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Showing posts with label AD&D. Show all posts
Showing posts with label AD&D. Show all posts

Thursday, 6 October 2022

Savage path +139-150 "There is No Honour"


Savage Tide

The Savage Tide Adventure Path (or simply Savage Tide) is the third and final Adventure Path installment in the Dungeons & Dragons roleplaying game adventure series published in Dungeon. Due to the lapsing of Paizo Publishing's license to publish Dungeon, future adventure paths will be published in Pathfinder. It begins in the city of Sasserine, just north of the city of Cauldron, the setting for the first adventure path.

Story

To quote Dungeon's promotional announcement:
... the Savage Tide Adventure Path, a 12-installment campaign designed to take characters from the heady days of first level all the way to the responsibilities of level 20. Running every month from issue #139 to the milestone DUNGEON #150, the Savage Tide takes players on an ocean voyage that begins in the fecund southern jungles and leads deep into the heart of the treacherous Lower Planes.

Setting

The story is nominally set in the World of Greyhawk campaign setting, but is designed to be easily transported to any of the popular Dungeons & Dragons settings such as the Forgotten Realms and Eberron. Much of it will take place on the Isle of Dread, and Erik Mona has stated that, partially because of this, the campaign will contain a number of Mystara references, including Mystara-specific monsters which have not previously appeared in the current edition of Dungeons & Dragons.

Summary

The campaign begins in the city of Sasserine and the nearby environs, where the party discovers the first clues about an impending disaster called the Savage Tide. The action then moves to the Isle of Dread for the middle portion of the campaign, and the party must deal with the dangers of the island and unearth more information about the Savage Tide. The final third of the campaign takes place in the Abyss, where the party must find a way to stop the Savage Tide and confront its architect.
The Adventure Path consists of the following adventures:
  • "There Is No Honor" by James Jacobs (Dungeon 139, October 2006) – In this opening adventure, the characters are drawn into a murderous family feud. Undead pirates and a powerful thieves' guild feature heavily.
  • "The Bullywug Gambit" by Nicolas Logue (Dungeon 140, November 2006) – Hired to find a missing brother, the characters discover a secret hideout and witness the effects of the savage tide.
  • "The Sea Wyvern's Wake" by Richard Pett (Dungeon 141, December 2006) – The characters begin their journey to the Isle of Dread; the lost city of Tamoachan and a monstrous sargasso are featured highlights.
  • "Here There Be Monsters" by Jason Bulmahn (Dungeon 142, January 2007) – Shipwrecked on the Isle of Dread, the characters travel south along the coast to the colony of Farshore.
  • "Tides of Dread" by Stephen S. Greer and Gary Holian (Dungeon 143, February 2007) – Warned of an imminent attack by a pirate fleet, the characters seek to fortify the colony of Farshore.
  • "The Lightless Depths" by F. Wesley Schneider and James Lafond Sutter (Dungeon 144, March 2007) – On a quest underground to seek the source of mysterious pearls, the characters discover a horrifying city of slumbering aboleths.
  • "City of Broken Idols" by Tito Leati (Dungeon 145, April 2007) – Still seeking clues to the mysterious pearls, the characters travel to the taboo central plateau of the Isle of Dread, to confront the terrible creatures that live there.
  • "Serpents of Scuttlecove" by Richard Pett (Dungeon 146, May 2007) - The characters once again board the Sea Wyvern, this time to sail for Scuttlecove - a hideous city of pirates, slavers, cannibals, and worse - in search of clues to the final Savage Tide and the rescue of their patron.
  • "Into the Maw" by Robert J. Schwalb (Dungeon 147, June 2007) - The party sails into the Abyss itself, seeking to infiltrate a demonic prison fortress and turn its fiendish factions against each other.
  • "Wells of Darkness" by Eric L. Boyd (Dungeon 148, July 2007) - To learn the secret of stopping the savage tide, the party must free Shami-Amourae, succubus-goddess and former consort of Demogorgon, from the Wells of Darkness, deep in the Abyss.
  • "Enemies of My Enemy" by Wolfgang Baur (Dungeon 149, August 2007) - Our heroes travel to Hades, Arborea, and the depths of the Abyss in order to recruit allies against Demogorgon from the eladrin court, daemons, and even other demon lords.
  • "Prince of Demons" by Greg A. Vaughan (Dungeon 150, September 2007) - In the final adventure of the Savage Tide Adventure Path, an army of demons and eladrins stands ready to mount an assault on Demogorgon's Abyssal realm of Gaping Maw. The party must take advantage of this distraction and prevent Demogorgon from activating the Savage Tide and driving a world insane.

Thursday, 1 September 2016

Wizard Sight 3rd level Arane spell

"Wizard Sight
(Divination)
Level: 3
Components: V, S
Range: 0
Casting Time: 3
Duration: 1 rd./level
Area of Effect: The caster
Saving Throw: None
Upon completion of this spell, the caster’s eyes glow blue and he is able to see the magical auras of spellcasters and enchanted objects. only the auras of those things normally visible to the caster are seen;this spell does not give the wizard the ability to see invisible objects, nor does it provide X-ray vision This spell does not reveal the presence of good or evil or reveal alignment. 
While wizardsight is in effect a wizard is able to see whether someone is a spellcaster and whether that person is a priest or a wizard (and what type of specialist, if any). He can sense if a non-spellcaster has the potential to learn and cast wizard spells (that is, whether a fighter might someday gain the ability to cast a spell).
Although a spellcaster’s level cannot be discerned, the wizard can see the intensity of a spellcaster’s aura and guess at the individual’s magical power (dim, faint, moderate, strong & overwhelming). This can be extremely ambiguous even when a wizard has some method of comparison; the DM might announce that a subject’s intensity is roughly equivalent to that of a companion, or he might announce that a subject’s aura is the strongest the wizard has ever encountered.
An object’s magical abilities cannot he discerned. The fact that it is magical and the type of magic (abjuration, alteration, etc.) are obvious. The wizard can see the intensity of an item’s magical aura and guess at its power, but cannot tell whether a magical item is cursed." TOM pg 28 or WSC pg 1030

Friday, 8 April 2016

TSR's Mustard Jelly (Edit?)

TSR classic monsters 2nd Edtion:


Mustard Jelly
Mustard jelly originated when a young wizard attempted to polymorph herself into an ochre jelly. Her spell failed, and she became a mustard jelly. The stuff has multiplied rapidly in the years since her accident, and it is now a serious threat in many areas.
The monstrous amoeboid mustard jelly is far more dangerous than the ochre jelly. Mustard jelly is translucent, and very hard to see until it attacks. The only clue to its presence is a faint odor, similar to blooming mustard plants. Once it does attack, it may be seen as yellowish brown in color.
Normally, mustard jelly attacks by forming an acidic pseudopod of its own substance and thrusting. The jelly monster secretes a vapor over a 10-foot radius. Those near the jelly must roll a saving throw vs. poison each round. Those who fail the saving throw become lethargic and move at half-normal speed, due to the effects of the vapor. The toxic effects last for two rounds and they are cumulative.
This large creature can divide itself at will into two smaller, faster halves (movement rate 18). Each is capable of attacking, but has only half the hit points the creature had before dividing. A mustard jelly can, for example, flow into a room, divide itself into independent halves to attack, and then reform into a torus in order to surround a pillar its prey has climbed. Unlike the ochre jelly, mustard jelly cannot move through tiny spaces, nor can it move along ceilings, although it will eat through wooden doors. It cannot climb walls either, and so most of its bulk must remain on the floor, stretching up only 4 or 5 feet.
Although intelligent, mustard jelly is not known to value treasure of any sort, except as a lure for greedy adventurers. Of course, it is possible that some treasure might remain after a victim has been devoured.
Mustard jelly is impervious to normal weapons (and can eat wooden ones) and electrical attacks. Amagic missile spell will only cause it to grow; mustard jelly gains hit points equal in number to the damage rolled. Cold causes only half damage, and other attacks have normal effects.
Stunjelly
This relative of the gelatinous cube was designed by some forgotten mage to resemble a section of ordinary stone wall. They are usually about 10 feet square by 2½ to 5 feet thick, and somewhat translucent. If a bright light is shone on one side of the stunjelly, it will be seen on the other. Illumination equal to a continuous light spell will reveal whatever treasure a stunjelly might be carrying. Stunjellies make no noise when they move, but they do produce a faint odor of vinegar.
The stunjelly has many features in common with the gelatinous cube. Like the cube, the stunjelly paralyzes creatures who venture too close! Adventurers walking near a stunjelly may be attacked by an anaesthetic pseudopod; those struck must roll a saving throw vs. paralyzation. Those who succeed suffer no ill effects. Those who fail are paralyzed for 5d4 rounds, during which time the stunjelly tries to surround the victim and digest him. Like the gelatinous cube, it is immune to electrical attacks, mind-influencing spells, paralyzation, and polymorph spells. Unlike the gelatinous cube, stunjelly is affected normally by cold attacks.
Stunjellies reproduce by fission, as one extremely thick jelly splits into two smaller ones. This process is accompanied by a horrible, rending sound, audible throughout the vicinity.
A stunjelly might mindlessly carry undigested metals around with it for days. These would include treasure types J, K, L, M, N, and Q, as well as potions, daggers, or similar objects.
Stunjellies are tolerated in many dungeons as traps for unwary intruders, or as janitorial monsters sweeping the passages of digestible litter. For this duty, they are preferred over other breeds of slime and ooze, since they cannot slither through doors into areas where they would be unwelcome.



Olive Slime
Olive Slime CreatureMustard JellyJelly, Stun-
Climate/Terrain:Any subterraneanAny dampAny subterraneanAny subterranean
Frequency:Very rareRareRareRare
Organization:ColonyColonySolitarySolitary
Activity Cycle:AnyAnyNightNight
Diet:ScavengerCarnivoreScavengerScavenger
Intelligence:Non- (0)Animal (1)Average (8-10)Animal (1)
Treasure:NilNilSee belowSee below
Alignment:NeutralNeutralNeutralNeutral
No. Appearing:1-41-2011
Armor Class:9948
Movement:0694
Hit Dice:2+2See below7+1417
THAC0:1917, 15, or 131317
No. of Attacks:011 or 21
Damage/Attack:NilSee below5-202-8
Special Attacks:See belowOlive slimeSee belowParalyzation
Special Defenses:See belowSee below+1 or better to hitNil
Magic Resistance:See belowSee below10%Nil
Size:S (4’ radius)SpecialL (9-12’ diam.)L (10’ on a side)
Morale:Average (10)Average (9)Elite (13-14)Average (9)
XP Value:420420, 975, or 2,5004,000
(½ if half slain)
420
Ooze/Slime/Jelly I

Wednesday, 6 April 2016

Habergeiss


Habergeiss


        European European (culture)
    Flying Flying (attribute)
    Haunting Haunting (behaviour)

The Habergeiss is a goat-bird hybrid creature of multiple appearances in Austrian and Germanic folklore. The name ‘Haber’ means buck or he-goat and the word ‘geiss’ means she-goat in Austrian German.

Originally the Habergeiss was a spirit of corn who was called upon by ancient people of Austrians and Germans to help create a good harvest during autumn. Later after the advent of Christianity to Europe, he was demonized. He was portrayed as a goat, a three-legged bird with the face of a goat, or as a hybrid between a bird and a goat. The Habergeiss would moan at night as a sign of death to come in Austria. Later, stories of the Habergeiis were later used to scare children. During carnivals, the Habergeiss is represented by two people dressed as a goat with a snapping mouth at. Such carniclas that feature the Habergeiss include Saint Nicholas Day Customs, at the Blochziehen, at the cutting of the maypole in the border land between Lower Austria and Styria and even on the occasion of social events like weddings.
- See more at: http://www.mythicalcreatureslist.com/mythical-creature/Habergeiss#sthash.v7a4hpl9.dpuf
Schiechpercht
Habergeiss
   star star star star star
    Awesome (11 votes). Your rating?

    #1410
    European European (culture)
    Flying Flying (attribute)
    Haunting Haunting (behaviour)

The Habergeiss is a goat-bird hybrid creature of multiple appearances in Austrian and Germanic folklore. The name ‘Haber’ means buck or he-goat and the word ‘geiss’ means she-goat in Austrian German.

Originally the Habergeiss was a spirit of corn who was called upon by ancient people of Austrians and Germans to help create a good harvest during autumn. Later after the advent of Christianity to Europe, he was demonized. He was portrayed as a goat, a three-legged bird with the face of a goat, or as a hybrid between a bird and a goat. The Habergeiss would moan at night as a sign of death to come in Austria. Later, stories of the Habergeiis were later used to scare children. During carnivals, the Habergeiss is represented by two people dressed as a goat with a snapping mouth at. Such carniclas that feature the Habergeiss include Saint Nicholas Day Customs, at the Blochziehen, at the cutting of the maypole in the border land between Lower Austria and Styria and even on the occasion of social events like weddings.
- See more at: http://www.mythicalcreatureslist.com/mythical-creature/Habergeiss#sthash.v7a4hpl9.dpuf

Habergeiss

   star star star star star
    Awesome (11 votes). Your rating?
  • #1410
  • European European (culture)
  • Flying Flying (attribute)
  • Haunting Haunting (behaviour)
The Habergeiss is a goat-bird hybrid creature of multiple appearances in Austrian and Germanic folklore. The name ‘Haber’ means buck or he-goat and the word ‘geiss’ means she-goat in Austrian German.
Originally the Habergeiss was a spirit of corn who was called upon by ancient people of Austrians and Germans to help create a good harvest during autumn. Later after the advent of Christianity to Europe, he was demonized. He was portrayed as a goat, a three-legged bird with the face of a goat, or as a hybrid between a bird and a goat. The Habergeiss would moan at night as a sign of death to come in Austria. Later, stories of the Habergeiis were later used to scare children. During carnivals, the Habergeiss is represented by two people dressed as a goat with a snapping mouth at. Such carniclas that feature the Habergeiss include Saint Nicholas Day Customs, at the Blochziehen, at the cutting of the maypole in the border land between Lower Austria and Styria and even on the occasion of social events like weddings.
- See more at: http://www.mythicalcreatureslist.com/mythical-creature/Habergeiss#sthash.v7a4hpl9.dpuf

Habergeiss

   star star star star star
    Awesome (11 votes). Your rating?
  • #1410
  • European European (culture)
  • Flying Flying (attribute)
  • Haunting Haunting (behaviour)
The Habergeiss is a goat-bird hybrid creature of multiple appearances in Austrian and Germanic folklore. The name ‘Haber’ means buck or he-goat and the word ‘geiss’ means she-goat in Austrian German.
Originally the Habergeiss was a spirit of corn who was called upon by ancient people of Austrians and Germans to help create a good harvest during autumn. Later after the advent of Christianity to Europe, he was demonized. He was portrayed as a goat, a three-legged bird with the face of a goat, or as a hybrid between a bird and a goat. The Habergeiss would moan at night as a sign of death to come in Austria. Later, stories of the Habergeiis were later used to scare children. During carnivals, the Habergeiss is represented by two people dressed as a goat with a snapping mouth at. Such carniclas that feature the Habergeiss include Saint Nicholas Day Customs, at the Blochziehen, at the cutting of the maypole in the border land between Lower Austria and Styria and even on the occasion of social events like weddings.
- See more at: http://www.mythicalcreatureslist.com/mythical-creature/Habergeiss#sthash.v7a4hpl9.dpuf

Habergeiss

   star star star star star
    Awesome (11 votes). Your rating?
  • #1410
  • European European (culture)
  • Flying Flying (attribute)
  • Haunting Haunting (behaviour)
The Habergeiss is a goat-bird hybrid creature of multiple appearances in Austrian and Germanic folklore. The name ‘Haber’ means buck or he-goat and the word ‘geiss’ means she-goat in Austrian German.
Originally the Habergeiss was a spirit of corn who was called upon by ancient people of Austrians and Germans to help create a good harvest during autumn. Later after the advent of Christianity to Europe, he was demonized. He was portrayed as a goat, a three-legged bird with the face of a goat, or as a hybrid between a bird and a goat. The Habergeiss would moan at night as a sign of death to come in Austria. Later, stories of the Habergeiis were later used to scare children. During carnivals, the Habergeiss is represented by two people dressed as a goat with a snapping mouth at. Such carniclas that feature the Habergeiss include Saint Nicholas Day Customs, at the Blochziehen, at the cutting of the maypole in the border land between Lower Austria and Styria and even on the occasion of social events like weddings.
- See more at: http://www.mythicalcreatureslist.com/mythical-creature/Habergeiss#sthash.v7a4hpl9.dpuf

Wednesday, 23 March 2016

Encounter Chat Iuz


The Empire of Iuz



Countries


Lands 
of 
Iuz
01-02
------
------
------
03
04
05-08
------
09-11
12-14
15-16
17
18-21
------
------
22-24
------
25-27
28-30
31-33
34-36
37-48
49-53
54-58
------
59-60
------
------
61-00




Bandit
Kingdoms
01
------
------
------
------
------
02-03
04
05-10
11-12
------
13
14-15
------
------
16-30
------
31-32
33-34
35
36-40
41-45
46-47
48
------
------
------
------
49-00
Horned
Society
------
------
------
01-02
------
------
03-04
05
06-08
09-20
21-24
25-27
28-29
30-31
------
32-37
------
38-39
40-42
------
43-50
51-54
55-58
------
59-61
------
------
------
62-00
Occupied
Shd. Lands
------
------
------
01
------
------
02
------
03-05
06-09
10-11
12-13
14-15
16
17-18
19-24
------
------
25-30
31-33
34
35-38
39-42
43
------
------
------
------
44-00
The
Barrens
------
01
------
------
------
02-05
------
06
07-09
------
------
10-14
------
------
15-17
18-22
------
------
------
------
------
------
23-24
25
26
------
27-30
31
32-00
Occupied
Tenh
------
------
01
------
------
------
------
------
02
03-04
------
------
05-09
------
------
10-19
20-22
------
------
------
------
------
23-26
27-28
29
30-31
------
------
32-00


Encounters
Bugbears
Centaurs
Dwarves
Flinds
Giants, Hill
Giant-kin, Formorian
Gnolls
Gnolls and Flinds
Goblins(1)
Hobgoblins
Hobgoblins, Large Band (2)
Hobgobliins and Norkers
Humanoids (3)
Kobolds
Men, Adventurers
Men, Bandits (4)
Men, Merchants
Men, Nomads
Men, Slavers (5)
Norkers
Ogres (6)
Orcs
Patrol, Men
Patrol, Men, Superior(7)
Patrol, Men, Warband (7)
Trolls
Wolves
Wolves, Winter
Use Standard  Encounter Tables



Notes: (1)Always with Wargs in the Barrens.  (2)5d10 Hobgoblins. (3)These humanoids are only base 25% to be in the service of Iuz. (4) 30% likely to be in the service of Iuz; save in the Bandit Kingdoms 15%.  (5)  Iuz servitors accompanied by 1d10+4 hobgoblins, 90% with a Priest of Iuz of level 4-7.  (6)  50% likely to be in the service of Iuz in Iuz and the Horned Society.  (7) 25% likely to be raiders from Furyondy in Shield Lands; in Tenh 35% Stonehold men, 35% Pale; 20% Iuz men, 10% Duke's men; elsewhere Iuz men 


Forest Areas


Eastern
Verse Forest
------
01-02
------
03-06
------
07-11
12-20
21-27
------
28-31
32-34
35-36
------
37-00
------

Forlorn
Forest
01-05
------
------
------
------
------
06-10
------
11-15
------
16-25
------
26-30
31-00
------


Fellreev
Forest
------
------
01-05
------
06
07-12
13-20
21-40
41-00
------
------
------
------
------
The 
Tangles
------
------
------
------
01
02-09
10-20
21-40
41-95
------
------
------
------
96-00
Encounters
Kech 
Bugbears
Elves, Sylvan (wood)
Gnolls
Goblins and Xvarts
Hobgoblins(1)
Humanoids(2)
Men, Bandits
Men, tribesmen (Rovers)
Norkers
Ogres
Trolls
Wolves
Use Standard Tables
Weasels, Giant



/user/brigand01.JPG




Notes: From Horned Lands in Fellreev and Tangles. (2)60% likely to be in service of Iuz in Fellreev and Tangles.


Other geographical Areas


Bluff Hills and 
Howling Hills
01-02
03-05
06-07
08
------
09-25
------
26-29
30-32
33-36
37-38
39-45
46-49
50-00
Rift
Canyon
------
------
------
------
01-06
07-21
22
23-39
------
40-42
------
------
------
43-00



Whyestil Lake
01-15
16-18
19-22
23-24
25-27
28-00


Encounters
Giants, Hill
Gnolls
Goblins
Gnomes
Hobgoblins
Humanoids
Men, Adventures
Men, Bandits
Men, tribesmen
Ogres
Trolls
Men, Bandits/Humanoids (1)
Men, Bandits/Exotic Monsters (2)
Use Standard Tables




Encounters
Men, Buccaneers
Men, Fishermen
Men, Merchants
Octopi, Giant Freshwater
Serpent, Freshwater (1)
Use Standard Tables



Notes: (1) Use Stats for Snake, Giant Sea.




Notes (1)Bandits in the Bluff hills, Huamnoids in the Howling.   (2) Bandits=Bluff Hills, Exotic Monsters= Howling Hills


Return to Encounter Index




1

Thursday, 17 March 2016

Treasure, Gems, Flocciau

1. A fist-sized fire opal that seems to glow with an internal light, illuminating the cloud-like formations within. (Fire Opal)
2. A small pile of silver crystal shapes with a half-melted look. (Gallium)
3. An unremarkable gray stone covered in myriad tiny pink growths, ranging in shape from rough textured flowers to near-perfect spheres. (Rhodochrosite)
4. A simple quartz crystal with a series of emerald green and brown straws extending from within its central structure. (Tourmaline in Quartz)
5. A forest of tiny bright red crystals emerging from an uneven brown stone that resembles soil. (Crocoite)
6. A cluster of translucent green roughly hexagonal crystals covering the surface of a dark green speckled stone. (Emerald)
7. A bizarre structure of pink, worm-like protrusions, each ending in a clear, bright violet crystal. (Cobaltian Calcite)
8. A large, clear quartz embedded with a seemingly random assortment of tiny golden crystals. (Pyrite)
9. A rough, milky white gem with a red crystal grown directly through one side and tinged with yellow discolorations. (Realgar)
10. A shattered magenta stone with two dark green edges and that vaguely resembles sliced fruit. (Watermelon Tourmaline)
11. A broken lump of dark gray rock that shimmers like a rainbow along its jagged surfaces. (Titanium Quartz)
12. A handful of tiny clear stones marred by a black, cloudy interior. Periodically, bright blue and white flashes like lightning bolts can be seen within. (Black Opal)
13. A deeply flawed, translucent blood red cube buried deep within a black stone covered in white calcification that vaguely resemble snowflakes. (Garnet)
14. A ragged hunk of malachite has been broken open to reveal a series of translucent cyan domes. (Chrysocolla)
15. Hundreds of delicate, clear white crystals the length of a finger radiate from a central point. (Strontianite)
16. A vivid, deep purple crystal appears to consist of a random assortment of thousands of tiny cubes bound together. (Fluorite)
17. A small, polished, fossilized cross-section of wood. The interior cracks have filled with some opalescent material in shimmering blues and green. (Opalized Wood)
18. A rough-hewn rust-colored stone filled with half-buried flakes of dark blue crystals forming the semblance of a rose. (Azurite)
19. A dark green egg-shaped stone has been worn away on one side to reveal a rough, vivid purple interior. (Geode)
20. A bizarre, metallic lump of iridescent crystals of concentric geometric shapes expanding outward in rough steps. (Bismuth)

Monday, 14 March 2016

Od Metals, 3.141415926535897932384626433832795028,

 NOT A REPOST by inspired by others

Ed Scholz          


See 
https://www.google.ca/search?q=whta+ar+the+advantages+of+red+steel&ie=utf-8&oe=utf-8&gws_rd=cr&ei=Ih7nVv7BG4uOjwSio4y4Dg#q=what+are+the+advantages+of+red+steel+D%26D

.Abyss  Steel (Red steal, chaos iron)

      Red iron from the abyss. Acts as cold iron, as well for the purpose of hitting and damage reduction is chaotic and evil, hitting some powerful good/and/or lawful creatures. 
      The metal detects both chaos and evil.

Sunday, 13 March 2016

Raven:=3.141415926535897932384626433832795028


Group: A conspiracy or unkindness of Ravens.
Flock is considered uneducated or mad.
1”0 yards/ 270 yards round flying (1/2 climbing double diving, +50% to final if "running" maximum for one round every turn.+2 to hit on dive attack) Damage: 1-2 ; sharp wide angle color vision
Raven: 1”/27"“;  Damage: 1-2 ; sharp wide angle color vision. AC 6. There damage represents intelligent targeting for the eyes and jugular, or just extreme painful areas.
A target brought to 0 has been hit in eye (10% torn out) and the pain/bleeding causing them to fall.

 RAVEN: These are large members of the
crow family. They can be found nearly
everywhere, though they tend to avoid
populated areas. They are usually gray or
black, and have the same vocal talents as
common crows. They are good mimics, and as
familiars they can convey messages of three
words or less, though they can in no way
speak coherently or understand language
without magical aid.Ravens are largely predatory,
but as omnivores, they’ll eat whatever
is available. Farmers commonly accuse
them of harassing or killing livestock, and
they are well known for following armies.
(Dead soldiers make good meals.) Like
crows, ravens are never surprised in lighted
conditions, and a hit by a raven’s beak has
a 10% chance of blinding an eye, on a natural 20 hit.
Care/up Keep: can self hunt, with a 1-5% chance year of being killed
during the year. during the hunt (rolled after a few hunts, on a 1% happens
immediately, then based on danger/region) In violent regions (monsters etc)
the player rolls after he sends the Raven away. On a kill roll he
saves vs death, fail killed outright otherwise the
raven takes 1d6 damage which may not actually kill it anyway.
Magical protections can bring this chance of death to zero, at least
in "safe" areas. 
Food: Eats rotten food, so can eat the natural waste from a parties
non iron rations, 2 party members food waste is enough to keep it alive
but not happy. Otherwise it eats 3 extra meals a week if feed directly.

Weather: Temperate, non-winter conditions. Extra care must be taken
for the bird in cold or extreme warmth.




 CROW: This category covers most of the
medium-sized birds of the genus Corvus,
including common crows, fish crows, carrion
crows, rooks, and so on — but not
ravens. Crows are found in any climate
from subarctic to tropical, in all but the
most barren of wastelands. They do not fear
human habitations. They measure about
1½ feet from beak to tip of tail feathers.
Crows are black, sometimes with white
markings. They are good mimics, and as
familiars they can convey messages of three
words or less, though they can in no way
speak coherently or understand language
without magical aid. Crows do well on a
varied diet much like that of humans,
though they enjoy insects a good deal more.
They are class A fliers. During daylight
conditions, they are never surprised. If a
crow’s hit succeeds, it may (10% chance)
blind the opponent’s eye.








34 Skunk: 12“; 1 pt.; good night
vision, hearing, & olfactory.


The Heart of Light


The stone at first appears to be a 3-inchdiameter
glass “gem” of dull color and
cheap value. Touching the gem has these
effects:

1) The gem radiates light in a 60’ radius,
as a continual light spell, for one hour after
each time it is touched.

2) A good character who touches the gem
will have 2-8 HP of damage healed; an evil
character will be shocked for 2-8 points of
damage, and neutral characters will not be
affected. The healing or damage will only
affect a given character once per day.

3) After the gem is touched, detect good
will reveal the gem’s good alignment.

4) Any character who touches the gem
will automatically know it is the Heart of
Light; he also knows that the gem must be
removed from the mansion and taken to
Mekkari immediately.

5) And, when the “glass” illusion is
dispelled by a touch, the Heart of Light is
revealed as a 100,000 gp value diamond
that would make the most jaded dwarf
drool.


Spell lists


Magic-users

First level:  charm person,
comprehend languages, detect magic,
feather fall, hold portal, light, magic missile,
read magic, sleep.

Second level:  detect evil/good, detect invisibility invisibility
knock,levitate, web, wizard lock.

Third level: clairvoyance, dispel magic,
fireball, haste, slow, water breathing.

Fourth level: charm monster, dimension
door, fear, remove curse.

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.