Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Monday, 7 November 2016

The Misery of Blood Sand Beach pt3 - Shopping?





































Wow my ratings have hit rock bottom. Possibly this series wasn't my best idea. Coincidence? Or possibly I shouldn't think about it and get over it. Look at this baby lizard he is adorable.

So why the hell would anyone come to Blood Sand Beach. Even visiting demons think it is a dangerous shit hole? Here I present a table of business on the streets that might be worth putting on a fake beard and visiting. There are many strange things for sale here from around the world. Many vices common here are forbidden in the empire.

You might have noticed many monsters on the streets by night are female and vindictive like seahags, sirens and kelpies. Desperate men make easy prey. Many of these monsters were created by past suffering of woman kind here. Desperate male energies atract these entities also. Probably this town deserves to be haunted bu yhese monsters. Some women do visit, especially murder hobo women curious and defiant of the laws. Not many stay and the Orc guards are terrible at telling male and female humans apart anyway. Most of the orcs are made by the Barron's wizards and male anyway.

d10 Quick Businesses on the Streets
01 Taverns
02 Inns
03 Eateries
04 Outfitters
05 Tradesmen
06 Merchants
07 Communal Halls
08 Vice
09 Exotic
10 Magic


d100 Businesses on the Streets
01 The Briny Deep - a filthy sailors tavern where barnacled sea zombies serve drinks 
02 The Were Sharks Bum - a gambling den and pub where losers thrown into a shark tank
03 The Mermaids Beard - a salty tavern where gay old sea dogs and disguised women drink
04 The Purple Starfish - a popular tavern where male prostitutes and sailors frequent
05 Davey Jones Locker - a surly tavern of Kraken cultists rumoured to attract fish men
06 The Black Freighter - where melancholic old sailors tell grim tales of savage sea life
07 The Captains Hook - ship officers only are welcome and above average quality drinks
08 The Fisherman's Wife - tako octopus fairy bartender serves amid pornographic art
09 The Bloody Stump - bar favoured by amputee pirates and murder hobos
10 The Tatooed Lady - also a tattoo shop with mostly shirtless tattooed sailor customers

11 The Whales Belly - a inn with whale bone decorations favoured by whaling crews
12 The Selkie's Hole - inn serving sealion and walrus steak and stew for seal hunters

13 The Wounded Albatross - cultist run inn used to recruit down on luck sailors
14 The Twisted Tentacle - where tako octopus fairies run inn with sensual massages
15 The Blistering Bunghole - a halfling run inn of huge greasy meals served any hour
16 The Keelhauled Cabin Boy - a crumbling inn served by clean shaven youths
17 The Barrel 'O Rum - drunken flophouse with vomit stained sheets and occasional corpse
18 The Loose Cannon - inn where musclebound hairy sailors enjoy steam baths
19 The Bloody Stool - inn with whips, chains, a-frames and bondage paraphernalia
20 The Bearded Clam - inn with chaps in frocks serving best seafood in town
21 The Crumbed Cod - diner serving fish and wedges of exotic potatoes of Monster Island
22 The Laughing Squid - diner serving huge buttered tentacles run by halflings
23 The Mermaids Treasure Chest - diner sells fish and has a sad mermaid in display tank
24 The Lost Mariner - diner serving ground meat and cheap beer at low low prices 
25 The Squeaky Wheel - diner specializing in cooked rat and famous giant rat milk cheese 
26 Captain Fatty's Sausage Fest - retired captain serves sausages from rusty old cauldrons
27 The Bilge Rat's Delight - serving muscles, clams, seaweed, seagull eggs and rat pie
28 The Bloody Hook - diner serving mystery meat chunks of the day with crusty bread
29 The Farmers Rest - diner serving beef, lamb, goat and farm produce served by halflings
30 The Marlin Spike - diner serving huge whole roast sea beasts as a buffet 
31 The Shippers Supply Warehouse - selling sails, anchors and ropes
32 The Sea Lords Auction House - where ships and boats are sold by auction
33 The Seaman Suppliers - selling second hand ship fittings, old chests and tools
34 The Lumberjacks Chest - selling wooden beams, masts, barrels and carpentry tools
35 The Copper Spitoon - selling brass and copper pots, tools, urns and sheet metal
36 The Furriers Favorite - selling seal skins, oilsskins, woolen wear, winter clothes 
37 The Soggy Biscuit - bakery making long life sea biscuits sold for ship supplies 
38 The Rum Rebels - distillery selling rich spiced rum for ships supplies
39 The Powder Monkey's Cabin - selling gunpowder made on site by alchemist
40 The Blubber Hut - selling fresh and dried blubber, whale meat and rendered oil
41 The Rusty Spike - blacksmith and iron goods, with several dwarf slaves run by orcs
42 The Hangman's Noose - rope makers use hemp to make fine rope and drugs
43 The Aroused Armourer - selling guns, armour, melee weapons and more
44 The Snipped Fingers - tinsmith selling tins, boxes and sheet metal
45 The Seaman's Cracker - bakery selling bread, sweet buns and rat pies  
46 The Jerked Meat Master - making dried fish and beef jerky for ship stores
47 The Greasy Knob - selling grease, lubricants and oils for fuel and food  
48 The Scribal Store - selling vellum, parchment, papyrus, books, prints and pamphlets
49 The Glass Goblin - making bottles, beads and bowls for trade and storage
50 The Potty House - making bowls, jugs, bottles. plates, chamber pots, lamps
51 The Boneyard - selling exotic animal bones, stuffed monster heads and body parts
52 The Waxen Shaft - selling candles and blocks of wax, wicks and candlesticks
53 The Beastly Box - selling parrots, apes, iguanas and other exotic pests
54 The Menagerie - selling captured monsters from around the world 
55 The Wizz Fizz Biz - eccentric alchemist selling fireworks and delicious potions
56 The Lizard Wizard - selling dinosaur eggs and live creatures from monster island
57 The Slave Hut - selling exotic slaves from around the world
58 The Frock Shop - selling dresses, make up and boots in men's and kobold sizes
59 The Adventurers Chest - selling second hand adventurers supplies
60 The Old Bottle Shop - sells exotic foreign grog, potions, drugs and poison
61 Old Seamen's Home - where failed sailors receive charity beds and soup
62 Kraken House - where the kraken cult meet to exchange deep sea secret wisdom
63 Temple of the Sea God - most popular church for sailors, the grim lord of the briny deep
64 Mariners Guild - where members ritually explore forbidden ancient lore of the sea 
65 The Merry Crab Jig Hall - popular dance hall with 1cp a dance with men in dresses
66 Sea Lords Music Hall - musical theater with bawdy burlesque and amusing performers
67 The Stinking Shank - fighting club where members watch pit fighters and gamble
68 The Golden Fish - posh gambling hall with cards, crab racing and pugilism
69 Reptile Brotherhood - new hall where explorers discuss reptilian philosophy secrets 
70 Explorers Club - where mercenaries who raid monster island feast and get drunk
71 The Dank Hole - drug den with rooms full of passed out sailors in drug comas
72 The Flesh Pit - sexual favours for sale and some say have secret hidden real women
73 The Slippery Eel - tavern used by thieves, really a secret guild hall, rude to strangers
74 The Slippery Fist - club where oiled men wrestle naked for hours en mass
75 The Crumpled Kobold - tavern where kobold haters strangle kobolds all night for fun
76 The Scarlet Seers - a foreign mystical order actually an assassins guild
77 The Troll Hole - where the rich stab and torment chained trolls for fun 
78 The Halflings Hole - where pretty boy halflings entertain old rich men for cash 
79 The Jade Palace - embassy of the celestial eastern empire and opium house
80 The Galloping Gourmet Club - restaurant but secretly a cannibal club
81 Madam Serena's House of Secrets - she is a succubus recruiting for demonic cult
82 LeCor and Sons - Legal firm actually devils in disguise buy souls for cash
83 Madame Satana's House of Curiosity - shop of petty magic crap sold by old witch
84 Count Drune's Leech Emporium - therapeutic blood letting honestly not a vampire
85 Master Hellstrom's House of Black Books - seller of arcane books and tomes
86 Dorian's House of Murder - assassin who is hired to murder clients gently
87 Madam Tabitha's Hous of Torture - devil cultist calls erinyes from hell to torment clients
88 House of the Worm - where goblins sell magic fungus and worship the worm god
89 Kobold Emporium - kobold slave specialist dealers with all kinds of specialists for sale
90 Silver Skull House - necromantic school sells zombie and skeleton ship crew
91 Hall of Ocean Mystery - water elementalist school and cult of evil sea elementals
92 School of Esoteric Diabolism - school of summoners and cult dedicated to hell
93 Tabernacle of Blood - school of blood wizards seeking immortality through ritual murder
94 Palace of Occult Mastery - school of sorcery and black lotus cult
95 Balan's Familiar Emporium - sells exotic weird magic pets for spell casters
96 College of Sea Bards - music school exchanging songs from around the world
97 Whalers Guild - cult hunting chaos whales and seeking long lost relics they swallowed
98 The Pleasure Dome - sorcery personality cult school and drug den
99 House of Chastity - sell chastity belts and magic gender changing girdles in secret
100 The Black Chamber - secret policemen station commanded by one of Barron's wizards

Sunday, 6 November 2016

The Misery of Blood Sand Beach pt2 - Street Encounters



So I was cranking out stuff to keep up my hits up and I think I'm over it. G+ and blogger seem to be slowly being killed. Im considering building a website. Ive had lots of requests to do a compilation book again. Working on something polished would cut my blogging output to a trickle. I'm more into quantity than quality. No decisions needed at moment. After last road war game will knock out a compilation just to make life easier for me to run it. Im in Sydney now with my traveling pc, in Canberra with my design pc hopefully by monday. Usually in xmas holidays I work on compilations and play Temple of Elemental Evil PC game again.

Will be a few more tables and a map coming for this setting.

I've also decided to bite the bullet and make proper gods for this setting ive been running for years. Horrible obnoxious gods. Even the good ones.

I should do some more maritime tables too. Occurred to me some prison hulks in the harbour would fit in too.

d10 Quick Encounter Types

01 Vermin
02 Convict Labour
03 Vice
04 Beggars
05 Non humans
06 Sailors
07 Murder Hobos
08 Criminals
09 Street sellers
10 Weirdos


d100 Encounters On The Streets
01 Hopping sea fleas jump on everyone
02 Rats scuttle over feet, might turn hostile 
03 Isopods scuttle over ground picking on scraps
04 Trilobites crawling about 
05 Huge crab tries to grab someone from under some rocks
06 Tentacles from huge squid from open water tries to nab somebody
07 Seagulls try to knock food from hands to steal
08 Seagulls annoyingly begging for food
09 Stray cats looking fighting over scraps
10
 Aggressive sea scorpion tries a snatch and grab from open water
11 Chain gang being whipped on way to a sweatshop
12 Coffle of labourers being herded to work in fields

13 Cruel overseer beating slave in the street
14 Escape by slaves turns into a riot, orc guards attack
15 Masters making slaves fight for money
16 Legless slaves in wagon chained by necks off to slave market
17 Slaves being beheaded by orcs in street
18 Slaves being hung in gibbets for punishment
19 Slaves being flogged on a-frame 
20 Slave owner trying to sell youth for quick sale
21 Drug dealer on street selling goods from 1sp
22 Kobold transvestites offering trips to heaven 1gp
23 Old woman with orc guards selling cups of rum 1sp
24 Drunks in the street laying about
25 Man selling angry wild kobolds for strangling 1gp
26 Goblin trader selling assorted mushrooms from 1gp
27 Kobold renting out goat by the hour 1sp
28 Drunks vomiting in the street
29 Berserk hallucinating barbarian imagines enemies everywhere
30 Kobold robbing sleeping drunk
31 Drug addicts begging for change 
32 Man with no arms or legs begging for work
33 Kobolds begging for food scraps
34 Escaped slave begs for help
35 Beggar following party, beggar guild spy for hire
36 Elderly woman collecting money for old seamen home
37 Down on luck stranded sailor begs for work
38 Old necromancer with only one zombie begging for change
39 Waggon collecting dead from off the street
40 Beggar being attacked by rats
41 Orc hoodlums demanding money
42 Kobold selling his family at low low prices
43 Lizard man being whipped by orcs cursing this damned town
44 Frogman wizened and dying from salt overdose in gutter
45 Gang of of halflings beating a old man with clubs for a sandwich
46 Halflings cook selling buttered clams 1cp a serve
47 Orc gang sling insults at puny adventurers
48 Orc militia check your papers
49 Orc militia demand confirmation visitors really are males
50 Orc militia looking for druid terrorists or fish man saboteurs
51 Filthy drunk sailors drunkenly dancing in streets
52 Sailors having a fight in the street 
53 Sailors asking where they can find prostitutes
54 Sailors being beaten by orc militia
55 Sailor selling maps of strange islands
56 Sailor selling monkeys, parrots, snakes and other pets
57 Sailor selling tattoos
58 Sailor selling scrimshawed whale teeth
59 Sailor busking with accordion for beer money
60 Sailor sacrificing to a sea god in one of many alley way shrines
61 Drunken murder hobos staggering between pubs 
62 Drunken murder hobo stabbing or strangling a kobold in alley
63 Drunk murder hobo being beaten by orc militia
64 Murder hobo skinning, butchering and removing teeth from a lizard man
65 Retired murder hobo with one arm selling treasure maps
66 Murder hobo drunkenly talking to invisible friends about treasure
67 Murder hobo drunkenly being escorted by three kobolds in a human woman's dress
68 Murder hobo laying on ground begging for money, points out his stab wound
69 Hungry murder hobos eating a kobold on a spit
70 Lady murder hobo band with fake beards looking about town curiously
71 Muggers threaten visitors with shanks
72 Con man selling treasure maps
73 Cup and ball con man with small folding table
74 Card shark or coin toss con man in alley way running games
75 Muggers beating up old murder hobo beggar
76 Pimp slyly offers to show location of real brothel with real women for 5gp
77 Pimp offers to take to secret brothel, all girls are polymorphed kobolds
78 Man threatens to accuse visitors of being fish men if not paid 5gp
79 Con man has deed to a ship in harbour at low low prices
80 Con man asking for charity for crippled sailors home
81 Kobold selling hot buttered turnips 1cp
82 Orc selling hot chestnuts and acorns (orcs can eat them) 1cp a serve
83 Shifty push cart selling daggers, hooks, marlinespikes and teeth
84 Kobolds selling old clothes and strange bones from trolley 
85 Old woman selling eel stew and rat pies 1sp each
86 Old man selling bloodwurst sausage and sauerkraut 1sp serve
87 Kobold selling loaves of black bread 1cp
88 Kobold selling buttered periwinkles and crabs 1cp serve 
89 Old toothless man selling mystery boiled meat from large pot 1cp chunk
90 Orc selling boar penis soup, fabled fertility medicine 1gp bowl
91 Fishy man with googly eyes and thick lips in hood staring at visitors
92 Recruiter for mercenaries expedition to Monster Island
93 Press gang from ship needing crew offer to buy you all drinks
94 Failed ship captain telling stories of treasure islands looking for crew
95 Secret policeman looking to recruit murder hobos for dungeon mission
96 Recruiter for pit fighters offers great prizes and benefits
97 Wizard looking for murder hobos to recover lost item
98 Merchant looking for missing family wants to hire discreet murder hobos to rescue
99 Former bandit leader happy to give ex gangs lair location as revenge
100 Drunk crippled explorer happy to tell tales of the gold temples of monster island

d10 Quck Night Time Encounter Types
01 Animals
02 Beast Men
03 Supernatural horrors
04 Monsters
05 Riffraff 
06 Criminals
07 Militia
08 Cultists
09 Dodgy deals
10 Spooky stuff



d100 Encounters by Night
01 Sea scorpion climbs from water
02 Giant Crabs patrol streets
03 Water weird in a stagnant pool
04 Giant squid tentacles from water
05 Giant Frog in summer or Ice Toad in winter
06 Giant rat pack roaming streets
07 Giant crayfish scuttling about streets
08 Marine stegocentipede roaming for meat
09 Flying manta ray (1in6 vampiric)
10 Land lamprey school flopping about looking for blood

11 Crab men scavenging on streets
12 Eel men looking for food or murder

13 Fish men cultists looking for humans to kidnap
14 Fish men cultists summoning creatures from the depths
15 Marine troll up from the deep very hungry
16 Marine hobgoblins looking for metal goods
17 Lizard Men from Monster Island trying to free captives
18 Serpent man in woman form spying on humans
19 Vodyanoi marine umber hulk hunting
20 Kelpie in form of woman or horse luring men to deaths
21 Marine ghouls hateful of the living 
22 Sea Hag hunting for victims
23 Willow the Whisp
24 Marine zombie of long dead sailor covered in barnacles
25 Red Slaad looking for slaves to take to limbo
26 Vampire sea captain looking for victims
27 Penanggalang flying around looking for prey
28 Nereids looking for men to rob
29 Sirene regularly comes to steal especially magic
30 Hydrodaemon come to visit cultists
31 Marine ogres stealing metal goods and food
32 Sea wolves in humanoid wolf form hunting
33 Selkie in woman form looking for stuff to steal with several leopard seals nearby
34 Werewolf looking for food or murder
35 Were rat gang of sailors robbing buildings
36 Werepanther looking for victims by night
37 Tako octopus folk looking interesting human things to steal
38  Land urchins scavenging muck from cobblestones and mud
39 Eye of the deep roaming about for food
40 Algoids who form from slime by night and roam streets
41 Old hobo trying to avoid monsters and militia
42 Escaped criminal slaves from pens trying to escape
43 Limbless slave dumped in street to die
44 Escaped savages from monster Island with no clue what to do
45 Lizard men slaves heading for water
46 Kobolds picking streets for scraps of food or rubbish
47 Begger left out trying to get someone to let inside
48 Old man drunkenly roaming streets
49 Foreign drunk sailors unaware of curfew or night dangers
50 Escaped woman from illegal sex club desperate to escape
51 Gang of thieves breaking into shops by night
52 Gang of criminals dragging kidnap victims
53 Gang of criminals out for a dare
54 Pirates out to steal a ship
55 Pirate gangs fighting
56 Street gangs having turf war
57 Solo thief or assassin climbing building or wall
58 Pimp, thugs and slave women running from the law
59 Serial killer disemboweling a homeless person
60 Gang of were rats fighting gang of sea wolves
61 Orc militia chasing a young theif
62 Orc militia fighting a gang
63 Orc militia chasing escaped slaves
64 Orc militia fighting pirates
65 Orc militia fighting fish men
66 Orc militia fighting giant crabs
67 Orc militia being eaten by were rats
68 Orc militia executing men trying to free slaves
69 Orc militia beating a homeless person
70 Cult of the kraken god sacrificing a victim in a shallow pool
71 Cult of the kraken god throwing wax tablet into water in a ritual
72 Cult of the old man of the sea drowning a victim on a salty pool
73 Cultist of Hell doing the devils work 
74 Demon worshipers carving evil runes in escaped slaves 
75 Fish men cultists bringing bound woman to fish men
76 Necromancer cult releasing zombies into the sea
77 Cult of murder god throwing severed heads and hearts into the sea
78 Druids calling earthly powers to destroy town but attacked by sea monsters
79 Angelic cult trying to free slaves set upon by sea monsters
80 Sea wolf cultists sacrificing slave to the lord of sea beasts
81 Strange man offers you to follow him to secret drug den
82 Strange man offers you to follow him to secret brothel
83 Shifty man offers guide to secret night market of stolen goods 
84 Man in shadow offers free gold but leads to slaver ambush
85 Man in shadow offers free beer but leads to orc militia
86 Man in shadow offers free prostitutes but leads to sucubi
87 Man in shadow offers safe place to hide, actually leads to a press gang
88 Old man claims to be wizard without spell book, begs for help
89 Youth chained under house foundations whispers for help, actually a slaver trap
90 Man hanging in gibbet claims to be from good family begs for rescue
91 Spectral minion rattling chains begs for help to escape the town
92 Severed head drops from the sky and rolls down the streets
93 Eerie light comes from pools of water and a humanoid in hooded cloak runs out
94 Hear distant screams from woman, orc militia swarm the streets
95 A soaked druid staggers down street and falls dead from drowning
96 A grim face of the towns patron sea god appears in sky and grimaces then fades
97 A chilling wind blows down the street and phantoms of the dead arise moaning
98 Glowing eyes float down the street glaring at all then move onward 
99 The mayor, his orcs, clerics and wizards on the way somewhere in secret
100 A pirate lich with his skeleton crew walk down street and into the water

Saturday, 5 November 2016

The Misery of Blood Sand Beach pt1

























Bloodsand beach in may game for 5 years has been avoided by players who never got within a hex of it. Party have considered but here are some reasons why.

It stinks from 2-4 hexes away worse than a city ten times its size
99% male population, women mostly short lived prostitutes or very old
Whaling, sealing, bone milling and rending fat are traditional industries
Most of population are criminals banished from notoriously horrid Shadelport


The town is on a stony bluff on a sandy beach. It is surrounded by a wooden wall mostly made from wrecked ships. The waters edge wall is covered in barnacles. The southern beach is often used to carve up whales of all types and sealions no longer come near this place. The beach stinks and is stained red and black. Druids hate it even the blood thirstiest ones. Out at sea friendly killer whales await to help the whalers hunt other whales. Many sea creatures brought here are actually chaos warped or evil hell whales or reptilian sea monsters that swarm about monster Island. From the sea there are several entries into wharf filled artificial bays. Several have wooden gates. The largest has a huge chain to block unwelcome entry.

Around the mainland side of the city are fields and cattle pens worked by slaves. Cattle are brought from villages and ship yards to be slaughtered then shipped to Shadelport. Under Blood Beach are caves with Ice Toads who keep everything frozen for shipping. In winter the toads are allowed on the streets after curfew to feed on stray kobolds. The fields grow wheat and oats for porridge and beer. Fishy muck and seaweed are processed by short lived slaves into fertilizer. Sometimes slaves end up used as fertilizer.


There is no sewer. The streets reek of feces and rot. Rats, seagulls, crabs, isopods and giant sea lice crawl the streets. Occasionally giant sea scorpions or trilobites crawl out of the water looking for meat. Fishmen heads are hung near gates as a warning to hybrids trying to enter the town. Most buildings are two stories and many are merged into the outer wall. Inner buildings tend to be sweatshops and work houses where workers are prisoners. There is a temple to the sea god in his cruelest aspect who shield the town from magical destruction by druidry or the reptilian magicians of monster island. The biggest building is the lord mayors four story stone lighthouse, the oldest building dating from the prehuman monster empire. These is a dungeon burrowed into the rock under the tower which is also where the Ice toads keep stored meat frozen. The lord mayor is a ogre, appointed by the Barron. Orcs militia keep the peace and plenty of secret police of the Barron help keep order. Kobolds are common workers and help pick clean the rancid oysters and critters crawling the wharfs. Some lizardmen and frogmen are prisoners here from monster Island. The frogmen tend to die of salt exposure but the lizard men survive better than most. 

Nine tenths of the humans are prisoners, exiled from Shadelport. Being exiles from the fabled pirate city, the worst city in the world by many accounts means the people are pretty awful. Most are manacled some are trusted to duties where they get to walk within the town freely. Some humans are administrators employed by the Barony. They tend to be the most vile and corrupt, sent here as punishment. At most the city has 5000. A fifth are orcs, a third kobolds, one in twenty are froglings and lizard folk. Halflings are often visiting but mostly the evil ones with monobrows and pointy teeth. The rest are humans. As Exile Island has humans from across the world especially pirates and the great Empire on the south continent. Recently as Blood Beach is used as a base to raid the prehistoric monster Island many natives from that cursed place have been brought in as slaves but most die of plague before they learn to speak common.

Most humans are male. Women don't live long here. Some elderly ones are managers of sweatshops an healers. 
Mostly women under 50 are turned or away. Some women have entered in disguise. Some slave women from Monster Island are mistreated and die before they can be shipped out. This is contrary to the Barons Edicts who prefers they be sent to Shadelport as exotic slaves.  There is a rumour the brothels uses girdles of femininity and potions when they run out of real women. Some say they polymorph kobolds. The brothers are kept quiet and are not approved as they waste the lives of the victims. They are profitable mostly for the foreign sea crews with lots of cash. The Barron's code insists women under fifty are held for protective custody then shipped out. Corrupt officials pay good money to make a few disapear.

Fighting pits are the most common entertainment but drugs, beer and other vices are common too.


In recent years the economy has diversified. Raiders to monster Island come here and bring slaves captured there and increasingly including lizard and frog men. Also workers process remains from dungeons stripped by murder hobos, cleaning up old bricks, furniture, wooden fittings like doors and then freighting them to Shadelport. Rubble is dumped along the sea wall and in mounds past the fields in hopes of making a hill for a fort or larger wall.

Old Industries

Whale, beef and sea monster meat
Whale oil for street lamps of the rich parts of Shadelport
Leather goods, blubber and tallow
Bones and seaweed are ground in mills into fertilizer
Purple dye
Ambergris


New Industries
Recycling dungeon wood fittings
Recycling dungeon bricks
Ballast for ships and landfill from dungeon rubble

Creature teeth for jewelry and art
Human teeth for dentures
Monster body parts for wizards and alchemists
Exotic monster meat
Gold and loot from monster island
Baby monsters for gladiator pits around the world
Books, tablets, magic and artworks from Monster Island and Dungeons
Slavery

Population

20% Orc
33% Kobold
5% Halfling
5% Lizard and Frog Men
37% Human


Laws of Blood Sand Beach on the Front Gate
No women under fifty
No youths less than thirteen years
No druids or elves
No mutants or chaos tainted
No fishmen scum or their bastard spawn
No walking streets after curfew bell toll
Aiding an escape is death
Only the Barron's men may wear metal armour, use pole arms or bows or guns

I will map all this out some time.
Will do d100 street encounters, hazzards and mysteries shortly

Friday, 24 April 2015

Otherworldy Relics pt 2 Unearthly Powers



PART1 HERE

While im not online as much as i should - have written lots of tables for my roadwar game on my notebook inspired by con sessions. Sorry not posting much - lots of work, flu and arthritis slowing me down. Have got lots of nice toys and books and comics. Cthulhu wars and red and pleasant land. Moon Knight comics. More 1/72 minis.

Also i thought about my 1918 weird war one setting idea more - too many ww2 games out there - im thinking ww1 with martian tripods, undead germans  (like in sucker punch) - between steam and deco punk - feature flying aces, secret society wars, mystery men, land ironclads, aerial dreadnaughts and of course cthulhu (the chocolate coating of game genres = bums on seats) - a dawn patrol based game for next con (3 sessions) and tsr marvel: masters of evil vs avengers, (3 sessions) - i will go to zine fair instead other days I can make $300 selling zines instead of working for free.

At con learned a lot about my organisation-interfacing skills and need work with con bit better. I am way too used to charging money and bad rockstar antics from being a artist and entertainer for 20 years. Im still shy at awards and con I feel compared to my other arenas I feel professionally authoritative with. I guess there are a whole bunch of gamer ego and argument styles i can be less patient for now. Twenty nine years of reading history, pre modern poetry, philosophy and the classics makes me less of a fanboy than i was at 16. My enthusiasm and faith for corporate pop has waned. I dont trust companies top monetise my dreams as product. I have more hope on G+ and blogger community than most brands. I did have some pleasant arguments. I am far better at rhetoric than logic and probably feel a need to be "nicer" among gamer peers and nerd culture than say politics. One player said I am a horrible human being for my cthulhu death race game which i took as a compliment. I will use big classroom white boards better next time as they enhanced game play with lists of npc, initiative order, etc.

-------------------------------

So here is part two listing of unearthly powers for relics.

I'm considering the items have alignment restrictions with one part of alignment in common to use mundane powers and two parts of alignment in common to use unearthly powers. Possibly also need  approval of some being (monster, god, queen) might be required or Name level status.

Items are typically linked to the god or elf king or elemental ruler. They might disprove of user and punish them with minions or steal your lover or something more personal. They might also send rewards or a message or a vision.

Other world entities may be offended at abuse of item and may try to reclaim or kill user

You might be nice and declare that empathic light shedding +1 door detecting swords might actually be a otherworldly relic and declare it activated and more powers appear. Seems a bit sad to retire old magic weapons when they add to character. This class of item can be good to make tings to suit a character. Heirloom campaign where each starts with one item and it grows with the wielder would be fun.

Just to note most effects activate when item used which might require you say items name "In the power of...". Intelligent items might set off powers and effects. DM might set off just for narrative driving reasons.

Many effects suit occasional use with activation or actually succeeding at a task


d100 Unearthly Effect
01 Blazing Star Eyes
02 Molten pool of fire eyes
03 Spectacular horns of power
04 Surrounded by a rainbow
05 Blazing pyrotechnics accompany unearthly effects
06 Unearthly booming inhuman voice
07 Blazing with inner power
08 Floats gently a few inches from ground
09 Extra eye of power opens on your forehead
10 Shimmering rays of power emanate from your head
11 Rays of warm light comes from your burning coal eyes
12 Eyes burn with ebony flame that blaze when emotional
13 Skin becomes perfect and metallic, possibly colour tinted
14 Body swells and bursts horrifically without harm as powers used
15 Your presence is felt by every living and thinking thing one level per 1"
16 As power used flashes of lightning shoot across the sky
17 Brilliant glow as powers used leaving motes of light trailing behind
18 Smoke comes from mouth and nose of wielder as speaks and breathes
19 Loud music from other world accompanies power use
20 The ground shakes under your feet
21 Visage of a god or great being appears as power called on
22 For a moment all near get glimpse into a otherworld overlapping this one
23 Strange omens alert soothsayers and diviners to your arrival
24 Light dims to shadow or twilight nearby
25 Sun blazes and swells as item used increasing local heat, otherworld environment leaking through
26 Air chills and fog rises as power used, otherworld environment leaking through
27 Acrid cloud of vapour irritates everything in in area, otherworld environment leaking through
28 Gravity changes in area, in rippling waves of chaos, otherworld environment leaking through
29 Spirits recognise relic, some will be tempted to meddle
30 A humanoid race or monster species bears hatred of the weapon and wielder
31 Hero leaves a trail of echo forms and time seems to slow in area during combat or action
32 Magical glowing runes cover your body
33 Mighty horns of mystic power emanate from you showing wearers alignment
34 A halo of mystical life force produces a 1"/lv glow of power
35 Fanfare of horns from the other world sounds
36 Undead for miles around sense it
37 Reptilians for miles around sense it
38 Beings of certain alignment dislike weapon and wielder on sight
39 Higher beings monitor wielder and may be compelled to advise but not help
40 Magical sparkles and breeze cover area
41 Shadow covers all and gives living a chill
42 A haunted choir chant from beyond, fills all with dread or cheer depending on alignment
43 Ground shakes and the ground cracks
44 When used item emanates waves of light and wearer compelled to name item aloud
45 All in area hear a semi subsonic scream that hurts their teeth
46 Air pressure increases around wielder and waves of pressure emanate from them
47 Wielder floats and is supported by wind or anti gravity or magnetic fields or something
48 Unearthly boom is heard for a great distance, nearby temporarily deafened
49 Every non magical being in 3" loses one HP (only 1HP per being per day), plants and bugs die
50 Wielder wracked by terrible pain, CON save or cant run or hold anything
51 The air swarms with spirits made temporarily visible
52 Screaming phantoms form chase those nearby then vanish like mist
53 A fearsome phantom planar being (depending on alignment) forms over user and menaces enemies
54 Hovering form of patron entity of item over wielder, visible to all
55 Thousands of bugs, lizards and frogs crawl from our flesh when used
56 You vomit d4 1=vile sludge 2=bile 3=blood 4=worms in amounts equal to your mass when used
57 Your skull burns with mystic fire making you a nightmare
58 A mystical glowing crown forms over your head when used
59 Struck by lightning from sky or earth if underground
60 Struck by a ray from strongest light source (probably the sun), will make clouds part
61 You adopt a phantom form of a great otherworldly beast for a moment
62 Small planar beings (cherubs, imps, gremlins)  appear and blow horns, and move about you
63 Small planar beings use your body as a gateway type depending on your alignment conviction
64 Weeping cries of dead heard from the depths of the earth
65 Sweet sobs and tears of enlightened beings descend from the heavens
66 Booming voice you use to boast, announce self and trash talk foes
67 Throbbing low pitch noise increases as power used
68 Cold frosty blast from user coats all nearby in frost
69 Attract hundred insects type depending on alignment
70 Nearby mammals lactate
71 Hair glows, grows larger and it moves in unearthly manner
72 Float above ground surrounded by motes of light
73 Creatures boil up from earth to worship them
74 Footprints burst into flame last and next 100 feet
75 Mystic flame erupts around wielder
76 Skin glows with unearthly light
77 Flesh becomes transparent
78 Skin becomes transparent
79 Tiny birds or bats fly around user
80 Skin becomes scaly and eyes reptilian
81 Skin becomes feathered
82 Flesh becomes semi transparent crystal
83 Fingernails and teeth grow long and menacing
84 Temporarily mutated by chaos
85 Temporarily seem mechanical under influence of law
86 Take form of first wielder of relic
87 Liquid pours from skin and item d4 1=honey 2=wine 3=milk 4=rose water
88 Liquid pours from skin and item d4 1=ectoplasm 2=tears 3=blood 4=foul ichor
89 Strong odour pours from skin and item d4 1=flowers 2=food 3=incense 4=rotten meat
90Tiny elementals, fairies or imps dance about user depending on relic alignment
91 Snowflakes form in air around user as air cools
92 Steam pours from wielders skin in use forming a fog cloud
93 Flowers or fungus sprout from around wielder
94 Otherworldly glowing magic glyphs form on skin then drift away
95 Rainbow forms around wielder
96 Phantasmal but harmless explosion erupts from wielder when used
97 Ice forms on ground around wielder
98 Light sources like candles, torches or magic light up when powers used
99 Light sources like candles, torches or magic turn off  when powers used
100 Spirits become visible in area for a few moments

d100 Unearthly Powers
01 Prayer three times per day
02 Restoration once per day
03 Stone wall once per day
04 Ice wall once per day
05 Fire wall once per day
06 Bone wall once per day
07 Polymorph other once per day
08 Polymorph self once per day
09 Dimension Door once per day
10 Fireball three per day
11 Lightning bolt three per day
12 Cone of cold 3 times per day
13 Ice storm three times a day
14 Magic missile one per round
15 Shocking grasp once per round
16 Turn Undead three times per day
17 Command Undead three times per day
18 Raise or lower water three times a day
19 Contact other plane once per day
20 Commune once per day
21 Curse 3 times a day
22 Blindness three times a day
23 Magic jar once per day
24 Charm monster once per day
25 Speak with stone once per day
26 Speak with plants once per day
27 Speak with animals at will
28 Tongues  three times a day
29 Comprehend languages at will
30 Fire Shuriken once per round
31 Rock to mud three times per day
32 Mud to rock once per day
33 Flesh to stone once per day
34 Stone to flesh once per day
35 Teleport once per week
36 Dispel Magic three times per day
37 Summon once per day
38 Conjure Elemental once per day
39 Conjure Invisible Stalker once per week
40 Identify at will
41 History at will
42 Quest once per day
43 Phantom killer once per day
44 Astral Travel once per week
45 Cure Disease once per day
46 Remove Curse once per day
47 Raise dead once per week
48 Resurrection once per month
49 Banishment once per day
50 Summon once per week
51 Beings under 4 HD in 1" make a fear check if hostile to bearer
52 A fiery aurora damages attackers in melee attack 1d6 (2d6 at 10th lv) lasts one fight
53 Telepathic link to any one well known companion at will global  range but must concentrate for an hour
54 Speak to spirit of dungeon level and learn of its story, treasure and wandering inhabitants once a day
55 Tricks other items requiring specific race, class or user into working for wielder
56 Item can produce a humble meal for 100 persons a day
57 Item produces a fabulous feast for 10 with several courses but table and silver vanish after one hour
58 Shrink to bug size with 1hp at will (birds might eat you)
59 Summon or banish a comfortable double canopy bed from the otherworld at will
60 Summon or banish a mighty throne from the otherworld at will
61 +3 AC at will from d4 1=magic armour 2=mystic flame 3=glowing skin 4=auraura
62 +3d6 HP per day buffer
63 x2 Move
64 Raise a attribute to 18 if held d6 1=STR 2=CON 3=DEX 4=INT 5=WIS 6=CHA
65 Breathe water at will
66 Create darkness 100" for a hour once a day
67 Create light 100" for a hour once a day
68 Raise 100 zombies one a month
69 Rain blood 100 yard radius all 1HD creatures flee in fear once a day for one 10minute turn
70 Fire breath at will 1d8 extra attack 1" range per level 
71 Undead all think you are not a enemy if they are not attacked when power on
72 Once a month can summon a 12HD Octopus from any significant body of water to serve you
73 Once a month can make a other magic item become sentient
74 Can bless 10 bottles of holy water once per week
75 Once a month make a ordinary item +1 d4 1=weapon 2=armour 3=shields 4=missile
76 Once a week produces a specific magic potion type
77 Once a week produces a random potion possibly poison or cursed
78 Once a month opens portal to netherworld which one person per level may consult dead they know
79 Once a month releases a icy storm that lasts 1d6 hours over several miles
80 Once a week floods fog over an area a few miles across
81 Once a week 100 yard radius is covered by vines, covering walls and hiding things
82 Summon 1d6 shadows in hound form that attack closest person (including summoner) weekly
83 Can fuse 10HD of corpses into a zombie giant once a week, look horrendous
84 Summon a vampire weekly, will obey one request then devote life to killing summoner
85 Summon horde of gremlins over a city block area that make life horrible for years, once a week
86 Summon a small ice fortress once a month surrounded by fog, takes a week to melt generally
87 Summon a fissure in the earth 30 foot deep 20 wide and 100 foot long once a week
88 Create a well once a week offering years or longer of water in a 10-40 foot deep pit
89 Create a pit once a week releasing foul sulpher odours over area for years
90 Can be used to fuse animal bodies then reanimate as a monster once a month
91 Can turn all water in 100 feet into blood once a month - sea creatures dont mind as much as fresh
92 Summon a ghostly haunted manour once a month, remains a awful blight for decades
93 Ruins all farm crops within a mile once a week with blight and insects and mould
94 Makes all farm crops within a mile once a week fruit with greater fecundity
95 Make a unborn child become a monster once a day, usable on animals or people
96 Bless unborn baby daily to be born without complications and be an above average specimen
97 Can change appearance to any humanoid form and back daily, cosmetic only
98 Can turn your own blood into gold at will 1hp=1gp, on death your corpse becomes gold plated
99 Summon a faerie or sucubi/incubi lover once a week
100 Release a elder god or demon into world, will aid you once then leave, once a month

Sample Insect alignments
Bees Lawful good
Wasps Lawful evil
Crickets Chaotic Good
Dragon fly Chaotic Evil
Ant (and termites) Law
Fly Chaos
Scarab Good
Flea (mosquito) Evil
Moths & butterflies Neutral

Monday, 6 April 2015

Otherworldy Relics pt 1




Ive last 2 years gone from being bedridden 16 hours a day to currently having 3 jobs for 36 hours a week. A temporary promotion and nice words from boss ay moment.  Have 3 art gigs this fortnight and scrounging a deposit a studio. Next weekend is a con im running 3 games - space Cthulhu (need to make character sheets), road war game (characters and car sheets and vehicle hit locations) and tsr marvel fall of the mutants (Print out lots of character sheets and this time bring several copies of the one table needed in game). So some entries on that after the weekend art gigs over.

I wrote a catalog-zine essay for Anything goes sticker and paste up exhibit. Was in show and helped out show a bit. Was good fun show with great new and old talent. Good rehearsal for huge PASTE MODERNISM no.4 show this year.

I have 2 week holiday season work coming up instead of term programs I teach. I will try to do a magic item and treasure compilation from this blog during that time.

So his is another type of magic thingy.

I'm kinda mean with magic items in my Exiles settings and all the weird curses has players wary to test stuff in the field with one identify per property not enough info to test on the fly. But I do like items that can grow with a character.This is another type.

Basically the items have two power settings one mundane and other unearthly. When you find most items they are in mundane state with one roll on the d100 Mundane Effects and d100 Mundane powers. They have remained hidden, depowered and lost to their origin plane. When mundane property used or in the presence of cross planar activity like a monster or gate or portal or god the items mundane effect may activate.

When origin plane crossed, or in a gate and a period after or in presence of certain planar beings the weapon will reveal it's d100 Unearthly Effect and Unearthly Powers when in use and possibly when gates, planes or certain beings near. When a character reaches name level noble status of the objects unearthly and mundane abilities are usable while the name rank character wields it.

Some affects might suit a certain alignment so feel free to re roll. Possibly a negative effect could be removed by some deed or feat. Negative effect could be a taint from mortal world or a divine being. Instead of rolling on unearthly effects you could increase a mundane effect to a greater extent.

Part of the point is you get items that grow with you and are intriguing enough to generate plot.

the Items should have some personality, a name and a striking appearance.

The Items history should be unveiled level by level and as new abilities are exposed. (Why not play magic items dependent on living pawns and their level for Item to fulfill destiny).

Instead of getting new items, these items will get new abilities and effect and triggers as wielder grows in power. By name level at least one greater powers should be always on.

These items are jealous so only one each.



Typical Lv Features
(This is a yardstick, DM could introduce a one off power, or add due to in play events like uncovering item history. This might even be a guide for character as item game. Work your mortal to near god status then reveal you true status as the puppet master and you are claimed by the gods). Make you own version or improvise on fly for your campaign.
0 +1 Mundane Effect & 1 Trigger
1 +1 Mundane Effect & 1 Mundane Power & 1 Trigger
2 +2 Mundane Powers & 1 Mundane Effects & 1 Triggers
3 +2 Mundane Powers & 2 Mundane Effects & 2 Triggers
4 +3 Mundane Powers & 3 Mundane Effects & 3 Triggers
5 +3 Mundane Powers & 3 Mundane Effects & 4 Triggers & 1 Unearthly Effect
6 +4 Mundane Powers & 4 Mundane Effects & 5 Triggers & 1 Unearthly Effect
7 +4 Mundane Powers & 4 Mundane Effects & 6 Triggers & 1 Unearthly Effect
8 +5 Mundane Powers & 5 Mundane Effects & 7 Triggers & 1 Unearthly Effect
9 +5 Mundane Powers & 5 Mundane Effects & 8 Triggers & 2 Unearthly Effect
10 +6 Mundane Powers & 6 Mundane Effects & 9 Triggers & 2 Unearthly Effect
11 +6 Mundane Powers & 6 Mundane Effects & 10 Triggers & 2 Unearthly Effect
12 +7 Mundane Powers & 7 Mundane Effects & 11 Triggers & 2 Unearthly Effect
13 +7 Mundane Powers & 7 Mundane Effects & 12 Triggers & 3 Unearthly Effect
14 +8 Mundane Powers & 8 Mundane Effects & 12 Triggers & 3 Unearthly Effect
15 +8 Mundane Powers & 8 Mundane Effects & 12 Triggers & 3 Unearthly Effect
16 +9 Mundane Powers & 9 Mundane Effects & 12 Triggers & 3 Unearthly Effect
17 +9 Mundane Powers & 9 Mundane Effects & 12 Triggers & 4 Unearthly Effect
18 +10 Mundane Powers & 10 Mundane Effects & 12 Triggers & 4 Unearthly Effect
19 +10 Mundane Powers & 10 Mundane Effects & 12 Triggers & 4 Unearthly Effect
20 +10 Mundane Powers & 10 Mundane Effects & 12 Triggers & 5 Unearthly Effect

You may not need to be so mechanistic about it but might help with some players. Give item to everyone in a starting party and use to lead them about your sandbox.

D12 Things that might trigger effects

(oh just use them all when you want)

1 Approached by race or planar beings akin to home plane
2 Approach a gateway to other plane
3 Approached by deity or powerful being akin to home plane
4 Touched by magic akin to home plane
5 Contact with certain natural things like moonlight, fire or blood
6 Used in battle with enemy of creators
7 When close to a planar traveler
8 If contacts something from unfulfilled quest or tragic dilemma of past
9 If covered in wielders blood
10 If approached by relic of home plane
11 In presence of certain being or beings like spirits, faeries, gremlins, elves, goblins, demons, etc
12 When wielder gains levels and temporary power ups of affected by magic of home powers

d100 Mundane Effects
1 Shimmer in air
2 Faerie fire around object
3 No shadow
4 No reflection
5 Musical score accompanies action
6 Glass like
7 Sings
8 Bleeds
9 Coins vanish d10% per day carried
10 Trumpet sounds
11 Cymbal clashes
12 Whip crack
13 Item Glows
14 Puff of smoke
15 Sprout a flower by daylight or shroom by dark
16 Hair grows 1d6 inches
17 Flash of pyrotechnics
18 Sweet harp or savage drum music
19 Horrible scream from hell or sweet laughter
20 Attracts flies by day and mosquitoes at night
21 Paper, cloth, leather, paper goods age by 10% if carried
22 Releases delightful or foul odour
23 Hair grows longer and more luxurious when in use
24 Aurora of sparkling light
25 Attract butterflies or moths
26 Eyes become metallic coloured
27 Eyes glow in dark
28 Protected from rain
29 Dry instantly after being wet
30 Sparkles
31 Children shun or are attracted to
32 Wild animals are curious
33 Wielder exhales sparks
34 Wielder exhales smoke
35 Wielder exhales chilly fog
36 Hair stands up when in use
37 Hear voices offering alignment advice
38 Metal items of wielder sparkle
39 Eyes and teeth sparkle
40 Glass nearby vibrates
41 Wood nearby creaks
42 Item becomes chilly and frost covered
43 Item glows with heat that does not harm
44 Item sparks in use
45 Breeze starts when used
46 Distant animals howl when used
47 Veins inside users body glow briefly when used
48 Glowing sigils appear in air when used
49 Item seems to drink light
50 Item seems to drink darkness
51 Other worldly voice shouts
52 Skin changes colour while used
53 Bestial features emphasised when in use
54 Birds or bats attracted when used
55 Skin becomes pale when used
56 Voice changes in use
57 Attract gentle bees or vile flies
58 Wielder sings while in use
59 Sexual characteristics look more impressive
60 Bathed in shadow
61 Seeds and leaves sprout when in use
62 Worms sprout from earth or dead nearby when used
63 Astrological star sign in glowing light appears when used
64 Seem several inches taller when in use
65 Seem more musclebound when in use
66 Wielder becomes more androgynous from using
67 Vapour comes from body of wielder
68 Wielder grows more or loses body hair
69 A bird of prey cries when readied for action
70 Clothing becomes clean and crisper when used
71 Nosebleed whenever item used
72 Feels pain when used
73 Feel destined for greatness if wielded
74 Vapour rises from object when used
75 A small pet creature attracted to user
76 Noticeable pressure wave emanates from user if used
77 High pitched sound comes from wielder when used
78 Halo or crescent horn aura appears above users head in use
79 Candle flame ignites on item or wielders body when in use
80 Fingernails and eyebrows lengthen while in use
81 Wielder appears to be incredibly light
82 Wielder fades away for a moment when used
83 Tattoos appear when used
84 For a moment seems 2D when activated
85 Small objects in area rattle when item used
86 Wielder appears plant or fungi like when used
87 Wielder tears up when item used
88 Wielder laughs heartily when used
89 Item appears bejewelled wen actively used
90 Hear whisper sounds of spirits or faeries or gremlins
91 A glowing symbol of a god or planar being appears on item or wielder
92 Use attracts spirits or faeries or gremlins
93 Use attracts undead
94 When in use user perceives screaming phantoms of the void
95 When in use a being of great power notices wielder
96 When in use wielders non magic metal goods rust and tarnish on surface
97 Sounds of swarm of flapping wings when in use
98 Skin gains metallic hue when used
99 Insects and worms crawl from users clothing
100 Small creatures and plants die near wielder when in use

d100 Mundane powers
1 +1AC
2 +1Save
3 +1d4 MOV
4 +1STR
5 +1CON
6 +1DEX
7 +1INT
8 +1WIS
9 +1CHA
9 HIT & DAM
10 +1 HP per HD/Level
11 +1d4 HP
12 Re-roll one failed dice roll per day
13 -1 per die DAM from fire
14 -1 per die DAM from cold
15 -1 per die DAM from lightning
16 Resist Sleep
17 Resist Charm
18 Resist Hold Person
19 Resist Magic Missile
20 Protection from evil/good/law/chaos spell (one) once per day
21 Half damage from cold one hit per day
22 Half damage from fire one hit per day
23 Half damage from electricity one hit per day
24 Half damage from darkness one hit per day
25  Half damage from acid one hit per day
26  Half damage from fire one hit per day
27  Half damage from poison one hit per day
28  Half damage from edged wound one hit per day
29  Half damage from blunt impact one hit per day
30  Half damage from unarmed or animal attack one hit per day
31 Identify spell once per day
32 Spiderclimb spell once per day
33 Web spell once per day
34 Mirror Image spell once per day
35 Monster Summoning 1 spell once per day
36 Magic Missile spell once per day
37 Knock spell once per day
38 Purify food and Water spell once per day
39 Detect Trap spell once per day
40 Feather fall once per day
41 Slow Poison spell once per day
42 Darkness spell once per day
43 Light spell once per day
44 Create food and water spell once per day
45 Cure light wounds once per day
46 Bless once per day
47 Levitate spell once per day
48 Sleep spell once per day
49 Magic Missile spell once per day
50 Charm Person spell once per day
51 Animal friendship spell once per day
52 Silence spell once per day
53 Comprehend Languages spell once per day
54 Animal speech spell once per day
55 Feign dead spell once per day
56 Charm Animal spell once per day
57Item makes 20 shots for a sling or bow or musket a day
58 Item makes a copper piece per day or something of that value
59 Resistant to natural hot weather
60 Resistant to natural cold weather
61 Visions of relics mysteries fill wielders dreams
62 See spirits and non corporeal dead normally invisible on border to normal world
63 Night vision or Infra vision or other odd sense
64 Repair damaged mundane item up to 4 square inches once per day
65 Alerts if attacked in sleep
66 Every kill of certain beings heals you one HP
67 Preserves your corpse perfectly helping revival process
68 Empathic link to spirit of item, get sense of emotion from it when in use or activated
69 Item twitches and moves of own accord at times and tries to communicate and aid you
70 See lay lines, faerie circles and invisible gateways
71 Speak or read one human language past or present
72 Speak one planar (or alignment) language
73 Speak one monster language
74 Speak one animal language
75 Speak one monster language
76 Knowledge of one type lore non weapon proficiency
77 Knowledge of one type craft non weapon proficiency
78 Knowledge of wilderness or exploration non weapon proficiency
79 Knowledge of one type lore non weapon proficiency
80 Knowledge of one type lore non weapon proficiency
81 Detect Magic 1" per level
82 Detect secret doors 1" per level
83 Detect Poison 1" per level
84 Detect Enemy 1" per level
85 Detect Life 1" per level
86 Detect Corpse 1" per level
87 Detect other worldly beings 1" per level
88 Detect water 3" per level
89 Detect copper 1" per level
90 Detect invisible 1" per level
91 Detect silver 1" per level
92 Detect gate 1" per level
93 Detect Draconic beings 1" per level
94 Detect elemental beings 1" per level
95 Detect chaos 1" per level
96 Detect law 1" per level
97 Detect evil 1" per level
98 Detect good 1" per level
99 Detect Lycanthropes 1" per level
100 Detect Undead 1" per level

unearthly powers for otherworldly relics later