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Monday 29 February 2016


Blackmoor Technology part 3
Blackmoor Technology part 3

Conversions by Traianus Decius Aureus
Communicator2 800 gp ½ lb
Glow Wand2 200 gp —
Medkit2 400 gp 5 lb
Power Pack2 100 gp —
Snoopers2 3,000 gp 1 lb
Translator Badge2 2000 gp 2 lb


Communicator (Talk Box) (Blackmoor)
This item is a gray egg-shaped device that fits in the palm of the hand. A retractable metal clip extrudes from one end. This communicator lets the user have a two-way conversation with anyone who has an implant or communicator or with any device that is plugged into the alien communications network (a computer, for example). Communicators have a range of 48 miles. They can always receive anything being transmitted on their band. When in transmit mode, they transmit all sounds within 12" inches. A character activates a communicator by giving the transmit signal (a verbally communicated alphanumeric code, in most cases). The small clip is a belt clip that can be thumbed out for carrying or thumbed out of the way when the device is in use. If the user tells the communicator to "translate", it automatically translates everything that it receives into whatever language the user is speaking. His own words are not translated. Squeezing the base of the device causes it to eject its power pack. A new power pack can then be slid into the base. Each pack can power the device for six hours of continuous use (about 24 conversations). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. 

Glow Wand (Magic Torch) (Blackmoor)
This item is a six-inch long, one-inch diameter gray metal tube with a translucent cap of some smooth, dense material at one end. The tube has parallel ridges running along its length. The item is a sophisticated portable light source. The "cap" is actually a combination lens/light source. To make it emit light, the user twists it clockwise. The lens immediately begins to cast a diffused glow. The further it is turned, the brighter and more focused the light becomes. Turning the lens in the opposite direction decreases and diffuses the light. Turning it all the way in the opposite direction shuts the light off. The glow wand is powered by a standard power pack inside the tube. The pack can be removed or replaced by pressing against one of the tube's ridges, causing an access panel to spring open. The panel snaps shut when pressed back into place. Each power pack is good for 24 hours of operation. When in diffuse mode, the glow wand clearly illuminates a 30-foot radius, and provides shadowy illumination out to a 60-foot radius. When focused, the glow wand provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. 

Medkit (Cube of Healing) (Blackmoor)
This item is a smooth, white 4-inch white cube. One side of the cube is covered with flashing lights and strange symbols. There is a small stud in one corner. The opposite side has dozens of shallow indentations. The remaining four sides are blank. When the side with the shallow indentations is placed next to a character's skin and the medkit is turned on by twisting the stud, the item performs a medical exam on the character and displays the results (including its diagnosis, if any) by flashing lights and changing the symbols displayed. The results include a readout listing any treatment that it is performing. If the machine is not turned off within 10 seconds of a course of treatment being indicated, the medkit executes the treatment. This may include debriding and sealing any wound over which it is placed, slathering ointments of various kinds on burns or irritations and/or spray-injecting the patient with one or more drugs. They only work on humans. Medkits don't use power packs; they have their own internal power source. They may treat up to 10 patients before becoming useless. In game terms, the Medkit will quadruple the patient’s natural healing rate for 2 days. If used on a non-human, the victim must make a fort. Save vs DC12 or be poisoned, taking 1d4 Con damage (both primary and secondary). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. 

Power Pack (Blackmoor)
This is a standard item is a standard 1" x 2" x 1/2" pack that powers most of the Blackmoor technological devices and weapons. All power packs are fully charged when discovered, and all standard power packs are interchangeable. Useless once drained, the only way to recharge them lies within the ruins of the Beagle. 

Snoopers (Far Seers) (Blackmoor)
This item consists of a pair of short tubes joined along their sides by some rigid material. The tubes are filled with layers of some clear substance and can be seen through. Connected to the tubes is a strap of some flexible stretchy substance. This item is actually a set of goggles that are held in place by an elastic strap. The "short tubes" contain lenses through which the user looks. Sensors in the sides of the snooper goggles react to the focus of the user's eyes, multiplying the effect of natural focus so that the harder the user looks at an object, the more it is magnified. At maximum focus, the user sees up to four times as clearly and four times as far as other characters. When the user stops focusing, the magnification steps back. Similar sensors give the character low-light vision and darkvision while using the snoopers. Snoopers are very delicate, and any direct damage to them immediately destroys them. 

Translator Badge (Medallion of Speaking) (Blackmoor)
This item is a one-inch diameter button fixed to a pin, so that it can be attached to clothing. The button has two parts, a stationary center and an outer circle. A metal rim around the center contains a small arrow pointing toward the outer circle. The circle contains runes and revolves when turned. The center of the button contains two glowing runes one of which matches runes on the outer circle. Depressing the center causes the runes to change or disappear. This item translates the spoken word into other languages. The words of the wearer are translated into the languages represented by the outer circle; all other speech is translated into the languages represented by the center. The arrow in the metal band is an indicator used to show the language into which the wearer wants his words to be translated. The item has a tiny speaker that broadcasts its translation in such a way that the translated words seem to be coming from the mouth of the speaker. Pressing the center of the item turns it on and off or changes the language into which the words of speakers other than the wearer are being translated. The glowing runes in the center correspond to the languages into which the various speakers' words are being translated. One of the runes on the outer circle is a "wild card" that represents the language of the first speaker whose words are heard by the device after it is turned on. If the speaker's language is unknown, the device gradually builds up a vocabulary and grammar for that language by recording and analyzing the speaker's words. In order to assist it in this task, the button contains a small imaging device for use in recording noun referents and body language. A translator badge can learn the language after being exposed to it for at least 30 minutes. Translators can be plugged into computers and can then download the data they contain directly into computer. They have their own built-in power source and are designed to be thrown away when power is depleted (after 5-20 months). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. In addition, most of the languages known by the badge have long since fallen from use. A character that succeeds in a Knowledge (Ancient History) check vs DC 25 may understand at least one language the badge knows. While the badge is building a database on a language, it can be difficult to understand. A DC 15 Intelligence check is required to understand the translation. 


Conversions by Traianus Decius Aureus
Communicator2 800 gp ½ lb
Glow Wand2 200 gp —
Medkit2 400 gp 5 lb
Power Pack2 100 gp —
Snoopers2 3,000 gp 1 lb
Translator Badge2 2000 gp 2 lb


Communicator (Talk Box) (Blackmoor)
This item is a gray egg-shaped device that fits in the palm of the hand. A retractable metal clip extrudes from one end. This communicator lets the user have a two-way conversation with anyone who has an implant or communicator or with any device that is plugged into the alien communications network (a computer, for example). Communicators have a range of 48 miles. They can always receive anything being transmitted on their band. When in transmit mode, they transmit all sounds within 12" inches. A character activates a communicator by giving the transmit signal (a verbally communicated alphanumeric code, in most cases). The small clip is a belt clip that can be thumbed out for carrying or thumbed out of the way when the device is in use. If the user tells the communicator to "translate", it automatically translates everything that it receives into whatever language the user is speaking. His own words are not translated. Squeezing the base of the device causes it to eject its power pack. A new power pack can then be slid into the base. Each pack can power the device for six hours of continuous use (about 24 conversations). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. 

Glow Wand (Magic Torch) (Blackmoor)
This item is a six-inch long, one-inch diameter gray metal tube with a translucent cap of some smooth, dense material at one end. The tube has parallel ridges running along its length. The item is a sophisticated portable light source. The "cap" is actually a combination lens/light source. To make it emit light, the user twists it clockwise. The lens immediately begins to cast a diffused glow. The further it is turned, the brighter and more focused the light becomes. Turning the lens in the opposite direction decreases and diffuses the light. Turning it all the way in the opposite direction shuts the light off. The glow wand is powered by a standard power pack inside the tube. The pack can be removed or replaced by pressing against one of the tube's ridges, causing an access panel to spring open. The panel snaps shut when pressed back into place. Each power pack is good for 24 hours of operation. When in diffuse mode, the glow wand clearly illuminates a 30-foot radius, and provides shadowy illumination out to a 60-foot radius. When focused, the glow wand provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. 

Medkit (Cube of Healing) (Blackmoor)
This item is a smooth, white 4-inch white cube. One side of the cube is covered with flashing lights and strange symbols. There is a small stud in one corner. The opposite side has dozens of shallow indentations. The remaining four sides are blank. When the side with the shallow indentations is placed next to a character's skin and the medkit is turned on by twisting the stud, the item performs a medical exam on the character and displays the results (including its diagnosis, if any) by flashing lights and changing the symbols displayed. The results include a readout listing any treatment that it is performing. If the machine is not turned off within 10 seconds of a course of treatment being indicated, the medkit executes the treatment. This may include debriding and sealing any wound over which it is placed, slathering ointments of various kinds on burns or irritations and/or spray-injecting the patient with one or more drugs. They only work on humans. Medkits don't use power packs; they have their own internal power source. They may treat up to 10 patients before becoming useless. In game terms, the Medkit will quadruple the patient’s natural healing rate for 2 days. If used on a non-human, the victim must make a fort. Save vs DC12 or be poisoned, taking 1d4 Con damage (both primary and secondary). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. 

Power Pack (Blackmoor)
This is a standard item is a standard 1" x 2" x 1/2" pack that powers most of the Blackmoor technological devices and weapons. All power packs are fully charged when discovered, and all standard power packs are interchangeable. Useless once drained, the only way to recharge them lies within the ruins of the Beagle. 

Snoopers (Far Seers) (Blackmoor)
This item consists of a pair of short tubes joined along their sides by some rigid material. The tubes are filled with layers of some clear substance and can be seen through. Connected to the tubes is a strap of some flexible stretchy substance. This item is actually a set of goggles that are held in place by an elastic strap. The "short tubes" contain lenses through which the user looks. Sensors in the sides of the snooper goggles react to the focus of the user's eyes, multiplying the effect of natural focus so that the harder the user looks at an object, the more it is magnified. At maximum focus, the user sees up to four times as clearly and four times as far as other characters. When the user stops focusing, the magnification steps back. Similar sensors give the character low-light vision and darkvision while using the snoopers. Snoopers are very delicate, and any direct damage to them immediately destroys them. 

Translator Badge (Medallion of Speaking) (Blackmoor)
This item is a one-inch diameter button fixed to a pin, so that it can be attached to clothing. The button has two parts, a stationary center and an outer circle. A metal rim around the center contains a small arrow pointing toward the outer circle. The circle contains runes and revolves when turned. The center of the button contains two glowing runes one of which matches runes on the outer circle. Depressing the center causes the runes to change or disappear. This item translates the spoken word into other languages. The words of the wearer are translated into the languages represented by the outer circle; all other speech is translated into the languages represented by the center. The arrow in the metal band is an indicator used to show the language into which the wearer wants his words to be translated. The item has a tiny speaker that broadcasts its translation in such a way that the translated words seem to be coming from the mouth of the speaker. Pressing the center of the item turns it on and off or changes the language into which the words of speakers other than the wearer are being translated. The glowing runes in the center correspond to the languages into which the various speakers' words are being translated. One of the runes on the outer circle is a "wild card" that represents the language of the first speaker whose words are heard by the device after it is turned on. If the speaker's language is unknown, the device gradually builds up a vocabulary and grammar for that language by recording and analyzing the speaker's words. In order to assist it in this task, the button contains a small imaging device for use in recording noun referents and body language. A translator badge can learn the language after being exposed to it for at least 30 minutes. Translators can be plugged into computers and can then download the data they contain directly into computer. They have their own built-in power source and are designed to be thrown away when power is depleted (after 5-20 months). As this item is ancient technology, a character must succeed in a DC 20 Wisdom check or Knowledge (Ancient History) check in order to use this item. In addition, most of the languages known by the badge have long since fallen from use. A character that succeeds in a Knowledge (Ancient History) check vs DC 25 may understand at least one language the badge knows. While the badge is building a database on a language, it can be difficult to understand. A DC 15 Intelligence check is required to understand the translation.

Hand Blaster (Wand of Sunflame

Blackmoor Technology part 2

Conversions by Traianus Decius Aureus
Hand Blaster6 800gp - 3d6 + 3d6 fire x3 50 ft 2 lb Bludgeoning and Fire
Heavy Blaster6 1600gp - 4d6 + 4d6 fire x3 80ft 6 lb Bludgeoning and Fire
Light Saber6 600gp 1d6+ 4 fire 1d8 +4 fire 18–20/x3 - 2 lb Slashing and Fire; +4 bonus to attack rolls.


Hand Blaster (Wand of Sunflame) (Martial, Ranged, Blackmoor)
This dark gray, L-shaped device is made from some smooth, dense substance and is molded to fit a human hand. The part that fits most comfortably in the palm is studded with tiny buttons and protrusions. The other part ends in a thin tube. As a result, it may be used one-handed. This small, easily concealed weapon works by shooting a bolt of plasma whenever a small stud in the front of the pistol grip is pressed. This bolt does 3d6 bludgeoning and 3d6 fire damage. The weapon has a standard power pack in the grip. Moving a slide on the grip causes the weapon to eject its power pack; it can then be reloaded by simply sliding a fresh power pack into the bottom of the grip. Thumbing open a panel in the back of the grip exposes a vertical gauge whose red indicator line shows how many charges are Ieft. The pane1 snaps shut when released. Each new power pack insertcd in the weapon is good for 24 uses. The power pack already in a weapon when it is discovered by the characters is good for 5-20 uses. 

Heavy Blaster (Staff of Sunflame) (Martial, Ranged, Blackmoor )
This device actuaIly looks more like an unwieldy cIub than a staff. The smooth, dense, dark gray substance from which it is manufactured is studded with arcane bumps and bulges and it is broader and heavier at one end, tapering to a thin tube at the other. This shoulder-fired weapon works is the size of a crossbow (but is much lighter and is shaped like a rifle). It works exactly like a hand blaster, but does 4d8 bludgeoning and 4d8 fire damage whenever a small stud in the underside of the stock is pressed). The weapon has a standard power pack in the stock. Moving a slide on the stock causes the weapon to eject the power pack; it can then be reloaded by simply sliding a fresh power pack into the butt-end of the stock. Thumbing open a panel in the top of the stock exposes a vertical gauge whose red indicator line shows how many charges are left. The panel snaps shut when released. Each new power pack inserted in the weapon is good for 24 uses. The power pack already in a weapon when it is discovered by the characters is good for 5-20 uses. 

Light Saber (Sword of Light) (Martial, One-Handed Melee, Blackmoor ) This item is a six-inch long, one inch diameter gray metal tube with a red lens of some sort at one end. The tube is banded with ridges of metal and contains a small plate near the lens. The plate is inset with a variety of studs and small flashing lights. This is a light saber, a weapon designed for deep-space combat where it is desirable that pressurized hulls not be damaged by casual blaster fire. The end with the lens emits a three-foot long by one-inch diameter controlled beam of light bent to form a lethal blade. It has a +4 bonus to attack rolls and causes an additional +4 fire damage per hit. It is activated by pressing one of studs in the control plate by the lens. The other studs are used to regulate the blade’s length and width. The flashing lights are used to monitor its status and are for diagnostic purposes, only. The light saber is powered by standard power pack inside the tube. The pack can be removed or replaced by pressing against one of the tube’s ridges, causing an access panel to spring open. The panel snaps shut when pressed back into place. Each power pack is good for 12 minutes (120 rounds) of continuous operation.

EBOTS+ GLANTRI


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Robot, EBOT

Conversions by Traianus Decius Aureus
DA3 39
Medium Construct 
Hit Dice: 12d10+20 (86 hp) 
Initiative: +4 (0 Dex, +4 Improved Initiative) 
Speed: 30 ft. (6 squares) (can't run) 
Armor Class: 19 (+9 natural), touch 10, flat-footed 19 
Base Attack/Grapple: +9/+12 
Attack: Needler +10 ranged (1d2 + Paralysis) 
Full Attack: Needler +10/+5 ranged (1d2 + Paralysis) 
Space/Reach: 5 ft. /5 ft. 
Special Attacks: --- 
Special Qualities: Airwalking, construct traits, darkvision 60ft., damage reduction 10/magic, low-light vision 
Saves: Fort +6, Ref +6, Will +8 
Abilities: Str 16, Dex 10, Con -, Int -, Wis 14, Cha 4 
Skills: --- 
Feats: Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (Needler) 
Environment: Any land 
Organization: Solitary, or Team (2-5) 
Challenge Rating: 7 
Treasure: None
Alignment: Always neutral 
Advancement: 13-24 HD (Medium) 
Level Adjustment: - 


An Ebot is an Ecology Robot and is green in color. The Beagle carries over 300 specialized robots designed for use in capturing, subduing and caring for specimens. All ebots are identical. They look exactly like ubots, except for there color, but they are sheathed in light-gauge duralloy armor and have special shock-cushioning to protect their components from damage. Like ubots, they use a plenum chamber and airscrew arrangement to move. Ebots can extrude a variety of small tools from their torso, including medica1 sensors and needlers loaded with different types of powerful sleep-inducing drugs. They heed programming in Galactica or computer language. 

Combat
Ebots never try to harm specimens; they are programmed only to subdue them. If they come up against a specimen too tough for them, they flee. Ebots don't try to capture aliens. However, they have discretionary circuits that cause them to try automaticalIy to capture any representatives of other species within their assigned patrol area. Ebots are often found on patrol in wilderness areas. 

Airwalking (Ex): Ebots can constantly make use of the Air Walk spell as if cast by a cleric with a caster level equal to the Ebot's Hit Dice. An Ebot cannot use this ability to move anymore than 1 ft off the ground. This ability cannot be negated. 

Damage Reduction (Su): An ebot has damage reduction of 10/magic. 

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.




Glantri Blackmoor Treasure: Work Prduct, Form Net


Blackmoor Technology part 3

Conversions by Traianus Decius Aureus
Riot Stick6 200 gp - Varies: None up to 1d4+14 x2 — 4 lbs Touch attack. ½ damage is electrical, ½ damage is non-lethal
Needler6 400gp - 1d2 + Paralysis x3 15 ft. 2 lb. Piercing + Paralysis for 60 mins. Fort Save vs DC 12 negates paralysis.
Ammo Pack (24)7 100gp 
Propellant Pack (24)7 100gp 


Needler (Wand of Poisoned Dreams) (Martial, Ranged, Blackmoor)
This dark gray, L-shaped device is made from some smooth, dense substance and is molded to fit a human hand. The part that fits most comfortably in the palm has a stud and several tiny protrusions. The other part ends in a thin tube. As a result, it may be used one-handed. This small, easily concealed weapon fires small hollow steel needles containing a paralyzing drug feet whenever the stud in the front of the pistol grip is pressed. Entities hit by the tiny needles must make a Fort. Save vs DC12. Those who fail their saving- throw suffer 1-2 points of damage and are paralyzed for one hour. Those who make their saving throw suffer 1-2 points of damage, but are not paralyzed. The weapon has a standard power pack and a tiny ammo pack (the same size as the power pack) in the grip. Moving a slide on the grip causes the weapon to eject these packs; the weapon can then be reloaded by simply sliding fresh packs into the bottom of the grip. Each new power pack inserted in a needler has 24 charges (uses}, and each ammo pack contains 24 needles. The packs already in a needler when it is discovered by the PCs are good for 5-20 uses. Thumbing open a panel in the back of the grip exposes a vertical gauge whose red indicator line shows how many charges art left. The panel snaps shut when released. If a character succeeds in a DC 25 Craft (weaponmaking), he may drain the standard poison from the needle ammo and substitute another poison. Failure indicates the ammo pack is destroyed. 

Riot Stick (Wand of Pain) (Simple, One-Handed Melee)
This item is a 24-inch long, one-inch diameter, smooth white stick with a grip at one end. The butt of the grip can be twisted. Attached to the center of the butt end by a strap is a pair of odd, shiny black gauntlets. This so-called riot stick is designed for use in controlling shipboard mutinies. Twisting the butt of the grip clockwise sends electrical current through the stick (but not the grip, which is insulated). The further clockwise the butt is twisted, the more current charges the stick. Small alien numerals along the grip show the 10 possible settings. At the lowest setting, an unprotected individual touched by the stick gets a minor jolt of electricity that does no damage, but does startle the individual. At the next lowest setting, the stick does 1-2 points of electrical damage (1/2 is non-lethal). At the third setting, it does 1-4 points of electrical damage (1/2 is non-lethal). At each setting above the third (4-10), it does two additional points of electrical damage (for a maximum of 15-19 points at the tenth setting, half of which is non-lethal). The device is powered by a standard power pack inside the grip. The pack can be removed or replaced by twisting the grip counterclockwise from the off position, causing the butt of the grip to pop free and revealing the location of the power pack. The butt can be closed by twisting it clockwise. Each new power pack inserted in this item is good for 24 uses. Packs already in the item when it is discovered by the PCs have 5-20 charges (uses). This weapon only requires a touch attack to damage an opponent. It may be used as a normal club, but will not cause any electrical damage if used in that manner. 

Battle Armor5 1,200 gp +9 (deflection) — 0 0% 30 ft. 20 ft. 5 lb
Pressure Suit5 2,000 gp +9 (deflection) & special +8 0 5% 30 ft. 20 ft. 10 lb. 

Battle Armor (Godsuit) (Light Armor, Blackmoor)
This item looks like a smooth, wondrously light and thin stocking but one that has been knit with arms and legs to cover the entire body. Woven into the stocking's neck is a small oblong box. All aliens and Soldiers of the Frog wear this tough battle armor, a type of form-fitting, light-weight acrylic mesh. A sensor in the "oblong box" tells the suit when it is being worn and causes it to emit a repulsion field that gives the wearer +9 deflection bonuis to AC without adding to his encumbrance. The “oblong box" contains a standard power pack. Squeezing the box in the palm of the hand causes it to eject its power pack. A new pack can then be slid into the box. Each new pack powers the armor for 4 months. Power packs already in suits discovered by the PCs are good for 1-4 months. The deflection bonus of this suit overlaps, but does not stack with, other deflection bonuses. In addition, it will not function if other armor is worn over it, however it will work with magical bracers. 

Pressure Suit (Suit of Lights) (Light Armor, Blackmoor) When inactive, this item looks like battle armor with a hood and a slightly larger box woven into the neck. When it is active, it gives the wearer a multicolored aura. A pressure suit has the same characteristics as battle armor, but it also creates an atmospheric envelope around the wearer. Characters wearing a pressure suit are immune to the effects of heat, cold, gas attacks and lack of atmosphere. The suit needs a new power pack after every 12 hours of use. The deflection bonus of this suit overlaps, but does not stack with, other deflection bonuses. In addition, it will not function if other armor is worn over it, however it will work with magical bracers. 

Sunday 28 February 2016

The magic Yoke

Ammusing magic item commmentary:



13) Druid's Yoke
If you're in a D&D campaign where you need to do any kind of farming, you have bigger problems than any magical item can fix. But this yoke allows characters to — when they put it on themselves — turn into an ox. Not a magical ox; a regular ox. Then you can till your field yourself! You can't do it any faster, because again, you're just a goddamned ox, but it does allow you to… do the horrible manual labor… instead of the animal you've bred for this exact purpose. So that's… something someone would totally want. The best part? Once you've put it on, you can't take the yoke off; someone else has to do it for you. Because you're a goddamned ox.

Repost: Bell's Palette of Identity

Magic Items : Other Magic Items : Bell's Palette of Identity

Bell's Palette of Identity

This device offers protection against polymorph spells and other magical effects that change a person's physical appearance.

The item is an artist's palette covered with bright, mystical paints. To use the item, a person must paint a self-portrait. The painting does not need to be created with any expertise, but the painter must believe that the portrait is accurate.

Any time a character carries his self-portrait on his person, the portrait suffers the effects of unsuccessful saving throws for him when massmorph, polymorph other, polymorph any object, or seeming spells are cast on him. The portrait also suffers the effects if a character steps in front of a mirror of simple order.

The character's saving throw is made normally. If successful, the spell simply fails. If the saving throw is unsuccessful, the portrait is altered, reflecting the effect of the spell, but the character is unharmed. Once the portrait suffers these effects, it no longer can offer protection for the person it represents.

A person on the plane of Hades carrying a picture made from Bell's palette of identity is protected from the effects of fading on this plane. It is the picture that slowly fades to grey while the person retains all of his color. After two weeks in Hades, a character makes a saving throw against being trapped in Hades. If the saving throw is unsuccessful, the portrait becomes useless to the person who painted it.
XPValue: 1000
Return to the Other Magic Items Category

Wednesday 24 February 2016

AstraL spells

Spells from the Gith and alternate Planes





The Mighty Hand of Amsargoth (Alteration)
Level: 7, Range: 2” per level, Duration: 4 rounds + 1 round per level, Area of Effect: special, Components: V,S, Casting time: 7 segments, Saving Throw: none.

Explanation/Description: This spell allows the caster to manipulate objects from a distance as if they had fire giant strength [strength 22, +4 to hit, +10 to damage, base damage 1-3 hp, 7500 gp weight allowance, 12” range and 1-8 damage for thrown boulders, BBLG 80%, Open Doors 11 in 12]. Targets may be thrown, held suspended (BBLG to break), raised to the limit of the range and dropped, struck, or any other action that could be taken by someone of that strength at melee range can be done from a distance. A weapon could be held and used from a distance, incoming missiles can be grabbed and returned at their target or knocked from the air, etc. Any action requires a to hit roll (at +4 plus RAA bonus), and the caster may manipulate any number of objects as long as their combined weight does not exceed the weight allowance.

Souce: Dragonfoot posts

Saturday 20 February 2016

Dragon Foot links

_________________
My occasional 'thoughts on RPGs' blog: http://simonyrpgs.blogspot.co.uk/
Current chatroom game:
Wilderlands game (5e D&D, was 1e/OSRIC): http://smons.blogspot.com 
Inactive games: 
Yggsburgh 1e AD&D: http://smonsyggsburgh.blogspot.com/
Ended games:
Rise of the Runelords 1e AD&D/OSRIC: http://smonsrunelords.blogspot.co.uk/

Thursday 18 February 2016

History: Cottager: Middle Ages

Peasantry
Villein
The wealthiest class of peasant, they usually culti
vated 20-40 acres of
land, often in isolated strips. In medieval Europe
a peasant personally
bound to his lord, to whom he paid dues and service
s, sometimes
commuted to rents, in return for his land. A member
of a class of partially free persons
under the feudal system, who were serfs with respec
t to their lord but had the rights and
privileges of freemen with respect to others. 
 
Small Holder
A middle class peasant, farming more land than a co
ttager but less than a villein. A
typical small holder would have farmed 10 to 20 acr
es. 
 
Cottager
A peasant of lower class who owned a cottage, but o
wned little or no land.
Commoner
Lowest class of people. A person who does not belon
g to the nobility. A person who has
a right in or over common land jointly with another
or others.
Peasant
Farm laborers of low social rank; coarse, unsophist
icated, boorish, uneducated person of
little financial means.
Serf
Serfs lived in small communities called manors that
were ruled by a local lord or vassal.
Most peasants were serfs. They were bound to the ma
nor and could not leave it or marry
without the manor lord's permission. Serfs did all
the work on the manor farm: they
worked the fields, cared for the livestock, built a
nd maintained the buildings, made the
clothing, and cut firewood. Men, women, and childre
n worked side by side. Serfs had
small plots of land they could work for themselves;
sometimes a serf saved enough
money to buy his freedom and became a freeman.
A semi-free peasant (cottagers, small holders, or v
illeins) who worked his lord's land and
paid him certain dues in return for the use of land
, the possession (not ownership) of
which was heritable. These dues ("corvee"), were in
the form of labor on the lord's land,
averaging three days a week. Essentially a slave in
medieval times.

Wednesday 17 February 2016

Notes

Over at Dragonsfoot (dragonsfoot.org) there is a spreadsheet that lists all of the spells within all 7 volumes of both the Wizard's Spell Compendium and the Priest's Spell Compendium, as well as a brief summary of each spell. You can find this spreadsheet in the "2nd Edition AD&D Resources" page.

Tuesday 16 February 2016

Hommlett è a circa 170 km a sudovest della città diVerbobonc

Verbobonc +500-700 Cy
Il villaggio di Hommlett è a circa 170 km a sudovest della città diVerbobonc (che da qualche anno ha preso il nome di Hillsfar), al margine del territorio controllato dal Visconte di Verbobonc.
Attraversa la città il fiume Ashaba, a sud del quale si sviluppa la Strada delle Valli. A molti giorni di viaggio verso sud ovest, vicina alle rive del Lago dalle Profondità Sconosciute (Nyr Dyv) si trova la grande città di Dyvers (detta anche Tilverton), circondata da mura.


Hommlet era un piccolo villaggio composto da due fattorie, una locanda e una fucina.
La strada portò un buon numero di viaggiatori e vagoni di mercanti che attirarono parecchi artigiani e commercianti.

Monday 15 February 2016

History: Vintenar

Equipment & Monetary System

Lancers
A member of the Calvary. A lancer was
a type of cavalryman who fought with a
lance. 
Dragoons
A member of the Calvary. The word
dragoon originally meant mounted
infantry, who were trained in horse riding as well
as infantry fighting skills. 
Calvary Archers
A member of the Calvary. A horse archer, horsed ar
cher, or mounted archer is a
cavalryman armed with a bow, able to shoot while ri
ding from horseback.
Constable
An officer who commanded an army or an important ga
rrison, or the officer who
commanded in the king's absence. 
Vintenar
Man in charge of twenty soldiers. 
Man-at-Arms (also Yeoman)
A soldier holding his land, generally 60 to 120 acres, in exchange 
for military service.
In English history, a class intermediate between the gentry and the 
laborers; a yeoman
was usually a landholder but could also be a retainer, 
guard, attendant, or subordinate
official. Most yeomen of the later Middle Ages were
probably occupied in cultivating the
land; Raphael Holinshed, in his Chronicles (1577),
described them as having free land
worth 6 (originally 40 shillings) annually and as n
ot being entitled to bear arms. 
Foot Soldier
A member of the Calvary. A person who serves in an
army; a person engaged in military
service. A person of military skill or experience w
ho serves and fights for pay. A person
who contends or serves in any cause: a soldier of t
he Lord. 
Sergeant
A servant who accompanied his lord to battle, a
 horseman of lower status used as light
cavalry, or a type of tenure in service of a non-knightly
character who might have carried
the lord's banner, served in the wine cellar, or ma
de bows and arrows. Sergeants paid the
feudal dues of wardship, marriage, and relief, but
were exempt from scutage.