1 day each.+This oil has four separate varieties (Earth, Air, Fire, and Water) - roll 1d4 to determine which variety is discovered. When applied, the oil confers total invulnerability to the particular element on the Prime Material plane. 10% of oils of elemental invulnerability are particularly potent and will confer the same invulnerability when used on an Elemental plane. Each flask contains enough oil to cover one man-sized individual for a duration of 8 days, or eight man-sized individuals for 1 day each.
  
-** XP Value**: 1,000 **GP Value**: 5,000+**XP Value**: 1,000 **GP Value**: 5,000
  
  
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 **Oil of Immolation** **Oil of Immolation**
  
-** **This oil bursts into flame when exposed to air, inflicting 5d6 hp of damage to any creature hit by the oil. A Saving Throw vs. Spells is allowed, and success will reduce the the damage by half. When thrown, a flask of this oil can affect a maximum of 6 man-sized creatures. If a flask is opened, the holder will immediately suffer 1d4 hit points of damage and they must roll less than their DEX on 1d20 to stopper the flask before it explodes. +This oil bursts into flame when exposed to air, inflicting 5d6 hp of damage to any creature hit by the oil. A Saving Throw vs. Spells is allowed, and success will reduce the the damage by half. When thrown, a flask of this oil can affect a maximum of 6 man-sized creatures. If a flask is opened, the holder will immediately suffer 1d4 hit points of damage and they must roll less than their DEX on 1d20 to stopper the flask before it explodes. 
  
- **XP Value**: 500 **GP Value**: 4,000+**XP Value**: 500 **GP Value**: 4,000
  
  
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 **Oil of Clumsiness ** **Oil of Clumsiness **
  
-** **This cursed oil will appear to be of a useful sort when applied until the creature to which it is applied enters into melee. In melee, they will have a 3 in 6 chance of dropping whatever weapon or other object(s) they are holding each round. Only a thorough application of a solvent such as pure alcohol will remove the oil before its potency wears off in 1d6 hours. +This cursed oil will appear to be of a useful sort when applied until the creature to which it is applied enters into melee. In melee, they will have a 3 in 6 chance of dropping whatever weapon or other object(s) they are holding each round. Only a thorough application of a solvent such as pure alcohol will remove the oil before its potency wears off in 1d6 hours. 
  
-** ****XP Value**: Nil **GP Value**: 1,000+**XP Value**: Nil **GP Value**: 1,000
  
  
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 **Oil of Impact** **Oil of Impact**
  
- This oil offers extremely beneficial effects to blunt weapons (e.g. clubs, maces, hammers) and blunt missiles (e.g. sling stones and bullets). When applied to a melee weapon the oil will last for 1d3+2 applications, and each such application will last for 1d4+8 rounds. Each application will confer a +3 to-hit bonus and a +6 damage bonus. When applied to a missile, 1d2+3 sling stones or bullets or 1 larger missile may be coated. Each application has but a single "charge" and the missile will gain a +3 to-hit and damage. +This oil offers extremely beneficial effects to blunt weapons (e.g. clubs, maces, hammers) and blunt missiles (e.g. sling stones and bullets). When applied to a melee weapon the oil will last for 1d3+2 applications, and each such application will last for 1d4+8 rounds. Each application will confer a +3 to-hit bonus and a +6 damage bonus. When applied to a missile, 1d2+3 sling stones or bullets or 1 larger missile may be coated. Each application has but a single "charge" and the missile will gain a +3 to-hit and damage. 
  
- **XP Value**: 750 **GP Value**: 5,000+**XP Value**: 750 **GP Value**: 5,000
  
  
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 **Oil of Sharpness** **Oil of Sharpness**
  
- This oil resembles the oil used to clean and protect metal weapons. When applied to an edged weapon it confers magical status to the weapon for 1d4+8 rounds. When found, the GM should roll on the table below to determine the exact efficacy of the oil found. A single flask will contain 1d3+2 applications. +This oil resembles the oil used to clean and protect metal weapons. When applied to an edged weapon it confers magical status to the weapon for 1d4+8 rounds. When found, the GM should roll on the table below to determine the exact efficacy of the oil found. A single flask will contain 1d3+2 applications. 
  
  
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- **XP Value**: 100/application **GP Value**: 1,000/application+**XP Value**: 100/application **GP Value**: 1,000/application
  
  
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 **Oil of Stasis** **Oil of Stasis**
  
- This oil closely resembles a magical oil of another sort. When applied to an organic substance such as leather, paper or dead flesh, it confers the ability to resist the effects of time. Each year which passes will affect the item as if only a single day had passed. Additionally, a coated item will gain a +1 to any Saving Throws. Oil of Stasis does not itself decay or lose potency over time although it can be removed through magical means. A single flask of this oil will contain enough to coat a single horse-sized creature, eight man-sized creatures or any equivalent surface area. +This oil closely resembles a magical oil of another sort. When applied to an organic substance such as leather, paper or dead flesh, it confers the ability to resist the effects of time. Each year which passes will affect the item as if only a single day had passed. Additionally, a coated item will gain a +1 to any Saving Throws. Oil of Stasis does not itself decay or lose potency over time although it can be removed through magical means. A single flask of this oil will contain enough to coat a single horse-sized creature, eight man-sized creatures or any equivalent surface area. 
  
 **XP Value**: 500 **GP Value**: 2,000 **XP Value**: 500 **GP Value**: 2,000
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 **Philtre of Beauty** **Philtre of Beauty**
  
- When drunk, this substance grants the drinker a +1d4 to their Charisma for the duration of effect. If the effects wearing off are observed by any creature(s) formely affected by the Charisma bonus they will react in a hostile manner and possibly attack the drinker. +When drunk, this substance grants the drinker a +1d4 to their Charisma for the duration of effect. If the effects wearing off are observed by any creature(s) formely affected by the Charisma bonus they will react in a hostile manner and possibly attack the drinker. 
  
- **XP Value**: 250 **GP Value**: 1,500+**XP Value**: 250 **GP Value**: 1,500
  
  
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 **Philtre of Glibness** **Philtre of Glibness**
  
- This philtre imparts to the drinker the ability to speak fluently (even lie) without risk of being detected or doubted. Spells such as //Detect Lie// will not reveal that the user is being deceitful, but may, at the GM's discretion, hint that some slight exaggeration is taking place. +This philtre imparts to the drinker the ability to speak fluently (even lie) without risk of being detected or doubted. Spells such as //Detect Lie// will not reveal that the user is being deceitful, but may, at the GM's discretion, hint that some slight exaggeration is taking place. 
  
- **XP Value**: 500 **GP Value**: 2,500+**XP Value**: 500 **GP Value**: 2,500
  
  
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 **Philtre of Stammering and Stuttering** **Philtre of Stammering and Stuttering**
  
- This philtre appears to be a Philtre of Glibness when examined. The effects are detrimental however. Whenever the drinker attempts to speak (including a verbal component of a spell or reading a magical scroll) the words will be garbled and nonsensical. Spells will be spoiled and parlay attempts will result in a penalty of -25% to Reaction checks. +This philtre appears to be a Philtre of Glibness when examined. The effects are detrimental however. Whenever the drinker attempts to speak (including a verbal component of a spell or reading a magical scroll) the words will be garbled and nonsensical. Spells will be spoiled and parlay attempts will result in a penalty of -25% to Reaction checks. 
  
- **XP Value**: Nil **GP Value**: 1,500+**XP Value**: Nil **GP Value**: 1,500
  
  
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 **Potion of Fire Breathing** **Potion of Fire Breathing**
  
-** **This potion allows the drinker to spit forth a cone of flame. The potion contains 4 draughts. The effects of consuming one or multiple draughts is as follows. Saving Throws vs. Breath Weapons apply.  +This potion allows the drinker to spit forth a cone of flame. The potion contains 4 draughts. The effects of consuming one or multiple draughts is as follows. Saving Throws vs. Breath Weapons apply.  
  
  
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 After drinking, the imbiber can withhold the fire breath for up to 6 turns. After this time, there is a 90% chance the dweomer will simply expire harmlessly, and a 10% chance the potion will explode within the imbiber's stomach inflicting double normal damage to him or her with no possibility of a Saving Throw.  After drinking, the imbiber can withhold the fire breath for up to 6 turns. After this time, there is a 90% chance the dweomer will simply expire harmlessly, and a 10% chance the potion will explode within the imbiber's stomach inflicting double normal damage to him or her with no possibility of a Saving Throw. 
  
-** XP Value**: 400 **GP Value**: 4,000+**XP Value**: 400 **GP Value**: 4,000
  
  
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 **Potion of Rainbow Hues** **Potion of Rainbow Hues**
  
-** **This viscous fluid is always found stored in a metallic flask. When consumed, if the drinker concentrates on a single colour or combination of colours they will turn that colour or combination of colours within a single round, and will remain so for up to one hour. Each potion contains 7 draughts.  +This viscous fluid is always found stored in a metallic flask. When consumed, if the drinker concentrates on a single colour or combination of colours they will turn that colour or combination of colours within a single round, and will remain so for up to one hour. Each potion contains 7 draughts.  
  
-** XP Value****: **200** ****GP Value****: **800+**XP Value****: **200** ****GP Value****: **800
  
  
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 A //**potion of silence**// is similar to a //**potion of invisibility**// in all respects save that it makes the drinker inaudible instead of invisible. Any item that would be rendered invisible by a potion of invisibility will be silenced (so it affects the drinker's armour and any equipment personally carried). Unlike invisibility, offensive moves do not cancel the silence effect. If a potion of silence is used on an unknowing or unwilling target—for example, if it were tipped in a wizard's wine cup prior to an assassination attempt - then a Saving Throw vs. Spells (unlisted categories) is allowed to avoid the effects.  A //**potion of silence**// is similar to a //**potion of invisibility**// in all respects save that it makes the drinker inaudible instead of invisible. Any item that would be rendered invisible by a potion of invisibility will be silenced (so it affects the drinker's armour and any equipment personally carried). Unlike invisibility, offensive moves do not cancel the silence effect. If a potion of silence is used on an unknowing or unwilling target—for example, if it were tipped in a wizard's wine cup prior to an assassination attempt - then a Saving Throw vs. Spells (unlisted categories) is allowed to avoid the effects. 
  
-** XP Value**: 250 **GP Value**: 500+**XP Value**: 250 **GP Value**: 500
  
  
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 **Potion of Ventriloquism** **Potion of Ventriloquism**
  
- This potion will imbue the drinker with ability identical to the 1<sup>st</sup>-lvl Arcane spell, //Ventriloquism//. The potion usually is found with 1d6 quaffs. Effects will expire normally after 1d6+2 rounds.+This potion will imbue the drinker with ability identical to the 1<sup>st</sup>-lvl Arcane spell, //Ventriloquism//. The potion usually is found with 1d6 quaffs. Effects will expire normally after 1d6+2 rounds.
  
-** ****XP Value**: 200 **GP Value**: 800+**XP Value**: 200 **GP Value**: 800
  
  
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 **Potion of Vitality** **Potion of Vitality**
  
-** **When consumed, this potion refreshed and revitilizes the drinker who might have gone without food, drink or restful sleep for up to 7 days. If consumed it will revitilize the drinker for a number of days up to 7 minus the number of days of such deprivation. Further, this potion will act as an antidote to poison and regenerate 1 Hit Point every 4 hours. +When consumed, this potion refreshed and revitilizes the drinker who might have gone without food, drink or restful sleep for up to 7 days. If consumed it will revitilize the drinker for a number of days up to 7 minus the number of days of such deprivation. Further, this potion will act as an antidote to poison and regenerate 1 Hit Point every 4 hours. 
  
-** ****XP Value**: 300 **GP Value**: 2,500+**XP Value**: 300 **GP Value**: 2,500
  
  
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 **Ward of Acid** **Ward of Acid**
  
-** **Provides protection against up to 20 HD of magical or non-magical acid for 1d4+8 turns depending on which comes first. Reading Time: 5 segments+Provides protection against up to 20 HD of magical or non-magical acid for 1d4+8 turns depending on which comes first. Reading Time: 5 segments
  
-** XP Value**: 2,500 +**XP Value**: 2,500
  
  
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 **Ward of Dragon's Breath ** **Ward of Dragon's Breath **
  
-** **The reader of the scroll only is protected from all manner of dragon breath weapons for 1d4+4 rounds. Reading Time: 1 round.+The reader of the scroll only is protected from all manner of dragon breath weapons for 1d4+4 rounds. Reading Time: 1 round.
  
-** XP Value**: 2,000 +**XP Value**: 2,000
  
  
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 **Ward of Breath Weapons** **Ward of Breath Weapons**
  
-** **The reader of the scroll only is protected from all manner of non-dragon breath weapons for 1d4+4 rounds. Reading Time: 1 segment.+The reader of the scroll only is protected from all manner of non-dragon breath weapons for 1d4+4 rounds. Reading Time: 1 segment.
  
-** XP Value**: 2,000 +**XP Value**: 2,000
  
  
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 **Ward of Cold** **Ward of Cold**
  
-** **Reader is surrounded with a 30' diameter sphere for 1d4+4 turns that protects all inside from normal cold and gives a +6 bonus to Saving Throws vs. Cold and resulting damage will be reduced by either ¼ or 1/8 if the Saving Throw is made. Reading Time: 3 segments+Reader is surrounded with a 30' diameter sphere for 1d4+4 turns that protects all inside from normal cold and gives a +6 bonus to Saving Throws vs. Cold and resulting damage will be reduced by either ¼ or 1/8 if the Saving Throw is made. Reading Time: 3 segments
  
-** XP Value**: 2,000+**XP Value**: 2,000
  
  
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 **Ward of Electricity ** **Ward of Electricity **
  
- Reader is surrounded with a 20' diameter sphere that protects all inside from electricity for 4d4 rounds. ReadingTime: 5 segments. +Reader is surrounded with a 20' diameter sphere that protects all inside from electricity for 4d4 rounds. ReadingTime: 5 segments. 
  
- **XP Value**: 1,500+**XP Value**: 1,500
  
  
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 **Ward of Fire** **Ward of Fire**
  
- Reader is surrouded by a 30' diameter sphere that protects all inside from magical or non-magical fire or heat for 1d4+4 turns. Reading Time: 8 segments. +Reader is surrouded by a 30' diameter sphere that protects all inside from magical or non-magical fire or heat for 1d4+4 turns. Reading Time: 8 segments. 
  
- **XP Value**: 2,000+**XP Value**: 2,000
  
  
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 **Ward of Gas** **Ward of Gas**
  
- Reader is surrounded by a 10' diameter sphere that protects all inside from toxic gases, magical or mundane. Reading Time: 3 segments. +Reader is surrounded by a 10' diameter sphere that protects all inside from toxic gases, magical or mundane. Reading Time: 3 segments. 
  
- **XP Value**: 2,000+**XP Value**: 2,000
  
  
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 **Ward of Illusions ** **Ward of Illusions **
  
- Only the reader is protected from any and all illusory or Phantasmal magic for 5d6 rounds. Reading Time: 7 segments.+Only the reader is protected from any and all illusory or Phantasmal magic for 5d6 rounds. Reading Time: 7 segments.
  
- **XP Value**: 1,500+**XP Value**: 1,500
  
  
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 **Ward of Paralysation** **Ward of Paralysation**
  
-** **Only the reader is protected from any and all forms of paralysis, whether from spell, gas, etc. for 1d4+1 rounds. Reading Time: 1 round+**Only the reader is protected from any and all forms of paralysis, whether from spell, gas, etc. for 1d4+1 rounds. Reading Time: 1 round
  
-** X.P. Value**: 1,500+**X.P. Value**: 1,500
  
  
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 **Ward of Plants** **Ward of Plants**
  
- A zone of protection from all plants, slimes, moulds and fungi extends from the reader in a 10' diameter sphere. If the zone is moved toward mobile plant life, the plants will be pushed away. If the zone encounters immobile plants it will not be able to keep moving unless the reader has enough STR and mass to uproot the blocking plants. The protection lasts for 1d4+4 rounds.  Reading Time: 1 round +A zone of protection from all plants, slimes, moulds and fungi extends from the reader in a 10' diameter sphere. If the zone is moved toward mobile plant life, the plants will be pushed away. If the zone encounters immobile plants it will not be able to keep moving unless the reader has enough STR and mass to uproot the blocking plants. The protection lasts for 1d4+4 rounds.  Reading Time: 1 round 
  
- **XP Value**: 1,000+**XP Value**: 1,000
  
  
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 **Ward of Poison** **Ward of Poison**
  
-** **The reader is protected from any and all poisons and any poison currently affecting them will be neutralised. Such protection lasts for 1d10+2 rounds. Reading Time: 3 segments. +**The reader is protected from any and all poisons and any poison currently affecting them will be neutralised. Such protection lasts for 1d10+2 rounds. Reading Time: 3 segments. 
  
-** XP Value****: **1,000+**XP Value****: **1,000
  
  
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 **Ward of Mechanical Entrapment**** ** **Ward of Mechanical Entrapment**** **
  
-** **The reader is protected from all traps of a purely mundane, mechanical nature for 5d4 rounds. The scroll will not reveal the existence of such traps however. Reading Time: 4 segments. +**The reader is protected from all traps of a purely mundane, mechanical nature for 5d4 rounds. The scroll will not reveal the existence of such traps however. Reading Time: 4 segments. 
  
-** XP Value****: **2,000+**XP Value****: **2,000
  
  
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 **Ward of Enchanted Entrapment** **Ward of Enchanted Entrapment**
  
-** **A zone of protection from magical traps extends in a 10' diameter sphere centered on the reader. Magical traps will not function against those protected by the sphere. The scroll will not reveal the existence of such traps however. Reading Time: 8 segments.  +**A zone of protection from magical traps extends in a 10' diameter sphere centered on the reader. Magical traps will not function against those protected by the sphere. The scroll will not reveal the existence of such traps however. Reading Time: 8 segments.  
  
-** XP Value****: **2,000+**XP Value****: **2,000
  
  
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 **Ward of Traps** **Ward of Traps**
  
-** **A zone of protection from all extends in a 10' diameter sphere centered on the reader. All traps, mundane or magical, will not function against those protected by the sphere. The scroll will not reveal the existence of such traps however. Reading Time: 1 round.  +**A zone of protection from all extends in a 10' diameter sphere centered on the reader. All traps, mundane or magical, will not function against those protected by the sphere. The scroll will not reveal the existence of such traps however. Reading Time: 1 round.  
  
-** XP Value****: **2,000+**XP Value****: **2,000
  
  
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 **Ward of Water** **Ward of Water**
  
-** **A zone of protection extends in a 10' diameter sphere centered on the reader. All forms of water cannot penetrate the sphere nor will they affect those protected in any way for 1d4+4 turns. Reading Time: 6 segments.+**A zone of protection extends in a 10' diameter sphere centered on the reader. All forms of water cannot penetrate the sphere nor will they affect those protected in any way for 1d4+4 turns. Reading Time: 6 segments.
  
-** XP Value****: **1,500+**XP Value****: **1,500
  
  
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 **Ward of Enchanted Arms** **Ward of Enchanted Arms**
  
-** **These scrolls come in a number of specific varieties. The reader cannot be harmed or touched by the particular type of magic weapon for 1d4+4 rounds. When found, the GM should roll on the table below to determine the exact type of weapon warded against. Reading Time: 1 round.+**These scrolls come in a number of specific varieties. The reader cannot be harmed or touched by the particular type of magic weapon for 1d4+4 rounds. When found, the GM should roll on the table below to determine the exact type of weapon warded against. Reading Time: 1 round.
  
  
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- **XP Value**: 1,000+**XP Value**: 1,000
  
  
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 **Ward of Mundane Arms** **Ward of Mundane Arms**
  
-** **These scrolls come in a number of specific varieties. A zone of protection extends from the reader in a 10' diameter sphere. Those within the sphere cannot be harmed or touched by the particular type of weapon for 1d4+4 rounds. The scroll cannot protect against large missiles such as boulders from a catapult or ballista bolts. When found, the GM should roll on the table below to determine the exact type of weapon warded against. Reading Time: 1 round.+**These scrolls come in a number of specific varieties. A zone of protection extends from the reader in a 10' diameter sphere. Those within the sphere cannot be harmed or touched by the particular type of weapon for 1d4+4 rounds. The scroll cannot protect against large missiles such as boulders from a catapult or ballista bolts. When found, the GM should roll on the table below to determine the exact type of weapon warded against. Reading Time: 1 round.
  
  
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-** XP Value****: **1,000+**XP Value****: **1,000
  
  
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 **Bolts of Earthquakes ** **Bolts of Earthquakes **
  
- These function normally as //**+2 heavy crossbow bolts**//. When shot into the earth or into a stone structure they cause a 10d10 earthquake in a 30 sq. ft. area. +These function normally as //**+2 heavy crossbow bolts**//. When shot into the earth or into a stone structure they cause a 10d10 earthquake in a 30 sq. ft. area. 
  
 **XP value**: xx **GP value**: xx **XP value**: xx **GP value**: xx
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 **Devil's Club** (CDIMW) **Devil's Club** (CDIMW)
  
- This is an enchanted stick from a thorn creeper (c.f. MoM, pp 98-9). It is a //**+1 club**//. On a perfect roll of '20' the victim will be permanently scarred, suffering -1 to their Charisma.+This is an enchanted stick from a thorn creeper (c.f. MoM, pp 98-9). It is a //**+1 club**//. On a perfect roll of '20' the victim will be permanently scarred, suffering -1 to their Charisma.
  
 **XP value**: xx **GP value**: xx **XP value**: xx **GP value**: xx
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 Unlike most wands, the //**wand of identification**// may be used by any class. Using a charge will enable the holder to cast the identify spell. It may be recharged, but only by casting the //Identify// spell once per charge (and therefore using up a 100gp pearl per charge).  Unlike most wands, the //**wand of identification**// may be used by any class. Using a charge will enable the holder to cast the identify spell. It may be recharged, but only by casting the //Identify// spell once per charge (and therefore using up a 100gp pearl per charge). 
  
- **XP value**: 250; **GP value**: 2,000gp+**XP value**: 250; **GP value**: 2,000gp
  
  
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-**Wand of Strident Polymorphing **(IMW)** **+**Wand of Strident Polymorphing **(IMW)
  
-** **Once per day, when a charge is expended and the command word uttered, this wand casts the 4<sup>th</sup>-lvl Arcane spell //Polymorph Other//. Unwilling victims are allowed a Saving Throw vs. Spells with a -4 penalty. When found this wand contains 1d20+4 charges and can be recharged by a 16th-lvl or above Magic-User. +Once per day, when a charge is expended and the command word uttered, this wand casts the 4<sup>th</sup>-lvl Arcane spell //Polymorph Other//. Unwilling victims are allowed a Saving Throw vs. Spells with a -4 penalty. When found this wand contains 1d20+4 charges and can be recharged by a 16th-lvl or above Magic-User. 
  
-** ****XP value: **800**; GP value: **8,000 +**XP value: **800**; GP value: **8,000 
  
  
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 **Cauldron of Inexhaustible Victuals** (Any)  **Cauldron of Inexhaustible Victuals** (Any) 
  
- Will provide enough cooked food for 6 people 3/day. +Will provide enough cooked food for 6 people 3/day. 
  
 **XP value**: xxxxx; **GP value**: xxxxx  **XP value**: xxxxx; **GP value**: xxxxx 
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 **Pipe, Dwarf's **(Any Dwarf or Gnome) **Pipe, Dwarf's **(Any Dwarf or Gnome)
  
- The Dwarf's Pipe has no effect when unlit. When filled with the very finest pipe-weed and lit, the pipe grants the person smoking it enhanced powers of alertness and concentration, such that he or she is more alert and less likely to be surprised (1 in 6 instead of 2 in 6). The smoker will also detect secret doors like an elf+The Dwarf's Pipe has no effect when unlit. When filled with the very finest pipe-weed and lit, the pipe grants the person smoking it enhanced powers of alertness and concentration, such that he or she is more alert and less likely to be surprised (1 in 6 instead of 2 in 6). The smoker will also detect secret doors like an elf.
- Dwarfish and gnomish fighters (including multi-class fighters) are capable of smoking a pipe while in melee combat. Members of other classes will suffer a penalty of -2 on their to-hit rolls if a lit pipe is in their mouth.+
  
- Smoking a Dwarf's Pipe limits movement speed to a maximum of 90'. Monsters with an acute sense of smell will automatically detect the smoker at up to 120' distance. Normal monsters may do so (1 in 6 chance if the pipe is smoked within 60').  +Dwarfish and gnomish fighters (including multi-class fighters) are capable of smoking a pipe while in melee combat. Members of other classes will suffer a penalty of -2 on their to-hit rolls if a lit pipe is in their mouth. 
- The Dwarf's Pipe is made of clay and if dropped must save vs Normal Blow or be destroyed. + 
 +Smoking a Dwarf's Pipe limits movement speed to a maximum of 90'. Monsters with an acute sense of smell will automatically detect the smoker at up to 120' distance. Normal monsters may do so (1 in 6 chance if the pipe is smoked within 60').  
 + 
 +The Dwarf's Pipe is made of clay and if dropped must save vs Normal Blow or be destroyed. 
  
 **XP value**: xxxxx; **GP value**: xxxxx  **XP value**: xxxxx; **GP value**: xxxxx 
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 **Pipe, Wizard's** (IM) **Pipe, Wizard's** (IM)
- A Wizard's Pipe is an enchanted calabash pipe made from a certain gourd that grows in the Dreamlands, treated with an obscure alchemical concoction and the spells //Enchant an Item//, //Fog Cloud// and //Demi-shadow Magic//· It can therefore only be created by a high level Magic-User and a high-level Illusionist working together. + 
- If the Pipe is filled with the very finest pipe-weed and lit, then each time the smoker casts a spell, they should roll 1d20. If a natural "20" is rolled, the spell takes full effect but is not lost from memory (i.e. the smoker can cast it again later that day). +A Wizard's Pipe is an enchanted calabash pipe made from a certain gourd that grows in the Dreamlands, treated with an obscure alchemical concoction and the spells //Enchant an Item//, //Fog Cloud// and //Demi-shadow Magic//· It can therefore only be created by a high level Magic-User and a high-level Illusionist working together. 
- Smoking a Wizard's Pipe limits movement speed to a maximum of 90'. Monsters with an acute sense of smell will automatically detect the smoker at up to 120' distance. Normal monsters may do so (1 in 6 chance if the pipe is smoked within 60'). + 
 +If the Pipe is filled with the very finest pipe-weed and lit, then each time the smoker casts a spell, they should roll 1d20. If a natural "20" is rolled, the spell takes full effect but is not lost from memory (i.e. the smoker can cast it again later that day). 
 + 
 +Smoking a Wizard's Pipe limits movement speed to a maximum of 90'. Monsters with an acute sense of smell will automatically detect the smoker at up to 120' distance. Normal monsters may do so (1 in 6 chance if the pipe is smoked within 60'). 
  
 **XP value**: xxxxx; **GP value**: xxxxx  **XP value**: xxxxx; **GP value**: xxxxx 
dangerousdungeons/chapter7.1559160535.txt.gz · Last modified: 2019/05/29 20:08 by robertfreemanday