Showing posts with label ad&d. Show all posts
Showing posts with label ad&d. Show all posts

Monday, October 28, 2013

Monster Monday 

Deep Star Spawn


Frequency           Very Rare
Habitat                 Spaces between worlds unless summoned
No. Appearing          1
In Lair                     0%
Move                      Fly 24" Maneuverability class B , Swim 40" crawl 6"
Hit Dice                  12
Armor Class             0
No. of Attacks         12 (tentacles) 1 Bite
Damage Attack        1-4 tentacle (grabs target on any roll of 19+) , 6-30 Bite
Special Attacks       Hypnotic Gaze , Swallow Attack on round after a target has been caught
Special Defense      Spell Devouring - any magic spell cast upon them heals them 2 HP per spell level
Alignment              Chaotic Neutral
Intelligence            Average to Very
Psionic Ability        None
Exp Value               12,500 +10 per HP

Deep Star Spawn are beasties that live between the spheres in SpellJammer universe , that tend to orbit near those spheres that are rich in magic. They have 60 foot long tentacles which they use to ensnare their prey , on any roll of 19 or greater they have ensnared the foe as a rope of entanglement and take 15 hit points each to destroy, and once every round may attempt to devour a single grabbed foe. They live on life energy and magic , and are drawn to powerful lifeforms and magical entities. Any being within 60 feet is subject to thier hypnotic gaze , they must save vs paralysis or become passive and immobile lost in a personal world of bliss. Beings need only make one saving roll per encounter. Most formidably for many opponents they have the power of Spell Devouring - any magic spell cast upon them heals them 2 HP per spell level if they make their save rather than it's intended effect. They may devour as many spells per round as they have tentacles remaining.

Tuesday, October 22, 2013

Monster Monday (a day late)


Tiger Monkey

No Appearing     1-20
Frequency         Rare (outside the Badlands)- Uncommon (Chana Jungle and Badlands)
Alignment         Chaotic Neutral
Intelligence        Low-Animal
Morale              10
Hit Dice             1
Armor Class       5    (Agility and Coloration)
Attacks / Rnd     2 claws or 1 bite
Damage              claws 1d3 each , bite 1d6
Special Attacks    Surprise on 3 in 6 , disease
Special Defenses   Immune to Poison
Magic Resistance   None
Move                  9" ground , 10" on trees and the like , leap 12-18 feet vertically
Diet                   Omnivore
Size                   Small (2-3 feet)
Treasure Type    in lair 20% F, otherwise nothing
Experience     :   130 exp +4 per hit point
Description

    Tiger Monkeys are an aberration created by failed attempts by some mad wizard to re-create the Su-Monster experiment.  Tiger Monkeys are found in the Badlands in all climates found therein and are equally comfortable in high altitudes where their fur turns to a snowy gray and blueish hue and grows long and thick all the way down to the volcanic heat of the Chana Jungle.

    The tiger monkey averages 2 and a half feet in height with a mass of 35 lbs, males have wide stripes of black-brown on tawny gold fur, females have narrower stripes and darker, brownish pelts.  They have a prehensile tail as long as their body is tall, and 4 wirey limbs each of which ends in a three finger and opposable thumbed hand with retractable claws.  The Tiger Monkey's face is similar to that of a siamese cat crossed with a chimpanzee , being long with sliver shaped eyes and a large mouth filled with spike-like canines and razor sharp incisors.  Their front lips are adorned with huge cat-like whiskers and their flattened muzzles have bright red lips that turn blue when they sleep.

    Tiger Monkeys are fearsome for small creatures and are both foul tempered and malicious.  They prefer to scavenge rather than hunt but they are intelligent enough to have developed very effective pack hunting strategies.  Tiger Monkeys are very adept hunters and when sneaking up on an opponent surprise them 50% of the time, generally pelting them with rocks or debris then pouncing on them and tearing them apart.  Wounds caused by their claws are 10% likely to become infected with rotting disease , their bite is 80% likely to do so.

    Tiger Monkeys thrive on polluted and befouled foods and waters and never eat fresh flesh if they can help it, rather they bury their food, near water and wait for rot to set in then feast.  They are totally immune to normal poisons and toxins, and large scorpions and spiders make regular appearances on their menus.  Tiger Monkeys communicate by means of horrible sounding screech-growls, that carry very well and are quite unnerving.  Tiger Monkies collect rotting fruits inside hollow trees where the ferment into a horrific liquid "wine" , as potent as moonshine and hallucinogenic to boot. It causes madness (treat as feeblemind or confusion spell) for 1d4 days and is 90% likely to cause blindness in imbibers. This foul brew makes a distinctive stench , and can be used to locate thier lairs during the weeks of it's ripening. If encountered in lair fully half of the beasts will always be at -4 to hit due to inebriation on this concoction.

    In mating season (generally late spring) the Female tiger monkey sheds it's fur and it's skin turns a dark shade of purple until the new hair grows in, during this time they are receptive and are also frequently mistaken for actual Su-Monsters, disguise which lasts until summer begins or pregnancy ends (2 month gestation period).  Tiger Monkey pelts rot very quickly and Tiger Monkey corpses attract all manner of disgusting creatures in a matter of hours to feast on their bloating, rotten remains.  Tiger Monkey hearts can be used as part of the prep of Potion of Speed.

Sunday, October 20, 2013

 Magic Monday : Focus on Gods of the Realms

Telos    "God of the Forge and Fire"


    Powerful and respected Telos appears as a man or dwarf made of iron or steel with eyes of smouldering silver or gold.  He is Lawful, and his followers must be lawful as well, but they may be evil , good or neutral.  Telos is the God who tamed fire and called the stones to weep forth iron, which by his blessing became steel. He is worshiped by Blacksmiths, Miners, Dwarves, and Gnomes.  Some artificer magic users worship him as well.  Priests of Telos wear fine armor when abroad and favor the colors Red and Yellow. Those wishing to become priests of Telos must be trained smiths , have a Strength and Constitution of at least 13

    Restrictions : All Clerics of Telos must work Iron at least once a year (dig up Iron, Smelt it, and forge a device made of steel) failure to do so will prohibit them from gaining further levels until the ceremony called "The Song of Steel" is performed. The Ritual takes 3 months and involves teaching secret techniques and prayers to smiths, or studying and prayer in the underearth.  Clerics of Telos may use any weapon, as long as it is made of metal, or any Weapon what-so-ever they have made completely by hand.  The priesthood of Telos tithes 10% to the priesthood and 10% more of wealth must be spent on making forged goods of Iron or Steel . At each level they must make an idol to Telos and place it in a prominent public place, it's size and cost in proportion to the level gained and the trials the priest has undergone.

    Gifts : Telos's Priests gain the following abilities
        1st level : blacksmithing and goldsmithing talents are gained , +1 on all fire saves, can work thunderbolt iron
        3rd level : make a +1 weapon when forging weapons on a critical success
            The attempt costs an extra 500 gp in materials and 6+1d6 weeks time
            +2 on all fire saves. Can work Blood Iron
        5th level : make +1 armor when forging armor on a critical success. 
            The attempt costs an extra 500 gp in materials and 6+1d6 weeks time
            +3 on all fire saves. Can work Blood Steel
        7th level :  make a +2 weapon when forging weapons on a critical success
            The attempt costs an extra 1000 gp in materials and 9+1d6 weeks time
            +4 on all fire saves.  Can work Mithril.
        9th level : make +2 armor when forging armor on a critical success. 
            The attempt costs an extra 1500 gp in materials and 9+1d6 weeks time
            +5 on all fire saves. Can Make Blue Iron.
        12th level : can make +3 armor or weapons on critical success. The attempt costs
            3000 extra gp in materials and takes 9+3d6 weeks time
        13th level : can construct an Iron Golem . Material Cost is 50,000 gp and it takes 3d12 months
        15th level : can make +4 armor or weapons on critical success. The attempt costs
            10000 extra gp in materials and takes 15+4d6 weeks time.  Can work
            Adamantium.
        18th level : can make +5 armor or weapons on critical success. The attempt costs
            25000 extra gp in materials and takes 21+5d6 weeks time.  Can work
            glassteel and laern.

Wednesday, October 9, 2013

Wednesday Warfare 


Because I have no better suggestions today , hit them with a Flail Snail . 

You'll thank me for it later ...

Monday, October 7, 2013

A Warriors Lifepath

A warriors lifepath , roll 1d100 and add your level minus 1 . If playing AD&D, D&D or Palladium roll once per level. If playing other games such as Mechwarrior, Call of Cthulhu (in the WWI or WWII time period) , Top Secret just roll once for each year in your term of service.


1 You participated in a Secret Operation
2 You Avoided Capture by enemy forces despite the fact your unit was totally cut off
3 While on leave you were attacked by an enemy covert ops team and nearly killed.
4 You participated in an Advanced Training courses and picked up a new skill.
5 You participated in skirmishes with enemy recon forces
6 Life is either hurry up or wait, this year it was wait, wait, wait
7 If boredom was an ore you hit the mother lode that year, on the bright side you are much better at cards than most people think at first sight.
8 A series of run and gun fire-fights marked the year , you know how to run away like a champ!
9 You participated in overseas or offworld combat Training
10 Your unit was covered by a media personality or bard. Surprise you are a star !
11 You participated in a Planetary or City Pacification Excercise causing you to see attrocities you know you will never forget.
12 You were pressed into service in a job you were not trained for, and still performed admirably and got commendations.
13 You were Captured by enemy forces and ransomed back home.
14 You were Captured by enemy forces and freed by another unit.
15 You were Captured by enemy forces and escaped in a daring way, and someone wants you back !
16 You were Captured by enemy forces and tortured, then left for dead.
17 You were Captured by enemy forces and freed by an agent from your side who had infiltrated under cover.  You owe them a big favor , and they are going to collect.
18 As per command's orders you allowed yourself to be Captured by enemy forces to deliver a message to agents on the inside of the enemy camp . While there you were nearly killed.  You were exfiltrated by a covert Ops team.
19 You were Captured by enemy forces after your unit's surrender, you escaped during a natural disaster at the POW Camp.
20 You were Captured by enemy forces but were freed by an old friend who is now in the service of the enemy
21 Valor under fire got you a medal and the notice of the brass
22 During an Overrun by traitorous forces you were nearly killed,you know some of the people who betrayed you.
23 During an Overrun by traitorous forces you single handedly saved your entire unit.
24 Heavy fighting devastated your unit, and you were re-assigned
25 For a few months you were "missing in action", in a hotel , with an amazing person.
26 By hard work you scored a particularly spectacular coup on your rival in the unit, got them demoted and earned yourself an enemy for life.
27 Heroic Action during the year brought you the attention of your peers
28 A traitor sabotaged you unit's supplies, leaving you all stranded for 1d20 months
29 A fellow warrior wrongly accused you of sabotage, and it took you the whole year to clear your name
30 You participated in an Urban Pacificaction, sometimes you still hear the screams in your sleep
31 War is hell, but this tour didn't even qualify as heck. You made friends , money and caught up on your reading.
32 A series of beaurocratic snafus, transfers, and beaurocratic screw ups characterised this year
33 You participated in a deadly and dangerous covert ops mission and escaped unscathed.
34 You participated in a deadly and dangerous covert ops mission and were seriously injured
35 You participated in a deadly and dangerous covert ops mission and were the sole survivor, you were betrayed.
36 You participated in a deadly and dangerous covert ops mission which turned into a nightmare bloodbath of assassinations, espionage, and explosions
37 Intense fighting left you with a collection of new scars
38 Unexpected stiff resistance by the enemy makes you work hard for victory this year
39 Surprise enemy offensive strikes at your home base
40 A treacherous attack by mercenaries handed your unit a defeat and forced a full retreat.  You lost a lot of face.
41 Your position was overrun and your unit decimated
42 Heavy fighting devastated your unit
43 Fierce battling in a viscous freak storm forces you to survive by your wits when you get seperated from your forces.
44 Heroic action on your part saves a small convoy of fleeing refugees from the enemy
45 Heroic action on your part saves a small convoy of vital supplies from the enemy
46 Heroic action on your part saves a small convoy of escaped POWs from the enemy
47 Heroic action on your part steals a large convoy of desperately needed supplies from the enemy. You heard stories about cannibalism that winter over second breakfast.
48 Heroic action on your part saves a small convoy of fleeing third party warriors from the enemy, you now have some allies you can call on.
49 Heroic action on your part saves a small group of fleeing religious people  from the enemy
50 You were given special training for a secret mission, that never happened and that's OFFICIAL.
51 You went on a secret mission which went perfectly
52 You went on a secret mission which went horribly awry
53 You went on a secret mission which was intended to be a suicide run, but managed to survive only because you were too dumb to know it was impossible to succeed.
54 You went on a secret mission which was a mole hunt
55 You went on a secret mission which was a total and abject failure
56 Fighting to keep your rations down was your main mission this year
57 A solar eclipse was this year's most exciting event while posted in an idylic paradise
58 Betrayal by your own high command leaves you and your team trapped behind enemy lines, leading to your capture by enemy forces. A few of you escaped and swore vengeance .
59 Betrayal by your own high command leaves you and your team trapped behind enemy lines, where your super-heroic actions destroyed a major enemy force and led to a miraculous victory for your side, for which your traitorous leaders took credit
60 Betrayal by your own high command leaves you and your team trapped behind enemy lines, where your unit was decimated, you escaped by seducing an enemy.
61 Inter-unit rivalry leads to your force being left high and dry when support is needed most, you suffered the loss of several great friends.
62 Frequent shuffling and relocation disrupts your life too severely to allow any good to come of the year
63 A brutal enemy offensive put your unit under extreme pressure, your unit performed with distinction winning honor and you personally got the highest possible commendation.
64 A brutal enemy offensive put your unit under extreme pressure, your unit was crippled and you were seriously injured
65 Swift enemy forces leave your unit outflanked and outmaneuvered, but you personally break the back of the enemy offensive in a suicidal last stand. Oddly enough you survived .
66 You are ordered against a heavily fortified enemy position through unmittigated gall and brilliance your unit destroys the enemy without a single fatality
67 You are ordered against a heavily fortified enemy position through raw courage and after many casualties you take it
68 You are ordered against a heavily fortified enemy position and are torn to pieces
69 You are captured by enemy forces, but lead a massive jailbreak that gets you out of enemy hands, along with a dozen stolen enemy war machines
70 Your unit spearheads a massive assault against the enemies CP where you gain massive accolades for your brutal efficiency.
71 An enemy assassin almost kills you .
72 Friendly fire nearly kills you and your unit.
73 A failed artillery barrage and an enemy charge combine to leave your unit with undeserved glory
74 You and your unit crush an enemy strongpoint breaking the enemy line and giving your forces victory in a major campaign. Legends of the battle color your interactions with people.
75 A hard fought defensive campain gives you many life experiences
76 A serious injury leaves you in the hands of medics and doctors for the year
77 A saboteur destroyed your unit's fighting effectiveness during a major offensive and nearly leading to your death
78 Your unit participates in the capture of an enemy district capital
79 The looting of an ancient teasury discovered during a pitched battle becomes the year's highlight , as both side desert loaded with loot.
80 A decisive offencive led by your unit leads to glory and fame
81 When the chips were down you were there this year to collect the fallen and bring them safe to friendly hands
82 Your unit stuns the enemy with a savage assault and you are sighted for particularly valorious action
83 An enemy commander challenges you to single combat, you show him you fear nothing and no one.  His familiy is very impressed with the corpse you sent back.
84 Despite being ambushed your lead your unit in a brutal counter-offensive that breaks the back of the enemy command force
85 You discover that an ex-lover is now an enemy agent
86 A friendly agent warns you of an enemy assassin
87 In scouting an enemy position you recognise and exploit an enemy weakness that breaks the back of the enemy line
88 In a series of covert attacks you discover an enemy base
89 You lead a counter attack that kills a major enemy commander
90 You and your unit get a reputation as a "Can Do" group after a series of near impossible missions
91 Your reputation for having a sixth sense about the enemy gives you a reputation on your side as a good luck charm
92 Hundreds of enemy fall in battle against you as you make a heroic last stand at a narrow pass, something happened to you at the end, and you found yourself alive amongst the mountains of dead.
93 Dozens of your fellows make you thier battle chief in disregard of command's choice in the matter.
94 You subverted an enemy spy getting them to provide you with crucial info about enemy plans.
95 A serious accident while on patrol left you a scar for life
96 You trained for weeks for an operation that was cancelled
97 A friend introduced you to an addictive drug
98 Police work and civilian pacification was the mission for the year
99 You accidentally flash fried a large group of noncoms during a firefight and are still paying the price
100 Urban Pacification for a year,
101 Garrison Duty
102 Garrison Duty for half a year followed by a full retreat as enemy forces over-ran the area
103 Garrison Duty that led to a promotion
104 You participated in a brilliantly led campaign that gave you much glory and honor.
105 You were assigned to a recon team for 1d12 months as an adminstrative punishment
106 You offended a major official and were sent elsewhere for Garrison Duty.
107 A sniper nearly killed you while you were on leave from your unit.
108+ You were assigned to training duty , and spent the year teaching the new recruits how to soldier.

Map Monday

Tymisrian Continent of the Realms

 Each of the "worlds" in my Realms campaign takes place somewhere on the Flat infinite plane. Each campaign area is bordered by a different set of metaphysical laws (game rules). This particular Continent is close to my heart because it ran for nearly 7 years.  I present it for anyone looking for a place to set up a campaign. 
 

Thursday, October 3, 2013

Diabolists for the Realms


The Diabolist is the paradoxist who serves the forces of the Outer Planes, Limbo or the Netherhells.  Diabolists generally have a patron demon but pay homage to whatever evil being will give them power.  Diabolists are intended as an NPC class.

Diabolists advance and Fight as Clerics or by HD type if a monster is applied the Diabolist "template".  They have no weapon restrictions and gain skills as Clerics.  Diabolists may use all Clerical magic items.  Diabolists may be of any Evil Alignment.  A diabolist whose alignment becomes good forever loses his diabolist levels and abilities.  Taints remain however.

Diabolists get access to a wide range of spells, depending on the being with whom they are communing. A general chart follows :

Worship              Grants                       
Demogorgon        Reversed Clerical and Magic User spells
Jubilex                Magic User and Druid Spells
Yeenogu             Reversed Clerical and Illusionist Spells
Orcus                 Clerical, Reversed Clerical Spells, Illusionist Spells
Slaadi Lords        Illusionist Spells, Magic User Spells
ArchDevils (et al)    Reversed & Clerical Spells
Lolth                  Clerical and Magic User Spells
Demodands        Reversed Clerical Spells
Daemons            Druidic and Magic User Spells
Elemental Lords   All Spells of their Element plus Druid
Outer Gods         All Spells
Old Ones            All Spells
Great Old Ones   All Spells
Elder Gods         All Spells
Misc Demons     Any 1 category of spells (clerical, druidical, magic user or illusionist)

Diabolists get d8 Hit Points each level and stop at 10th , and can use spells by the following chart:

Hit Die                     Level        1st    2nd    3rd    4th    5th    6th    7th    8th    9th
Less than 2HD            1             1
2 HD                        2-4           2       1
3 HD                        5-6           3       2        1
4 HD                        7-8           4       3        2      1
5 HD                        9-10         5       4        3      2       1
6 HD                       11-12        6       5        4      3       2       1
7 HD                       13-14        7       6        5      4       3       2       1
8 HD                       15-16        8       7        6      5       4       3       2       1
9 HD                       17-18        8       7        6      5       4       3       3       1   
10+ HD                   19+           9       8        7      6       5       4       3       2      1

Diabolists take damage from Holy Water (1d4) and Holy Artifacts (2 per round) and may not cross magic circles.
All Diabolists are 10% likely per level to suffer some form of Demonic Taint and Demonic Boon.
Use your favorite Chaos and Mutation charts.

Friday, September 27, 2013


The Barbarian Campaign



Between 500 and 600 years ago the Northclans and Southclans split.  The Northclans have stayed nomadic or tribal.  The southclans have become small city-states and would-be empires. 

Bow use costs 3 proficiency slots due to it's exotic nature and rarity except for members of the Broken Arrow clan. The art of archery is almost lost to the non-Vannir because Apollo and Uller are both "lost".  Uller was dethroned starting the war with the giants, and Apollo was slain by Herakles. Zeus, Hera, Aphrodite are worshiped widely, Poseidon and Mercury less so. Herakles is a major god of the South. Thor and Odin and Freya are the major northern gods. 

North Clans
Timberwolf

    Followers of Odin these spear chuckers wander the snow and permafrost of the most northern provinces.  All are masters of the huge timberwolves and dire wolves of the region.  All timberwolf clansmen get Animal Handling-Dogs and Wolves, Harpoon, Ice Fishing, Arctic Survival, and Hunting as free skills. Timberwolf clansmen get +1 Con and Strength. A great emnity exists between the Timberwolf Clan and the Golden Axes because of the murder of a Timberwolf chief by his Golden Axe bride during an attempt to solidify the two tribes.
Dancing Bear
    Followers of Braggi & Loki these raunchy barbarians plague the southernmost of the northclan regions and are great traders and clever warriors.  Dancing Bear clansmen get +1 Charisma, +1 Constitution, dancing, wrestling, barter, and evaluate worth as free skills.  Bear clansmen travel in covered wagons with heated stone seats (warmed by the embers of previous night's fires.
Silver Fox
    Followers of Loki these raiders live near the elven woods and make war on weaker tribes and make slave-raids to the south bi-annually.  Silver Fox tribesmen get +1 Intelligence, set trap/snare, hunting, evaluate worth and knife-throwing as free skills.

Western Clans
Snow Owl

    Followers of Frey and Freya these are the most pastoral of the clans, having wide razing areas and fields near and in hudder-folk lands.  1 in four Snow Owl clansmen is of hudder folk blood and is allergic to iron taking +2 damage from iron weapons.  Snow Owl clansmen have +2 Wisdom, -1 Dex, farming, spellcraft, animal husbandry, leather working, cheese making, reading/writing and staff fighting skills for free. Members of the Snow Owl clan are have +4 on all saves vs charms and enchantments.
Golden Axe
    Followers of Odin and Thor these ruthless warrior prowl the open steppe mounted on heavy warhorses.  They fight the giants, trolls and elves and take what they need.  Golden Axes clansmen have a coming of age in which they must hunt and kill a frostwere to become men.  The children of non-chiefs go out in groups of 3 to 7, but chieftans' sons are expected to go alone and return as true warriors.  Golden Axe clansmen get any 3 weapon proficiencies, horseback riding, animal handling-horses, and warcraft as skills for free. A great emnity exists between the Timberwolf Clan and the Golden Axes because of the kidnapping of a Golden Axe Chieftan's daughter after a celebration, that led to the daughter killing the would be rapist and escaping to home with the aid of the Silver Fox Clan.

Eastern Clans
White Tiger

    White Tiger clansmen follow a shamanistic religion unrelated to that of the traditional clans.  White Tiger clansmen forcefully occupy a number of ancient Vanir villages and towns in the east near the sea, forcing the Vanir their to serve their every needs. From there they fish and hunt and make raids against their neighbors.  All White Tiger clansmen have the ability to Berserk (fight to negative hit points) in battle , but once Berserk must always attack the nearest opponent, after berserkerganging they must rest for 1 turn for every round they were in combat, if they do not they must save vs death or suffer a point of CON damage.  White Tiger clansmen eschew learning and cannot gain writing related skills.  They are still living off the proceeds of their last war against the elves and frequently have belongings of great beauty and worth. They start with triple starting money.
Broken Arrows
    The Last Tribe with Bows, these half Vannir all get +1 on DEX and -1 CON and STR.  All Broken Arrows get a +1 to hit and damage with all form of bows.  The Broken Arrows are an outcast tribe who are at peace with the Giants and the Elves.  Broken Arrow clansmen have Bowery/Fletchery, Woodworking and know the tongues of Giants, the Vannir and trolls for free.
Crimson Roc
    Followers of Thor and Heimdall. Always red haired. They all get +1 STR and -1 CHR. A poorly regarded clan, once very mighty the Crimson Roc clansmen at one time ruled a city, taken from the trolls called GantHeim.  It was taken from them by the Griffonites and all Crimson Roc clansmen are sworn to their deaths.  Roc clansmen get Warhammer and 1 other weapon proficiency and metalworking for free. The eponymous Crimson Roc , a species of Griffin is nearly extinct , but PCs may start with one if they wish (5 HD)

Southern Clans
Bloody Spears

    Followers of Odin, these southern warriors have found employment as mercenaries in the South and as ship crews.  Known for their powerful arms Bloody Spear Clansmen get Spear and javelin proficiencies for free and get a further +1 bonus to all hits and damages with them All Bloody Spears get any 5 languages for free.
Sea Dragons
    Allied with Sea Giants and Sauhagin the Sea Dragon clansmen are raiders with no home
    or fixed statistics, travelling the seas in great boat fleets, they raid the shore incessantly and extort huge tolls for shipping. All Sea Dragons are fine seamen, excellent swimmers and expert divers, and are trained in dagger, hand axe and harpoon. They almost have a monopoly on the whale oil trade.
Griffinites
    The most feared of the clans , these small and wiry folk shave their heads which have naturally golden hair. They trained the "Bird of Frey", the Griffon, these tribesmen hold the city of GantHeim and wage war raids on the Vannir and other Elves.  All Griffonites are trained in riding flying steeds and begin the game with a 3 HD young Griffon mount. They also have -1 CON and and STR.

Former Clans that are now the Southern City-States

If not otherwise listed Southerners have dark hair and green or purple eyes, and tend to very thin and tall.

Helios
    Largest and most metropolitan southern city, with a population of nearly 3 million. The Hellions have dark hair and green or purple eyes, and tend to be very short and round or very thin and tall. The Hellions use bucklers and bastard swords , and in large formations love the use of large and tower shields and darts (plumbada) . Their love wines and rich foods make Hellions have a reputation as being soft or weak. They are neither. Hellions are clean shaven , a fact which is derided all across the clans.
Vandrad 
    Fishing Capital of the world, the folk of the Green Reach jealously guard their waters , which are home to the largest spawning beds anywhere in the world. The Vandrad despise the Sea Dragons and any meeting of the two end in bloodshed. Vandrads tend to be of medium height and large girth and love to grow out their huge walrus like mustaches but they eschew beards. The Vandrad favor Tridents, Spears, Harpoons and Javelins.
Sipar
    Home of Mount Elios, where Herakles slew Apollo and rose to godhood.  Also home of
    the chained Titan Golian who is beneath said mountain. The Siparans are a close minded and strong willed folk , much like the giant goats which they raise. The Siparans are some of the oldest of the southern peoples and still have a tradition of cattle rustling and goat stealing. Siparrans favor short swords, maces, clubs and slings. The people of Sipar are light haired and bright eyed , with grey and silver predominating.

Iphos
    Iphans are a stoic and tall people , always light in build. Most have blonde hair and purple eyes , and have unusually large ears and hands. Excellent farmers with a strong spirit of individualism , slavery is illegal in Iphos , and any slaves brought into Iphos are forcibly freed and given citizenship. These freemen are marked with a freemans brand and offered work in Iphos's army if they wish it. The southernmost of states Iphos has little to do with the other southern states due to philosophical differences. Iphos has fine vineyards, olive groves, and figs which Iphan traders sell in nearby ports. The defenders of the small city state are the legendary Phalanxes of Iphos whose ranks have not been broken in 200 years.
Aripponopolis
    Arripons are a tall folk who tend to have red hair and purple or green eyes.  Home of Philosophy, and intellectual center of the world.  The only place that has public tutors.  Also home of The Arcanos the only school for mages in the world.  It's King Kuranes III is half giant and is rumored to be immortal. Spears, Maces and Flails are favored by most warriors of Arripponopolis , who tend to wear fine chain shirts and steel breastplates.
Arcos 
    Home of the only full functioning matriarchy in the south, Arcos is ruled by the "Divine" Empress Valeria I.  Arcos is the south's center for the slave trade and import goods from the Elves of the Dragonreach Isles.  A festival is held there three times yearly called the Rhial.  The Rhial celebrates the might and perfection of women, it is marked by great feasts in the name of Demeter and Diana.  Arcosian Women are called Arcodans  (AR-Co-Dans).  Native males are rarely if ever given a last name and are treated as pets and servants.  Arcos led the war against Spareos and the Javelins of Arcodan warriors are universally feared. Arcosians get a +2 to hit with javelins.

Spareos (destroyed)
    It's people were mathematicians and thesbians , the survivors of Spareos (Sparrans) are mostly found as slaves in the East . The Sparrans are tall and tend to have chesnut hair, with blue or green eyes.

Malakanopolis (destroyed)
    The other matriarchy in the south, Malaks tended to have reddish brown hair and azure eyes. Most of the Malaks committed suicide rather than let themselves be taken.

Putting an Edge into Swordplay



AD&D Realms Campaign

"Swordsmanship" Arts of the Realms. I use these rules to allow for a "3 Muskateers" style of play to be used.

Not all warfare in my world is heavy fighters or archers.
Only Fighters and Thieves may purchase this proficiency.       
2 Proficiencies to Purchase
Provides a cascade set of extra skill with all fencing weapons of their school (see below)
Once purchased the character gains the title of "Novice (school name) Fighter"

Proficiency with at least one the weapons of the school is a prerequisite for learning .
Additional weapon proficiency slots may be used , every additional slot gives the user additional abilities, no one can have more slots in Swordsmanship than they have levels after reaching the novice level of skill. Additional School may be purchased after the first at the cost of 1 weapon proficiency slot each.

When armed with their schools weapons and no more than lightly encumbered and not using a shield larger than a buckler the following benefits are accrued :


Slots    Title                  To Hit Bonus    Attacks    Critical Hit Bonus    AC Bonus    Parry %
2          Novice                     +1                 3/2               +2                       +1 / +2        20 %
3          Bladesman               +2                 3/2               +3                       +2 / +3        30 %
4          Swordsman              +3                 2/1               +4                       +3 / +4        40 %
5          Great Swordsman     +4                 2/1               +5                        +4 / +5       50 %
6          Master Swordsman   +5                 5/2               +6                        +5 / +6       60 %
7          Grand Master           +6                 3/1               +7                        +6 / +7       70 %
8          Paragon                   +7                 4/1               +8                        +7 / +8       80 %

    To Hit Bonus is simply that, when using the appropriate weapon.

    Attacks is the number of attacks per round the character has with a fencing weapon.  No Additional attack is gained for having an extra weapon, instead the second AC bonus is used.
Critical Hit Bonus is the bonus the user gets whenever rolling a natural "20" to hit.

    AC Bonus is the bonus the user gets when wearing studded leather armor or less and is lightly encumbered or less and has a fencing sword, cloak,  buckler shield  or dagger.  The second number is the additional bonus for having a second such weapon in the off hand. 

   The Parry % is the chance that the user can successfully deflect an attack that has already hit if he has not used up an attack this round.  Whenever a parry is made the weapon used must make a save vs crushing blow.  A failure once means it is damaged and may (1 in 6) break.  A second failure means the weapon is ruined. He must chose to forgo the attack at the beginning of the turn.

Major Weapon Schools Include

Achaen - Archaen Runesword either short or long . Requires a Strength and Dex of 14 or more
Zandir - Rapier and Short Sword or Dagger
Thalos - Cutlass and Main Gauche  or Dagger
Laer De Rason - Two Short Swords or Daggers
Shambal - Single Sabre, Rapier, or Shamshir
Barnard Style - Broadsword and spiked bucker . Requires a Strength and Dex of 14 or more
Thessalay - Single Short Sword or Cutlass
Bloodmoon - Bastard Sword. Requires a Strength and Dex of 15 or more
Ja Ekar - Mace and Main Gauche or Dagger. Requires a Strength and Dex of 15 or more
Desert Flower - Shamshir , Cutlass, Sabre, or Scimitar only.
Shingima - Katana only. No armor.  Requires a Strength and Dex of 14 or more
Elven Bladesinger - Longsword and Shortsword. Requires a Strength and Dex of 15 or more
Eulia - Longsword Only, No Armor. Requires a Strength and Dex of 14 or more
Orlan - Scimitar and Buckler or Dagger
Pogarn - Short Sword and Hand Axe or Dagger
Ios Tet  - Short Sword and Dagger
Hamas - Two Hand Axes with extra long hafts. Requires a Strength and Dex of 14 or more
Ursas ro   - (Two) Jo Sticks or (Two) Clubs
Ursara - Quarterstaff .Requires a Strength and Dex of 14 or more
Caludron ro - Dagger and Short Sword , Spiked Bucker and Short Sword

Tuesday, September 24, 2013

HERO-ic questions 

This idea is not original to me , but the web is a convienient place to post this. In most of my games I offer a chance for free Experience in exchange for some leverage questions . In D&D I offer (level x 25 exp ) each. In HERO system ,I offer 0-3 points each (usually 1) to a max of 50 points because they give me great hooks for the character and story. In other Marvel they are worth 10 karma a pop. Or in some games I just require the player answer any 10 questions to play their character. They give the GM some direction and ideas and more importantly force the player to think about thier character at some length.

   

What is this character's greatest love ?
What is the worst thing the character ever did to get what they wanted ?
What is this character's worst fear and why ?
What is this character's most intense belief ?
What was the character's worst injury and how does it show itself ?
What is this character's favorite food and where do they always go to get it?
What is the character's favorite beverage and where do they always go to get it?
What is this character's darkest desire , and what wouldn't they do to get it?
Who does your character most admire and why?
Who does your character most fear and why?
Who is your character's greatest rival , when did it begin?
Who is your character's hero/idol , what have they done to be like them or meet them?
Who are your character's dearest non-pc friends , name and describe 3 of them ?
Who does your character most hate and why?
What are your character's political beliefs ?
Who most strongly influenced your character's development ?
Where and how was you character schooled ?
If your character was a weapon what kind would he/she be , explain?
If your character was a color which one would he/she be , explain?
If your character was an animal what kind would he/she be , explain?
If your character was a season which one would he/she be , explain?
If your character was a type of weather what kind would he/she be explain ?
If your character was a substance what kind would he/she be ,explain?
What is your character's family home like ?
Family, who are they and how does your character feel about his/her family ?
How does your character feel about his/her friends ?
How does your character feel about his/her enemies ?
How does your character feel about his/her employer ?
What jobs has your character had and who are the memorable people they worked with?
Who has your character loved and why are they not with them ?
Who has your character killed , just list the important ones if they have a big list?
Who has your character seriously wronged ?
Who has your character worked for ?
Who has your character fought ?
What God or Gods does your character believe in assuming they aren't a priest type?
What religious background does your character come from ?
Does your character believe in an afterlife assuming they aren't a mage or priest type?
Does your character believe in aliens ?
Does your character believe in magic assuming they aren't a mage type?
Does your character believe in conspiracy theories ?
Does your character gamble , what is their game , and what is the most they have lost and won and who was involved?
What are your character's vices?
What kind of entertainment does your character prefer and where do they seek it?
What is your character's favorite hobby or pastime ?
How does your character make a living ?
Where does your character live , describe it and tell me about their neighbors?
What kind of music does your character listen to ?
What kind of mate is your character looking for ?
What is the one thing your character holds to be sacred above all else ?
What combat raining has your character had ?
What is your character's motto , how do they live up to it?
What was their Funniest experience  ?
What was their Saddest experience  ?
What was their most frightening experience  ?
What was their most embarrassing experience ?
What is your character's master goal ?
Does your character keep a journal or diary , where do they keep it?
What is your character's most prized possession and how did they get it ?
What kind of pets does your character keep ?
What place does your character go when out of combat/adventure ?
What kind of vehicle does your character use and what would they rather have?
How often does your character date and what kind of person do they tend to date?

Monday, September 23, 2013

Egg MacGuffin with Cheese

A plot hook device to explain anything in your world ...


The Horn of Legends
The Horn is an ancient device , although it may be older (horn of the cosmic bull of norse myth maybe) it appears to be a ram's horn trumpet with a mouthpiece of gold.

When blown at a sight , which is the origin point of a legendary thing with a hint of truth to it (which certainly includes belief or tradition), the Horn will produce the physical living embodiment of that legend. 

Could be used to create Godzilla, the Slasher, Dracula, Superman, or any number of others .  If the Horn is sounded again with the Legend within 12 feet the legend returns to nothingness - but now has the ability to re-emerge on certain times of the year...

Saturday, September 21, 2013

The Quest for the Temple of the Emerald Goddess

A quick campaign for fantasy games by Chance Palmer.

The Heroes are starting on Turtle Island, a small island named for the bowl shaped mountain at it's center.  The Island is fairly marshy , and quite warm because of the volcanic fumaroles beneath the island.  Turtle Island's population is centered in Jade City. Jade City is named for the color of the local stones, and not for famous jade deposits.  The local stone is a lustrous , oily green colour, much prized by artisans and builders as a finishing stone.  The city is prosperous and thriving, combining much of the thrill of a border town with the developments of a metropolitan center.  Population is around 20,000.  The City is led by the guildmaster of the mason's guild Dagorath Vindal , a bear of a man with a corrupt streak a mile wide. 

The group's patron is an old , burned out dwarven magician turned enchanter/merchant known as Karlon Ironhand.  He deals in rare goods, the kind that come from the lost and abandoned places of the earth.  He stands 4 foot high and 3 feet wide with a bald head and a braided white beard.  Karlon is an autum person, with a taste for the somewhat macabre.  He owns stake in a dozen local artisan's shops and is a member of the Magicians Guild.  He is always accompanied by Thingamabob, his animated steel gauntlet, which it is rumoured is home to a powerful free spirit. He also keeps a fair stable of excellent quality dwarven mountain ponies, fiercely strong and durable if irracible beasts of burden which are ostensibly used as riding beasts.  Karlon is old for a dwarf, being nearly 220 years old, and attributes his good health to a daily regimine of martial excercises he learned from monks at a nearby monastery.  His home , Caer Lindael , is a stone keep just outside of the city walls.  Caer Lindael is half merchant storehouse half museum. 

Karlon has a human wife, his 8th human wife to be exact, named Sheeba, who is , by turns, crafty and cruel or sweet as honey mead. She is 5'7", blonde haired and blue eyed, and all of 25 years old.  They've been married for 5  years now and she has , by all accounts been a great drain on Karlon's finances.  Her father is a high ranking member of the shipwright's guild and thier marriage has thus far been fruitless.  She has a taste for exotic foods and saphire stones, and silver.  His other 7 wives are scattered across the Isles , having left him because of his eccentric ways. Sheeba is deeply in love with him , well educated and sadly refuses to see that her need to be pampered is driving Karlon into the poorhouse.

His accountant is a windling named Flutterbye, a pink haired and green winged Sylph who wear glasses with no lenses. Flutterbye suffered horrible tortures as a child and in rebellin against the cruel Windling Duke Artee turned his back on all fae tradition and became a chartered member of the Guild of Accountants. It is with Flutterbye the party must debate any additional expenses. 

His personal bodyguard is a steely eyed Dwarven ex-thief named Bones, who has ashen skin and dark brown eyes, and long, whispy hair that circles a pale bald spot.  Bones keeps a hand crossbow handy at all times , as wells as a brace of dwarven throwing axes.  He favors lorica segmentata for armor. 

He has enemies , both from his adventuring youth and his current trading companies competitive habits.

His first call of the heroes to him is," to dispose of two problems at once, a dangerous spirit that he has bound into a small idol needs to be gotten rid of , the accidental result of a failed binding enchantment, and in so doing confiming the validity of a map to the Temple of The Emerald Goddess.  There with any good fortune you can dispose of the idol at the portal of mists and if they so choose pray to the Emerald Goddess for blessings and wisdom. Plus whatever loot may be there.  The Temple was known to be in the area now known as the Tangle Vale before it was over-run by Ogres 500 years ago.  The Emerald Goddess was known as a devourer of demons so double score there as this staue and it's bound demon will certainly please her. "

The Tangle Vale is located northeast of Turtle Island , on Thurald , a largish and overgrown mountainous Island a months travel away. The Temple map is good as gold , except for being 650 years old , all the old routes it suggests have long since flooded over and will be difficult to find. The area is spare on big game , as many tribes of ogres live in the area. Thier tracks are all over the area and will be apparent to the adventures if they take the most cursory observation. The Ogres have all themselves converted to the worship of the Emerald Goddess , but in their own fashion . They have been kidnapping and sacrificing people and beasts to summon demons ... to feed the goddess, and their corrupt worship has changed the once kind hearted demigoddess into a raging evil beast. The ex-goddess should have total hit dice equal to the sum of the parties own  plus 3, with her other stats and abilities equal to that of a type 5 demon sans the gate powers. She has changed in appearance from her original beatific female form to a multi-limbed demoness.  The clues to this transformation are all over the Vale , her beastial likeness is carved into trees and totem poles, and observations of the small ogre tribes will find the original goddess's temple statues have been moved and placed before the Ogre Shaman's altars.

There are 15 major Ogre camps in the Vale , most of which border a single , somewhat toxic with filth river. The area is heavily overrun with briars and spikethorn creepers. Each of the Ogre camps houses 3d3+4 adults with 3d6 children, and several pens of boar and ponds of fish. 4 of them have witch doctors and the rest have shamans. The temple is located half way up the western valley wall .  The river is home to mudfish and snakes and a few water weirds.

Wandering Monster Chart for the Vale

Night Time
Roll encounter checks every hours on a 1-4 on 1d12
Roll 3d6

3   Leucrotta on the hunt for victims
4   1d6 Ogres hunting for flesh
5   2 Ogres trysting
6   a hunting pit lined with spikes
7   a totem pole or tree carving of the Beastial Emerald Goddess
8   an old marker of the worship road
9   2d4 wild boars
10  a forest spirit - brownie or pixie or a gaggle of 2d4 flesh eating cannibal sprites
11   2d4 Ogre children (hobgoblin stats) playing hide and seek
12   The Ogre Witchdoctor , followed by 2d4 zombie ogres and 2d4 ogre skeletons looking for rare magical herbs
13   The Ogre Shaman communing with daemonic spirit (same stats as banshee)
14  open hunting pit with squealing boar
15  a young Ogre hunter seeking game or a stuffed giant snake with a half digested ogre
16  a patch of shriekers
17  a shambling mound or a patch of rare hallucinogenic herbs
18  2d4 geonids , who are seeking to remain hidden from the Ogres, if talked to and bribed they could explain some of the situation

Day Time
Roll encounter checks every hours on a 1-4 on 1d12
Roll 3d6

3   Cockatrice on the hunt for victims
4   Game birds feasting on wild fruit
5   Bear hunting for food
6   a hunting pit lined with spikes
7   a totem pole or tree carving of the Beastial Emerald Goddess
8   an old marker of the worship road
9   2d4 wild boars
10   Poisonous snake
11   Frilled tree lizard that spits poison
12   a jungle cat on the prowl and hungry
13   an old and burnt out homestead
14  open hunting pit with squealing boar being feasted on by carrion ants
15  a stuffed giant snake with a half digested ogre
16  a patch of rare healing herbs
17  a shambling mound or a patch of rare hallucinogenic herbs
18  2d4 geonids , who are seeking to remain hidden from the Ogres, if talked to and bribed they could explain some of the situation

The Blacks Hands Guild Laws

The Black Hand are the Thieve's and Assassin's Guild in my world, a criminal empire run by rutheless magic proof Irontooth Gnomes , and shamelessly based on real world criminal organizations. There are other criminal groups in my world, the Black Hand is the strongest and best organized of them.

There are 12 rules for the Black Hands Guild in the 7 Kingdoms, any violation of these rules calls for removal of the appendage on first infraction. The amount of removal based on the degree of violation. Limbs are removed by a blade if the Guildmaster feels the error was made with good reason, with fire or starving rats if the offense caused the guild danger or difficulty.

The Black Hands 2 Hands of Law:

Right Hand :No killing another member of equal or higher rank without permission , maiming requires a weregild be paid to the guild. Weregild to be set by the Grandfather. Lesser thieves may be slain with reason and a weregild must be paid to the grandfathers. Any who defy this law lose the Right Hand.

Left Hand :The Grandfathers word is law on his city. No tradework beyond basic pick pocketing or confidence schemes may be performed in a new place until you have made contact with the local grandfather and received permission. Any who defy this law lose the Left Hand.

The Lesser Laws of the Black Hand are known as "The Fingers of the Law" and to break them is to forfeit the involved finger.

The Black Hands 10 fingers are:

Right thumb. No one can present himself directly to another of our agents. There must be a third person to do it.

Left Thumb. No one may steal from a Wizard, High Priest, Member of High Nobility ,King or High Official without the word of the grandfathers.

Right Ringfinger. No consorting with the Watch or the Slayers Brotherhood

Left Ringfinger. Don't go to outsiders with Hand business

Right Pointer. Always be available for the Hand, even if your wife's about to give birth.

Left Pointer. Appointments must be respected but the secrecy of the Hand comes first.

Right Middlefinger. Senior guildsmen must be treated with respect.

Left Pinky. When asked for any information by any senior member of the Guild, the answer must be the truth.

Right Pinky. The Guild always gets it's cut off the top , You will use no non-guild fences.

Left Middlefinger. Non-guildsmen are never to hear of guild business, Rival guilds and freelance thieves are shunned and reported.

Friday, September 20, 2013

Hybrid Horrors

These are the many monsters that have ended the lives of parties or enriched their coffers in my many campaigns. This first one is a mashup of two of my favorite classics - The Skeleton and the Snake Bodied Medusa. She is a nasty one and makes for a great end boss type villain.


Skeletal Medusa


Frequency : Very Rare
No Appearing : 1
% in Lair : 90%
Hit Dice : 9
Armor Class : 3 (2 or less with shield)
Alignment : Neutral Evil
Move : 9" Slither
Attacks per Round : gaze, 2 claws, bite, tailslap, constriction or weapon
Damage : Gaze causes Paralysis
    2-8 Plus Mystic Poison Snake Bites
    1-6 Bony Claw
    1-8 Bony Tailslap
    1-4 Constriction (Str 17)
    or By Weapon (Str 17 plus magic bonus)
Intelligence : Average to Above Average
Size : L (14 feet long)
Special Attacks : gaze , constriction , poison
Special Defenses : minimum damage from piercing weapons, half damage from edged weapons, immune to Mind Spells, Undead , immune to gaze attacks
Magic Resistance : Saves as 8th level Cleric
Climate : Any (Ruins)
Treasure Type : A
Experience : 3,500 +10/hp , Stone Skeletons 250 exp each

Description :
    The Skeletal Medusa is a very rare occurrence, when a snake bodied medusa is killed or defeated by skeletons or the like a horrible transformative process occurs , as the curse that produces the Medusa is warped by the energies of the negative material plane.  The result is this horror.  The Skeletal Medusa is a self aware undead with a hatred of everything.  The skeletal medusa is frequently armed (50%) with a magical weapon which they wield with surprising strength (17) there is also a 25% they will have a magical or normal shield (25% magical) with the appropriate AC bonus.  Skeletal Medusae have lost their true curse power, but instead have an even more terrible power - the gaze of the skeletal medusae causes permanent paralysis as long as the medusae lives, when the victim dies they will arise as stone skeletons , skeleton who cannot be turned as long as the medusa exists.  Any victim meeting the gaze of the medusa who lives must save vs Petrification or be paralyzed.  The range of this power is 24" under most circumstances.  The power may only affect targets within her forward viewing arc (60 degrees) and rolls to hit vs AC 10 against targets not taking precautions, those using mirrors or shielding their eyes may be hit with more difficulty.  A foe using a mirror to observe is hit on AC 3, one merely shielding their eyes or averting gaze on AC 5.

    Skeletal Medusae attack in melee' by using a weapon, 2 claws (1 if using a shield), slapping with their bony tails or by grabbing and squeezing victims to death with their nearly prehensile snake like tails.  They will always attack Paladins and clerics if they are available.

    A normal skeletal medusa is served by 3d6 skeletons.  Skeletal Medusae are turned as Vampires, if the Medusa is turned the stone skeletons are turned as well.  The Stone Skeletons are AC 3, HD 1, HP 8.  Stone Skeletons are immune to Holy Water as well as turning.

The image that inspired this horror
http://www.elfwood.com/~hender/Undead-Medusa-%28inked%29.2795600.html

The Oddporium of Rukh


The Oddporium is a pseudo-dimensional structure located in-and-out of the Prime Material Plane.  The Oddporium appears from outside to be a 3 floored tower with 3 bulbuous saucer shaped floors at 30 , 60 and 90 feet.  Circular , deep , thick pained glass windows are set every 13 feet around the saucers and 7 around each base of the tower.  The whole structure is made of an unknown gray-green stone and it's stones are mortared with blackish fine mortar.
An open arch door with a bright green covered awning gaurds the entrance.  The Oddporium deals in the strange and unusual , spell components, and utility magic items.  The proprietor of the Oddporium is the irascible Rukh. A wizened, brown skinned humanoid, who looks to be half dwarf and half gnome.  4 foot 11, shaped like an upside down turnip , with a 5 inch long nose and ears that would shame a wood goblin.  He speaks with a clever , old sounding rasp.  The Oddporium's interior is a maze of shifting palettes of living shelves and tables, walls with unplanned twists and turns and omnipresent faerie lamps and odd shaped hangers on every wall (mostly in the form of hands and heads which often bite or grab things to take possession of them).  The oddporium is staffed entirely by Rukh and his helping hands (a group of sentient moving hands that "see" the world through a kind of sonar as they tap along.

Rukh
    Magic User - 12 , Sage - 12 , Merchant - 12
    AC -2 (bracers of AC 5 , robes of eyes , ring +3 , dex +4) , HP 90
    Ring of Spell Turning , Amulet of Protect vs Detection and Location 30' radius
    Rod of Cancellation, Wand of Negation, Wand of Conjuration
   
Rukh sells good based on need rather than want.  As well as on spec for higher powers.
The Oddporium is not always a safe place to shop, nor is it a place for those of ill intent.

For sale at the moment

A miniature garden which the owner can step into.  The garden is a rich and abundant flower and herb garden with a small fish pond and stand of trees.  The garden itself is 8 inches wide, 12 inches long and 4 inches deep , set into an oak box, with a sliding wooden lid.  The price of the Garden is the 20 orichalcum rings, hide of a displacer cat, the laughter of stone caught in the ear of a sow, a giant conch shell & the last coin stolen from a rich dwarf's purse.

A ladle made from brass with runes up and down it's shaft.  The ladle when plunged into boiling water fils itself with soup upon withdrawal. The ladle will fill a single bowl per draft , and may be used 7 times a day providing (2 days rations).  The soup produced is warm and nourishing although the type is random at each draw.  Roll 1d6 on a 1-3 the soup is tasty, 4 foreign and gross, 5 spicy to the point of painfulness, 6 closer to porridge than soup.  The price 10 orichalcum rings.

A dancing statue of an elven maiden.  The price the pelt of a lycanthrope filled with silver coins.

A pile of size adjusting cloaks of various colors, each is priced at 3 orichalcum rings.

An animated mummy hand.  It will attack anyone who disturbs it.  AC 0 HP 10 HD 5 AT 1 (tk) D 1-4+4 choking (18-90 strength).  Once killed it will heal itself and de-animate.  It's price 10 orichalcum rings and the left hand of a thief or assassin.

A feather sailboat token, the price 3 orichalcum rings, a magical blade taken in battle with an elf and the horn of an Ogre Mage.

A chalice of ice that never melts , the price 2 rings of orichalcum.

A tapestry showing the birth of Venus from the sea that is animated and amazingly gorgeous.  It's price a bottle of dwarven tears and 10 tongues cut from giant frogs and the promise of a maiden widower.

A pile ( 8 )of size adjusting leather armors +2, all for sale for 6 rings of orichalcum and a test of will.  Challengers must play mumbledy-peggity with the fashion golem hand. A simple test of 35/attacks per round - level  rolls to hit AC 10, miss and you spike your hand and on a max roll skewer a finger .  If that happens you loose the test of will unless you roll 1 point of damage.
The dagger that is used for the game is also forfeit. Any fingers lost are lost as well.

A self pumping forge bellows, the price 200 pounds of gold and a forgotten song.

The Talking Skulls of Lu Shong , the price an enchanted axe, a pearl from a giant oyster, and the head of a minotaur killed with a single blow. 

A bundle of self lighting long burn torches. 1 Silver ring each. Each lights when struck on a surface and burns hot and bright for 4 hours.  Each can only be struck once.

A stuffed and mounted owl that hoots loudly when disturbed.  Serves as an excellent night watchman.  2 orichalcum rings and a magic dagger. 

A Ring of Tenser's Floating Discs with 20 charges remaining.  The price the eyes of a giant wasp queen and 12 hell hound pelts.

An old and tattered Flying Carpet , 12 feet by 8, that flies at 20 , maneuverability class D.  The price - the eyes of a beholder and the spikes of a manticore.

An Iron Cobra and the phylactery of its control.  The price the claws of a Type III demon or feathers from a Shedu's wings.

A bottle of pickled Firedrake Eggs. 2 silver rings each. Eating one will give the imbiber +3 on saves vs fire for 1-2 days.  Also a save vs poison, if failed the character will at some point in 1d30 hours belch a cloud of flame for 1d4 to himself and 1d6 to everyone withing 5 feet. If wearing a helmet a potentially deadly situation.

24 Poisons of the Realms


1: Thieves Lament
An inhaled poison made of Komori root powder.It is pale blue grey and is a dust. It causes immediate intense bleeding and swelling causing 4 hp of damage around, leading to death within 3 hours. The initial save is made at plus 4.

2: Glasswrack 
This inhaled poison of alchemical origin looks like fine ground glass and is made from the distilled essence of dragon, snake, drake and lizard scales. It causes stomach cramping and nausea followed by digestive track failure taking effect within 4 hours, accompanied by causes uncontrollable dance like muscle contractions that render the vicitm paraylzed.The initial save is made at no penalty

3: Tuni
This injected poison of fungus origin .It causes massive fever causing 2 con loss an hour taking effect within 1
minute of insinustion. The initial save is made at minus 1

4: Scar Beetle Oil
This contact poison is made from the liquified shells of the Scar Beetle. The oil is bright viridian and smells of acid.
It causes blindness taking effect within 1 minute, accompanied by coma like sleep and intense nightmares within 20 minutes, and leaves survivors with weakness and stiffness for up to 1 hour after awakening. The initial save is made at no penalty.

5: Eriki Lizard venom
This contact poison of reptile origin.Clear liquid, lemony smell. It causes intense bleeding and swelling causing 6 hp of damage a round taking effect within 1 minute, with a new saving throw each round. Once a save is made the toxin has run it's course. The initial save is made at minus 4

6: Ocavia 
This ingested poison of alchemical origin is made from boiled a base of wormwood and oil beetle extracts. Purple liquid with a bitter oak scent . It causes intense all over body pain like being set on fire , Con check to take any action, taking effect within 10 hours, and leaves survivors with an intense sense of euphoria and an inability to feel pain for up to 2 hours after the initial effect has run it's course . The initial save is made at minus 3

7: Deathgrip
This injected poison is made from boiling the larvae of Yste flies.Brown goop with horrible meat smell.
It causes immediate liver death , fatal in 72 hours or less.The initial save is made at no penalty

8: Snailbite
This blue contact poison of is a sticky tar like resin of fungus origin.It causes immediate massive fever causing 1 con loss an hour, leading to painfull death within 8 minutes.The initial save is made at minus 4

9: Gung Root 
This injected poison is made from Gungin bush root , boiled in oil ,it is a  dark yellow in color and smells of chlorophyl.It causes intense bleeding and swelling causing 3 hp of damage a round taking effect within 65 minutes, accompanied by agonizing cramps -3 to all actions. If the save is made it serves as a potent stimulant and sexual aid. If not the corpse may be able to hold the lid up of his own casket. Sleep will be impossible for 24-36 hours after it enters the body. The initial save is made at plus 3

10: Greentooth
This ingested poison of is made from pulped bark of Red Jarwalla trees. It is brown-black in color, and smells sweet. It causes immediate true sight and fever leaving the victim unable to act unless a saving throw vs poison is made, this fever forces a loss of 1 CON point and hour until the CON reaches 3 , whereupon it breaks, after the fever breaks the true sight wears off, this change in perspective requires another save or death within 3 minutes occurs, seemingly of a heart attack. When Greentooth is consumed it stains any bone surface green, thus the name. The initial save is made at no penalty

11: Hasim also known as Bloodfire Venom
This contact poison of monsterous alchemical origin , made of the boiled organs of several breeds of magical snake and demon blood. It causes intense bleeding and swelling causing 3 hp of damage a round taking effect within 3 minutes, after 7 minutes the victims skin begins to smoke, and the Hasim sets the victims blood on fire for 5 points of damage and a loss of 2 Constitution and Perception a round. A save vs poison is required vs both effects.  The initial save is made at plus 5. If the saves are not made Holy Water will stop the effects on consumption as will entering a circle of protection.

12: Aruk
This injected poison of monster origin is made from boiled down Gelatinous Cube. It causes intense bleeding and swelling causing 1 hp of damage a round taking effect within 95 minutes during which time the victim feels no pain at all those making the save still feel no pain, those that fail thier save but live find themselves paralyzed for up to 1 hour afterward unless the make a 2d10 CON check. The initial save is made at minus 1

13: Kakomi Vapor
This inhaled poison of vegetable origin is an oily red liquid that boils at exposure to air unless the temperature is 50 or less. It causes immediate stomach cramping and nausea followed by digestive track failure, leading to death within 1 minute or less after being breathed. The initial save is made at plus 2

14: Crowkiller
This ingested poison of vegetable origin, looking like golden nuggets the size of corn kernels. It causes brain fever causing 2 Int, Wis, Chr loss an hour taking effect within 8 hours, leaving the victim incapacitated for a day or more. The initial save is made at plus 4. It is commonly used by Halfling farmers.

15: Naga Blood
This injected poison of monster origin. It causes astral perception and brain fever leaving the victim unable to act
taking effect within 10-22 hours, and leaves survivors with hallucinations for up to 40 hours .The initial save is made at plus 4.


16: Banga Nag
This contact poison of shellfish origin. It is a black oily resin. It causes immediate massive cramping and bleeding causing 9 hp of damage immediately, leading to death within 25 minutes. The initial save is made at minus 2.

17: Hwan Nag
This contact poison made from sea urchin's spines. It causes convulsions save vs poison at -3 each round to act, taking effect within 6 hours, and leaves survivors with synesthesia for up to 1 hour afterwards . The initial save is made at plus 3

18: Jester's Curse
This contact poison of vegetable origin, made from Mandrake harvested from beneath a hanged gypsy.
This Brownish green resin causes causes the uncontrollable laughter ,until death by a heart attack , save each turn vs death taking effect within 9 minutes,accompanied by massive bleeding at the areas of contact 1d4-1 pts of damage per round, and leaves survivors with synesthesia for up to 1 hour .The initial save is made at minus 4

19: Drake's Bile
This contact poison of monster origin, it takes the form of a Reddish orange sticky goo.It causes hallucinations taking effect within 10 hours, accompanied by pancreas failure , fatal in 72 hours, and leaves survivors blind for up to 6 months .The initial save is made at minus 3

20: Hellbroth
This contact poison of alchemical origin it is a yellowish sticky mess smelling and looking like honey.
It causes intense bleeding and swelling causing 2 hp of damage a round taking effect within 4 minutes, and leaves survivors with painful joints for up to 10 days . The initial save is made at minus 4

21: Crypt Wine
This injected poison of fungus origin , taken from various underground dwelling fungi particular to graveyards. It causes massive fever causing 2 con loss an hour taking effect within 80 minutes, at runs it's course in 2-20 hours. The initial save is made at plus 5

22: Redskin
This injected poison of vegetable origin It causes intense pain and burning causing 4 hp of damage a minute taking effect within 8 hours, accompanied by respiratory failure save or die, and leaves survivors with a massive skin discoloration .The initial save is made at plus 3


23: Miser's Lament
This injected poison of shellfish origin It causes sleepiness taking effect within 10 minutes, accompanied by
massive cramping and bleeding causing 1 hp of damage immediately.The initial save is made at minus 4


24: Popskull
This ingested poison of vegetable origin. This reddish black liquid smells of turnips . It causes weakness -6 Strength and Constitution taking effect within 11 hours, and leaves survivors bleeding from the nose, gums and eyes for up to 1 hour .The initial save is made at plus 1