Showing posts with label Dark Souls. Show all posts
Showing posts with label Dark Souls. Show all posts
Tuesday, January 27, 2015
Lost Kids part 1
All children grow up and the way Wendy knew this was that adults are inconsiderate of children and talk about mortality in front of toddlers.
Some children avoid growing up by remaining forever children, though, perhaps not, technically speaking, human.
It is a well known fact that a small percentage of children walking down lonely footpaths in wild woods or unkempt fields of shoulder-high wild flowers, that little boys and girls hiding in wardrobes among the tall smooth and buttoned coats that hang like vines in a jungle, that those hiding behind curtains or under beds or in bushes so large they have a space by the root which is almost like an inverted nest, the bare and brittle limbs like a poky cradle, have hid so well that they have hid from the eye of reality, slipped beneath the skin of perception and fallen or perhaps climbed or else woken up in some place very different but in many strange ways quite the same. Search parties find nothing, or rarely anything. Occasionally a missing shoe or a torn pair of pants, none of which are very convincing to anyone but the police who, it should be noted, would very much like to be convinced and then out of the cold and back in the station around an electric heater.
STARS AND TREES
Birds, we learn on the radio, migrate from one place to another, very distant place because of something to do with their skulls and bones and magnets making them sensitive to occult energies.
Children of ages 8 to even as old as 16 are possessed of skeletons whose proportional characteristics render them susceptible to similar effects and fields as our migratory birds.
For example: a child now lost in a strange and difficult land may be able to navigate their way to a safe place by following the stars (second from the right, straight on til morning) or by testing the moss growing on trees for any clever, well-read child knows that moss and other wet, dark green things hide from the sun.
Children lost and wandering in this manner usually find themselves at one of several places: the Fort in the Woods; the Castle in the Caves; the Ship on the Island. On the way there or once they've arrived, they find themselves a bit changed. Perhaps a bit grey or scaly and possessed of eyes larger than normal and teeth which are certainly sharper than they used to be. The change isn't dramatic, just enough that they might appear like-themselves-but-not-themselves should an adult compare their photos to a registry of missing children.
GOONIES NEVER SAY DIE
These lost children have the same stats as goblins, though they have greater variety and many of them are missing a shoe or a pair of pants or are wearing a magical scarf and use kludged weapons and wooden swords to attack (doing damage as normal).
More on variations, each of the places the children live, and on Wendy, Peter and terrible elves in another post (or two).
attributions: Nintendo, Berserk
Wednesday, January 14, 2015
The Red Saint
This is from that hexcrawl thing on which I'm working.
There are are seven Saints in the garden, five of which are known and two of which have wrapped themselves in secrecy. One of the five is presented here.
ALL SAINTS
Are sought after for succor, magic items, etc.
Treat each as a Lich, but for:
a. give them resistance to magic;
b. none may cast spells, but my use teleport 3/session, geas 1/session, gate 1/session and true polymorph 1/session;
c. have advantage against turning; and
d. except for the Red Saint, they don't really look like they could be undead and none detect as such.
Each has a phylactery hidden like a splinter in the eye of a demon prince. The princes are tormented by the phylactery, but no demon may remove them.
THE RED SAINT/THE CRIMSON LADY/SAINT SUSPIRIA/MOTHER OF SIGHS
Red is a pretty, emaciated, young woman in a tattered dress. Wounds describe her body, some fresh, some necrotic, a few still sport darts or arrow shafts. Her legs are wrapped tightly in dirty bandages so that the flesh of her thighs and calves bulges through the gaps, like purple marble. Her nails are broken and filthy and when she is thinking, she runs them through her endless, greasy black hair. She coughs despondently, frequently. She is bad at feigning piety and compassion and mostly moans to cover up her disgust with supplicants.
It's said she takes pity on doomed lovers, especially women, and those suffering from afflictions; it's also said that she is most fond of the gallant and chivalrous.
She hates the blue saint most, then doomed lovers, then the gallant and chivalrous, then everyone else
Hidden on her: behind her hair, along her back, are hundreds of faces of various size, many no larger than a wart, but some the size of a hand. She uses these faces to replace her own should it be damaged for she cannot stand disfigurement of her visage. All these faces and the one she now wears are identical in appearance; also
buried into her arm, the base just protruding from below the wrist is a needle-like wand of hemorrhaging with four charges (being buried in her flesh recharges it) (treat as a wand of fireball but damage is dealt by leaking blood out of various orifices for d3 turns).
When no one is watching she is popping one of the faces on her back like a pimple (listen for the tiny screams). With each pop, she shudders sensuously.
If near death: she'll gate to a demiplane that's a red flesh landscape pulled taught over numbing needles walking about likely causes paralysis.
services provided
no.
|
service/item
|
price
|
1-3
|
she unravels a bloody bandage from her leg luxuriously. Stuffing this in your mouth heals as if rested. A character can only enjoy this effect 1/session.
|
the blood, heart or liver of something magical or exotic
|
3/session
|
cure all diseases afflicting a person
|
as above
|
1/session
|
places the soul of one thing of 3 HD or less in a doll in a red dress. The dress and doll slowly fall to pieces, turning to a charred stake in 1-2 weeks (the Merchant will say three), at which time the soul returns to its original home
|
one’s soul (must obey the commands of the Merchant 3 times, after which the soul-let is relinquished)
|
1/session
|
can make a red knife, or long long red sword, magical, +damage against living things as it causes profuse bleeding and welts
|
the heart of a mighty creature; or the death, maiming or face of whomever is connected to the person making the request that would be most awful to choose*
|
1/game
|
return a character to life
| |
*so like, if a woman is asking for her lover to be returned to life, the Red Saint will grant the request if the woman surrenders her face. That sort of thing.
| ||
attribution: me
Labels:
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Cosmology,
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Tuesday, March 11, 2014
Kill Your Gods (part 2) and the Woman in the Woods (Deities in older D&D)
Somewhere in internet land is this forum post from back in November wherein Mr. Carcosa says he likes the idea of Gods being kill-able and others disagree. As someone who has a minor deity generator, and author of a "Kill Your Gods" post already, it's pretty clear where I fall on this.
Working on Dark Souls D&D, and stumbling across the forum post, this matter feels pertinent again.
Consider the woman in the woods
She eats locusts and grubs, the food she grows in her garden. Occasionally she snares a rabbit or squirrel. What education this woman has comes from oral history and gossip. She probably ran away from something bad that happened to her, or her people were nearby and have mostly died off, or she serves in a kind of spiritual capacity for the village along the forest fence - kept separate because of but also respected for her purported facility with things so other that the villagers consider it irredeemably supernatural. If that's the case then it's possible she may be a bit insane or suffer from some form of epilepsy or that she's a bit mentally challenged.
Deep in her forest is a swamp and among the things in that swamp is a troll. On a visit to their camp up the mountain, she has come upon the troll devouring some charcoal burners, shoving a sooty writhing torso into its mouth like Saturn devouring his young, she has seen it crush one of the lizards of the swamp to death, seen the wounds the big cats of the high mountains left knit shut, seen it bat away an elf scout like a flea as the elf's arrow wormed its way back out of its eye, the eye now whole.
She knows well the religious significance of the big cat and the large serpent and the weird elf and its changeling babies. Does not the Deceiver prowl in the night, roaring like a hungry lion? Does not the serpent devour the living even as it promises salvation? Does not the elf eat the human babies it replaces with its own?
And so she includes this terrible being in her prayers and, while she now sometimes stinks of the bog when she's not been there for weeks and while she's been growing prodigious warts, sometimes she can command the night to fall around her, sometimes her touch spoils any food or drink, sometimes she can borrow the troll's strength, causing the stray dog digging in her garden last week to open like a pansy pod at but a touch.
the woman in the woods
Chaotic Human Adept
3 HP, AC 9, 12", dagger, walking stick, a ragged and match patched dress of many pockets and hood, 1/session may cast darkness, ruin food and drink or cause light wounds
attribution: Hendrick Goltzius (detail from Cadmus)
Dark Souls D&D Guide (part 2? version 2?)
two former heroes of the continent who may train the party
For Dark Souls D&D, as linked here. This goes into greater detail than the original post. Everything in the loot section subject to change.
CLASSES
Are Fighter, Cleric and Magic-User to start. You unlock your Class by finding, picking up and equipping an item imbued with the spirit and memories of a (fallen?) person of that Class (or are they your own memories?). Sample list of Class items here for the curious. In play, the list will be different.
Other Classes (see below list) may be taught by a hero still living somewhere on the lost continent. With the exception of Thieves, you'll need to both ask around and also seek out a rare and powerful class item once belonging to the hero-trainer. These rare items are likely locked away in deep and terrible places and/or wielded by the twisted former disciples of the trainer. Heroes are usually elves and their items usually of elvish masterwork.
The one exception to the above are Thieves. "Heroic" thieves are more plentiful than most of the other trainers and determination and inquisitiveness are likely enough to discover their location (no rare item necessary!). They will, however, want some kind of remuneration for their services.
Classes and Subclasses:
Thief (trained by _____________ or _______________ or ______________ or ______________) (locked)
Paladin (trained by _________ or _____________) (locked)
Assassin (trained by ______________) (locked)
Archer (trained by _________) (locked)
Witch (trained by _________ and _____________ or ____________ or _____________) (locked)
Journeymen-Exorcist (trained by ________________) (locked)
Necromancer (trained by ________________) (locked)
Some classes or trainers are likely mutually exclusive. If you choose to learn from one you'll likely make an enemy of the other (they may even treat you as "kill on sight").
"RACES" & HUMANITY
Are Human, Elf or "Halfling" to start. Elves are slimmer and shorter than humans with a slight point to the ear, and almond-shaped eyes. They are natives to the continent. "Halflings" are the poorest and least cared for humans among human society, treated as a caste apart, and many find their way to the lost continent. They show minor signs of in-breeding and major signs of early childhood malnutrition and a rough life. Most have few teeth.
As described earlier, CON is replaced by HUMANITY.
If, at any time, you have 13+ HUM, you may take a single racial ability from your race (roll to determine which). The ability is usable 1/session, until you've less than 13 HUM. If you've less than 13 HUM, the curse overwhelms your intrinsic nature and you've the Hollow Racial Ability.
Elves (d10) 1-3: Can read all alignment languages, 4-6: Split-move on foot, 7-8: Move Silently in Forests and Meadows (on a 14+), 9-10: Ignore the effects of a charm
Halflings (d10) 1-4: Hide in Shadows (a 14+), 5-6: +1 to a Surprise roll, 7-8: +1 to Attacks and Damage with ranged weapons, 9-10: Backstab from hiding (+2 attacks, Large Damage)
Hollow You need not food, drink or sleep.
Human (d10) 1-4: Re-roll a failed Save that would result in a loss of HUM (a successful Save affects only the loss of HUM, not other outcomes), 5-6: Roll for treasure as if one level higher, 7-8: May have +1 Henchmen, 9-10: Re-roll a failed Save v Death or Poison that would have killed you
There are three races of legend living out the remaining years of their now-cursed existence somewhere on the continent. Find, aid and thereby befriend them in order to play characters or recruit henchmen from their people. As with Class Trainers, befriending Children of one God will likely alienate you from others.
Child of Othin (Lightning Genasi?) abilities to be discovered (locked)
Child of the Coven (Chaos-Warped) abilities to be discovered (locked)
Child of the Abyss (Tiefling and/or Revenant) abilities to be discovered (locked)
There are at two other peoples living in secret of which you know nothing.
HENCHMEN
May be hired at level 2 should you be able to find one resting near a campfire and convince them to journey with you. They need not be paid, and take and earn half the XP the "controlling" character earns. Unless otherwise modified by the rules, no character may have more than one Henchmen. Beware too of the Henchmen who grows despondent, their face sallow and sagging, their eyes mistrustful, for Henchmen too may turn fully Hollow (you'll not know their starting or current HUM) and attack the group.
CAMPFIRES
are kindled by one of the Ash Maidens, tongueless priestess to an unknown deity, associated with the Sun (but not the missing Sun God Apollo). Resting by these fires heals as a full rest (re-roll HP using current HD and keep the larger number). By praying in front of the bonfire until you sleep you may wake up the next day at a different bonfire kindled by the same Ash Maiden so long as you've been there before.
Incidentally, Flailsnails groups will likely start at whichever bonfire they have unlocked and then choosen at the start of a session..
praise be her name, Ixiander the New Dragon, First Witch
OTHER RESOURCES FOR PLAY
Flailsnails
At this point, I'd like people to start at 0-levels. Once more content is unlocked, higher-level characters will be welcome. I don't think this setting works if you introduce high levels for an early smash 'n grab (plus, I frankly feel myself a little underqualified to start running this at higher levels).
Monster stat blocks
You've no reason to want or need this know if you're interested in playing, but this is how I've been writing stat blocks and plan on running things. This is what that OD&D spreadsheet turns into after I adapt stuff for a setting/game. That said, this block gets referenced a few times below.
Hollow
(Guarding, Armed)
or (Crazed) or (Non-Aggressive) Less Intelligent Humanoid
AC
9, 1-6 HP, Saves 17, Slowest, always attacks last; Guarding Hollow: hatchets, every 3rd has a short sword or shield and
every forth a bow with d4 arrows (every twelfth has a sword and bow, no shield); Loot 2, (Crazed 3, Guarding 4); unlike other monsters Hollow do not normally see in the dark
(Guarding) enemies patrol an area or stand watch, look for enemies, will chase and try to find fleeing opponents and usually get a bonus to Morale and are more likely to be aggressive after a reaction roll
(Crazed) enemies do not flee or break and may be very aggressive, not discriminating between friend and foe, similar to Berserkers (unless you get a friendly on the reaction roll, treat as aggressive)
(Non-Aggressive) do not attack and may not defend themselves (2 in 6 chance of the latter).
LOOT, TREASURE
XP, CURRENCY & TREASURE
There are a handful (less than five?) Hollow that collect trinkets, arms, armors, herbs, magic items and the like and will sell them. Once you discover them, you'll need to discover what they want in exchange. Ask around to discover their location.
Other cursed but-not-yet-Hollow non-player characters may have a choice item or two which they'd be willing to barter away.
Coin is worthless here.
XP is awarded by # HD of defeated creature and the relative value of an item (weapons and armor of good quality are valuable).
LOOT
The lack of a widely used currency complicates treasure tables. Furthermore, everything has fallen into disrepair and chests and the like are quite uncommon. Those that survive stash their treasure in secret places and watch their stores like spiders in a web.
NPCs and rooms or locations within room will have a Loot Value (LV). (see the Hollow stat block above)
Turning out a room or spot in a room or a corpse to look for loot takes a turn. Roll d10 and add your level. If you exceed the LV all you find is junk (which is still a thing and the GM will roll on that table for you) and on any subsequent searches in the same place you'll only ever find nothing or something useful. On each roll after the first, you also add 1. If your roll results in the LV or less than the LV, you get the corresponding loot from the loot table.
Looting corpses is functionally the same but the GM will add the characters HD to the roll rather than you adding your level.
Calculating Loot Value.
For a corpse, LV=HD+1+#Specials (by the way, this is just the early Strategic Review, pre-Greyhawk method of calculating XP +100 and then /100).
For a Dungeon, LV =level of Dungeon +3
For treasure rooms in a Dungeon or Lairs, LV = level of Dungeon or Lair (Lairs are level 1 Dungeons if not otherwise determined by GM)+LV of "boss" to whom the treasure belongs.
(EX. See the Hollow Stat block above. Non-Aggressive Hollow have a LV of 2, Crazed Hollow have a LV of 3 and Guarding, Armed Hollow have a LV of 4. If a 2 HD "boss" Guarding, Armed Hollow (therefore, LV 5) were to have a treasure room on level 1 of a dungeon, that room's LV would be 9.)
WHY?
I want to dramatically re-orient the way looting works. The survival horror conventions of scarcity and limited inventory space control here. This thematic consideration, the lack of a merchant class in a largely depopulated area and the devaluation of all currency, makes some kind of alternative to GP necessary.
Also, I generally dislike reducing XP based on relative character and dungeon/creature level as per page 18 of Men & Magic as the higher level character already needs more XP to gain levels than the lower level character.
Instead, where needing something useful can be a more operative concern, the LV system means to funnel higher level characters towards higher level locations and monsters as it is only there where they will find things useful to them (ie, in lower-level content, the likelihood of getting "junk" is much greater for the higher level character).
Also at play is the idea that looting a dungeon properly in many older D&D games is more a study in figuring out how to get the most cookies out of the cookie jar you can without getting your hand stuck and this mechanic is meant to re-inforce that (as you spend more time looking for loot, you risk wandering encounters and getting both better loot or nothing at all).
and along the far cliffs, a place of power and worship
attributions: Vania Zouravliov x3, _____ (help!), Anthony Scott Waters
Labels:
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Friday, March 7, 2014
100 Minor Magic Items for D&D (from Numenera)
black mask with ribbon, usable once as per roll 60 on the table
These replace scroll, potion and, if you want, map results in the OD&D treasure tables. Like potions and scrolls, they're 1 use items. Rarely (about 1 in 10), they're reusable, at 1/session. Each uses up at least one of the 10-12 spaces a character has in their inventory and don't stack.
Not everything here is expressly magical. Weird chemistry or just the ingenuity of the locals could account for them as well.
Intending to use a variation of this with my Dark Souls D&D game.
100 (possibly) magical things
|
||
roll
|
thing
it does
|
what
it could be
|
1
|
adhesive,
+1 to climbing for d4 turns
|
gloves,
clothing, claws, paper
|
2
|
use
immediately after a failed Save v Poison to re-roll
|
potion,
poultice, relic
|
3
|
pull
one palm-sized thing toward you at slow speed this turn
|
glove,
wand, mitt, sack, magnet, bit of rock
|
4
|
temp
weapon enchant- an enemy struck by this weapon must save v stone
or be knocked back, out of melee
|
oil,
whetstone, polishing cloth, herb bundle
|
5
|
temp
armor enchant- when wearer is struck, they teleport out of melee
to a random area within short range
|
oil,
polishing cloth, relic, holy writ
|
6
|
use
immediately following infection with a disease and make a Save v
Poison to fight off infection
|
crystal,
vial of sacred water, potion, treated leech
|
7
|
heat
vision for d6 turns
|
crystal,
glasses, wand, potion, helm, headband
|
8
|
save
v poison or fall into fevered dreams, sweat may be gathered and
used as a Spell Component (Save at -4 penatly if you intended the
effect)
|
potion,
pill, mysterious wine
|
9
|
read
languages for a turn
|
piercing
to be pushed through skin, plug to be inserted into ear
|
10
|
temp
armor enchant- when wearer is struck, they teleport out of melee
to an area of choice within short range
|
oil,
polishing cloth, relic, holy writ
|
11
|
can
speak to* for d4 turns
|
vial,
headband, crystal, helm, stone placed under tongue
|
12
|
temp
weapon enchant – next attack adds momentum to your swing (when
using momentum to attack, roll damage twice and pick higher)
|
oil,
whetstone, polishing cloth, herb bundle
|
13
|
explodes
in melee burst for d6 damage (when rolling damage: 1-2 is
shrapnel, 3-4 is fire, 5 is heat drain and 6 is acid)
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
14
|
explodes
in melee burst and atomizes water in the area, making mist
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
15
|
explodes
in melee burst, all in short range must Save v Devices or be
blinded for a turn
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
16
|
explodes
in melee burst and forces Save v Stone or knocked down/crushed
flat/pinned
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
17
|
explodes
in short range burst, Save v Breath Weapon to halve damage
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
18
|
explodes
in melee burst; if target isn't alive after damage is applied,
their body is re-arranged in some novel way
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
19
|
explodes
in melee burst and pushes anything in affected area out of the
area (Save v Stone)
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
20
|
two
turn effect: first turn, pulls everything in short range closer,
second turn explodes
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
21
|
explodes
in melee burst, deals no damage but deafens all within short
range. Loud.
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
22
|
explodes
in melee burst, dealing d4 damage and then spitting out smaller
explosions, effecting all those within melee of burst for another
d4
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
23
|
burst
above single human-sized target and drops net, Save v Stone or be
snared
|
bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
24
|
temp
weapon enchant – next attack against living tissue +2 dam
|
distilled
green slime, oil, whetstone, polishing cloth, herb bundle
|
25
|
see
twice as far for d4 turns
|
glasses,
eyedrops, forehead salve
|
26
|
temp
object enchant – anything against which this is applied gets to
make a Save against fire damage to halve
|
salamander
oil, polishing cloth
|
27
|
creates
a translucent, penetrable, gelatinous wall that consumes flames
for d4+1 turns
|
vial
of extracted and treated gelatinous cube
|
28
|
hold
portal for d6 turns
|
helm,
nail, hammer, bundled herbs
|
29
|
temp
armor enchant- +2 AC until next struck this combat
|
oil,
polishing cloth, relic, holy writ
|
30
|
creates
an invisible wall roughly 10' by 10' and 6” thick, about as
tough as wood (for d8 turns) or iron (for 1 turn)
|
belt
buckle, glass marble to be bit, solution to be gargled and spit
|
31
|
creates
an ablative shield, +1 AC until struck
|
belt
buckle, ring, wax or candle
|
32
|
greases
a 20'x20' flat, solid surface for d4 turns
|
flask,
vial of oil, ring
|
33
|
creates
a translucent, penetrable, gelatinous wall that causes d6 cold
damage to all that pass through it for d4 turns
|
vial
of extracted and treated gelatinous cube
|
34
|
explodes
in short range burst, granting cover to any within range (1 in 6
chance of causing temporary neurological damage, affecting area as
sleep)
|
flask
of pixie wings
|
35
|
user
floats 6 inches above solid ground, and skims the top of liquids
for d4 turns
|
feathers
of a magical creatures, powdered or rendered drinkable
|
36
|
a
short-sword-sized item is now considered one increment lighter for
the purposes of encumbrance
|
oil,
salve, crystal
|
37
|
temp
weapon enchant – next attack counts as magical fire
|
oil,
whetstone, polishing cloth, herb bundle
|
38
|
flies
to target and imbeds itself, is ruined, deals damage, may travel
up to long range
|
a
glass and brass flying insect
|
39
|
light
as torchlight for 6 turns
|
wand,
burnt stick, vial, taper
|
40
|
creates
a translucent, penetrable, gelatinous wall that causes d6 fire
damage to all that pass through it for d4 turns
|
vial
of extracted and treated gelatinous cube
|
41
|
crawls
up to 20' away, fast, records a bug-level picture, looking up at
45 deg. Angle and returns the following turn to report to user
|
a
glass and iron beetle
|
42
|
independent
familiar performs 1 task that takes no more than 1 turn
|
whistle,
calling drum
|
43
|
creates
a tent that houses 4, with bedding. Denatures after a day.
|
canvas
square, vial
|
44
|
bonus
of two on next Int test (declare before roll)
|
vial,
crystal, headband, helm
|
45
|
temp
armor enchant- renders armor invisible until struck
|
oil,
polishing cloth, relic, holy writ
|
46
|
get
to make a check to see if you know something about the matter at
hand
|
pill,
potion, wand, crystal, helm
|
47
|
creates
a translucent, penetrable, gelatinous wall that causes 2d6
lightning damage every other turn (wall flashes when dangerous)
for d4 turns
|
vial
of extracted and treated gelatinous cube
|
48
|
a
light green slime that devours 1 cubic foot of material in a turn
and then is rendered inert (chance to re-invigorate on a random
encounter)
|
vial
or flask of treated pudding
|
49
|
can
speak to objects made by humanoids for d6 turns (speaking to an
object made by a Mind-Flayer requires a Save v Sanity)
|
vial,
headband, crystal, helm, stone placed under tongue
|
50
|
thrown
object that deals d6+1 damage
|
crystal,
vial or glass drop
|
51
|
can
bend or twist a palm-sized iron object held in hand
|
gloves,
herbs, tincture
|
52
|
protection
from iron for 1 turn
|
chalk,
sprig of hemlock, leaf from an elf's home
|
53
|
“records”
thirty seconds of information, which can then be played back once
|
glasses
|
54
|
touch
a target and you and the target must Save v Device or be paralyzed
for 1 turn or stunned for 2
|
gloves,
glass marble crushed between teeth
|
55
|
renders
a cubic foot of metal brittle
|
oil,
polishing cloth, salve
|
56
|
a
brittle filament held between two hands that may slice through
roughly 6” of non-magical substance, lasts a turn
|
garotte,
spool of thread
|
57
|
embed
this small, fleshy egg sac in the back of your head and it will
burst when it feels threatened (ie, when you're about to get
surprised from behind)
|
palm-sized
egg-sac
|
58
|
minimizes
the effect of one environmental threat (reduces the source of most
damage by one die size, gives an extra turn to hold breath, etc)
|
hood,
maniple, incense
|
59
|
pops
you into a ghostly form for 1 turn (immunities and mobility as
ghost, but likely to attract things not desired)
|
censer,
pill of powdered femur
|
60
|
Turn
2 cubic feet ghostly for 1 turn
|
small
flensing knife, tiny hammer
|
61
|
Save
v Poison or become addled by emotion (cannot communicate without
weirding everyone out) for d4 turns
|
vial,
needle, weapon oil
|
62
|
Save
v Poison or take a die of damage from internal hemorrhaging
|
vial,
needle, weapon oil
|
63
|
Save
v Poison or be effected as charm for d4+2 turns
|
vial,
needle, weapon oil
|
64
|
Save
v Poison or stare into space, thoughtless for 1 turn
|
vial,
needle, weapon oil
|
65
|
whisper
into this device no more than five words that are transmitted to
the first person that puts the device to their ear
|
bottle,
jar
|
66
|
long
range beam of either necrotizing or holy fire that lasts 1 turn
and deals d6 damage, split between all hit
|
wand,
scepter, crystal, skull, ring
|
67
|
long
range beam of cold that deals d6 damage split over all targets
|
wand,
scepter, crystal, skull, ring
|
68
|
long
range beam of lightening that deals d6 damage split over all
targets
|
wand,
scepter, crystal, skull, ring
|
69
|
door-sized
space spiked with this halve the speed of any ghostly egress
|
piton-looking
spike, paper charm hanging from end
|
70
|
minor
healing (re-roll HD and take the higher of current or re-rolled
result)
|
bright
red potion, pill, herbs
|
71
|
healing
(re-roll HD +2 die and take the higher of current or re-rolled
result)
|
bright
red potion in large bottle, pill, herbs
|
72
|
see
what someone else is seeing for 1 turn
|
pairs
of: glasses, crystals, monocles, headbands
|
73
|
in
lieu of healing, spend a full rest repairing broken gear
|
portable
anvil, bellows, hammer, etc
|
74
|
temp
armor enchant- whenever struck this turn (OR next turn) deal 1
lightening damage to all characters in melee range of you
|
oil,
polishing cloth, relic, holy writ
|
75
|
creates
a shell that grants a temporary d4 HP this turn
|
belt
buckle, glass marble to be bit, wand
|
76
|
temp
weapon enchant – next attack counts as magical lightning
|
oil,
whetstone, polishing cloth, herb bundle
|
77
|
deal
a die of lightning damage
|
wand,
scepter
|
78
|
bonus
of two on next Dex or Int test to see if your character can
accomplish some feat of nimbleness or acuity (declare before roll)
|
girdle,
bracer, bandolier
|
79
|
you
and another target within melee range are affected by sleep
|
gloves,
packet of powders
|
80
|
no
sound within melee burst may be heard
|
ear
trumpet, candle of ear wax, black stone
|
81
|
no
sound within a stationary cubic foot of space can be heard
|
ear
trumpet, candle of ear wax, black stone
|
82
|
reduce
range penalties by one step
|
telescoping
lens, monocle
|
83
|
bonus
of one to next Initiative roll
|
potion
|
84
|
bonus
of one to next save
|
charm,
incense
|
85
|
bonus
of two to next save
|
charm,
incense
|
86
|
bonus
of two to next Str test
|
potion
|
87
|
creates
a translucent, penetrable, gelatinous wall lasting d4 turns.
Anyone passing through the wall must Save v Magic or be stunned.
|
vial
of extracted and treated gelatinous cube
|
88
|
permits
communication with... something else
|
spike
to be driven into skull
|
89
|
transport
one palm-sized thing across a melee range area
|
ring,
wand
|
90
|
transport
one palm-sized thing across a short-range area
|
ring,
wand, bowstring
|
91
|
a
message from someone who came before, scrawled in incandescent
blood
|
paper,
on the environment
|
92
|
temp
armor enchant- +1 AC until end of combat as your image warps and
refracts
|
blood
of a displacer beast, seasoned
|
93
|
temp
weapon enchant – this combat, +1 attacks until you miss
|
weapon
oil from displacer beast urine
|
94
|
place
on a willing subject. For the next d8 hours, you know in which
direction they are
|
glass
mosquito
|
95
|
bonus
of two to a Cha test
|
mask,
fake beard, feather to be placed in cap
|
96
|
give
another +2 AC versus one target until struck
|
mirror,
telescoping lens, crystal, smokey glass
|
97
|
the
next thing you said is comprehensible to a single target,
regardless of differences in language (target must fail Save v
Device)
|
collar,
book of letters, tonic
|
98
|
get
to make a Save v cold damage to halve
|
charcoal,
censer, blanket
|
99
|
use
to get another turn of held breath
|
vial,
empty bladder/drinking skin
|
00
|
can
see through up to two feet of a single non-metal substance this
turn
|
lens
placed against subject
|
Labels:
Dark Souls,
Design,
Hacking DAND,
Items,
Numenera,
ODAND,
OSR,
Random
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