Showing posts with label Items. Show all posts
Showing posts with label Items. Show all posts
Wednesday, August 13, 2014
Places in Limbo: The Universal Encyclopedia (D&D/Planescape)
THE UNIVERSAL ENCYCLOPEDIA
All things are retained in the Universal Encyclopedia. The Encyclopedia looks like a tower of arches on a spiraling, ramped pathway. It is on every plane and there are many ways in, but the primary entrance is on Limbo, in the Funeral of Logos, amid plains of failing words that burrow into the skin like rot grubs and burst novel and useless vocabularies from your corpse, whose moldy paper hills and drab watercolor trees are stalked by bands of thought thieves and of course, the Jabberwocky.
The Encyclopedia is a bit like a pin piercing the planes, and like the proverbial pin, is nearly impossible to find until you step on it.
Inside, it's stacks and shelves and cages and cases. Marble floors, columns, walls. Water runs down (sometimes up) most walls in sheets from somewhere far above (theory: it's coming from "Dam, Broken" or maybe its "Lake" or "Ocean"). There are endless rooms and cubbies and reading nooks, stairs up and down. If there is top or bottom, it hasn't been sounded.
The use of fire and lanterns is strictly prohibited and the halls are unlit but for the holding cages, whose lights blink and fluid glows softly (treat as a candle).
There are books but also scrolls and tablets and nearly every other media on which words may be printed. Some writing has been transcribed from older texts into newer media - there are, for example, holographic lexicons of Sumerian cuneiform - and other clever or desperate or capricious lexographers have recorded languages not yet spoken in places not yet made on scrimshaws. There are animals in cages and animals roaming about and everywhere is cluttered with the trophies of Nimrod's glory days (strange animals, stuffed). Every kind of thing is there, literally (people that lived, people that will live all of them sleeping on all planes and in all ways, unable to wake or do anything while in the Encyclopedia), everything but magic.
Accordingly there aren't spell books here, because magic is selfish and secretive and not a part of anything/something else entirely. Wizards could still probably find spell books because Wizard's minds are a mess.
Everything is cataloged, but Nimrod (the guard/docent/custodian) can't remember where the catalog is (it is, of course, under "C").
GOD LOCUS
The Universal Encyclopedia ("Oh, Ark of Knowledge, Oh Sum of Forms") is worshiped by academic-clerics, priest-librarians and mathologizers and idolized by knowledge pornographers. Worship grants clerics either Knowledge or Trickery Domains.
DIEGITIC LICH
Entries in the Universal Encyclopedia are diegetic lichs: their form may be carried out (borrowed) but their essential substance remains in the Encyclopedia. Destruction of an Entry requires destruction of the idea/substance of the Entry.
Destroying anything in the Encyclopedia removes it from all existence everywhere for all time until someone else invents it again. Destroying things like hunger and hatred and evil never do much as we just immediately re-invent them. Pacifist-terrorists, Chaos Catholics, revolutionaries, and other persons and peoples intent on reality schism still try, from time to time, and their corpses litter the hills of Limbo.
Cleaver terrorists will hire saboteurs to destroy apex predators or a single person in an attempt to destabilize ecosystems or powers.
There are, of course, a great many things in the Encyclopedia that destroy ideas/substances either purposefully or as a byproduct - fascist logic engines, parasites that devour ideas using language or other ideas or art as vectors, a machine that makes new things by crushing up old things completely and entirely.
BORROWING
When attempting to carry an Entry out of the Encyclopedia, the borrower finds themselves drawn inevitably to the exit guarded by the Encyclopedia's guard: Nimrod. The exact mechanism is any mechanism that works, usually through a kind of suggestion or mass illusion or, if those fail, the Encyclopedia just shuffles its page-floors so you wind up at Nimrod's exit.
The rule of the Encyclopedia, as is clearly stated in all languages on the walls, column, floors and molecules in the primary entrance/exit hall and, for the ease of the visitor, in all possible sizes, colors and spectrum as well as in thoughts, ideas, songs and images, require three things for the borrowing of an item:
1. a deity's permission
2. an item of equal value (meaning: you have to create a new idea or a new kind of thing of equal value [according to Nimrod] to be able to take the thing you want with you)
3. one must not acknowledge in any way the thing one is borrowing (cannot speak to, cannot look back at) while still on Limbo
(there used to be two rules but Limbo didn't like people taking potshots with just-borrowed cross-planar mortars or releasing loaned planar mites into its flesh, so it poked through truth and fact and added a third rule)
IT ROTS AND THESE HALLS ARE FULL OF DUST
Time passes and entropy reigns and the lich fails and an Entry must be restored by its substance. Husks of Entries, empty book-forms like brittle chrysalis crunch underfoot and the leathery shed skin and rotten guts of the animals and people lay at the feet at the Entry's current incarnation.
Dust reaches the waist in places, often at least the ankle. At its deepest, the dust has formed sediment and even ossified into rocks.
These leavings, being the ruined diegesis of a pure form, are a sort of incomplete, nearly universal language, the near total expression of all forms.
DUST OF TONGUES
per snort, 30% chance its useful, 70% chance its obscure words or conjugations of irregular verbs or morphemes and phonemes fallen out of use or illogical combinations of idea-flesh-sound, and DC 20 Wis Save or spend an hour vomiting words from your own language (you're disadvantaged while communicating for the remainder of the session)
SLUDGE OF TONGUES
may be smeared onto a text to make it legible in your language (this literally changes the language and can deform the original meaning and may ruin magical texts (10% chance per level of magic as well as relative complexity). Can be used on the tongue or dropped on the eye to have the same effect as the Dust of Tongues (DC 25 Wis save required, however). Used by certain torturers, spies and demons to concoct Gabber (see below).
ROCK OF TONGUES
May be used as an ebenezer/arcane focus for casters. Can be crushed to have the same effect as the Dust of Tongues. Swallowing a fist-sized rock causes one to be proficient in any language relatively common language and have advantage when trying to read or communicate in an obscure or dead or magical one and when making any History or Arcana check. After eight hours, a massive headache (exhaustion level 1) and disadvantaged when communicating for the remainder of the session (at least).
Gabber (DC 15/20 Con Save poison)
Weak Gabber forces the user to speak without stop for d4 days. There is an attending risk of starvation and dehydration, and, as the victim cannot sleep, exhaustion is guaranteed. The victim has control over what they say, however.
Stronger, lethal Gabber makes speaking sublimates all bodily functions to speaking. Everything will try to communicate meaning, hands signing, toes pointing. Death is usually cause by asphyxiation - speaking without trying to breather, the victim gasps like a fish suffocating.
OTHER ITEMS AND MONSTERSThe Voice of Nimrod
A recurve bow 5' tall, unstrung and snapped in half, requiring attunement, STR 12 to use. Any arrow shot from this bow strikes to the truth in addition to whatever other damage or effect it causes. The first blow, dispelling any one illusion (DC 30 dispel), the second any one lie (DC 25 command to not not lie) and the third any planar distortion (displacement/phasing/brings ethereal and astral beings into this plane, gives flesh to the incorporeal).
to repair: the gut of librarian-wyrm unkilled (ancient dragon) to re-string and a set of tools from a divine bowyer and a dwarven smith to repair its delicate mechanisms and rune-filigrees.
The Foot of Nimrod
Tarnished, now used as a bed, once a grand sky-steel chariot. Once hitched, moves at great speed for twice as long without tiring mounts, can be used to fly at the same speed (which will freak out terrestrial mounts) but is built for a being greater than you (at disadvantage until attuned and without STR 18).
The Night Crown
An Assyrian-style crown looking like a pale gold cylindrical tower. The first crown worn by a mortal, composed of the night sky, a moon and several stars. Inherently magical, an ancient symbol of status and respect in all outer planar courts. Extremely cold.
Gorm & Glot
There is a guard dog in the Encyclopedia (the Gorm) and a parasite eating its diegetic lichs like a bookworm (the Glot). The Gorm is never around because it's chasing the Glot. Both will try to recruit help if anyone looks able.
More on them later.
attribution: Pieter Bruegel the Elder
Tuesday, July 22, 2014
Bad Evangelists, a magic item, a Hex/Hex layout
There are three parts to this post as I continue to work through my hex-y 5e thing. 1 is a how I'm doing hex keying. Thoughts very much welcome. The second is an item, which is how I'm seeing a lot of smaller, random magic items work out (in my head, at this point). The last is more on the Evangelists of Torment.
A LOCATION/HEX LAYOUTS
The general format is intended to leave space on the left for notes or to refer to other locations (a la Carcosa) and the space on the left delineates when something is available. Entries in the same row, separated by a semi colon are usually something more specific or a different visual "beat" in the description. The options thus far for the conditional/right hand column are:
always is whatever is evidently here when you're just passing through
careful is stuff happens when the players spend time carefully poking around
time is stuff that happens only at a certain time (first time here, night, day being the three I've used thus far)
DC X being a gate behind which things are put. Rolled stat/skill is determined by context.
Here is an actual example:
005
|
former farm house, mostly just its stone walls and floor and rotten ceiling boards and walls;
the grass thins and reaches the knees rather than shoulder in large rectangular spaces around the house
|
always
|
child’s voice singing backwards under the flagstones
|
at night
| |
the flagstones don’t sit quite evenly (under is the dolorous poppet)
|
DC 15
|
AN ITEM
the dolorous poppet. a child’s doll stuffed with soft blond hair and little teeth. an arcane focus granting advantage 1/session on any check relating to infernals or deep places or far places.
EVANGELISTS
I posted the Evangelist of Torment 5e stat block at the bottom of this post. Something in between dragon and deity. I think I need to up their CR a bit and maybe give them a recharge power. Part of the below is for figuring out who is around when you com calling the first time and part of this is for clerics.
THE NAMES OF THE EVANGELISTS
roll d6+1 to determine the number of Evangelists
roll d10s that number of times to determine which Evangelists. Multiple rolls indicate a greater presence.
roll d6 to determine which nest is where. if there is increased presence, they are currently in residence at more than one nest/palace (roll again).
/1/
|
Mag
|
as a bird
|
a snub, jagged beak, slightly erratic from parasites in its inner ear that occasionally peek out and tries to tell it what to do.
|
as a humanoid
|
an old woman of crooked aspect and prodigious hair under which she hides her clawed feet. Often talks to her parasites
|
desires
|
the fingers of painters or doctors, the beak of Lugh to wear over its own
|
hates
|
Kutkh, anyone asking too many questions, anyone disturbing its near-constant naps
|
/2/
|
Indra
|
as a bird
|
its body crackles with bolts of energy, like storms beneath its feathers
|
as a humanoid
|
drunk, occasionally gripped by paralytic spasms, winged, bloody-mouthed
|
desires
|
to drink, to fight until no one sober is left living and everyone living is dying of drink
|
hates
|
Mag, Lugh, Huginn, the sun, seriousness, questions
|
/3/
|
Na’Satja
|
as a bird
|
vicious, scabby-eyed, beak split down the middle, opens as normal or along split
|
as a humanoid
|
one head bearing two faces that speak simultaneously (only one is audible at a time, the other speaks thoughts. Na’Satja has no thoughts other than when it speaks)
|
desires
|
the tongues of lawyers and bureaucrats, the brains of scientists and philosophers, the moon hiding behind our moon
|
hates
|
books, maps, paintings and other records, science, philosophy, civilization, Indra
|
/4/
|
Naunghaithya
|
as a bird
|
all 343 of its eyes have been bound or pierced or spiked with an inscribed silver pin
|
as a humanoid
|
arthritic, swollen hands and knees, blind-looking eyes (that see just fine)
|
desires
|
the wealth of kings and merchants, the simplicity of beggars
|
hates
|
everyone and thing
|
/5/
|
Verethreghana
|
as a bird
|
three-headed, razor-sharp feathers slice whatever they touch, leaving cuneiform behind
|
as a humanoid
|
monstrously proportioned sex organs, pregnant, decked in an infinity of weapons
|
desires
|
endless destruction, endless birth
|
hates
|
Lugh, celibates, opposition
|
/6/
|
Sauru
|
as a bird
|
emaciated, its claws are black, wrought iron
|
as a humanoid
|
robed in feathers growing from it, magisterial, crowned in human bone, scepter is a smooth, slim arm
|
desires
|
everything is to be taxed (breath, dreams, thoughts, battles, births, deaths, names)
|
hates
|
justice, kindness to the poor, order, safety, comfort
|
/7/
|
Huginn
|
as a bird
|
leaves ink stains where it rests, appears as one bird or several or your mother or a king
|
as a humanoid
|
wears a crimson silk blindfold, ink-stained fingers, trails catalog cards and charts, writes using a brush of eyelashes
|
desires
|
the cessation of time until it has caught up
|
hates
|
time, fiction, imagination, sleep
|
/8/
|
Lugh
|
as a bird
|
flaming with negative light, clattering with bones
|
as a humanoid
|
gigantic, wreathed in a halo of black flame, armed with a spear and a clawed right hand, wears bodies from hooks around its waist like scalps
|
desires
|
order, power, the humiliation of others, empire
|
hates
|
weakness, Sauru, opposition
|
/9/
|
Kutkh
|
as a bird
|
body laced with torcs and it’s wings tingle from chimes of bronze and steel
|
as a humanoid
|
wind-burned, rugged, moustachioed or bearded or wild-haired, always with a black horse and a white horse and sword that always drips blood, usually at the head of a multitude
|
desires
|
conquest, the spread of its seed regardless of the subjects willingness or capacity
|
hates
|
everything not of its host
|
/10/
|
It Shits In the Water
|
as a bird
|
as any other, also appears as a black monkey or grinning, pregnant dog
|
as a humanoid
|
usually a young man or woman with a bulging sack or pack, always grinning
|
desires
|
to finish telling the joke that ends the world, to make the world again
|
hates
|
serious things like anything that isn’t strictly animal, including civilization, language, and the other Evangelists
|
attributions: Lucas/Richard Windsor, Wilfried Satty
Labels:
5e,
Clerics,
Deities,
Design,
Items,
Monsters,
Places,
Ravenloft,
Setting Stuff,
Wandering Encounters
Sunday, May 25, 2014
Q&A 1 Inventory, Encumbrance
This is the first one of these that I've done and it may be disastrously unsuccessful... The idea is I ask a question and try to get as many answers/discussions as possible from as wide a spectrum as I can.
Question 1: Why is it that encumbrances and inventory management can be such an interesting element of tabletop roleplaying games and it's generally such a non-meaningful element of video (RP)games?
Like, this has meant a lot of fun and anxiety around the table:
And this has mostly meant I need to buy some more town portal scrolls:
Question 1: Why is it that encumbrances and inventory management can be such an interesting element of tabletop roleplaying games and it's generally such a non-meaningful element of video (RP)games?
Like, this has meant a lot of fun and anxiety around the table:
And this has mostly meant I need to buy some more town portal scrolls:
attributions: OD&D (Volume 1), Diablo 2
Friday, March 7, 2014
100 Minor Magic Items for D&D (from Numenera)
black mask with ribbon, usable once as per roll 60 on the table
These replace scroll, potion and, if you want, map results in the OD&D treasure tables. Like potions and scrolls, they're 1 use items. Rarely (about 1 in 10), they're reusable, at 1/session. Each uses up at least one of the 10-12 spaces a character has in their inventory and don't stack.
Not everything here is expressly magical. Weird chemistry or just the ingenuity of the locals could account for them as well.
Intending to use a variation of this with my Dark Souls D&D game.
100 (possibly) magical things
|
||
roll
|
thing
it does
|
what
it could be
|
1
|
adhesive,
+1 to climbing for d4 turns
|
gloves,
clothing, claws, paper
|
2
|
use
immediately after a failed Save v Poison to re-roll
|
potion,
poultice, relic
|
3
|
pull
one palm-sized thing toward you at slow speed this turn
|
glove,
wand, mitt, sack, magnet, bit of rock
|
4
|
temp
weapon enchant- an enemy struck by this weapon must save v stone
or be knocked back, out of melee
|
oil,
whetstone, polishing cloth, herb bundle
|
5
|
temp
armor enchant- when wearer is struck, they teleport out of melee
to a random area within short range
|
oil,
polishing cloth, relic, holy writ
|
6
|
use
immediately following infection with a disease and make a Save v
Poison to fight off infection
|
crystal,
vial of sacred water, potion, treated leech
|
7
|
heat
vision for d6 turns
|
crystal,
glasses, wand, potion, helm, headband
|
8
|
save
v poison or fall into fevered dreams, sweat may be gathered and
used as a Spell Component (Save at -4 penatly if you intended the
effect)
|
potion,
pill, mysterious wine
|
9
|
read
languages for a turn
|
piercing
to be pushed through skin, plug to be inserted into ear
|
10
|
temp
armor enchant- when wearer is struck, they teleport out of melee
to an area of choice within short range
|
oil,
polishing cloth, relic, holy writ
|
11
|
can
speak to* for d4 turns
|
vial,
headband, crystal, helm, stone placed under tongue
|
12
|
temp
weapon enchant – next attack adds momentum to your swing (when
using momentum to attack, roll damage twice and pick higher)
|
oil,
whetstone, polishing cloth, herb bundle
|
13
|
explodes
in melee burst for d6 damage (when rolling damage: 1-2 is
shrapnel, 3-4 is fire, 5 is heat drain and 6 is acid)
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
14
|
explodes
in melee burst and atomizes water in the area, making mist
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
15
|
explodes
in melee burst, all in short range must Save v Devices or be
blinded for a turn
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
16
|
explodes
in melee burst and forces Save v Stone or knocked down/crushed
flat/pinned
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
17
|
explodes
in short range burst, Save v Breath Weapon to halve damage
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
18
|
explodes
in melee burst; if target isn't alive after damage is applied,
their body is re-arranged in some novel way
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
19
|
explodes
in melee burst and pushes anything in affected area out of the
area (Save v Stone)
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
20
|
two
turn effect: first turn, pulls everything in short range closer,
second turn explodes
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
21
|
explodes
in melee burst, deals no damage but deafens all within short
range. Loud.
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
22
|
explodes
in melee burst, dealing d4 damage and then spitting out smaller
explosions, effecting all those within melee of burst for another
d4
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
23
|
burst
above single human-sized target and drops net, Save v Stone or be
snared
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
24
|
temp
weapon enchant – next attack against living tissue +2 dam
|
distilled
green slime, oil, whetstone, polishing cloth, herb bundle
|
25
|
see
twice as far for d4 turns
|
glasses,
eyedrops, forehead salve
|
26
|
temp
object enchant – anything against which this is applied gets to
make a Save against fire damage to halve
|
salamander
oil, polishing cloth
|
27
|
creates
a translucent, penetrable, gelatinous wall that consumes flames
for d4+1 turns
|
vial
of extracted and treated gelatinous cube
|
28
|
hold
portal for d6 turns
|
helm,
nail, hammer, bundled herbs
|
29
|
temp
armor enchant- +2 AC until next struck this combat
|
oil,
polishing cloth, relic, holy writ
|
30
|
creates
an invisible wall roughly 10' by 10' and 6” thick, about as
tough as wood (for d8 turns) or iron (for 1 turn)
|
belt
buckle, glass marble to be bit, solution to be gargled and spit
|
31
|
creates
an ablative shield, +1 AC until struck
|
belt
buckle, ring, wax or candle
|
32
|
greases
a 20'x20' flat, solid surface for d4 turns
|
flask,
vial of oil, ring
|
33
|
creates
a translucent, penetrable, gelatinous wall that causes d6 cold
damage to all that pass through it for d4 turns
|
vial
of extracted and treated gelatinous cube
|
34
|
explodes
in short range burst, granting cover to any within range (1 in 6
chance of causing temporary neurological damage, affecting area as
sleep)
|
flask
of pixie wings
|
35
|
user
floats 6 inches above solid ground, and skims the top of liquids
for d4 turns
|
feathers
of a magical creatures, powdered or rendered drinkable
|
36
|
a
short-sword-sized item is now considered one increment lighter for
the purposes of encumbrance
|
oil,
salve, crystal
|
37
|
temp
weapon enchant – next attack counts as magical fire
|
oil,
whetstone, polishing cloth, herb bundle
|
38
|
flies
to target and imbeds itself, is ruined, deals damage, may travel
up to long range
|
a
glass and brass flying insect
|
39
|
light
as torchlight for 6 turns
|
wand,
burnt stick, vial, taper
|
40
|
creates
a translucent, penetrable, gelatinous wall that causes d6 fire
damage to all that pass through it for d4 turns
|
vial
of extracted and treated gelatinous cube
|
41
|
crawls
up to 20' away, fast, records a bug-level picture, looking up at
45 deg. Angle and returns the following turn to report to user
|
a
glass and iron beetle
|
42
|
independent
familiar performs 1 task that takes no more than 1 turn
|
whistle,
calling drum
|
43
|
creates
a tent that houses 4, with bedding. Denatures after a day.
|
canvas
square, vial
|
44
|
bonus
of two on next Int test (declare before roll)
|
vial,
crystal, headband, helm
|
45
|
temp
armor enchant- renders armor invisible until struck
|
oil,
polishing cloth, relic, holy writ
|
46
|
get
to make a check to see if you know something about the matter at
hand
|
pill,
potion, wand, crystal, helm
|
47
|
creates
a translucent, penetrable, gelatinous wall that causes 2d6
lightning damage every other turn (wall flashes when dangerous)
for d4 turns
|
vial
of extracted and treated gelatinous cube
|
48
|
a
light green slime that devours 1 cubic foot of material in a turn
and then is rendered inert (chance to re-invigorate on a random
encounter)
|
vial
or flask of treated pudding
|
49
|
can
speak to objects made by humanoids for d6 turns (speaking to an
object made by a Mind-Flayer requires a Save v Sanity)
|
vial,
headband, crystal, helm, stone placed under tongue
|
50
|
thrown
object that deals d6+1 damage
|
crystal,
vial or glass drop
|
51
|
can
bend or twist a palm-sized iron object held in hand
|
gloves,
herbs, tincture
|
52
|
protection
from iron for 1 turn
|
chalk,
sprig of hemlock, leaf from an elf's home
|
53
|
“records”
thirty seconds of information, which can then be played back once
|
glasses
|
54
|
touch
a target and you and the target must Save v Device or be paralyzed
for 1 turn or stunned for 2
|
gloves,
glass marble crushed between teeth
|
55
|
renders
a cubic foot of metal brittle
|
oil,
polishing cloth, salve
|
56
|
a
brittle filament held between two hands that may slice through
roughly 6” of non-magical substance, lasts a turn
|
garotte,
spool of thread
|
57
|
embed
this small, fleshy egg sac in the back of your head and it will
burst when it feels threatened (ie, when you're about to get
surprised from behind)
|
palm-sized
egg-sac
|
58
|
minimizes
the effect of one environmental threat (reduces the source of most
damage by one die size, gives an extra turn to hold breath, etc)
|
hood,
maniple, incense
|
59
|
pops
you into a ghostly form for 1 turn (immunities and mobility as
ghost, but likely to attract things not desired)
|
censer,
pill of powdered femur
|
60
|
Turn
2 cubic feet ghostly for 1 turn
|
small
flensing knife, tiny hammer
|
61
|
Save
v Poison or become addled by emotion (cannot communicate without
weirding everyone out) for d4 turns
|
vial,
needle, weapon oil
|
62
|
Save
v Poison or take a die of damage from internal hemorrhaging
|
vial,
needle, weapon oil
|
63
|
Save
v Poison or be effected as charm for d4+2 turns
|
vial,
needle, weapon oil
|
64
|
Save
v Poison or stare into space, thoughtless for 1 turn
|
vial,
needle, weapon oil
|
65
|
whisper
into this device no more than five words that are transmitted to
the first person that puts the device to their ear
|
bottle,
jar
|
66
|
long
range beam of either necrotizing or holy fire that lasts 1 turn
and deals d6 damage, split between all hit
|
wand,
scepter, crystal, skull, ring
|
67
|
long
range beam of cold that deals d6 damage split over all targets
|
wand,
scepter, crystal, skull, ring
|
68
|
long
range beam of lightening that deals d6 damage split over all
targets
|
wand,
scepter, crystal, skull, ring
|
69
|
door-sized
space spiked with this halve the speed of any ghostly egress
|
piton-looking
spike, paper charm hanging from end
|
70
|
minor
healing (re-roll HD and take the higher of current or re-rolled
result)
|
bright
red potion, pill, herbs
|
71
|
healing
(re-roll HD +2 die and take the higher of current or re-rolled
result)
|
bright
red potion in large bottle, pill, herbs
|
72
|
see
what someone else is seeing for 1 turn
|
pairs
of: glasses, crystals, monocles, headbands
|
73
|
in
lieu of healing, spend a full rest repairing broken gear
|
portable
anvil, bellows, hammer, etc
|
74
|
temp
armor enchant- whenever struck this turn (OR next turn) deal 1
lightening damage to all characters in melee range of you
|
oil,
polishing cloth, relic, holy writ
|
75
|
creates
a shell that grants a temporary d4 HP this turn
|
belt
buckle, glass marble to be bit, wand
|
76
|
temp
weapon enchant – next attack counts as magical lightning
|
oil,
whetstone, polishing cloth, herb bundle
|
77
|
deal
a die of lightning damage
|
wand,
scepter
|
78
|
bonus
of two on next Dex or Int test to see if your character can
accomplish some feat of nimbleness or acuity (declare before roll)
|
girdle,
bracer, bandolier
|
79
|
you
and another target within melee range are affected by sleep
|
gloves,
packet of powders
|
80
|
no
sound within melee burst may be heard
|
ear
trumpet, candle of ear wax, black stone
|
81
|
no
sound within a stationary cubic foot of space can be heard
|
ear
trumpet, candle of ear wax, black stone
|
82
|
reduce
range penalties by one step
|
telescoping
lens, monocle
|
83
|
bonus
of one to next Initiative roll
|
potion
|
84
|
bonus
of one to next save
|
charm,
incense
|
85
|
bonus
of two to next save
|
charm,
incense
|
86
|
bonus
of two to next Str test
|
potion
|
87
|
creates
a translucent, penetrable, gelatinous wall lasting d4 turns.
Anyone passing through the wall must Save v Magic or be stunned.
|
vial
of extracted and treated gelatinous cube
|
88
|
permits
communication with... something else
|
spike
to be driven into skull
|
89
|
transport
one palm-sized thing across a melee range area
|
ring,
wand
|
90
|
transport
one palm-sized thing across a short-range area
|
ring,
wand, bowstring
|
91
|
a
message from someone who came before, scrawled in incandescent
blood
|
paper,
on the environment
|
92
|
temp
armor enchant- +1 AC until end of combat as your image warps and
refracts
|
blood
of a displacer beast, seasoned
|
93
|
temp
weapon enchant – this combat, +1 attacks until you miss
|
weapon
oil from displacer beast urine
|
94
|
place
on a willing subject. For the next d8 hours, you know in which
direction they are
|
glass
mosquito
|
95
|
bonus
of two to a Cha test
|
mask,
fake beard, feather to be placed in cap
|
96
|
give
another +2 AC versus one target until struck
|
mirror,
telescoping lens, crystal, smokey glass
|
97
|
the
next thing you said is comprehensible to a single target,
regardless of differences in language (target must fail Save v
Device)
|
collar,
book of letters, tonic
|
98
|
get
to make a Save v cold damage to halve
|
charcoal,
censer, blanket
|
99
|
use
to get another turn of held breath
|
vial,
empty bladder/drinking skin
|
00
|
can
see through up to two feet of a single non-metal substance this
turn
|
lens
placed against subject
|
Labels:
Dark Souls,
Design,
Hacking DAND,
Items,
Numenera,
ODAND,
OSR,
Random
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