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Friday, 5 April 2024

Magic crap dug up near Chagrinspire





































I'm making a hex map of the region so you can locate villages and roll and fill in the terrain types and encounters for each terrain type. I'll probably be working on Patreon stuff the rest of the month - an update on the Exilon book and a 3fold on dungeon add-ons.

Will be a d100 subterranean stuff and some small dungeons for beginners.
Possibly might occasionally work on a megadungeon here.
Plan to revise my automaton class for golems and revising my robots plus my alchemist class which might be a means to include poisons and other stuff

I will be doing a bunch of mini dungeons for the wastes before the mega-nega dungeon of Chagrinspire. You could probably use all kinds of ruin maps from history, modern, medieval or ancient. Just make it a ruin with mud and garbage and some remnants of who built it in the apocalypse war or occupied it since. 

My Dungeon vs Special forces game might have some tables to steal and items that would fit here

Fuel and cartridge-based ammo is rare so might be devastating to have an automatic weapon but unlikely to use often

d10 Crap Types
1 Potions
2 Scrolls
3 Jewellery
4 Clothes
5 Melee Weapons
6 Missile Weapons
7 Armour
8 Guns
9 Golem
10 Vehichles

d100 Magic crap dug up near Chagrinspire
01 Golden Vial - heals d4 HP, tastes like honey, save vs addiction
02 Blue Tonic - adds 2d4 temporary HP that can exceed max for one hour, save vs addiction
03 Black Lich Bile - makes you fearless for one hour and when you die arise as a zombie in a d3 rounds and attack any living. This effect lasts until the disease or curse removed by spell but most don't realise these affects
04 Emerald Libation - lasts one hour, can see through fog, has night vision and detects magic for a d6 ten-minute turns, Save when expires or eyes turn green and effects permanent and shun strong light -2 in direct sunlight to hit or spot things
05 Scarlet Solution - injected with a syringe and in a d3 rounds becomes beserk for ten minutes
06 Cyan Brew - immune to poison and disease for ten minutes,
07 Troll Blood - regenerate 1HP per round for 3d6 rounds then save or a troll explodes from your chest then runs away to grow bigger in safety
08 Ghoulbane - makes immune to ghoul paralysis and made with ghoul blood, save each use or when die arise as a ghoul a d4 days later
09 Rat Repellant - rat creatures require a morale check to approach any with a potion on their body or spread over 10 foot square. If rats brave enough to attack they have -2 to hit and further morale tests are -2. Lasts a d4 days per dose but traces remain for longer, detectable by rats but with no effect. Rat folk know they need to skin a human who has applied the repellant
10 Stirge Repellant - applied over body if a stirge bites you it must save or burst into flame for a d4 damage per round for 2d6 rounds. Once aflame the stirges panic and fly about colliding with anything. If they make a half morale roll they will head for water. One application lasts one hour, smells bad and causes itchy skin rash if used more than once a week
11 Scroll of the Black Sphere - summons a 3 foot wide annihilating black sphere that randomly zooms around disintegrating what it touches for a d6 rounds. Roll a d12 scatter dice for direction of travel and will bounce off walls at a random angles. Who summoned it can focus on the orb and make it stop for one round if they save vs the spell and do not move or make other actions
12 Scroll of Conscription - if read to up to a dozen 1HD or less creatures they will act as a disciplined fighting squad with +2 morale for one day and clean uniforms will appear on them
13 Scroll of Explosions - if read creates a 10d6 fireball targeted on the scroll. Used by suicide bomber apprentices of wizards for special missions
14 Scroll of Reinforcements - written with necromancer or death cult sigils, makes and human corpses within 60 foot arise as skeletons or zombies and swarm to the caster's aid for 3d4 rounds, after they become independent and act as unprogrammed undead who hate the living and attack anyone moving or wander off if none to find
15 Scroll of Rust Removal - makes a up to a ton of rusty or coroded or oxidised metal clean and shiny as new, with rust sloughing off like dead skin. If used on a vehichle it will help make it operational (may need oil, fuel or repairs). If used near a rust monster they will explode for 5d6 to any in a 3 yard circle
16 Scroll of Starfall - when read makes grey gnomes in a celestial star citadel in the heavens fire a shooting star at the location which can destroy buildings and life in a 100 yard circle (20d6). Once read you have ten minutes to escape the star, it will be visible on a clear light for a d3 rounds before impact
17 Scroll of Peace - when read everyone in 60 yards of one HD or less becomes peaceful and friendly and incapable of aggression or violence allowing you to butcher them with ease
18 Scroll of the Bolthole - opens a sinkhole in front of user dropping into the underland. The slopes are steep and very hard to climb even for spiders or other creatures and you can slide down as deep as the shaft is and arrive unharmed in a mound of mud in some underground cave or tunnel or dungeon
19 Scroll of the Apocalypse - reading it sends everyone in 10 foot radius back in time to the apocalypse war as shells rain from the sky and the horizon is covered in vast walls of fire. After ten minutes all in the radius return to the present era, if you miss it you are trapped and people from the past can be brought back
20 Scroll of Blood - when read creates a downpour of blood rain that lasts 3d6 minutes covering everything in blood, vampires and stirges love it, most are disgusted
21 Ring of Treason - once a day on command a needle pops out with a drop of venom. You can taint a arrow or blade for one hit. You can scratch a foe or pat a pal on the back. You can even touch a serve of food. Target take 4d6 poison damage and is -4 all actions in pain and half MOV for a d6 rounds, a save halves damage and the time in pain   
22 Ring of the Frog Folk - The wearer moves at normal speed in water or mud and can make a extra leap action each round. Used by human commanders of the Frog Folk Commando Corp
23 Pomander Ring - makes everything smell of orange and cinnamon making you resistant to stench hazards or spell. 1in6 are superior and make you resistant to disease also. Used by rich when visiting filthy places or by sewer workers supervisors and engineers
24 Iron Hand Ring - becomes a spiked gauntlet or cestus at will and makes the hand a +2 weapon and +2 saves for the hand in hazards damaging hands, 1in6 are superior and encase arm in ENC free Plate +1AC also
25 Slave collar - The wearer may save each round but takes 1HP damage per attempt, otherwise, they are passive cooperative and will perform chores. Some used to train animals

26 Medal of Courage - +1 or 1in6 superior ones have a +2, to save or morale if pinned on chest, many versions collectors want
27 Medal of Heroic Deeds - on one roll a day get +3 and gain a d4 HP if you fall to zero or worse which stops blood loss
28 Necklace of Inflamibility - works for one ten-minute turn per day, all fire within 6 range is snuffed, explosive and incendiary devices do not work, nothing can ignite and fire creatures take a d6 damage per round. The wearer has +2 protection vs fire or fire-based beings
29 Band of Kronos - a metal wristband with a dial that tells the time with glowing letters, once a day you can turn a nob and be hasted for a d4 rounds. Detects north time distortion effects in 3 range. You can wind back time one minute but it ruins the watch but might save a life. Given to officers who survive four years 
30 Seven Ray Ring - this 7-charge ring recovers one use per day and each effect can also only be used once per week causing 2d8 damage. Each colour ray is a different range is 6
Red ray = fire +ignite wood, clothes and hair if fails a save, take d4 round until extinguished 
Orange ray = target saves or non-magic metal items that could rust or decay turn to dust
Yellow ray = light + save or diseased as per spell, no effect on gold
Green Ray = heals 2d8 
instead of harms but save or turns into a plant-being, make a second save to remain sentient and mobile instead of rooted to ground in a faerie dreamland
Magenta = causes no damage but causes charm effect if target fails save, lasts one hour 
Blue = cold + causes ice to freeze, target saves or slowed for a d6 rounds
Indigo = lightning + target save or paralysed for a d4 rounds 
Ultra Violet = darkness, save or blind for a d4 rounds 
31 Boots of the Feather - leave no tracks even in mud and will not set off traps based on wearer's weight like landmines, leg snares, pits, etc
32 Fleeting Boots - cast haste on yourself for 2d4 rounds doubling your MOV once a day and superior versions 1in6 may cast fly on yourself for 2d4 rounds
33 Cammo Coak - shifts colour to blend in to environment -2 to be spotted by enemies if moving -4 if still against natural terrain, includes a hood, in the open in good light it is dark green or brown or black with ancient heraldic insignia
34 Chem Cloak - long cloak with hood and gas mask or carrion bird mask, wearer immune to poison gas, and has +3 save vs poison and acid and damage from both is halved
35 Frog Cloak - The wearer of this green hooded cloak uses land speed Mov as swim speed, can hold breath 15 minutes and jump an extra +1 range. When worn wearer appears frog-like especially if half-submerged  
36 Shirt of Courage, - has no weight but has AC+5, in the style of an ancient dress millitary officers uniform from the apocalypse era. It is also mud and blood and filth resistant and is very visible in the mud lands
37 Cap of Command - +4 Command radius and +1 Morale to people under your command, the wearer also has +1 all saving throws. It is in the style of an ancient military faction from the apocalypse
38 Mask of the Phantom - a black opera mask that covers an actor's head, can disguise the wearer for one hour a day and makes alignment-detecting magic fail
39 Robe of the Masters - robes used for cultists leading cells in secret, changes into regular clothing at will or back, +1 protection and provides a saving throw to resist magic missiles. It has lots of pockets and occult insignia and may include a mask or wig depending on the cult
40 Wizard Trewes - magical pants that the wearer never has to go to the bathroom and always smell of pine needles. Some wearers never take them off
41 Trench Club - 2d4+2 magic spiked club with barbed wire wrapped around the head, any undead slain turn to black sludge and cannot be returned
42 Trench Tool - a +1 weapon folds into a spade, pick or hand axe or club configuration
43 Trench Knife - a +1 dagger that returns to the user's hand the same round it is thrown and the user can draw the weapon from its scabbard as if a quickdraw expert and can be redied instantly. The handgrip is also a spiked cestus 
44 Cavaliers Sabre - a d2d4+2 sword always remains sharp and adds +1 to the user's initiative
45 Masters Trucheon - an iron fist-shaped +1 truncheon with +d4 damage and a loud crack sound, the wearer is also immune to fear and combatants under wielder command are +1. The truncheon has been used to massacre mutants and is hated by mutant-kind 
46 Diskoss - a rotating d4 saw blade in a fist grip housing, has an extending shaft that can be set to 1m 2d4 damage or 2m d8+2 damage or 3m 2d6 damage, it makes a frightening grinding noise. Strikes as a +2 magic weapon vs creatures resistant to
47 Crystal Sword - a small d6 +2 sword with a crystal blade, +d6 damage on mineral-based creatures or automatons and on a critical hit inflicts an extra d6 damage and the blade snaps off into the wound and a new blade slides from the hilt 
48 Cestus of Silver - a steel spiked gauntlet inflicts a d6 damage and is a +1 magic weapon +3 vs shapeshifters 
49 Sword of Law is a +1 sword but if the user is angry the weapon vibrates for +d4 damage and sings an eerie song. The weapon is +3 vs chaos-tainted or aligned beings 
50 Flail of the Flagelant King - a large 2-h war flail does 3d4 damage and has +1 properties, any struck must save or be inflicted with flesh-rotting disease
51 Spear of the Warlord - d8 +1 spear, that returns to the wielder hand the same round it is thrown. The spear is +3 vs giants and giant animals
52 Bow of Thunder - d8 2m steel longbow that charges arrows with a d3 electric damage, every shot makes a loud crackle when fired or striking
53 Crossbow of the Scorpion - a +1 light repeating crossbow and any bolts fired have a d4 poison damage extra
54 Bolts of Rust - each made from a rust monster will destroy a suit of armour or make a 1m hole in iron plate hull
55 Orc Arrows - if arrow is shot into the soil it sprouts into a fully grown orc with a bone axe who will attack the closest non orc person it blames for creating it. Often found in quiver of 2d4
56 Javelin of the Sun - where the javelin strikes erupt into a 4d6 fireball, often in a set of d4+1
57 Discus of Terror - a d6 +2 thown stone weight used for sports but has range of a javelin, anyone struck by it must save or be knocked 1 range, any human or smaller targets fails the save falls prone
58 Steel Hatchet - a solid stylish but light hand designer axe does d6 +2 and can three times a day can cast shocking grasp  
59 Blowpipe of Terror - Is +2 weapon and the first ten targets hit under 4HD must save or panic and flee for a d4+1 rounds
60 The Star of Heaven - a magical large silver throwing star that inflicts a d6 damage and is +3. Once thrown will attack on its own each round as if thrown by the user bonded with it by a 12 hour ritual. Will soar over the battlefield and swoop down to strike enemies and it will return to their hand when the owner calls the fight over 
61 Sappers Vest - AC+5 halves damage from explosions, falls or damage from falling stones or stone weapons
62 Trenchmans Armour - AC+6 also protects from gas attacks and land mines 
63 Cavalry Helm of Dawn - a magnificent gold or silver crested helmet with a movable decorative face plate. The common sort has +1 protection, +3 save vs fear the uncommon 1in6 version is +2 protection and makes the wearer resistant to fear and halves damage for falls from horseback
64 Helmet of Neptune - spherical helm with small circular portholes and a leather neck harness, the wearer has difficulty with seeing or hearing sometimes but is +2 Protection and water breathing, sonic attack damage or deafening attacks effects are halved 
65 Gladiators Helmet - heavy bronze helmet +2 Protection and the wearer cannot be surprised or blindsided and has full AC from any direction
66 Fire Helm - wearer is resistant to smoke and stench attacks and can see through smoke the wearer has +2 save and reduces fire and heat damage by 1 per dice. A rarer 1in6 version half all fire and heat damage and includes a salamander wool and hide cape 
67 Void Captains Helmet - is +2 Protection, +1 CHA and the wearer is immune to involuntary teleportation, gates or plane shifts. The wearer knows they were affected and can choose to allow the effect. They can detect a planar being or portal within 3 range
68 Bat Suit of the Air Pirates - leather +3 suit with glider wings allowing the wearer to fly across as far as they are up, unskilled users require rolls for any manoeuvring or a standing landing. The headgear has goggles also. 1in6 suits also have some kind of sidearm holster
69 Mutant Robes - rags and scrap armour +3AC, they make hiding in the wasteland or ruins easier and have a +2 filter vs gas, miasmas or disease. Wearing a suit allows you to carry extra mutations without devolving into slime or other effects of excessive mutations. These suits allow people to adapt to the mutant lifestyle and many wearers change their career to mutant career class then pass on the suit to the more needy
70 Wasteland Survival Suit - some manufactured by machines but the common sort are made of scrap and rags and are all unique. The common sort gives the wearer protection as leather +3 and gives +2 on saves vs disease or gas or smoke or stink attacks. The superior machine made of the ancient version makes the wearer immune to those hazards and +4AC and has a magical lamp on the headgear that operates at will
71 Musket of Glory - is +1 with a footlong spike for melee, the gun is d8 self cleaning reducing fire rate and loading by one round. Many have a face and 1in6 mutters inspiring slogans in ancient language
72 Flintlock Dueling Pair - two medium pistols 2d4 +1 in a set, whoever has one can sense the direction of the other. Come in an ornate wooden case with loading and cleaning tools and 20 shot & powder wads 
73 Blunderbuss of Confusion - 2d4 +1 plus any struck by the first three shots of the day must save or be confused for a d4 rounds
74 Ducksfoot Pistol - four barrelled light barrelled pistol d4 +1 each, can be fired at once or one by one weighs double normal pistol and cant be used with quickdraw skills
75 Volley Gun - a six light barreled rifle, each d6 +1 can be fired at once or one by one and weighs double normal musket and is more bulky, used in breaching missions in seiges
76 Silver Revolver - 2d4+2 pistol with five shots, bullets can always hit any lycanthrope or non corporeal or out-of-phase being. Has ornate occult symbols of underworld power, silver bullets add +1 to any damage  
77 Marine Carbine - 2d4 +1 damage, has 4 shots with bolt action and operates in water and mud without penalty or risk and is immune to magical rust attacks and has a bayonet 
78 Gun Waggon - a pushcart with 6 medium flintlock pistols barrels each can be be fired singly or one by one for 2d4 +1. The Weapon is normally slow to unload and would have two or three operators but this has magical sets of wizard hands that load all barrels in the time it takes to load one with one operator. Used for breaching actions, sieges, doorways, guarding doors or tunnels
79 Officers Automatic Pistol - d24+2 damage, has 13 shots magazine 1in6 are beautiful artworks with gold, silver, gems and artistic etchings, the bullets do normal damage on creatures normally resistant or immune to them 
80 Handgonne - a short heavy barreled gun usually comes with a +5AC breastplate the gun is attached to to absorb shock of firing 2d6+1 damage with flintlock pistol range, used from specially trained horses usually and fired once opening a fight
81 Golem 
Ammo Box - has two metal faces, if you feed one lead, sulphur, saltpetre, or charcoal the other spits out a paper wad with gunpowder and ball shot, you must instruct the bun what size and type of black powder weapon and it won't create anything like artillery only infantry weapons. The box makes noises while working and takes ten minutes to complete each round
82  Golem Fountain - box with a face weighs 12ENC, on command water pours from its mouth and it can make 1-6 litres a day with one at least in a desert and more in better locations. It obeys command and water can be hot cold warm fast or slow. Many were torn from walls from wealthy abandoned homes of ancients
83 Golem Oven - various sizes from 5d6 litres/kilo made from iron and tin with a door oven inside and two hotplates on the top. Tell the golem face what heat you want and how long and which plates or the oven you want and the oven provides 
84 Golem Cart - a wheeled metal cart with seat and storage space allowing an infirm or elderly person to drive about slowly on flat and ramped areas. 1in6 have off road wheels and are faster and armoured. The cart has a golem face on the front and obeys orders as best it can and it will ask questions and offer alternatives routes it is more capable of 
85 Golem Toilet - weighs 30 ENC and bulky, but it is a stylish ceramic toilet with a golem face that is self cleaning and hums music and can heat or chill itself and provide water 
86 Golem Gun - ornate advanced bolt action heavy rifle 3d6 +1, with a 5 shot internal magazine and a face on its stock that whispers to the user and where new bullets are inserted to load. Each bullet can be a different type and selected by command. The gun has detect invisible and thermographic vision 12 range and can advise shooter to aim halving penalties from sight loss if the gun can see it. The gun may warn of incoming targets but it cant sense through brick walls but light wood or straw it can still sense through 
87 Golem Trackcycle - a motorcycle with caterpillar tracks, slower than wheels but copes with terrible conditions even underwater. The face on the front will drive for you on command and has a competent skill level but will try jumps and other stunts. Can drive at 45kph but on broken ground it is half that. 1in6 come with a small trailer
88 Golem Cycle - a heavy bicycle with a face plate that will drive at 30kph on a road and can be pedalled usually when going downhill and want to exceed the power mode speed limiter and reach double speed. The cycle will sing and offer travel tips and warn you if you are in a dangerous area and offer tips based on thousand-year out-of-date maps. Each includes basket and storage boxes 
89 House Golem - servant golem for households incapable of violence, most are damaged and old but 1in6 are in good condition with freshly painted on faces. As a small human will clean, carry goods, help you dress, boil a kettle, turn on and off lamps and other basic duties. Some have superior skills and names and might be specialist gardeners, nurses, guides or cooks
90 Infantry Golem - automaton soldier has powered down and requires fuel of some kind to restart. Once awake it is ready to return to its thousand year old mission unless you know various secret command words from using identify magic. In that case it will be a willing servant. AC+6 HD4d8 Uses a basic d6 musket with bayonette or any hand weapon it can improvise or is given if no ammo. Some the musket is built in the arm  
91 Motorcycle - often fueled by alchemy which can be hard to replace, a good offroad vehichle of the ancients easy to repair, some are extra light, have a sidecar or is armed with a swivel gun or light machinegun
92 Automobile - a usually armoured car with a crew of six and windows are slits in plate to stop bullets, passenger doors and back windows have closable gun slots. Powered by ancient alchemy which is hard to find 
93 Crashed Fighter Plane - of rotted wood and cloth, could be studied and rebuilt and the engine can be repaired to the equivalent of a WW1 biplane of any model you want. The alchemy fuel engine could be used for other uses
94 Crashed Gnome Airship - vary in size and purpose, most for scouts and air marines or bombers or transport. Wreckage requires the balloon cloth to be replaced and multiple engines repaired and cleaned. Gnomes use giant moon moth silk and the airships perform 30% better under moonlight in a full moon
95 Turtle Compact Tank - a small two-person tank that moves up to 30kph or half on rough terrain, has a small 6d6 cannon or a light machine gun. Popular model but requires the alchemical fuel of the ancients and often break down daily
96 Truck Transport - a small truck with stowage in rear often damaged or buried abandoned and needs repairs or even wheels. Uses ancient alchemical fuel. Type d6 1=ambulance 2=troop transport with gun ports 3=rations and food possibly edible 4=bodybags of undead tainted corpses to be burned 5=fuel tanker with good supply of alchemical fuel 6=full of damaged scrap and rubbish used by scavengers
97 Archangel Heavy Tank - a large six-person tank that moves up to 30kph or half on rough terrain, has cannon 10d6 and two light machine guns. Requires the alchemical fuel of the ancients and often break down daily
98 Yotun Heavy Tank - 14 person tank tank that moves up to 16kph or half on rough terrain, has a two small 6d6 cannon, one cannon 10d6 and two light machine guns. Rare model but requires the alchemical fuel of the ancients and often breaks down hourly and gets stuck in mud often 
99 Mole Machine - often found buried with dead crew, once whatever killed crew discovered can be repaired. Crew often died of engine fumes or run out of air tanks on dangerous missions where some failure or bad luck slowed them. Mission d4 1=depoly trolls on locations 2=espionage 3=sabotage 4=germ warfare 5=commando raid 6=move battle wizards to location
100 Steamboats - mostly paddlewheel types for transport in canals and shallow waterways, mission includes d6 1=medical 2=food transport 3=pleasure barge for rich 4=luxury mobile command centre for decadent officers 5=scavengers repaired and rebuilt and loaded with junk 6=troop transport

Ancient fuel was made up of alchemists from certain materials which became rare and were almost all depleted. Today alchemists seek alternative fuels that might work. The old fuel was the remaining essence of creation the apocalypse war depleted. Its loss ended the advanced magical technology of the ancient peak. Most vehicles have up to 2 days of fuel, and many machines are empty. Machines could be converted into golems and magically animated. Vehichle golems have personalities suited to their job

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