Showing posts with label treasure. Show all posts
Showing posts with label treasure. Show all posts
Friday, 14 February 2020
d100 More Empty Room Decor
d100 More Empty Room Decor Types
1 Storage
2 Rubbish
3 Corpses
4 Inscriptions
5 Construction
6 Water
7 Growing
8 Life signs
9 Strange
10 Magical
d100 More Empty Room Decor
01 Barrels of fermenting grog and maturing stoneware bottles of beer and wine
02 Jars of pickled cabbage fermenting
03 Sacks of acorns and turnips for winter
04 Stacks of firewood
05 Stacks of decaying coffins
06 Sacks of grain crawling with vermin
07 Dried smoked giant rats hanging to cure
08 Meat carcass hanging from hook to age, 1in4 human
09 Lamp oil in jars and candles in wooden boxes
10 Small granary with at least a ton of grain
11 Empty barrels and boxes
12 Empty stoneware and glass bottles
13 Broken and rusty old weapons and broken shields
14 Broken and weathered armour suits falling apart
15 Piles of empty clay jars, some broken
16 Pile of sand and rubble
17 Midden pit full of garbage
18 Compost heap and piles of scraps
19 Boxes, bags and piles of old goods and scraps
20 Piles of junk, broken old tools and building fittings
21 A human skull on the floor
22 A herd beast skull hanging on the wall, often painted
23 Pile of human-like bones
24 Human skeleton intact where they died
25 Human corpse
26 Pile of rotting human corpses
27 Pit with a carrion crawler where people throw corpses
28 Dried out mummified corpse in uniform or noble dress
29 A pit full of lime where corpses are thrown
30 A pit full of maggots with flies around it for corpses and rubbish
31 Threatening graffiti on the wall from dungeon boss
32 Subversive scrawls are hidden about out of the way
33 Older recycled stone in the wall has part of a prehistoric script
34 Journal of notes from a spy watching the area years ago that somehow got lost
35 A love letter or Shopping list
36 Dead letter drop used by traitors against the boss
37 Torn page from a spellbook
38 Memorial graffiti on the wall to fallen comrades
39 Guard roster from months ago
40 List of things to do from boss
41 Bricks in piles
42 Brick moulds, clay and drying bricks
43 Stones partly cut with saws and chisels with stacked blocks and rubble
44 Start of a tunnel with tools laying near
45 Boxes of trap parts
46 Pit into depths with shovels
47 Pit with pulleys and bucket to move rubble
48 Carpenters room for making furniture and doors
49 Sculptors studio carving ornaments and features
50 Tables with maps, plans and a model
51 Chamber pots where monsters and evil people poop
52 Well with rope and bucket into the deep
53 Bathing chamber with water heater and firewood and steam apparatus
54 Washroom with buckets, mops and cleaning supplies
55 Latrine, plank with holes over cistern pit, very smelly
56 Barred drain that goes into the depths
57 Stone toilet with water on hand for flushing and washing
58 Small water fountain for drinking
59 Barrel of water with a ladle
60 Laundry room with heater and wood and several large tubs of water
61 Mould growing from cracks in ceiling and wall
62 Moss or lichen growing on walls especially where water leaking
63 Shrieker mushrooms likely to alarm guards
64 Luminous bacteria glows in dark dimly
65 Room damp with mildew and slime
66 Trays of soil cultivating mushrooms
67 Thick slimy black growths like roots
68 Roots through walls and ceiling from trees or fungus
69 Walls covered in root mas from plant or fungus
70 Ancient tomb spores here inflict terrible disease if any too long in here
71 Shed scales or exoskeleton on the floor, might mistake for something scary
72 Pile of monster excrement where something collects it's own waste
73 Eggs of some creature, quite large football sized
74 Mass of cobwebs, corners and parts of the room covered in web
75 Gnawed remains of body mostly eaten by monster
76 Nest made of straw and trash where some creature has been sleeping
77 Holes in wall into rat nest
78 Termite colony nest growing from wall
79 Ants everywhere
80 Rotting food here crawling with maggots and hundreds of huge flies
81 Haunting scares everyone away d6 1=moans 2=rattling 3=apparitions 4=creaking 5=rats in walls 6=whispers
82 Blood splatters and stains here, signs of a grisly tragic battle monsters avoid now
83 Crude idol with some offerings of d3 copper coins, food or pipe weed, monsters come here for a minor cult d4 1=ancestor worship 2=demon cult 3=the ancient dungeon spirits 4=alien outsider god only known to cultists or occult scholars
84 Secret hiding hole or saferoom, 1in6 with a forgotten body inside
85 Secret panel here contains some trinkets and a map and other items
86 Trap sets off an alarm if the door opened, bell or gong or pile of cooking pots
87 Trap triggers an attack d4 1=scythe 2=dart 3=pendulum 4=deadfall. Often atatched to a door or ladder or stairs or might use some bait object like a treasure
88 Trap releases into room d4 1=large monster 2=gas 3=snakes 4=wasps or bats or slime
89 Trap door d4 1=entry door has delay then shuts and locks 2=into sewer or vent 3=concealed pit with something bad in bottom which slams shut 4=oubliette with a prisoner in a locked pit 1in6 dead
90 Off duty inhabitants used this room to slack off, signs of gambling, erotic idol, filthy old mattresses, pipes, ash bucket
91 Room haunted by a bad spirit d4 1=plague spirit 2=poltergiest 3=spectral minion 4=spirit wants revenge on current inhabitant who killed them, will reward helpers with revealing a secret door of items
92 A magical faerie door sometimes can be opened and take adventurers to another strange world d4 1=hell 2=faerieland 2=giant land 3=ancient past when evil monster ruled age of darkness
93 Gremlins here hide in a crack and some will try to
94 Magical signs and writing here only visible through magic
95 Invisible object is hidden openly in the room
96 Magical alarm in here informs the lead spell user in the area
97 Magical vermin live here d4 1=bookworms 2=gremlins sneak into strangers baggage 3=imp 4=minor faerie folk like pixie or sprite
98 A spirit in artwork here is cursed and seeks release and possibly tragic love
99 A magical hazard has been left here d6 1=animated weapon 2=animated armour with weapon 3=bodies on floor are zombies 4=mimic 5=cursed weapon 6=cursed seal
100 Dimensional barrier here is thin d4 1=things from beyond resembling blind deep sea fish pop through here if you remain a turn. A d6 first round and one each round, on the tenth round a shark comes through but if killed barrier resets 2=room is attuned to an element and summoned kindred things here have more HP per dice *d4+4 instead of d8). Subtle signs or even large runes might indicate what element and benefits 3=Mirror is a gateway to a strange world inhabited by nightmares and beings trapped in here over centuries. Inside is a guantlet of hazzards to reach the exit 4=painting with pocket universe playing out some scene in a loop and out of sync with normal time
Tuesday, 14 January 2020
The Secret Of Bone Hill
This has its ups and downs as a module which I will highlight
It is not a A list classic and has some peculiarities of writing different to other books
Len was a prolific writer with a column in Dragon and spells named after his characters
Plusses+
There is a local hexcrawl area with half mile hexes to explore mostly hills and woods
There is a town Restenford for you to hang out out too very detailed with names for every guard
At least you can run back to a pub or the gambling cult temple in a hurry
Ruins with bugbears and undead and good multi level ruin
Has spell casting zombies and skeletons which should have been a basic monster type in all dnd
Local campsite full of miserable poor adventurers living in tents
Local monster lairs that could wipe your party out
Church on hill of a gambling cult
Lots of local spell casters and patrons possible
Lots of cool stuff buried in rubble
Crazy magic potion lab
Compact pregens that don't waste pages - packed with content
A good intro start adventure
The burned out Guard station is a mini dungeon you could easily miss
Lots of elf loot and signs they lived here once
Mention of a Dark Keep of Kroten with a spy in the village might lead to adventure
Easy to add to area a few cults would be good
Lots of pubs and temples
Minuses-
Village more detailed than the dungeon and wilderness together.
If i don't kill town on a murder hobo spree unlikely to need all of this
If law abiding party you might never see most of this
Has odd encounter tables and % odds of characters being in rooms
Has lots of dm tips as if for a basic dungeon but a bit odd at times
A few more hills and future adventure ideas would have been good
Not much history and not much reason to stay in area unless you marry a local
Lots of rumours but no backstory for locations
- humans and elves battled bugbears together once in a war
-lots of elves boots and other objects in area especially buried
Map Typo different to text
Second module doesn't really help you use the content here as promised
It is a complete mini setting wich adventurers can make area safe, lazy and fat
I would generate a few cults
-possibly one burned the guard station which needs more rumours about it
-householder cultists seek a coup connected to a cult
I would add some more hills with lairs and mini dungeons
-book of lairs probably good to pad out in a hurry or some mini dungeons
-a witch cult cave with some monsters and fanatics and a goat man for commoners
-evil chaos cleric cult attack local order with assassination and corruption
-cult of some more respectable people in contact with the star people who appear certain nights and sometimes want help and reward you with lore and gold and youth
- a bear lair with a save with some skeletons from a old tomb
-gang of bandits or smugglers
-perhaps to use the town detail party need to become respected and part of defences of the town to learn it's secrets. Possibly they could be given jobs. Then they will get to spend more time with elites as their level goes up then maybe you might need to know whats in someones draw in the caste or the super secret magic vault defences. So use area as a base and have them part of comunity
A proper big dungeon nearby like stonehell would fit
Possibly relocate saltmarsh stuff to here easily
Adding a big dungeon nearby and developing romance, friendship and interest in locals would be goood way to expand this. If your not meant to kill everybody I guess you will end up talking to them. All the town watch have names that's kind of rare. Bugbears don't get names.
The Dark Keep of Kroten might be a evil cult including robber knights with ambition to control island. A humanoid dominated part of the island seems plausible.
Sadly I might use with planet psychon by adding lots of muskets and strange things into ruins. Dark Albion or Crawling Chaos could add some more weird and cult stuff here.
So more detail than say giants series and more roleplaying. Less railroad than adventures into the 80s went.
You don't need to add to it but part of the fun of that era of products was extending and filling in missing detail. Yet not so detailed you have to go along with it. This is 81. I like old modules because they offer lots of canvas to create which by Dragonlance became rare.
Romance would help this setting especially with all the npc detail and would give players a reason to use as a home base. Becoming local experts and being consulted and getting jobs will all help too.
Starting out with this I wasn't a huge fan but Im thinking of giving it a planet psychon make over with ancient stuff in elf ruins and basements and in wizards lairs. Religion easily changed and gambling cult get one arm bandits idols. So hope to use next week possibly as the secret of cyborg hill. Those forests and hills were blasted in the war with bioweapons making undead and creepy forests. Elven ruin now a eldren fort. Bugbears a hideous mutant race. Might need a small mutant ghetto.
Sunday, 8 September 2019
Relics of the Meat God

More Gore to Explore!
As my last post was "too horrible to read" here is more.
Scabs of Xor
Found in a drawstring skin bag, 3d4 pieces of sacred scabs of Xor. Each can heal 1 HP if applied to a bleeding wound or provide food for a day. Stay usable as long as kept dry.
Red Honey of Xor
Made by meat bees that gather blood and skin flakes or even corpses to make delicious red honey. A pound of honey can heal 3d4 HP or cure disease.
Harp of Zerlag the Brown
Harp is made from a skull, spine and sinew. If played by a bard three times a day all in 30 foot mast save or suffer explosive diarrhoea. Mostly this is humiliating and causes a morale check. Once a week the bard harpist may play to a heap of excrement and form a 4 foot tall homonculi like creature d8HD AC as leather Att can use club or dagger. The creature is loyal and loves it's creator like a parent and if shunned becomes vindictive. It is stupid but will happily open doors, activate traps and search ahead. It cannot talk but will gesture and has easily comprehended emotions. It leaves smelly footprints and follows the creator until it is dead or mistreated too much.
Bone Bow
A heavy composite bow of living sinew and bone grows a arrow per day. It can grow up to 12 at a time but they can be removed and kept to encourage more to grow. It has own muscles to amplify the flexing and does d10 damage with own arrows or d8 with other arrows. The bow enjoys being bathed in blood once a week or it dies. Blood elves of Xor love their bows and write poems to them and debate care routines. Some manuals teach how to double arrow growth rate with daily feedings of blood.
Vampire Spear
A +2 to hit bone spear. On a natural 20 the spear awakens and a evil face on the head bites hold of the victim struck and on following round inflicts a d4 a round until the victim or someone can remove it with a STR save. Often while the spear is stuck the user will hold on and use unarmed or shield attacks. When target is dead the spear releases the bite and returns to sleep.
Crimson Lens
A ruby monacle gives wearer infravision in one eye and can see where blood has been spilled during last week within 30 feet. Actually it is a drop of divine blood in stasis.
Scabs of Xor
Found in a drawstring skin bag, 3d4 pieces of sacred scabs of Xor. Each can heal 1 HP if applied to a bleeding wound or provide food for a day. Stay usable as long as kept dry.
Red Honey of Xor
Made by meat bees that gather blood and skin flakes or even corpses to make delicious red honey. A pound of honey can heal 3d4 HP or cure disease.
Harp of Zerlag the Brown
Harp is made from a skull, spine and sinew. If played by a bard three times a day all in 30 foot mast save or suffer explosive diarrhoea. Mostly this is humiliating and causes a morale check. Once a week the bard harpist may play to a heap of excrement and form a 4 foot tall homonculi like creature d8HD AC as leather Att can use club or dagger. The creature is loyal and loves it's creator like a parent and if shunned becomes vindictive. It is stupid but will happily open doors, activate traps and search ahead. It cannot talk but will gesture and has easily comprehended emotions. It leaves smelly footprints and follows the creator until it is dead or mistreated too much.
Bone Bow
A heavy composite bow of living sinew and bone grows a arrow per day. It can grow up to 12 at a time but they can be removed and kept to encourage more to grow. It has own muscles to amplify the flexing and does d10 damage with own arrows or d8 with other arrows. The bow enjoys being bathed in blood once a week or it dies. Blood elves of Xor love their bows and write poems to them and debate care routines. Some manuals teach how to double arrow growth rate with daily feedings of blood.
Vampire Spear
A +2 to hit bone spear. On a natural 20 the spear awakens and a evil face on the head bites hold of the victim struck and on following round inflicts a d4 a round until the victim or someone can remove it with a STR save. Often while the spear is stuck the user will hold on and use unarmed or shield attacks. When target is dead the spear releases the bite and returns to sleep.
Crimson Lens
A ruby monacle gives wearer infravision in one eye and can see where blood has been spilled during last week within 30 feet. Actually it is a drop of divine blood in stasis.
Spitter CritterCreatures bread to emit chemicals or projectiles for use as a weapon. Creatures become dormant if not fed blood for a week and die in a month if starved. If fed daily replenish a d3 shots. Weigh about 2lb for hand version, longer more powerful models weigh 6lb. Stats for hand/long weapon variants below. Ranges on 10s of feet indoors or yards outdoors.
Web - sticky strands of protein STR save or held d4 turns
Damage - Range 3/5 Ammo 1/4
Acid - glob of corrosive slime
Damage 2d4/2d4 Range 3/5 Ammo 1/4 +1pt extra dam d4/2d4 rounds
Flame - mixes 2 chemicals which then ignite in air
Damage 2d4/2d6 Range 1/4 Ammo 1/4 +1pt extra dam d4/2d4 rounds 30 degree cone
Sleep - shards of crystallised tranquilliser
Damage - Range 3/10 Ammo 10 CON save or sleep for at least a turn
Venom - shards of crystallised poison
Damage - Range 3/10 Ammo 10 CON save to resist poison or +2d4/2d6
rare versions have lethal venom
Teeth - burst of tiny fragments of metallic teeth
Damage d6/2d6 Range 3/10 Ammo 6/10
Slime - spits lethal green slime
Damage - Range 1/4 Ammo 1/4 1HD/2HD green slime
Shocker - shoots a tiny electric eel like creature
Damage d6/2d6 Range 3/10 Ammo 4/8 CON save or stun d4 rounds
Explosive - sires a bug that explodes on impact
Damage 2d4/3d4 Range 3/10 Ammo 4/8, damages materials fail save
Stench - stinking cloud gas in a gelatinous blob
Damage - Range 1/3 Ammo 1/4 Cloud Area 1/2
as stinking cloud, hand version lasts round, long version cloud lasts d4 rounds
Frenzy - shards of crystallised narcotic
Damage - Range 3/10 Ammo 6/12 INT save to resist, confusion d4/2d4 rounds
Pacifier - shards of crystallised narcotic
Damage - Range 3/10 Ammo 6/12 WIS save to resist or passive and friendly
Stronger versions act as a charm spell for a d4/d12 hours
Damage - Range 3/10 Ammo 6/12 WIS save to resist or passive and friendly
Stronger versions act as a charm spell for a d4/d12 hours
Biosaw
Resembles a sawfish held by body, slash with the spiked beak that vibrates when exited by battle for 2d4 damage as a sword, also good for hedge trimming, hair cuts and in the kitchen. Smaller knife like ones do d3+1. Requires feeding it blood if not used to kill weekly. Some are +1 or +2 but non magical for hitting certain creatures. This + is more from the STR of the creature making it's vibrations stronger.
Friday, 6 September 2019
Relics of Magical Meat Mages
Magic Items from Xor
Xor, where magic items might work but are too disgusting to use
Intestinal Cord
Comes in a squelchy 4lb bag of cured skin. Contains a streatchy cord of moist intestines that can be used for climbing ropes, hangings, restraints and other uses. It can also be used as a tube to siphoning liquids. The cord can stretch up to 100 yards. Can be cut which reduces the total length.
Sack of Guts
Comes in a squelchy pulsating alive 2lb cured skin bag. If you devour the horrible fresh gore inside you gain a d4 HP. Only one such bag will benefit user. If a second bag is eaten the consumer devolves into a hideous protoplasmic shoggoth.
Silent Feet
Skin removed from human feet and worn as shoes are silent but look and feel disgusting. Insides remain slimy.
Wizard Skin Suit
A tattooed skin of a wizard if worn ads +2 to ave vs magic and looks nightmarish with hair and fingernails intact.
Magic Parasite
Comes in a eggsac and creature inside is easily swallowed. Once it lives inside you for a HP a day gives +2 save vs disease and poison. When you die creature exits the deceased orifices an hour later, after a year in use 3d6 creatures exit.
Wish Bone of Xor
Two users pull on the foot long bone, each makes a STR test with the winner able to ask Xor for a simple wish. Xor is pretty dim and barley comprehends the parasites that walk on or in it or their desires. A wish for food might result in a flood or rain or gobbets of raw meat. Xor prefers solving problems with meat if possible. If used on another plane Xor will help but also use as a gate to invade that world or at least asses how tasty the world is.
Codpiece of Xor
This dried footlong intimidating decorative tribal codpiece with a strap if worn will fuse onto the wearer as a living functional penis. When user dies it returns to its original form. Some are handed down for generations.
Flesh Mask
These are stretchable dried skins of faces created by magic. When worn you resemble the depicted species or race and can pass among members as long as you don't talk or let them smell you. Come in human, demihuman, humanoid and beastfolk types. If you wear for more than 12 hours the effect is permanent. Most creatures find a infiltrator using a skinned face disgusting and will kill you if they find out.
Chaos Parasite
A chaos demon parasite that comes in a large egg. If anyone gets close enough to breath on it a slimy tendril shoots from the egg into their mouth or nose and into their stomach. A DEX save will prevent this. Once inside the parasite joins with the host giving them a mutation. Most are petty cosmetic ones rarer major mutations are most desired and hurt more when implanting them selves. Most common form gives the used a d4+1 tentacles own that have a mind of their but will attack enemies in a fight with a bonus grapple attack and help climb or reach in jars. Might touch people or things nearby against owners conscious desires.
Flesh Scarab
A beetle often in a cocoon form dormant. If placed on flesh it burrows inside to live forever. If you try more than one they fight inflicting a d4 damage to the hosts insides and one will win killing the others. The following varieties are the most common:
1 +1 on a specific attribute
2 +2 on a specific saving throw (disease, poison, magic most common)
3 Night vision
4 +1HP per day daily healing rate
5 Store a d4 cantrips or a 1st level spell
6 +1 Move
Shamans Nose
Dried shamans nose with a sinew trap. Sense disease within 30 feet including lycanthropes.
Mummified Baby
Dried mummified prehistoric hairy baby. If fed blood will open it's eyes and ask for the name of a dead person you wish to contact. Once a month it can contact a dead person known to the user who died since the baby died. The contacted spirit will answer three simple questions. If activated more than once a month the baby instead summons a demon.
Friday, 26 April 2019
Lesser Deck of Many Things
Dyson Logos has been making a deck of many things based on description unlike most ever published that looks good. Unfortunately as a item it is a world breaker. Fun but here is a less powerful version using same cards. Here is his art. It is awesome. I stole it from FB.
Balance (Two of Spades) - reverse alignment for d4 days (random non nuetral if already nuetral)
Comet (Two of Diamonds) - acts as a potion of heroism
Donjon (Ace of Spades) - character teleported into a dungeon
Euryale (Queen of Spades) - minus d4 all saves for d4 days
Fates (Ace of Hearts) - reroll one dice roll over next 24 hours
Flames (Queen of Clubs) - barbed devil appears to kill everyone
Fool (Joker black) - character loses level for d4 days
Gem (Two of Hearts) - character gains a d6x1000gp gem
Idiot (Two of Clubs) - character loses a d4 INT for for a d4 days
Jester (Joker Red) - acts as a potion of heroism and draw two more cards
Key (Queen of Hearts) - +2 magic weapon the character's hand
Knight (Jack of Hearts) - a zero level squire appears to serve you as a follower for life
Moon (Queen of Diamonds) - character gains a wish but it is an illusion that lasts an hour
Rogue (Jack of Spades) - a follower or friend hates and betrays you over d4 days
Ruin (King of Spades) - all non magical items and money on person turn to dust
Skull (Jack of Clubs) - a wight appears and attacks character
Star (Jack of Diamonds) - gains a d4 on one attribute for a 24 hours
Sun (King of Diamonds) - character gains a petty magic item like a wand with 3d6 zero level spells, scroll or a potion
Talons (Ace of Clubs) - lose one magic item
Throne (King of Hearts) - invitation to a nobles court appears in hand, possible job opportunity
Vizier (Ace of Diamonds) - detects next lie or translate next unreadable text character comes across in 24 hours
The Void (King of Clubs) - character becomes a zombie like for 24 hours, can be turned but not destroyed, if killed as a zombie revives after 24 hours expires
Balance (Two of Spades) - reverse alignment for d4 days (random non nuetral if already nuetral)
Comet (Two of Diamonds) - acts as a potion of heroism
Donjon (Ace of Spades) - character teleported into a dungeon
Euryale (Queen of Spades) - minus d4 all saves for d4 days
Fates (Ace of Hearts) - reroll one dice roll over next 24 hours
Flames (Queen of Clubs) - barbed devil appears to kill everyone
Fool (Joker black) - character loses level for d4 days
Gem (Two of Hearts) - character gains a d6x1000gp gem
Idiot (Two of Clubs) - character loses a d4 INT for for a d4 days
Jester (Joker Red) - acts as a potion of heroism and draw two more cards
Key (Queen of Hearts) - +2 magic weapon the character's hand
Knight (Jack of Hearts) - a zero level squire appears to serve you as a follower for life
Moon (Queen of Diamonds) - character gains a wish but it is an illusion that lasts an hour
Rogue (Jack of Spades) - a follower or friend hates and betrays you over d4 days
Ruin (King of Spades) - all non magical items and money on person turn to dust
Skull (Jack of Clubs) - a wight appears and attacks character
Star (Jack of Diamonds) - gains a d4 on one attribute for a 24 hours
Sun (King of Diamonds) - character gains a petty magic item like a wand with 3d6 zero level spells, scroll or a potion
Talons (Ace of Clubs) - lose one magic item
Throne (King of Hearts) - invitation to a nobles court appears in hand, possible job opportunity
Vizier (Ace of Diamonds) - detects next lie or translate next unreadable text character comes across in 24 hours
The Void (King of Clubs) - character becomes a zombie like for 24 hours, can be turned but not destroyed, if killed as a zombie revives after 24 hours expires
Sunday, 24 March 2019
Some Relics

Ive done this idea somewhere before but was in mood....
As wielder proves worth the item grows in power
Rod of the Hellions or Hell's Rod
As wielder proves worth the item grows in power
Rod of the Hellions or Hell's Rod
LE Intelligence 14 but wont communicate with anyone under 5th on non aligned
1st Is a +1 d6 Club
1st Is a +1 d6 Club
2nd Command spell as a cleric once per day
3rd Darkness spell as a cleric once per day
4th 2d4 base weapon damage +1, the rod can turn into a impressive cruel looking mace
5th Communicate telepathically with rod spirit knowledgeable on occult lore 3rd Darkness spell as a cleric once per day
4th 2d4 base weapon damage +1, the rod can turn into a impressive cruel looking mace
6th Becomes a +2 weapon
7th May summon a Imp once per day for one turn to do your bidding for a lire of blood
8th Cast Tongues spell as a cleric once per day
9th Becomes a +3 weapon
10th Level protection +1 effects on AC and all saves
12th Becomes a +4 weapon
14th Gain a extra melee attack with the weapon
16th May summon a lesser devil once per day for one turn to do your bidding for a human sacrifice, the more innocent and healthy, the more the devils HP are
18th Once a year summon a greater devil to for fill a wish as best it can for one hour
The rod encourages the wielder to make pacts with devils, perform greedy mean deeds and legitamise them. It will give deceitful advice to non LE wielders. Summoned entities will be worse at interpreting commands from non LE beings.
Wand of the Holy Faerie
CG Intelligence 13 can speak aloud
1st Is a +1 d4 Stick
1st Is a +1 d4 Stick
2nd Cast Faerie Fire spell as a druid once per day
3rd Can see in darkness
4th d6 base weapon damage +1, looks unchanged
5th Cast Cure Light Wounds spell as a cleric once per day4th d6 base weapon damage +1, looks unchanged
6th Becomes a +2 weapon
7th May summon a sprite once per day for one turn to do your bidding for a lire of wine
8th Cast Cure Light Wounds spell as a cleric three times per day
9th Becomes a +3 weapon
10th Level protection +1 effects on AC and all saves
12th Becomes a +4 weapon
14th Stick does 2d4 base damage
16th Commune with the faerie queen receiving seven words of replies to questions a day
18th Once a year summon a faerie noble to for fill a wish as best it can for one hour
The wand has the spirit of a puckish faerie lad always encouraging wielder or anyone nearby to relax, have fun, go to parties, get drunk, dance and rebel against bullies and bosses.Especially human ones as it never questions fae folk. It warns against harming others and overdoing hedonism too often and legions of hell conspiracies for control
Crown of the Sun
LG Intelligence 12 but wont communicate with anyone under 5th on non aligned
1st Grants +1 Charisma
2nd Cast Light spell as a cleric once per day
3rd Cast Magic Missile as a wizard once per day
4th Cast Protection vs Evil spell as a cleric once per day
5th Cast Hold Person spell as a cleric once per day4th Cast Protection vs Evil spell as a cleric once per day
6th Grants +2 Charisma
7th Cast continual Light as a cleric once per day
8th Cast Blindness spell as a cleric once per day
9th Grants +3 Charisma
10th Level protection +1 effects on AC and all saves
12th Detect Lies spell as a cleric once per day
14th Cast Flame Strike spell as a cleric once per day
16th Commune with the sun god receiving seven words of replies to questions a day
18th Once a year summon a faerie noble to for fill a wish as best it can for one hour
The crown starts as a simple gold ring and gains more detail and finery as the wearer grows in power. The crown encourages the wearer to aid good and law and may with hold magical abilities if wearer does not comply. The standards of the crown are other worldly and too perfectionist for most wearers. Their is a cult dedicated to serving the wearer but they don't usualy discover the wearer till they reach 6th level.
Friday, 26 October 2018
Simple Treasure Types
You can use multiples if you need more
Small Change (peasants pocket change)
d10cp
Coin Purse (common townsman)
d6 sp 3d6cp
Coin Box (church donations or commoners savings)
d4gp 3d6sp d100cp
1in10 chance of lesser treasure
1in6 chance of a lesser defence
Small Horde (payroll)
d100gp d10x1000sp, d10x1000cp,
d4 lesser treasure, 1 major treasure
d3 lesser defences
Medeum Horde (fortune)
d10x1000gp d100x1000sp and cp
2d4 lesser treasure, d4 major treasure, legendary treasure
d4 lesser defences and a major one
Large Horde (kings ransom)
1d10x10000 gp and sp and cp,
4d4 lesser treasure, 2d4 major treasure, d3 legendary treasure
2d4 lesser defences and d4 major defences and one legendary defence
d10 lesser Treasure (up to 100 gp)
1 Semi Precious stone
2 Jewellery d4 1=Ring 2=broach 3=arm band 4=neck ring
3 Fancy quality clothing
4 Figurine
5 Holy symbol
6 Healing herbs or medicine d4 doses d4HP
7 Common Scroll
8 Common Magic Potion
9 Broken part off greater treasure
10 Tools or adventurers pack
d10 Lesser Defence
1 Mouse trap
2 Baby potted shrieker
3 Poisonous guardian d4 1=snake 2=spider 3=scorpion 4=centipede
4 Poison needle or dart d3+poison save
5 Threatening letter declaring ownership of goods
6 Lock 1in6 have d3 extra locks
7 Monster d4 1=giant rat 2=stirge 3=undead hand 4=feret
8 Blade Trap 2d4 damage if fail save
9 Smoke bomb
10 Stink bomb
d10 Major Treasure (up to 10000gp)
1 Rare Potions d4 doses
2 Rare Scroll 2d4 Lv worth of spells
3 Gem d6 gems worth 1000gp each
4 Jewellery d6 items worth d6x100gp each
5 Metal Bars d10x1000gp worth of d4 1=gold 2=silver 3=electrum 4=platinum
6 Artwork of great value 1in6 lost from a collection
7 Book d4 1=spellbook 2=prayerbook 3=rare magic recipe 4=rare magical lore
8 Rare magical or holy materials possibly used to make magic
9 Relic belonging to a noble clan lost long ago
10 Magic item d4 1=weapon 2=missile 3=wand 4=miscellaneous
d10 Major Defence
1 Small humanoid locked inside will scream if opened and attack
2 Undead locked inside screams and attacks d4 1=skeleton 2=zombie 3=shadow 4=spectral minion
3 Trap 1=deadfall 3d6 save for half 2=poison gas cloud 3=diseased 4=releases monster
4 Monster d4 1=clockwork cobra 2=yellow mould 3=green slime 4=imp
5 Acid spray 2d4 save or take d4 damage for d4 rounds
6 Magic d4 1=cursed 2=alarm 3=4d4 explosive runes save halves 4=wizard locked
7 Dart Trap shoots d6 2d4 damage darts, save vs each 1in6 are poison tpp
8 Releases spell like effect d4 1=hold person 2=sleep 3=d4 magic missiles 4=web
9 Black powder bomb 2d4 to all in 1", d4 for surrounding inch
10 Incendiary bomb 2d4 to all in 1" area save or burn d4 damage for d4 rounds
d10 Legendary Treasure (up to 100 000gp)
1 Great treasure affiliated with kingdom or people like a crown d4x10000gp
2 Huge Gem worth d6x10000gp associated with long history of tragedy
3 Artifact or part of one part of a legendary prophecy
4 Relic often in bejewelled box d4 1=saint casket 2=statue 3=saint body parts 4=holy scriptures
5 Slumbering person in magical sleep, petrified or in a magic casket
6 Collection of true names and talismans for commanding d6 outer planar beings
7 Weapon or armour of a great hero famous for past deeds
8 Magic item of great power and fame that belonged to a great spell user
9 Means to locate great machine that once threatened the world power balance
10 Planar gate
d10 Legendary Defence
1 Requires a code or puzzle to unlock or access, protected from magic
2 Summons demon or elemental or ghost guards the treasure
3 Dreadful great curse that can infect descendants and any who touch treasure
4 Magical trap d4 1=10d6 fireball 2=Ice storm spell 3=10d6 lightening bolt 4=disintegrate ray
7 A demigod or dragon or great beast vows to torment lives of thieves
8 Monster generator creates monster protectors until destroyed
9 Chamber trap 1=sealed with stone 2=seal then flood 3=seal then flood with sand 4=seal then flood with lava
10 Planar trap d4 1=sends intruders to another plane 2=loot really hidden on other plane 3=opens gate releasing entities 4=surrounded by hostile other plane conditions
Tuesday, 29 May 2018
What’s in that Container? part 3 Magical Substances
These are mostly in potion form but sometimes powdered. Pretty much this can be used as potion treasure tables but has some unpleasant ones also. I prefer most potions being a few ounces but some might be a quart or even a gallon.
d10 Potion Forms
1 Small medicine bottles with only a few ounces or liquid, one round to use
2 Glass or clay bottle or sealed jar with a quart of liquid, one round to use
3 Powder can be eaten, one round to use
4 Powder or vapour can be inhaled, one round to use
5 Medicine bottle of vapour to inhale, one round to use
6 Pill, usually large and foul tasting, one round to use
7 Candy or cake, one round to use
8 Eyedrops, one round to use
9 Ointment can be rubbed over the body, one round to use, d3 if clothed
10 Liquid requires a syringe, d3 round to use but 1 once your hooked
Sometimes potions are made with mistakes or the alchemist or whoever can make inbuilt weaknesses for various reasons. Making batches increases risks of side effects. Sometimes they arise from substitutions in recipes or poor aging (that powder was a liquid potion). A potion pusher might cut the potion with some other ingredient like opium. Such potions might be slightly cheaper. A potion maker can take longer to make a pure potion and use better ingredients and can be an extra 200gp. Some side effects are an improvement. A fireball potion that only harms chaotic evil people might be handy. Potion users often carry a identical healing potion and injected poison potion tegether to stop enemies using them. Some users might resist the negative effects eventualy or have a antidote. If your addicted to a potion you can substitute alcohol or other substance to abuse instead.
2 Glass or clay bottle or sealed jar with a quart of liquid, one round to use
3 Powder can be eaten, one round to use
4 Powder or vapour can be inhaled, one round to use
5 Medicine bottle of vapour to inhale, one round to use
6 Pill, usually large and foul tasting, one round to use
7 Candy or cake, one round to use
8 Eyedrops, one round to use
9 Ointment can be rubbed over the body, one round to use, d3 if clothed
10 Liquid requires a syringe, d3 round to use but 1 once your hooked
Sometimes potions are made with mistakes or the alchemist or whoever can make inbuilt weaknesses for various reasons. Making batches increases risks of side effects. Sometimes they arise from substitutions in recipes or poor aging (that powder was a liquid potion). A potion pusher might cut the potion with some other ingredient like opium. Such potions might be slightly cheaper. A potion maker can take longer to make a pure potion and use better ingredients and can be an extra 200gp. Some side effects are an improvement. A fireball potion that only harms chaotic evil people might be handy. Potion users often carry a identical healing potion and injected poison potion tegether to stop enemies using them. Some users might resist the negative effects eventualy or have a antidote. If your addicted to a potion you can substitute alcohol or other substance to abuse instead.
d12 Potion Side Effects
1 Only works for one alignment (stops enemies using your loot)
2 Save each use or your addicted (makes users slaves)
3 Mild Poisoning save or -2 all dice for a hour after (stops people being greedy)
4 Mild Poisoning save or lose 10% HP (stops people being greedy)
5 Numb -d4 Dex for a hour after (second potion makes you save or go to sleep)
6 Weakened -d4 STR for a hour after (helps see who nicked you potion)
7 Slowed -d4 MOV for a hour after, speech slurs (its funny)
8 Melancholia becomes morbid, depressed and fearless for a hour (makes more uses wary)
9 Can only use once ever from that formula (1in6 any similar potion you find)
10 Save or tainted with a petty minor mutation of some type (its an experiment)
11 Potion is bigger and longer to apply or drink d3 rounds, is at least two pints
12 Tastes revolting CON save to keep the potion down without vomiting a d3 rounds
d100 Magical Dungeon Potions
01 Sleep Potion tastes pleasant, save or sleep for d4 hours, mixes in food 100gp11 Potion is bigger and longer to apply or drink d3 rounds, is at least two pints
12 Tastes revolting CON save to keep the potion down without vomiting a d3 rounds
d100 Magical Dungeon Potions
02 Poison Potion can be disguised in food, save or die 100gp
03 Plague Potion can be disguised in food, save or helpless and fever for a week then save to recover or die, 300gp
04 Contact Poison Potion, coat square foot, burns and poisons on touch 100gp
05 Lycanthrope Ointment, infects drinker with lycanthropy, 400gp
06 Madness Potion, save or inflicted with permanent madness 200gp
07 Blindness Potion , save or permanently blind 200gp
08 Deafness Potion, save or permanently deaf 200gp
09 Mute Potion, save or permanently unable to speak 200gp
10 Hair Restoration Potion, applied by touch, if drink grow hair all over 100gp
11 Speed Potion, lasts ten minutes 300gp
12 Polymorph Potion, adopt form of species chosen by maker for one hour 400gp
13 Oil of Slickness Potion, 1" area slippery pool lasts ten minutes after oil puddle first contacted with victim, 100gp
14 Undeath Potion, become a zombie on death or sometimes some other type 100gp
15 Fog Cloud Potion, obscuring mist fills 3" area with fog for 10 minutes if not windy 100gp
16 Feign death Potion, enter a sleep for up to 12 hours with all symptoms of death 100gp
17 Grenaide, light fuse and throw at target 2d4 damage over 1" area 50gp
18 Incendiary Bomb, light fuse and throw at target 2d4 damage save or lose d4 HP per round for d4 rounds 50gp
19 Smoke Potion, fills 2" area with choking smoke for 10 minutes if not windy 200gp
20 Night Vision Potion one hour 100gp
21 Vial of Holy Water, 2d4 damage to unholy beings or splash several for d4 30gp
22 Minor Healing Potion, cures d4 lost HP 50gp
23 Healing Potion, cures 2d4 lost HP 100gp
24 Extra Healing Potion, cures 4d4 lost HP 250gp
25 Protection from evil Potion, +2AC vs a particular alignments, lasts ten minutes 100gp26 Invisibility Potion, lasts ten minutes 200gp
27 Stone to Flesh Potion, to cure people turned to stone 400gp
28 Antidote Potion, cures any poison 300gp
29 Panacea Potion, cures any disease 300gp
30 Sweet Water Potion, purifies 60 gallons of bad or impure water to make drinkable 100gp
31 Climbing Potion, climb like a spider for ten minutes 100gp
32 Water Breathing Potion, lasts hour minutes 300gp
33 Free Action Potion, cant be webbed, paralyses or slowed by terrain, lasts ten minutes 100gp
34 Gaseous Form Potion, drinker becomes vapour that can move by floating 3", +4AC cannot attack or cast in form, lasts ten minutes 200gp
35 Levitate Potion, move 3" or 1" across by floating, lasts ten minutes 200gp
36 Fly Potion, move at normal speed in the air, lasts ten minutes 300gp
37 Shrink Potion, Shrink to 10% size x1/2 Mov, -4 to be hit by bigger creatures, lasts ten minutes 100gp
38 Growth Potion, Grows over 10%, most 1 foot taller +1 HP per HD, +1 STR, +1 Mov, -1AC , lasts ten minutes 100gp
39 Heroism Potion, lasts ten minutes +1 Lv for ten minutes 100gp
40 Super Heroism Potion, lasts ten minutes +d3 Lv for ten minutes 300gp
41 Fire Resistance Potion, x1/2 damage from fire or heat lasts ten minutes 100gp
42 Acid Resistance Potion, x1/2 damage from any acid lasts ten minutes
43 Lightning Resistance Potion, x1/2 damage from any poison lasts ten minutes 100gp
44 Cold Resistance Potion, x1/2 damage from any cold or ice lasts ten minutes 100gp
45 Poison Resistance Potion, lasts ten minutes 200gp
46 Strength Potion+d4 , lasts ten minutes 200gp
47 Dexterity Potion+d4 , lasts ten minutes 200gp
48 Constitution Potion+d4 , lasts ten minutes 200gp
49 Wisdom Potion+d4 , lasts ten minutes 200gp
50 Potion of Charisma +d4 Potion, lasts ten minutes 200gp
51 Oil of Durability +10 HP for ten minutes 100gp
52 Beserker Potion can fight in negative HP but lose HP/round blood loss, +2 hiit and damage ferocity, once fighting cant stop killing anyone till expires in ten minutes or dead 200gp
53 Ointment of Healing cures disease, poison or heals 4d4+4 lost HP 500gp
54 Regeneration Potion regenerate d3HP/round for ten minutes 400gp
55 Stinking Cloud Potion, throw as as spell for ten minutes 2"area 200gp
56 Mutation Potion, save or develop a petty mutation, mostly cosmetic 100gp
57 Poison Gas fills 1" area with poison for 10 minutes if not windy 300gp
58 Plague Miasma fills 1" area with disease effect for 10 minutes if not windy 300gp
59 Acid Vapor fills 1" area with d4 damage acid fog for 10 minutes if not windy 300gp
60 Acid Potion 2d4 if hurled, save or take a d4 damage for a d4 rounds 100gp
61 Detect Silver Potion,1" Range per Lv, lasts ten minutes 100gp
62 Detect Gold Potion,1" Range per Lv, lasts ten minutes 200gp
63 Detect Traps Potion, 1" Range per Lv, lasts ten minutes 200gp
64 Detect Treasure Potion, 1" Range per Lv, lasts ten minutes 300gp
65 Detect Enemy Potion, 1" Range per Lv, lasts ten minutes 100gp
66 Detect Water Potion, 1" Range per Lv, lasts ten minutes 100gp
67 ESP Potion, 1" Range per Lv, lasts ten minutes 200gp
68 Detect Invisible Potion, 1" Range per Lv, lasts ten minutes 200gp
69 Clairvoyance Potion, 1" Range per Lv, 1" Range per Lv, lasts ten minutes 400gp
70 Contact Other Plane Potion, and ask a question of a spirit during hour trance 500gp
71 Charm Person Potion,1" Range per Lv, lasts ten minutes 100gp
72 Charm Beast Potion, 1" Range per Lv, lasts ten minutes 100gp
73 Charm Monster Potion,1" Range per Lv, lasts ten minutes 400gp
74 Charm Plant Potion,1" Range per Lv, lasts ten minutes 400gp
75 Charm Vermin Swarm Potion,1" Range per Lv, lasts ten minutes 200gp
76 Charm Giant Potion, 1" Range per Lv, lasts ten minutes 400gp
77 Charm Dragon Potion, 1" Range per Lv, lasts ten minutes 500gp
78 Charm Undead Potion, 1" Range per Lv, lasts ten minutes 200gp
79 Charm Devil Potion, 1" Range per Lv, lasts ten minutes 400gp
80 Charm Demon Potion, 1" Range per Lv, lasts ten minutes 400gp
81 Telekinesis Potion, 1" Range per Lv, lasts ten minutes, 30lb/Lv 400gp
82 Remove Curse Potion, 400gp
83 True Sight Potion, 1" Range per Lv, lasts ten minutes 400gp
84 Detect Secret Doors and Panels, 1" Range per Lv, lasts ten minutes 200gp
85 Teleport Potion, one person can go anywhere on plane they have been before 500gp
86 Contact Dead Potion, enter hour trance and speak to corpse spirit for 3 questions 200gp
87 Fireball Potion 6d6 damage save halves over 2" radius area, explodes when breaks, 300gp
88 Doubler Potion, mix in another potion and get a extra dose of that potion 400gp
89 Neutralizer Potion, dispels effects of a magic or potion 500gp
90 Extender Potion , ten minute potion lasts hour, hour potion lasts two hours 400gp
91 Invulnerability Potion, +4AC for ten minutes 400gp
92 Etherealness Oil, travel through ethereal plane ten minutes 400gp
93 Astral Form Oil, travel to astral plane on trance for one hour 500gp
94 Love Potion,1" Range per Lv, as per charm person spell but lasts a year 300gp
95 Sleep of the Ages Potion, save or sleep for 100 years 300gp
96 Restoration Potion, restores a lost energy level or stat point 400gp
97 Total Healing Potion, heals all but a d4 damage 500gp
98 Longevity Potion, reduces age d4 500gp
99 Ambrosia, divine beverage of the gods, forbidden to mortals, glow and +d4 CHA for an hour, 1d6 years younger per drink 1000gp
100 Plane Shift Oil, most have a pre determined plane or can throw at someone to banish them to a specific plane, most not labelled 1000gp
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