Sunday, 31 March 2013

assorted oils and ointments

 Table XV: A dozen oils and ointments.
  1. Almond balm in blue enamel tin
    When smeared on face and hands, gives +2 on saves against cold damage or penalties.
  2. Bitter chrism in tiny crystal vials.
    When applied to brow, gives a +2 to saving throws vs. charm or possession.
  3. Dark oil in clay bottle for taming unruly hair. 
    If applied to the hair, reduce any Charisma reaction penalty by 1 due to grooming.
  4. Herbal paste in black pot 
    Enough blade venom to poison a single-handed blade, spearhead or five arrows or crossbow heads.  For next 1d4 hits, save or take 1d4 extra damage.
  5. Liniment in small copper bottle.
    Heals 1d4 Strength damage when rubbed into muscles (takes 1 turn).
  6. Oil with pickled spices within.
    Makes any food cooked with it most excellent.  Worth 2d6 gp to connoiseurs.
  7. Ointment in red wood jars.
    Helps soothe pain.  Each jar heals one hit point in a 24 hour period.
  8. Pungent paste in sealed clay jars.
    Negates ability to track by scent for 1d6 hours due to persistent odour of rotting violets.
  9. Sweet salve in yellow wax jar. 
    Made from royal jelly, applied all over a naked body it reduces physical age by 1 year.
  10. Unguent in white clay bottle.
    Adds +1 to Charisma for 1d8 hours when rubbed into face and hands.
  11. Urn of exotic oily scent.
    Negates bad smells and gives +1 on reaction rolls with humans and humanoids.
  12. Witches ointment in a black clay jar. 
    Whoever anoints their naked body can fly (as spell) for 1 turn.

Friday, 29 March 2013

still more unlikely treasures

Roll d12 for the loot
  1. Hauberk of gold-plated chainmail (300gp) - A steel chain shirt covering torso and shoulders in superior gold-plating which resists blades or corrosion.  Functional and aesthetically pleasing.
  2. Intricately-engraved steel breastplate fitted with silvered armour spikes (275gp) - Those attempting to grapple or constrict the wearer take 1d6 damage.  Suitable for a dwarf or small human.
  3. Jarrah-wood coffer with fifteen paper-wrapped packets of saffron (250gp) - Each packet holds  a pound of saffron (worth 15gp).  The coffer is worth 25gp and weighs 5lbs.  Weight is 20lbs.
  4. Khopesh-shaped letter opener in platinum (250gp) - Novelty item and material component.
  5. Long coat with hood made of tiger fur (250gp) - Might raise a few eyebrows... particularly if there are weretigers in the immediate vicinity.  Suitable for a human or half-orc.
  6. Maroon leather bound navigator's chronicle with star charts (250gp) - A weighty tome with star charts that if consulted against a clear night sky grant an Intelligence check to determine rough location and season.  It also contains a navigator's chronicle which if consulted for 1d4 hours prior gives a +2 bonus to any navigation checks to avoid getting lost. 
  7. Necklace of cabochon-cut aquamarines (250gp) - Low-quality stones on a silver chain. 
  8. Owlbear-fur jacket with feathered mantle collar and carved ivory buttons (250gp) - Worthy of royalty, the feathered collar and shoulders make it distinctive.  There are ten carved ivory buttons with ornate skull icons (5gp each), lost buttons decrease the garment's value.  Suitable for a human.
  9. Portrait of elven maiden smiling enigmatically (250gp) - Ornate frame and canvas weigh 10lbs.
  10. Repeating light crossbow with lever-arm action and magazine of 5 bolts (250gp) - If there are bolts in the magazine, the crossbow can be reloaded without losing an action or movement.  Loading a magazine onto the crossbow or loading a magazine with bolts takes a full round.
  11. Simple ring of white gold (225gp) - May have been a wedding band once.
  12. Tarred box containing equipment for forgery of documents (200gp) - A box holding diverse inks, quills, styli, papers, sealing waxes, seal blanks and small knives.  This grants a +2 bonus to rolls to forging documents.  Has d6+4 uses left. Weighs 6lbs.

Monday, 25 March 2013

brutyarasa


No.App: 1 (2d4)
Armor Class: 7
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d4 + possible disease
Save: F1
Morale: 7
Hoard Class: None

These flightless, filth-caked giant bats grow tall as bears grazing fungal forests like emaciated giant sloths.  They navigate dark areas with clicking sounds and excellent vision.  Waddling on hind legs, gorilla-esque arms and webbed fingers scoop fungi into mouths and smear filth.  Their stench is part brimstone, part latrine.  This evolved as a defence against predators and also helps nourish their food supply.  They are usually peaceful but attack if provoked.  Brutyarasa carry disease, their bite has a 10% chance of infection, a save vs. poison is needed.  Failure means death in 1d6 days.  Success leads to incapacitating sickness for 30 days, with 25% chance of death.  A cure disease spell is effective against this infection.  Brutyarasa dislike water and try to avoid it.
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