Showing posts with label loot. Show all posts
Showing posts with label loot. Show all posts

Tuesday, May 30, 2023

Hit Points and Archaic Weapon Damage for Gamma World and Mutant Future

Surely, you've noticed PCS and NPCs in Gamma World, and Mutant Future have a lot of Hit Points? You must have also noticed high tech weapons and some mutant attacks do a ton of damage but old-fashioned archaic weapons do pathetically low amounts of damage?  Here's how I deal with it.

Leave the HP as is in the rules. They are fine the mutations, radiation, and mutant power rules need PCs with that HP range.

I like a campaign where atomic gladiators, wasteland scavengers and teenage mutant cavemen deal with archaic and makeshift weapons throughout the life of the campaign. So here's how I make that work with the high HP nature of the game: rate weapons by overall quality and key damage to that. I do that by having archaic weapons grouped into Junk, Primitive, Advanced, and Powered categories.

Junk Weapons are cobbled together by relatively unskilled crafters from inappropriate materials, old gift-shop weapons and mistreated salvaged relics. You have a table knife strapped onto a shabby old broomstick well that a Junk Spear. Junk weapons will do the same damage as listed in the rulebook. Any character can make a junk weapon with relative ease.

Primitive Weapons are fashioned with skill from ancient materials, this can be stone or bone if the crafter is skilled in using those materials, or from simple alloys and salvaged metals if a crafter has access to the right type of workshop, tools, and appropriate skillset.  A Steel spearhead mounted on a reinforced aged wooden shaft would be a Primitive weapon. Primitive weapons do twice the damage listed in the rules, if listed as 1d6 in the rules it will deal 2d6 damage as a primitive weapon. Trained characters from the appropriate tech level with access to tools and materials can make primitive weapons. 

Advanced Weapons are fashioned with skill incorporating advanced materials beyond the capabilities of unorganized societies low-tech societies. Specialists with the right facilities, materials, and tools can manufacture Advanced Weapons. Advanced weapons deal three times the damage listed for archaic weapons in the rule book, if listed as 1d6 it will deal 3d6 damage as an advanced weapon.

Powered Weapons are fashioned incorporating mostly advanced materials with energized or mechanical systems requiring high tech capabilities and supplies. A Plastisteel Blade with a phase inducer and charged power cell would be a Powered Weapon. Powered weapons deal 4 times the damage archaic weapons do in the rulebook, if it is listed as 1d6 it will deal 4d6 damage as a Powered Weapon.

Notes: "but my rule book has separate damages for small-medium/Large creatures"  Either do the change for each size class or just use the small-medium damage range and multiply that.

Weapon Category

Junk Base Damage Dice     x1 value        

Primitive         x2 Damage Dice         x3 value

Advanced x3 Damage Dice         x10 value

Powered         x4 Damage Dice         x50 value

Use the guidelines above and your scavengers and survivors will be getting more use out of archaic weapons in your campaign and there will be a wider range of loot available with only a little extra paperwork.

Tuesday, November 22, 2022

Old-School High Gargaxian Weaponator Weapon List

A little tongue in cheek but hopefully useable list of weapons for old-school fantasy adventure campaigns.  Currently the weaponator generates weapons that are most likely a two-handed weapon.

Dmg: is damage dice against small-medium foes/ larger foes

WS: is weapon speed

Cost: is given in classical GP value

notes to apply damage or hit modification vs armor worn by foes completes the entry (if any)



Old-School High Gargaxian Weaponator Weapon List

=========================================================================

 1. Footman's Hammer-Halberd  Dmg:1d8+1/1d12;WS: 3,Enc: 55,Cost: 230 gp, +1 to hit & dmg vs Scale or worse

 2. Bill-Giserne  Dmg:1d8/3d4;WS: 4,Enc: 45,Cost: 140 gp, +2 to hit vs Full Plate or worse

 3. Bludgeon-Sparr  Dmg:1d4+1/3d4;WS: 7,Enc: 55,Cost: 370 gp, +2 to hit & dmg vs Leather

 4. Cold-Iron Awl-Maul  Dmg:1d6/1d4+1;WS: 6,Enc: 55,Cost: 84 gp, +2 to hit & dmg vs Studded

 5. Slasher-Lance  Dmg:1d8/1d8+1;WS: 6,Enc: 60,Cost: 30 gp, -1 damage vs Full Plate or better

 6. Giserne-Bill  Dmg:1d8/1d8;WS: 3,Enc: 30,Cost: 30 gp, -1 to hit vs Full Plate

 7. Pike-Axe  Dmg:1d4+1/2d4+1;WS: 2,Enc: 50,Cost: 27 gp, -1 to hit vs Chain or worse

 8. Bardiche-Spetum  Dmg:1d4+1/3d4;WS: 3,Enc: 55,Cost: 410 gp, +2 to hit & dmg vs Plate or worse

 9. Trollish Lochaber-Fauchard  Dmg:1d6/1d4+1;WS: 5,Enc: 130,Cost: 80 gp, +2 to hit & dmg vs Plate

10. Giserne-Bar  Dmg:1d6/1d6+1d4;WS: 4,Enc: 50,Cost: 150 gp, +1 to hit & dmg vs Studded or worse

11. Footman's Lochaber-Hook  Dmg:2d4/1d4+1;WS: 2,Enc: 50,Cost: 25 gp, -1 to hit vs Studded

12. Awl-Hook  Dmg:1d6+1/1d6+1;WS: 4,Enc: 65,Cost: 160 gp, +2 to hit & dmg vs Leather or worse

13. Brandistock-Pick  Dmg:1d6+1/1d10;WS: 3,Enc: 30,Cost: 30 gp, -2 to hit vs Ring

14. Slasher-Brandistock  Dmg:1d4+1/1d10;WS: 4,Enc: 65,Cost: 90 gp, +2 to hit vs Full Plate

15. Falx-Scythe  Dmg:1d6+1/3d4;WS: 6,Enc: 45,Cost: 21 gp, 1/2 damage vs Leather or better

16. Halberd-Sparth  Dmg:1d6/1d6+1;WS: 7,Enc: 50,Cost: 15 gp, -1 to hit vs Ring or better

17. Giant's Lance-Sword  Dmg:1d4+1/2d4+1;WS: 5,Enc: 90,Cost: 220 gp, +1 to hit & dmg vs Scale or better

18. Amazonian Mattock-Sparr  Dmg:1d6+1/3d4;WS: 6,Enc: 110,Cost: 14 gp, 1/2 damage vs Studded

19. Silver Fauchard-Flail  Dmg:1d6/1d10+1;WS: 5,Enc: 55,Cost: 300 gp, -2 to hit vs Scale

20. Hook-Fauchard  Dmg:1d8/1d8+1;WS: 5,Enc: 45,Cost: 90 gp, +2 to hit vs Full Plate

21. Partisan-Impaler  Dmg:1d6/2d4;WS: 2,Enc: 30,Cost: 22 gp, +1 to hit vs Ring

22. Pike-Spike  Dmg:1d6+1/1d6+1d4;WS: 5,Enc: 40,Cost: 13 gp, 1/2 damage vs Studded

23. Chain-Brandistock  Dmg:1d6+1/2d4;WS: 4,Enc: 50,Cost: 450 gp, +2 to hit & dmg vs Leather or better

24. Maiden's Giserne-Corbin  Dmg:1d8/1d4+1;WS: 8,Enc: 65,Cost: 15 gp, +1 to hit vs Chain

25. War Bardiche-Dagger  Dmg:2d4/1d4+1;WS: 3,Enc: 60,Cost: 25 gp, +1 to hit vs Leather

26. Dwarven Squire's Maul-Spike  Dmg:1d4+1/1d8;WS: 7,Enc: 90,Cost: 15 gp, +1 to hit vs Studded

27. Gaff-Gisarme  Dmg:1d8/2d4;WS: 6,Enc: 50,Cost: 40 gp, +2 to hit vs Chain or worse

28. Cold-Iron Flail-Axe  Dmg:1d6+1/1d6;WS: 6,Enc: 45,Cost: 2 gp, 1/2 damage vs Ring or worse

29. Lady's Dagger-Sparth  Dmg:1d6+1/2d4+1;WS: 8,Enc: 45,Cost: 80 gp, +2 to hit vs Scale

30. Bardiche-Bar  Dmg:1d6/1d6+1d4;WS: 7,Enc: 50,Cost: 9 gp, 1/2 damage vs Leather

31. Dwarven Flail-Fauchard  Dmg:1d6+1d4/1d8;WS: 6,Enc: 50,Cost: 35 gp, -1 to hit vs Plate

32. Cavalry Spetum-Earspoon  Dmg:1d8/2d6;WS: 4,Enc: 55,Cost: 60 gp, -1 to hit vs Padded

33. Bisarme-Stick  Dmg:1d8/1d10;WS: 6,Enc: 40,Cost: 40 gp, -1 damage vs Ring or better

34. Flail-Bludgeon  Dmg:1d8/1d6+1d8;WS: 5,Enc: 50,Cost: 240 gp, +2 to hit vs Padded or better

35. Orcish Bludgeon-Brandistock  Dmg:2d4+1/1d10+1;WS: 6,Enc: 70,Cost: 10 gp, 1/2 damage vs Ring or worse

36. Giant's Hook-Spetum  Dmg:2d4+1/1d6;WS: 4,Enc: 70,Cost: 33 gp, -2 to hit vs Leather

37. Slasher-Sparr  Dmg:2d4/1d6+1;WS: 5,Enc: 40,Cost: 240 gp, +2 to hit & dmg vs Chain

38. Brandistock-Sparr  Dmg:1d6+1/1d8+1;WS: 5,Enc: 60,Cost: 130 gp, +1 to hit & dmg vs Banded

39. Guisarme-Staff  Dmg:1d6+1/1d6+1;WS: 5,Enc: 55,Cost: 3 gp, 1/2 damage vs Studded or worse

40. Herald's Gisarme-Partisan  Dmg:1d4+1/3d4;WS: 8,Enc: 55,Cost: 30 gp, -1 damage vs Chain

41. Hook-Scythe  Dmg:1d6/2d4;WS: 5,Enc: 50,Cost: 180 gp, +2 to hit & dmg vs Leather

42. Goblin Pick-Corbin  Dmg:1d6/1d6+1;WS: 4,Enc: 35,Cost: 33 gp, +2 to hit vs Padded or worse

43. Corbin-Impaler  Dmg:2d4/1d4+1;WS: 6,Enc: 40,Cost: 25 gp, -1 to hit vs Padded or better

44. Sword-Pole  Dmg:1d6/1d8;WS: 7,Enc: 45,Cost: 4 gp, 1/2 damage vs Plate

45. Cavalry Bludgeon-Mattock  Dmg:1d8/2d4+1;WS: 7,Enc: 55,Cost: 220 gp, +2 to hit & dmg vs Chain or worse

46. Spetum-Scythe  Dmg:1d4+1/1d6+1d4;WS: 6,Enc: 45,Cost: 22 gp, -1 damage vs Ring or worse

47. Hook-Fauchard  Dmg:1d6/1d8;WS: 7,Enc: 60,Cost: 36 gp, +2 to hit vs Plate

48. Harpy Fauchard-Gisarme  Dmg:1d6/1d6+1;WS: 3,Enc: 90,Cost: 22 gp, -1 to hit vs Leather or better

49. Squire's Staff-Lochaber  Dmg:1d4+1/1d10+1;WS: 4,Enc: 65,Cost: 40 gp, -2 to hit vs Chain

50. Ritter Bisarme-Impaler  Dmg:1d4+1/3d4;WS: 7,Enc: 25,Cost: 160 gp, +2 to hit vs Plate or better

51. Gaff-Lance  Dmg:1d6/2d4;WS: 3,Enc: 50,Cost: 60 gp, +2 to hit vs Splint

52. Miliatry Spike-Corbin  Dmg:1d8+1/1d6+1;WS: 7,Enc: 60,Cost: 220 gp, +2 to hit & dmg vs Chain

53. Amazonian Lady's Bar-Hook  Dmg:1d10/1d10;WS: 6,Enc: 60,Cost: 35 gp, -2 to hit vs Banded

54. Axe-Scythe  Dmg:1d6+1/1d10;WS: 6,Enc: 30,Cost: 370 gp, +2 to hit & dmg vs Ring or better

55. Goblin Awl-Pike  Dmg:1d6+1/1d4+1;WS: 3,Enc: 50,Cost: 80 gp, +2 to hit vs Splint or better

56. Falx-Spetum  Dmg:1d6/2d4+1;WS: 3,Enc: 55,Cost: 10 gp, 1/2 damage vs Studded

57. Earspoon-Spike  Dmg:1d8/2d6;WS: 7,Enc: 55,Cost: 90 gp, +2 to hit vs Scale or worse

58. Sidhe Sparth-Staff  Dmg:1d6/1d6;WS: 4,Enc: 70,Cost: 4 gp, -1 to hit vs Banded or worse

59. Harpy Bec de-Staff  Dmg:1d10+1/3d4;WS: 4,Enc: 110,Cost: 80 gp, +1 to hit vs Chain

60. Bec de-Pole  Dmg:1d6+1/1d6+1d4;WS: 8,Enc: 50,Cost: 11 gp, 1/2 damage vs Plate

61. Chain-Ranseur  Dmg:2d4/1d6;WS: 7,Enc: 45,Cost: 150 gp, +2 to hit & dmg vs Plate

62. Sickle-Awl  Dmg:1d4+1/1d12;WS: 2,Enc: 35,Cost: 40 gp, -2 to hit vs Ring

63. Slasher-Pike  Dmg:1d6/1d10;WS: 4,Enc: 45,Cost: 40 gp, -1 damage vs Splint or better

64. Glaive-Pick  Dmg:1d8/1d6+1d8;WS: 6,Enc: 40,Cost: 40 gp, -1 damage vs Plate

65. Slasher-Glaive  Dmg:1d6/1d8+1;WS: 4,Enc: 50,Cost: 120 gp, +1 to hit & dmg vs Padded

66. Chain-Slasher  Dmg:1d6+1/2d4;WS: 5,Enc: 50,Cost: 18 gp, -2 to hit vs Studded or worse

67. Dagger-Earspoon  Dmg:1d6/1d6;WS: 5,Enc: 50,Cost: 6 gp, -1 to hit vs Ring

68. Dagger-Harpoon  Dmg:1d6+1/1d6+1d8;WS: 7,Enc: 40,Cost: 40 gp, -1 to hit vs Full Plate

69. Slasher-Barb  Dmg:1d6/1d4+1;WS: 3,Enc: 55,Cost: 100 gp, +2 to hit & dmg vs Studded

70. Harpy Glaive-Axe  Dmg:2d4/2d4+1;WS: 6,Enc: 80,Cost: 32 gp, -1 to hit vs Leather

71. Elven Spike-Cleaver  Dmg:1d10/1d6+1d4;WS: 4,Enc: 60,Cost: 310 gp, +1 to hit & dmg vs Full Plate

72. Chain-Fauchard  Dmg:2d4/1d6;WS: 4,Enc: 45,Cost: 220 gp, +2 to hit & dmg vs Full Plate

73. Lance-Gisarme  Dmg:1d6/2d4+1;WS: 5,Enc: 35,Cost: 8 gp, 1/2 damage vs Padded

74. Harpy Gaff-Axe  Dmg:1d8/2d4+1;WS: 5,Enc: 70,Cost: 180 gp, +1 to hit & dmg vs Scale

75. Pike-Maul  Dmg:1d6/1d12;WS: 2,Enc: 50,Cost: 40 gp, -1 to hit vs Ring

76. Knight's Bardiche-Guisarme  Dmg:1d6+1/1d8+1;WS: 8,Enc: 45,Cost: 22 gp, -1 to hit vs Banded

77. Hook-Lochaber  Dmg:1d6+1/1d6+1d8;WS: 4,Enc: 45,Cost: 90 gp, -1 to hit vs Full Plate or better

78. Stick-Barb  Dmg:1d4+1/1d10;WS: 2,Enc: 50,Cost: 7 gp, 1/2 damage vs Banded or worse

79. Bardiche-Bisarme  Dmg:1d4+1/1d4+1;WS: 4,Enc: 40,Cost: 33 gp, +2 to hit vs Ring or worse

80. Goblin Maul-Earspoon  Dmg:1d6/3d4;WS: 8,Enc: 40,Cost: 130 gp, +1 to hit & dmg vs Studded or worse

81. Dagger-Guisarme  Dmg:1d8/1d10+1;WS: 5,Enc: 50,Cost: 28 gp, -2 to hit vs Scale or worse

82. Glaive-Gisarme  Dmg:1d4+1/1d4+1;WS: 7,Enc: 35,Cost: 70 gp, +2 to hit & dmg vs Padded or worse

83. Glaive-Chain  Dmg:1d8/1d6+1;WS: 7,Enc: 40,Cost: 120 gp, +1 to hit & dmg vs Padded or better

84. Axe-Glaive  Dmg:1d6/1d6;WS: 3,Enc: 45,Cost: 10 gp, -1 to hit vs Studded or better

85. Barb-Slasher  Dmg:1d6+1/3d4;WS: 6,Enc: 55,Cost: 60 gp, -1 to hit vs Studded or better

86. Pike-Bludgeon  Dmg:1d6/1d4+1;WS: 6,Enc: 45,Cost: 26 gp, +1 to hit & dmg vs Padded or worse

87. Brandistock-Dagger  Dmg:1d4+1/2d6;WS: 5,Enc: 45,Cost: 40 gp, -1 damage vs Leather

88. Lochaber-Corbin  Dmg:1d4+1/1d12;WS: 6,Enc: 50,Cost: 480 gp, +2 to hit & dmg vs Chain or better

89. Gisarme-Bec deGiserne  Dmg:1d8/1d10+1;WS: 6,Enc: 70,Cost: 8 gp, 1/2 damage vs Plate or worse

90. Axe-Corbin  Dmg:1d4+1/1d4+1;WS: 6,Enc: 35,Cost: 3 gp, 1/2 damage vs Banded

91. Bludgeon-Fauchard  Dmg:1d8/1d6+1d4;WS: 5,Enc: 35,Cost: 14 gp, 1/2 damage vs Chain

92. Brandistock-Guisarme  Dmg:1d6+1/1d12;WS: 6,Enc: 45,Cost: 50 gp, -1 damage vs Leather or better

93. Falx-Maul  Dmg:1d4+1/1d10+1;WS: 5,Enc: 40,Cost: 24 gp, -1 damage vs Plate or worse

94. Cavalry Spetum-Fork  Dmg:1d4+1/1d6+1d8;WS: 5,Enc: 50,Cost: 360 gp, +2 to hit & dmg vs Studded or worse

95. Pole-Pick  Dmg:1d6+1/2d4;WS: 6,Enc: 35,Cost: 30 gp, -1 to hit vs Studded or better

96. Hook-Impaler  Dmg:2d4/1d6+1;WS: 7,Enc: 45,Cost: 40 gp, +2 to hit vs Scale or worse

97. Fork-Partisan  Dmg:1d6+1/2d4;WS: 6,Enc: 55,Cost: 15 gp, -1 damage vs Chain or worse

98. Spetum-Bardiche  Dmg:1d6+1/2d6;WS: 5,Enc: 35,Cost: 60 gp, -1 to hit vs Banded or better

99. Orcish Pick-Falx  Dmg:2d4/1d12;WS: 5,Enc: 90,Cost: 360 gp, +2 to hit & dmg vs Ring or worse

100. Page's Fork-Pole  Dmg:1d6/1d8+1;WS: 8,Enc: 55,Cost: 50 gp, +2 to hit vs Leather

Monday, August 8, 2022

Gamma World Eats

Gamma World Eats

Stock the kitchens of Gamma World shelters, hovels, and roadside diners. (randonly generated)


 1. Boiled Fleshin eggs

  2. A freshly opened Cup of Mussel Pockets, surpirsingly tasty

  3. Boiled Ert Telden eggs

  4. Salad of Dried Kep Pulp and Crep Plant Leaves

  5. A piping hot bowl of Centisteed and Narl Ep Pulp Chowder

  6. Salad of Narl Ep Seeds and Pineto Seeds

  7. Salad of Zeeth Seeds and Horl Choo Fronds

  8. Herkel slider with a melted slice of Rakox cheese on soggy bread

  9. A freshly opened Bottle of Soylent Chili, stale

 10. Scrambled eggs , Dried Zarn, 3 slices of CRAM, Horl Choo Mash, Fresh Kep Shoots and  a warm Flatbread

 11. Raviolli mixed with a Garlic sauce

 12. Poached eggs , Corned Terl, Narl Ep Porridge, Pickled Crep Plant Starch and  soggy Flatbread

 13. Terl burger with a melted slice of Brutorz cheese on a toasted bun

 14. A freshly opened Jar of Chom Chowder, has a chemical aftertaste

 15. Noodles served in a thin broth

 16. A freshly opened Cup of Clum Nectar, bland

 17. Seroon Lou Porridge

 18. A freshly opened Jar of Soy Leather, bland

 19. A warm cup of Parn and Pineto Pulp Stew

 20. A freshly opened Can of Fush Broth, has a chemical aftertaste

 21. Salad of Fermented Kep Roots and Zeeth Leaves

 22. Some Cheez Wafers, it smells a bit off but tastes fine

 23. A freshly opened Readi-Bowl of Melom Broth, has a chemical aftertaste

 24. Salad of Sun-dried Seroon Lou Shoots and Crep Plant Shoots

 25. Some Fush Flakes, bland

 26. Crep Plant Mush

 27. Salad of Fresh Pineto Fronds and Narl Ep Pulp

 28. A piping hot bowl of Crep Plant and Kep Pulp Goulash

 29. A warm cup of Arn and Zeeth Seeds Goulash

 30. Kai Lin Mash

 31. PlainNoodles and a bottle of ketchup

 32. Salad of Fresh Kai Lin Roots and Kai Lin Leaves

 33. Salad of Horl Choo Roots and Seroon Lou Shoots

 34. Shirred Arn eggs

 35. Salad of Pineto Seeds and Zeeth Pulp

 36. A freshly opened Bottle of Fruity Stew, it smells a bit off

 37. Salad of Fresh Crep Plant Fronds and Kep Fronds

 38. Ert burger with a melted slice of Hopper cheese on a toasted bun

 39. Scrambled Arn eggs

 40. Half a Insta-cup of Mashroom Dumplings, has a chemical aftertaste

 41. Basted Barl Nep eggs

 42. Poached eggs , Shredded Sep, 4 slices of CRAM, Kai Lin Mash, Seared Zeeth Roots and Muffin

 43. Salad of Seroon Lou Roots and Narl Ep Shoots

 44. Shredded Blight with some Green sauce on the side

 45. Spaghetti and Centisteed cheese

 46. A warm bowl of Spaghetti and Zeeth Fronds Chowder

 47. A freshly opened Insta-cup of Corn Water, it smells a bit off

 48. Salad of Dried Crep Plant Seeds and Pineto Roots

 49. Salad of Sun-dried Seroon Lou Roots and Narl Ep Shoots

 50. A freshly opened Packet of Berry Stew, it smells a bit off but tastes fine

 51. A tepid cup of Pineto and Seroon Lou Starch Soup

 52. Roasted Barl Nep in red-eyed gravy

 53. A warm cup of Ant and Kep Shoots Gumbo

 54. Salad of Seroon Lou Starch and Kep Leaves

 55. A freshly opened Pouch of Tatter Crisps, stale

 56. A freshly opened Readi-Bowl of Fush Wraps, stale

 57. Omelette of Cal Then eggs with Pineto Stalk

 58. A freshly opened Packet of Corn Wraps

 59. Salad of Dried Zeeth Roots and Horl Choo Leaves

 60. Some Prawn Curry, surpirsingly tasty

 61. Poached eggs , Roasted Sep, 3 slices of CRAM, Horl Choo Porridge, Seared Pineto Sprouts and  a warm Biscuit

 62. Salad of Fermented Kai Lin Fronds and Pineto Roots

 63. Salted Blight with some Cheese sauce on the side

 64. Some Pirk Pie, surpirsingly tasty

 65. A warm cup of Brutorz and Pineto Leaves Chowder

 66. Salad of Pickled Narl Ep Starch and Pineto Shoots

 67. Lasagna mixed with a Thin sauce

 68. A tepid cup of Pineto and Narl Ep Leaves Stew

 69. Half a Pouch of Beef Water, has a chemical aftertaste

 70. Scrambled eggs , Pickled Barl Nep, 3 slices of CRAM, Crep Plant Mush, Fermented Narl Ep Pulp and  a warm Muffin

 71. Half a Bottle of Baaf Crisps, stale

 72. A freshly opened Pouch of Melom Steak, has a chemical aftertaste

 73. Salad of Sun-dried Zeeth Roots and Horl Choo Pulp

 74. Salad of Sun-dried Pineto Stalk and Kep Roots

 75. Spaghetti served with a Tangy sauce and Brutorz cheese

 76. Salad of Dried Kai Lin Seeds and Kai Lin Shoots

 77. A warm cup of Dried Kai Lin Seeds and Horl Choo Fronds Soup

 78. A freshly opened Can of Prawn Jelly, stale

 79. Cured Hopper with some Creamy sauce on the side

 80. Boiled eggs , Roasted Terl, 2 slices of CRAM, Kep Mash, Sun-dried Zeeth Starch and  stale Muffin

 81. Salad of Pickled Horl Choo Starch and Crep Plant Stalk

 82. A freshly opened Lunch-Pack of Honey Pockets, bland

 83. Shredded Rat

 84. A warm cup of Ant and Zeeth Sprouts Gumbo

 85. Half a Can of Pork Cake, it smells a bit off

 86. A warm bowl of Horl Choo and Crep Plant Pulp Soup

 87. Pickled Brutorz with a thin sauce of drippings

 88. Spaghetti served with a Red sauce

 89. A warm cup of Spaghetti and Zeeth Fronds Soup

 90. Couscous and Hopper cheese

 91. A warm bowl of Kai Lin and Kai Lin Roots Broth

 92. Kep Porridge

 93. Scrambled eggs , Salted Fleshin, 3 slices of CRAM, Horl Choo Mash, Blanched Horl Choo Sprouts and Biscuit

 94. Salad of Kai Lin Pulp and Zeeth Shoots

 95. Zeeth Porridge

 96. Plain Raviolli

 97. A freshly opened Box of Oat Wafers

 98. Pickled Ant eggs

 99. A freshly opened Pouch of Tarkey Tubes, has a chemical aftertaste

100. Horl Choo burger on toasted bread


Sunday, August 7, 2022

Post-Apocalyptic Packaged Foodshop Finds

 1d100 Packaged Food Finds for Post-apocalyptic scavengers


 1. Greasy "Green Plate" Mussel Broth, Super-sized Bowl

  2. Squished Natural-style Cheez Steak, Super Portion Tub "Corporate Recomended"

  3. Swollen "Value Valley" Krilla Muffin, Snack Size Bottle "Robot Award Winning"

  4. Squished "Amalgamated Food Multinational Cubboard" Artifical Fruity Cubes, Banquet Portioned Pouch

  5. Moldy "WorldCo Banquet" Mackrel Chili, Economy Portion Tube "Bachelor Inspected"

  6. Mangled "Market Hearth" Vegamax Sausage, Meal-sized

  7. Loose "Shoppers Plate" Low Sodium Berry Steak, Banquet Size Bag "Paternal Unit Authorized"

  8. Dry "Pharma-Grill" Tatter Stew Tin "Teen Inspected"

  9. Stale "Shoppers Family" Chucken Borritos, Lunch Portioned Cup "Corporate's Favorite"

 10. Dented "Amalgamated Food Multinational Bakery" Artifical Crob Pie, Sharing-sized Box "Robot Authorized"

 11. "Quik-Range" Naturally Flavored Krilla Pockets, Lunch Portioned Bottle

 12. Mangled "Value Cubboard" New Flavor Krilla Stew, Banquet Portioned Cup

 13. Dry "Quik-Cook" Loobster, Meal-sized Jar

 14. Mangled Chucken Spread, Dinner Size

 15. Opened "PriceRite Platter" Fruity Butter Carton

 16. Natural-style Fruity Drink, Super Size Tube

 17. Mangled "Valu-Banquet" Nilla Tubes "Government Approved"

 18. "Holiday Ranch" Loobster Flakes, Maxi-sized

 19. Runny Vega Chili, Lunch Size

 20. Dented Fresh Packed Chucken Pie, Super-sized Bottle "Teen Authorized"

 21. Rotten "Shoppers Basket" Krilla Water Tin "Dad Inspected"

 22. Greasy "Holiday Feast" Lamb Sausage Tube "Auntie Recomended"

 23. Stale "Home Buffet" Choco Muffin, Maxi Size Tub

 24. Rotten Chucken Cake, Economy Size Bottle

 25. "WorldCo Ribbon" Shelf Stable Tatter Powder, Economy-sized Bag "Dad Certified"

 26. Crumbling "Quik-Meal" Vegamax, Snack-sized

 27. "Holiday Meal" Mackrel Cubes, Break Size Tub "Government Authorized"

 28. "FoodCo River" Diet Fush Paste, Super Portion Carton

 29. Dented "PriceRite Plate" Chicken Tubes Bowl "Auntie Award Winning"

 30. Loose Turkey Carton

 31. Loose "Healthy Prize" Fush Tubes, Large Portion Bowl

 32. Loose "Country Farm" Lomb, Sharing Portioned Jar "Clone Recomended"

 33. Crumbling "Green Spoon" Low Sodium Lamb Muffin Bottle "Government Award Winning"

 34. Greasy "Valu-Chef" Natural-style Tatter Steak, Break Portion Pouch "Bachelor Inspected"

 35. "Hearty Chef" Oat Loaf Box "Grandma Authorized"

 36. "Amalgamated Food Multinational Castle" Berry Curry, Fun Portion Carton

 37. Stale "Quik-Grill" Saftey-Sealed Loobster, Family Portion

 38. "Home Valley" Shelf Stable Wheati Stew Tub

 39. New Flavor Krilla Dumplings Pouch

 40. Rotten "Home Mother" Saftey-Sealed Lomb Stew

 41. Runny Naturally Flavored Chom Jelly, Squad-sized Bottle

 42. Loose "Quik-River" Tatter Sticks, Family Portioned Bowl "Baby Award Winning"

 43. "Market Cubboard" Chucken Borritos, Large-sized Bowl "Child Approved"

 44. Moldy "Hearty Family" Cheez Sauce, Fun Size Box "Teen Approved"

 45. "Discount Mountain" Vega Sticks Bowl

 46. "Shoppers Chef" Prawn Steak, Family Portion Pouch

 47. Oat Borritos, Lunch-sized Bottle

 48. "Country Family" Soylent Borritos, Economy Portioned Bag

 49. Moldy Krilla Mash, Lunch-sized Jar

 50. Flattened "Green Buffet" Artifical Fruity Flakes Packet

 51. Loose Loobster Spread, Maxi Portioned Carton

 52. Flattened Cheez Butter, Large Size Box

 53. Loose "Valu-Hearth" Vegamax Cubes, Large-sized "Senior Award Winning"

 54. Squished Chom Powder Bowl "Public Council's Choice"

 55. Loose Artifical Soylent Steak, Fun-sized Tube

 56. Dented Fruity Wafers, Squad Size Tube "Corporate Inspected"

 57. "WorldCo Pot" Mackrel Chews, Family Portion Cup

 58. Loose "PriceRite Bakery" Fortified Mussel Chews, Snack-sized

 59. "Amalgamated Food Multinational Plate" Low Sodium Clum Crackers Tin

 60. Crumbling New Flavor Beef Sauce, Large Size

 61. Swollen "Quik-Hen" Lomb Water Box

 62. Clum Granola, Banquet Size Tube

 63. Dented "Valu-Cubboard" Choco, Sharing-sized Box

 64. Opened "Value Buffet" Saftey-Sealed Soy, Break Size Box "Clone's Favorite"

 65. Greasy "Green Counter" Vega Chews, Large Portion Tin

 66. "Happy Cook" Diet Oat Wafers, Sharing Portioned Tin

 67. Crumbling "Shoppers Oven" Vegamax Syrup

 68. Squished "Discount Stove" Simulated Tarkey Pie, Break Portion

 69. Stale "Green Stove" Chicken Syrup, Fun Portioned Bottle "Bachelor's Choice"

 70. Runny "Quik-Castle" Vega, Family Portion Tin "Government Recomended"

 71. "Amalgamated Food Multinational Bakery" Prawn Cup "Teen's Like Them"

 72. Stale "Happy Meal" Soylent Borritos, Dinner Portioned

 73. "FoodCo Ranch" Oat Soup, Meal-sized Box "Clone's Like Them"

 74. Mangled "WorldCo Valley" Corn Nectar, Squad Size Bowl

 75. Mussel Crackers, Economy Portioned

 76. Stale "Super Feast" Saftey-Sealed Soy Nectar, Lunch Portion Pouch

 77. Loose "Super Chef" Mackrel Borritos, Family Portioned Carton

 78. "Value Grill" Fortified Nilla Pouch

 79. "Market Cook" Turkey Pie, Super-sized

 80. "Super Prize" Choco Stew, Banquet Portion Tube

 81. "Discount Cubboard" Tarkey Paste, Meal-sized Tub "Auntie Award Winning"

 82. Squished "FoodCo Oven" Diet Berry Flakes, Fun-sized Pouch "Doctor's Like Them"

 83. Stale "FoodCo Plate" Berry, Banquet Portioned Bag

 84. "Shoppers Ribbon" Shelf Stable Fush Wraps Bowl "Public Council Inspected"

 85. Swollen "Market Spoon" Naturally Flavored Potato Drink Packet

 86. Dry "Healthy Range" Artifical Mussel Tubes, Lunch Portioned Box "Safety Board Approved"

 87. "Amalgamated Food Multinational Pot" Oat Pockets, Maxi-sized Tube

 88. Crumbling "Hearty Basket" Mussel Borritos

 89. Mangled "Hearty Prize" Fortified Nilla Jelly Pouch

 90. Rotten "Valu-Valley" Cheez Sausage Jar

 91. "Discount Buffet" Simulated Oat Jerky, Squad Size Jar

 92. Loose "Super Meal" Lamb Butter Bag "Grandma Inspected"

 93. "Quik-Rooster" New Flavor Loobster Pie, Large Portion Tin

 94. Soy Stew "Clone Authorized"

 95. Dented Fortified Bean Drink, Sharing Portion Tube

 96. "Market Stove" Turkey Chews Carton "Government's Like Them"

 97. Simulated Chucken Cubes, Sharing-sized Carton "Government Certified"

 98. "Super Castle" Soylent Tubes Bag

 99. "Shoppers Valley" Chucken Bag

100. Squished Soylent Tube

Thursday, June 10, 2021

Orachalcum Wasp Gonne

 Orachalcum Wasp Gonne, a baroque weapon manufactured by the elves of elder times and still in use among Moon Elves and isolated enclaves. It will clearly appear to be a gun of sorts to those familiar with firearms but lacking any obvious sign of ignition and possessing a screw top orifice to accept it's curious ammunition. The gun fire is almost silent with a strange chuffing puff of breeze and the angry buzz of the ammunition.

Damage: 1d3+ Paralysis (save vs poison to avert paralysis but victim is still slowed)

Range: 30/60/120

WSF: 4 (to ready)

RoF: 1 per round. (a specialist may fire 2 times a round if they do not move while firing)

Ammo: Jar of up to 8 saffron wasps. Wasps are -2 to hit in areas of cold.

Special: if the initial attack roll misses the wasp will circle and make a second attack roll on target unless target is protected by repellent, obscured by smoke/mist/fog, or there are windy conditions.  

Smashing the jar of wasps will generally cause them to wander off in confusion but there is a small chance (a hostile reaction of reaction check) that the wasp will attack. 

The wasps wither into paper-like husks immediately after attacking.

(I undoubtedly got this idea from someone else, I just don't recall where)

Friday, November 20, 2020

Apocalyptic Found Foods 20X Quick chart

 A quick found food generator for Post-Apocalypse campaigns/scenarios. Roll a d20 for in each coloumn to see what scavengers find. Roll a 1d12 for quality or Size if you aren't feeling generous and still want roll.

Apocalyptic Found Foods 20X Quick Chart


Prefix

Suffix

Quality

Size

1

Fruity

Tubes

Duff

Fun Treat (1/2 portion)

2

Baaf

Sticks

Shoddy

Snack-Sized (1 portion)

3

Cheez

Chews

Shoddy

Snack-Pack (1 portion)

4

Loobster

Bars

Bodge

Lunch Buddy (1 portion)

5

Niller

Paste

Bodge

Single-Serve (1-portion)

6

Nutty

Dip

Bodge

Single Serve Self Heat (1 portion)

7

Crunchy

Spread

Common

Snacking (1-2 portions)

8

Fiber

Sauce

Common

Sharing (2-3portions)

9

Vegiplus

Crisps

Common

Meal Size (3 portions)

10

Choco

Hoops

Common

Large (6 portons)

11

Krilla

Chili

Fit

Family-sized (8 portions)

12

Kale

Noodles

Fit

Party-sized (10 portions)

13

Bean

Pockets

Fit

Value-sized (12 portions)

14

Graino

Dumplings

Brilliant

Super-sized (16 portions)

15

Cran

Loaf

Brilliant

Double Packed (roll again 2d6)

16

Gator

Pudding

Ace

Party-Pack (20 portions)

17

Peppa

Mash

Ace

Banquette-sized (24 portions)

18

Chicken

Jelly

Magnificent

Short Case (roll again 1d10)

19

Nutritru

Curry

Splediferous

Full Case (roll again 2d8)

20

Cream

Broth

Legendary

Institutional-sized (50 portions)

 Quality is a descriptive scale with best here being Lgendary and worst is Duff.

Size indicates packaging scheme and portions included. When instructed to roll again roll agin in the column but use the new dice range to see what's in that carton. 3 portion are considered enough to avert starvation but for good health and rapid recovery it is recommended for adventurers and laborers to get their Strength score in portions per day.

Thursday, March 9, 2017

Of Elves and Acorns

What do the elves eat? Elves traditionally aren’t shown as great master of large-scale agriculture in most fantasy settings. Elves are often shown as hunters and gatherers and could surely support small mysterious populations in that manner but else’s are also shown   being able to raise the occasionally army and to build great fairy castles, hunter and gatherers don’t tend to do either such thing because they can’t produce enough food to feed enough people to field armies or build castles. “So just what are the elves eating if they aren’t hunter and gatherers”? I asked myself.

Hunting is a lot of work and many forests lack enough game to support size able populations. Gathering is likewise challenging for large groups outside warm climates. Elves mayhaps can eat mushrooms and vegetation we can’t but there is also vegetation we can eat but don’t exploit on a widespread agricultural scale: the Acorn. Elven societies can harvest acorns as the means to have enough food to raise armies and build castles.

As a wild foodstuff acorns from common oaks need to be leached for upwards of 5 or 6 days to remove the natural tannin and the associated bitter flavor (and possible digestive issues and tooth damage). Elves either don’t have to worry about that, don’t mind all the work, or have learned to cultivate acorns that take much less work to process.  Humans haven’t turned much attention toward cultivating oaks and hybridizing them to produce ideal acorn crops as it can take 20-30 years for an oak to start producing acorns. Humans are too short lived to put in the work to optimize food production in domestic oaks. Elves have plenty of time in a single elven life (in most settings) to hybridize and produce oaks that create a decent, fairly regular, and plentiful yields of acorns.

Just an acre of natural oak forest is said to be able to produce 6,000lbs of acorns, some varieties of mature oaks can produce 2,000lbs of acorns alone. These production figures may be high and unusual in the wild but if possible in the real world for wild crops they are surely possible to achieve in reasonable fashion as a plant cultivated by a species that can live many hundreds if not thousands of years (again depending on setting). I'm going with these yields as typical for shelled acons from cultivated Elven Oaks.

Food yield and Calorie talk: 110 calories from a ounce of acorns. 140 calories from an ounce of acorn flour.  That’s real world calorie counts. With a 6000lb yield from an acre of cultivated acorns we are going to be able to feed 14 elves for a year (if adults with 2000 calorie a day diet). Medieval cereal grain yields weren’t as productive. Acorn eating elves are going to able to sustain their “hidden” populations able to field the occasional army and build fairy palaces.

For fantasy campaigns I propose 4 varieties of Elven Oaks. The varieties of elven oaks are used to produce lumber, oil, and foodstuffs.

Ironwood- the most fanciful of all is first worth mentioning, it’s timber produce wood if  carefully fire treated is as hard as hammered iron. This allows the elves to produce amazing craft goods and durable tools without needing to mine. Ironwood oaks are the rarest of all and are grown for hundreds of years until they are ready to be (difficulty) cut.

Butter Nut- this variety of oak produces  good-sized acorns that can be used to make flour but can also be pressed to harvest a plentiful supply of oil.  The acorns of this variety are the mildest tasting. Butter Nuts acorns are mostly used for their oil but are also used to produce flour and paste (similar to peanut butter).

Honey Nut- this variety of oak produces a modest sized acorn that is sweeter than other varieties. The syrup of these oaks is also collected and processed to manufacture a sweet syrup similar to that of maple syrup. As a food stuff the must themselves are popular roasted to crushed up to make a sweet paste.

Meal Nut- this variety of elven oaks produces large acorns. They are the nuttiest tasting acorns of the cultivated oaks and are generally processed flour.

Someday I may decide to breakdown the different yields possible from different eleven oaks in different regions if I get struck with the desire for such madness but as above I'm going to go with 6,000 lbs a year per acre on average.






Products of Cultivated Elven Oaks

Ironwood- wood as hard as metal. Once properly processed a carved implement will be as tough as bronze or soft iron.  Edges weapons can be produced from this material but it works best for thrusting weapons and is typically used for arrow shafts and arrowheads.
the price for ironwood goods will vary wildly depending on contact with elves but is recommend to coast 3-5 times as much if of human manufacture from supplies of the wood to maybe 20 times as much for items of elven manufacture.

Oak Butter- a nutritional paste storred in jars.

Applenut Butter- Oak Butter mixed with apples to produce a very sweet and nutrious form of apple butter.

Oak Honey- processed oak sap that is surgery sweet.

Elven Waybread- these long lasting loaves of elven bread are light and tastie which makes their long keeping nature even more wondrous. Elves keep the recipes of rite highest grades secret. Elven Waybread will last as long as 5 years and this property as well as it’s flavor gives it a high price at 10 to 20 times more than mannish made breads of the same general quality.

Oak Milk- light oil processed from the Butter Nut acorns mixed with water. Used as a beverage. Oak Milk will usually fetch price equivalent to common beer, it’s not alcoholic but it is tasty and keeps well.

Flash Oil- this flammable liquid is used to make incendiary weapons and as an means of lighting. This fetches the same prices other flaming oils will.

Elven NutMead- theirs mead is a hearty cousin to the delicate meads which are actually made from honey. Elven NutMead is made from different pressings of Butter Acorns, Honey Nut Acorns and Oak Honey itself. This mead fetches a price comparable to fine wines.


Elves may or may not keep their Acorn/Oak Cultivation as secret from men but this will much depend on the nature of the campaign and the relationship between men and elves.
In my Riperia campaign there is widespread knowledge among mankind that elves eat acorns but the true nature (and abundance)of their cultivation is unknown south of the Thornwall or much beyond the Isles of Ulthion and Arru.  A few groves of the cultivated oaks can be found here and there throughout the lands and are used by local elves or are sure indications a now extinct elven people once laid claim to the land.

Wednesday, December 21, 2016

Level Nine Ink Formulas

One more preview of Ink Formulas for the reader, this time it's the ninth level spells.

Level 9
Astral Spell
Five measures of Chthonic Salts melted in and equal amount of Concentrated Morphean Plasma.
An Angel Plume with a Platinum Pent-tip is required to scribe a scroll with this ink.

The ink brewer should take caution not to use Diluted or Rarefied Chthonic Salts as this will result in the Astral form being unable to return to the body without outside assistance

Maze
Six Measures of Ethereal Syrup, Three Measures Purified Morphean Wax, and One measure of Aged Leviathan Jelly.
An Ostrich Plume soaked in extract of lotus blossom is used to pen a scroll with this ink.

The scribe of this scroll may replace one measure of Ethereal Syrup with Denatured Cerebral Salts gathered from the cranium of a wizard dead for at least thirteen years and in so doing the target of this spell will be hounded by a simulacrum of that wizard while trapped in the maze.

Gate
Two Measure of Cerebral Oil, Two measures of Purified Cerebral Salts, One Measure of Ethreal Essence, and Five Measures of Evaporated Demonic Umbra.
A Roc Plume is required to pen this scroll.

Up to three measure of Evaporated Demonic Umbra can be replaced with Aged Titanic Jelly but it doubles the chance of the wrong creature being summoned and typically it will be answered (in this case) by an angry elder titan.

Meteor Swarm
Three measures of Agitated Sanguine Earth, Six Measures of Celestial Salts, and One measure of Intensified Draconic Ichor.
A Griffon Plume is required to scribe a scroll.

The measures of Agitated Sanguine Earth has been successfully replaced with Pulsating Lunar Plasma but the quill used to scribe the scroll must have a Diamond Pen-tip in this case.

Monster Summoning VII
One measure each of Fresh Draconic, Necrotic, Elemental, Demonic, Verminous, Titanic,and Leviathan Oil mixed with Three Measures of Chthonic Earth.
A Roc Plume is required to pen a scroll with this ink.

As a variant the three measures of Cthonic Earth may be replaced with three single measures of the ash from three individual members of a specific type of monster and the scroll when used will only summon a member of that species of creature.

Power Word Kill
Three measures each of Necrotic Bile, Aged Necrotic Oil, and Denatured Celestial Essence, and One Measure of Pulsating Demonic Umbra.
An Angel Plume is recommended but not required to scribe this spell.

Please note that while any Plume may be used to scribe the spell scribes that have attempted to do so with a Manticore Quill have been found dead after scribing.

Prismatic Sphere
One measure each of Purified Sanguine Pigment, Purified Melancholic Pigment, Purified Choleric Pigment, and Purified Phlegmatic Pigment must be mixed with Six measures of Calcified Morphean Essence.
A Parrot Plume with a Platinum Pen-tip is required to pen a scroll with this ink.

Caution: if a non-purified pigment is used in breaking this ink  he spell will function but it will not contain 1 to 4 of the outer colors (1-Red, 2- Red and Orange, 3- Red, Orange, and yellow, 4- Red to Green).

Shape Change
Nine measure of Wax are used in brewing of this ink one each nature as follows:  Draconic, Lunar, Elemental, Ethereal , Chthonic, Essential, Morphean, Titanic, Verminous, and Leviathan. All are mixed together  thoroughly and reduced in Agitated Draconic Bile.
The scroll must be penned with a Manticore Quill dipped in mercury.

It is possible to replace the Agitated Draconic Bile with Universal Solvent but the fumes created by this process will render any who inhale them to be immune to beneficial transmogrification (polymorph and shape change) for up to a year after contact.

Time Stop
Three measure of Reduced Lunar Oil, Three Measure of Agitated Titanic Bile, Three measures of Evaporated Morphean Umbra, and One Measure of Shaved Leviathan Integument.
The scroll must be penned with a Platinum tipped Angel Plume.

One measure of Agitated Titanic Bile may be replaced with One measure of Aged Cthonic Earth but in doing so the user of the scroll may not enter or exit the area of the Time Stop during the duration of the spell.

Wish
One Measure each of Fresh Sanguine Salts, Denatured Cerebral Plasma, Crystalized Lunar Jelly, Rarefied Ethereal Dew, Infused Essential Essence, Concentrated Elemental Umbra, Condensed Demonic Mucus, Aged Celestial Syrup, Shavings of Calcified Morphean Essence, and Denatured Leviathan Ichor.
The scroll must be written with a Roc Plume dipped in Orachalcum and bearing a Diamond Pen-tip.

A Wish Scroll may be penned with a petrified Efreeti or Djinni finger crafted into a pen using a brass knife specially crafted for that purpose and then (the brass knife) reshaped into the ink bottle to hold the ink for at least one year prior to use. If the aforementioned is done properly the Wish spell cast from the scroll will not incapacity the user of the scroll after use and the wish is unlikely to turn against the user of the scroll, any Djinni or Efreeti will be aware of the manner the scroll was worked and react poorly to any who use it or the results of the wish.

Tuesday, December 20, 2016

Level One Ink Formulas

A preview of a yet to be named supplement for Swords & Wizardry and other compatible RPGS. The complete work will include all the spells from Swords & Wizardry complete, I'll post notice here when the whole work is published.

 Level 1

Charm Person
One measure each Sanguine Pigment and Phlegmatic Salts.
Must be penned with a Peacock Plume.

It has been reported that using Melancholic Wax in place of the Phlegmatic Salts has doubled the   duration of the spell but the target tends to need constant attention and is prone to fall into a stupor of brooding.

Detect Magic
One measure each of Lunar Powder and Cerebral Jelly
It is recommended that the scroll be penned with a Parrot Plume, other avian plumes have been reported to be functional but at a disadvantage to the initial scribing of the scroll.

Hold Portal
One measure each of Choleric Earth and Melancholic Salts.
Any Plume may be used but it must hold a copper pen tip.

Some ink brewers have reported success in increasing the effectiveness of the spell by mixing a double batch (requiring twice the ingredients above) with an additional measure of Elemental Oil.

Light
Two measures of Celestial Essence.
The scroll must be scribed with an Owl Plume.

A scroll with an inferior casting of Light may be possible if one measure of Celestial Essence is replaced with a measure of Draconic Bile if Celestial Essence is of limited supply.

Magic Missile
One measure each of Draconic Ichor and Elemental Salts.
An Eagle Plume is normally needed to successfully pen the scroll.

If a Manticore Quill is used in place of Eagle Plume the first Magic Missile thrown will inflict 2 additional points of damage but the attempt to scribe the scroll will be at a disadvantage.

Protection from Evil
One measure each of Celestial Power and Necrotic Earth.
An Owl Plume is required to scribe this scroll.

If an additional measure of Celestial Powder is used in the brewing of the potion the duration of the spell when cast from the scroll will be increased by 50%.

Read Languages
A measure of Cerebral Gum mixed with a measure of Ethereal Pigment is needed to brew the ink for this spell.
An Owl Plume is required to scribe the scroll.

Read Magic
One measure each of Cerebral Salts and Lunar Dew.
An Eagle Plume is normally required to scribe this scroll.

If an Owl Plume with an Electric Pen-tip is used to scribe the scroll the user of this will gain a temporary+2 bonus to resist a curse or hostile magics placed on a magical work.

Shield
One measure of Elemental Earth and Ethereal Oil.
Any Plume may be used but it must be used with a Bronze Pen-tip.

If an Angel Plume is used the spell will serve to provide AC 2[17] against both missile and melee attacks.

Sleep
One measure each of Lunar Powder and Morphean Essence.
An Ostrich Plume is required to pen this spell.

If the pen tip is dipped in an additional measure of Lunar Powder (which is entirely used) while scribing the scroll the duration of the spell will be extended by 50%.





Monday, July 4, 2016

Some Xorish Weapons

Here are a few weapons for natives and explorers of Xor. Costs shown are only rough suggestions for a standard gp based economy to judge relative value. Ranges should be as per rules of choice.

Tether Bore: this ammunition will release a parasite (on a failed save by an organic target) that will bore into the victim heading for the ground or nearest Xor surface inflicting 1d4 a round and emerging on any round on the 2nd or following that it inflicts 4 pts of damage whereupon it will sink a jumble of fleshy roots into the surface where it will leave the victim attached. The ether bore will stop harming the victim on rounds after it is attached but as the victims own body is begin used to supply nutrient to the tether any attempts to cut free will cause equal damage to the host that will be left with unclosing hemorrhaging wounds.  The strength of the attachment will be as per a STR of 6 on the 1st round and build by a d6 each round until it hits 15 or better (tearing away will rip open blood vessels as would cutting it). The only way to free someone without risking them bleeding to death (if not already dead) is to soak the exposed portions of the tether bore in quart of vinegar or 4 ounces of salt which will cause the tether bore to shrivel up and die.  Once used the ammo is useless but there is a 2% chance per HD of victim left to die while tethered that 1d4 tether bores can be recovered from the remains afterward.
Tether Bore Dart,  Damage: 1d3+ and special, cost: 800 gp
Tether Bore Javelin, Damage 1d4+ special, cost: 1000 gp
Tether Bore Arrow/Bolt, Damage: 1d6+ special, cost: 1500 gp

Slither Bolas: these organic bolas (appearing to be centipedes, worms, pseudopods, or tentacles depending on where they are grown) will continue to attempt to entangle and trap a victim on a successful hit. The victim must save vs entanglement or a limb will be entangled, the following round no damage is caused but movement will be halved and on the third round the victim will be immobilized. The Slither Bolas are killed if they suffer 4 or more point s of damage in a single attack, any attacks against them are divided between them and their victim. A Slither Bola will relax and release a victim after 30 minutes.
Damage: 1d3+ entangle, cost: 300 gp

Spiked Slither Bola: as above but covered in ripping spikes and hooks. This weapon will causes 1d4 damage per round of entanglement. Ripping it off a victim is hidesouly dangerous and will cause 1d4 per damage per round it has been attached if it is still alive.
Damage:1d4+ entangle and 1d4 per round, cost: 800gp

Maggot Mace: A large mace (two-handed for mannish folk) with a head with multi fleshy lobes. On a damage roll of 6 one of the lobes bursts releasing a horde of flesh devouring maggots onto the target. These maggots may be killed by fire, vinegar, or alcohol before they causes too much damage, if the maggots kill a target a new maggot mace will form where their spines was in 1d4 days. 
Damage- 1d6 (maggots do 1d3 per/round after bursting). Costs 30gp + 10gp per lobe, 7 lobes max.
 

Hemospigot: there are various classes of these missiles that will causes massive blood loss from hollow tubes if a critical hit is scored (1d4 per round). Pulling the spigot out crudely causes 1d8+1 damage to victim. On a missed hit roll a hemospigot is killed and useless afterward.
Hemospigot Dart   Damage: 1d3+ bleeding, Cost: 5gp
Hemospigot Javelin  Damage: 1d4 + bleeding, Cost: 10 gp
Hemospigot Arrow/Bolt Damage: 1d6 + bleeding, cost: 15 gp

Skeeter-dart: These darts will speed to their targets (increase range by 50%) and will lacy on following a successful hit drawing out 1h of blood per round until they draw opts and fall off bloated. Some have poisons that cause slowness, sleep, or paralysis in targets (on a failed save, lasts 1 hour in all forms). A Skeeterdart can be reused in 3 days after it is digests all the blood.
Normal Skeeter-dart, Damage:1d3+ blood drain. cost: 30 gp
Slowpoke Skeeter-dart, Damage: 1d3+ blood drain and slow, cost: 300 gp
Sleepy skeeter-dart, Damage: 1d3+ blood drain and sleep, cost: 500 gp
Paralyzing Skeeter-dart, Damage: 1d3 + blood drain and paralysis. cost 800 gp

Remora Rod:  The arms bear a snapping, ripping jaws at thier ends. If a cirtical hit is made the weapon will latch onto a target and rip and tear with no hit roll required until pulled away by the owner.
Remora Rod, Damage: 1d4 + autohit after critical, cost : 300 gp
Remora Staff, Damage: 1d6 + autohit after critical, cost: 400 gp
Remora Pike, Damage: 1d8 + autohit after critical, cost:  500 gp


Shock-eel Rod: This arm sprouts a disgustign eel head at the business end that also delivers an electric shock that incapacitated tagets for 2-7 rounds if they fail a save.
Shock-eel Rod, Damage: 1d3 + shock, cost : 600 gp
Shock-eel Staff, Damage: 1d4 + shock, cost: 700 gp
Shock-eel Pike, Damage: 1d6 + shock, cost:  800 gp


Gobble-Gauntlet: This gauntlet is worn over the attackers hand and resembles a wicked fanged mouth (only really good for climbing and attacking). Spme Gobble-Gauntlets have poisoned bites that cause numbness, pain, paralysis or are inflict extra poison damage. A large creature with a gobble gauntlet can use it to bite off the head or a limb of a man-sized or smaller foe (save vs death after critical hit) these larger gauntlets would cost 5 times what is listed here. Gobble Gauntlets can be used in regular melee, brawling, or grappling with no penalty. If someone foolishly wears two they will need help gettign them off.
Gobble-gauntlet, Damage: 1d4+1, Cost: 10 gp
Numbing Gobble-gauntlet, Damage: 1d4+1 and save or be slowed, cost: 500 gp
Agonizing Gobble-gauntlet, Damage: 1d4+1 and save or overcome with pain 2-7 rounds, cost: 800 gp
Paralyzing Gobble-gauntlet, Damage: 1d4+1 and save or paralyzed 2 full turns, cost 1,000 gp
Poisonous Gobble-gauntlet, Damage: 1d4+1 and save or suffer 1d6 poison damage per round until death, cost : 2000 gp

More Xor here on this blog and at: http://elfmaidsandoctopi.blogspot.com/search?q=xor

Wednesday, May 25, 2016

+1 at what? (a different take on magical weapons)

Oh yeah a +1 sword…+1 at what?  Hit and damage of course…. oh boy woo-hoo, just like a strength of 13… and that is a nutshell is what is wrong with a generic +1 sword; unless your rules/campaign provides no bonuses for high strength the +1 magic sword is fairly mundane and not all that exciting and is just like pretty much all other +1 swords. There have been some cool attempts to liven up boring old magical weapons over the years here’s one that expands on alters what that old +1 could means

There are 6 different types of bonuses a magical weapon may have. A magical weapon will have a number of bonuses equal to it’s +bonus. A +2 weapon would have 2 types of bonuses, while a +1 weapon would have only 1.

Types of Bonuses
Striking: + adds to hit chance
Wounding: + adds to damage
Quickness: + adds to initiative
Durability: + adds to saves of weapon
Parrying: + improves Ac when parrying
Warding: +1 improves to saves vs magic when in hand

Random Determination of Bonus Types

1d100 roll
+1
+2
+3
+4
+5
1-3
Striking
Striking & Wounding
Striking, Wounding & Qucikness
Striking, Wounding, Quickness & Durability
All but Warding
4-6
Striking
Striking & Wounding
Striking, Wounding & Quickness
Striking, Wounding, Quickness & Durability
All but Warding
7-9
Striking
Striking & Wounding
Striking, Wounding 
& Durability
Striking, Wounding, Quickness & Durability
All but Warding
10-12
Striking
Striking & Wounding
Striking, Wounding 
& Durability
Striking, Wounding, Quickness & Durability
All but Warding
13-15
Striking
Striking & Wounding
Striking, Wounding & Parrying
Striking, Wounding, Quickness & Durability
All but Warding
16-18
Striking
Striking & Wounding
Striking, Wounding 
& Parrying
Striking, Wounding, Quickness & Durability
All but Warding
19-21
Striking
Striking & Wounding
Striking, Wounding & Parrying 
Striking, Wounding, Quickness & Durability
All but Parrying
22-24
Striking
Striking & Wounding
Striking, Wounding & Parrying 
Striking, Wounding, Quickness & Durability
All but Parrying
25-27
Wounding
Striking & Quickness
Striking, Wounding, & Parrying 
Striking, Wounding, Quickness & Durability
All but Parrying
28-30
Wounding
Striking & Quickness
Striking, Wounding & Warding 
Striking, Wounding, Quickness & Durability
All but Parrying
31-33
Wounding
Striking & Quickness
Striking, Wounding, & Warding 
Striking, Wounding, Quickness & Parrying
All but Parrying
34-36
Wounding
Striking & Durability
Striking, Quickness & Durability
Striking, Wounding, Quickness & Parrying
All but Parrying
37-39
Wounding
Striking &
Durability
Striking, Quckness
& Parrying
Striking, Wounding, Quickness & Parrying
All but Durability
40-42
Wounding
Striking & Parrying
Striking, Quckness & Parrying
Striking, Wounding, Quickness & Parrying
All but Durability
43-45
Wounding
Striking & Parrying
Striking, Quckness
& Warding
Striking, Wounding, Quickness & Parrying
All but Durability
46-48
Quickness
Striking & Parrying
Striking, Durability
& Parrying
Striking, Wounding, Quickness & Warding
All but Durability
49-51
Quickness
Striking & Parrying
Striking, Durability
& Parrying
Striking, Wounding, Quickness & Warding
All but Durability
52-54
Quickness
Striking & Warding
Striking, Durability
& Warding
Striking, Wounding, Quickness & Warding
All but Durability
55-57
Quickness
Striking & Warding
Striking, Parrying & Warding
Striking, Wounding, Quickness & Warding
All but Quickness
58-60
Quickness
Wounding & Quickness
Striking, Parrying & Warding
Striking, Wounding, Parrying & Warding
All but Quickness
61-63
Quickness
Wounding & Durability
Wounding, Quickness & Durability
Striking, Wounding, Parrying & Warding
All but Quickness
64-66
Durability
Wounding & Parrying
Wounding, Quickness & Parrying
Striking, Wounding, Parrying & Warding
All but Quickness
67-69
Durability
Wounding & Warding
Wounding, Quickness & 
Warding
Striking, Wounding, Durability & Warding
All but Quickness
70-72
Durability
Wounding & Warding
Wounding, Durability & Parrying
Striking, Wounding, Durability & Warding
All but Quickness
73-75
Durability
Quickness & Durability
Wounding, Durability & Warding
Striking, Wounding, Durability & Warding
All but Wounding
76-78
Parrying
Quickness & Parrying
Quickness, Durability, Parrying
Wounding, Quickness, Durability & Parrying
All but Wounding
79-81
Parrying
Quickness & Parrying
Quickness, Durability, Parrying
Wounding, Quickness, Durability & Parrying
All but Wounding
82-84
Parrying
Quickness & Parrying
Quickness, Durability, Parrying
Wounding, Quickness, Parrying & Warding
All but Wounding
85-87
Parrying
Quickness & Warding
Quickness, Durability, Warding
Wounding, Quickness, Parrying & Warding
All but Wounding
88-90
Parrying
Quickness & Warding
Durability, Parrying & Warding
Wounding, Durability, Parrying & Warding
All but Striking
91-93
Warding
Durability & Parrying
Durability, Parrying & Warding
Wounding, Durability, Parrying & Warding
All but Striking
94-96
Warding
Durability & Warding
Quickness, Parrying & Warding
Quickness, Durability, Parrying & Warding
All but Striking
97-99
Warding
Durability & Warding
Quickness, Parrying & Warding
Quickness, Durability, Parrying & Warding
All but Striking
100
Weapon has all properties*  
*as an exception this weapon had all 6 types of properties enchanted to the bonus of the weapon, the weapon may have only as many special abilities as equal to the bonus of the weapon.


Determining Special Abilities of Weapons

Each category also has a chance of offering a special ability.
Roll once for each bonus in one of the special properties amiable to the weapon.
If you have a +2 Mace of Durability and Warding a roll should be made for each category. If no bonus is received there is no bonus for that bonus. By example a +4 weapon could have 4 special abilities but maybe none.

Striking Special Abilities
Dedicated Foe, against a type of foe the hit bonus is increased by 2 for this weapon.
Double Biting, if the die roll to hit is a modified roll of over 20 an immediate bonus attack is allowed vs the foe or same type of foe this round.
Dancing, the weapon may move and fight targets up to 30’ away from the the owner as well as the wielder normally can.
Seeking, the weapon may be hurled to strike a foe up to 100’ feet away returning to the user on all rolls except for a 1. This replaces all normal attacks of the weapon for the round.
Truestrike, once the weapon has hit a foe protected by obfuscation,illusion, protective magics, or invisibility and further attacks may be made as if that protection was absent.

Random Determination of Striking Special Ability
1d20 + Bonus

14 or less
No Special Ability
15
No Special Ability for this property, roll twice in another.
16-18
Dedicated Foe, determine a type of foe as appropriate for campaign.
19-20
Double Biting
21
Dancing
22-23
Seeking
24+
Truestrike


Wounding Special Abilities 
Stunning, if foe is wounded for damage >= level or HD they must save or be stunned until end of next round. If dedicated foe is normally immune to stun effects they are not immune to this ability.
Devastating Wound, add +1d6 per foe vs opponents of a specific type.
Maim Foe, foe saves or is hindered by wound and is limited to half speed and suffers -2 to all attacks and saves until healed.
Sever Limb, Chop off a limb on any hit roll of 20- bonus if foe fails a save. Dedicated foes have a save penalty equal to the rating of the sword.
Slaying, foes of a specific type must save when struck by weapon or they are slain.

Random Determination of Wounding Special Abilities
1d20 + Bonus

14 or less
No Special Ability
15
No Special Ability for this property, roll twice in another.
16-18
Stunning
19-20
Devastating Wound
21
Maim Foe
22-23
Sever Limb
24+
Slaying


Quickness Special Abilities
Instant Draw, the weapon may be considered in hand anytime the user wishes so long as they are not surprised.
Counter Attack, against foes of a specific type the weapon user is allowed a bonus attack each time they are attacked (hit or miss). Limited to + bonus in number of counter attacks.
Instant Blow, the weapon may be used to attack a foe of a specific type before they may strike the bearer regardless of initiative score or surprise situation.

Random Determination of Quickness Special Abilities
1d20 + Bonus

14 or less
No Special Ability
15
No Special Ability for this property, roll twice in another.
16-19
Instant Draw
20-23
Counter Attack
24+
Instant Blow


Parrying Special Abilities
Riposte, a counter attack is allowed against any foe that attacks and misses the wielder of this weapon.
Pin, The user may choose to instantly pin the weapon of an armed foe that misses an attack. Such a magically pinned weapon muse be released by it’s wielder to flee or make additional attacks. The weapon with this property is not allowed to make an attack against a foe that has a pinned weapon while so pinning but the pin can be released at will without dropping the weapon.
Break Guard, the foe loses all benefits of Dexterity, shields, and parrying arms when this property is used and a saving throw is failed until the end of the following round.
Weapon Breaker, a melee weapon used to attack while the user is parrying that issues is required to make a save or be broken.

Random Determination of Parrying Special Abilities

1d20 + Bonus

14 or less
No Special Ability
15
No Special Ability for this property, roll twice in another.
16-19
Riposte
20-21
Pin
22-23
Break Guard
24+
Weapon Breaker


Durability Special Abilities
Invulnerable to harm, a specific type of harm can not damage or destroy the weapon.
Mending, should this weapon be damaged it will be fine on the next morning. If somehow destroyed it will reform after resting in a holy/unholy place of proper alignment for a week.
Resonance, any special attacks that would harm this blade are reflected back at the attacking weapon if a successful save is made.

Random Determination of Durability Special Abilities

1d20 + Bonus

14 or less
No Special Ability
15
No Special Ability for this property, roll twice in another.
16
Invulnerable to Cold/Ice
17
Invulnerable to Heat/Flame
18
Invulnerable to Electricity/Lightning
19
Invulnerable to Acid/Disintegration
20-21
Invulnerable to Rusting
22-23
Mending
24+
Resonance


WardingSpecial Abilities
Dispel Illusion, With a wave of this weapon inside the area of effect of an illusion the illusion shall be dispelled.  An illusionary monster may save to not be destroyed.
Cleave Spell, with a tap on a target of a spell the spell may be dispelled. Roll 1d20+ bonus of weapon vs 1d20 + spell level to succeed. If a 1 is rolled the sword will have all it’s powers and bonuses suppressed until the next morning.
Deflect Spell, if actively parrying this round any spell successfully saved against is sent away in a random direction to 1/2 range.
Reflect Spell, a spell saved against may be reflected back at the caster if so wished by the wielder of this blade.
Arcane Bastion, as the only action in a round the bearer of this weapon may draw a circle in there air over their head and the saving throw bonus of this weapon is applied to all within a 20’ radius. If the bearer leaves the original circle the bonus is lost. The bonus is not gained by foes that enter the circle.
Protective Circle, as the only action in a round the bearer of this weapon may draw a circle in the air overhead and all foes of a specific type must save to enter or attack into the 20’ radius circle. Any such foe within the circle is compelled to flee to suffer 1d6 damage per round equal to + bonus and must make a saving throw to be able to attempt any single action. Should one of these foes successfully enter the circle the protection after it is raised the circle is broken. The circle is also brown if the bearer steps out of the protective circle.
Capture Spell, a spell saved against by this weapon may be absorbed if the bearer so wishes. One spell per + bonus may be captured. If the captured spell had an area of effect all in area are treated as if they successfully save vs the spell. The bearer of the weapon is aware of the properties and identity of all captured spells and may release them as if they were the original caster of the spell.

Random Determination of Warding Special Ability
1d20 + Bonus

14 or less
No Special Ability
15
No Special Ability for this property, roll twice in another.
16
Dispel Illusion
17
Cleave Spell
18
Deflect Spell
19
Reflect Spell
20-21
Arcane Bastion
22-23
Protective Circle
24+
Capture Spell


Magical weapon alignments and effects of contrary users.
If a weapon has one or more special properties it has a chance of being aligned. This chance is equal to the sum of the bonus multiplied by double the number of special properties  So a +5 weapon with 4 properties would have a 40% chance of begin aligned (5 x   8), while a +2 weapon with 1 special property would have a 4% chance of begin aligned

An aligned weapon has it’s own ego, will, and personality as the magical properties are tied to a magical spirit bound within the weapon. A DM is free to play this up or ignore it as much as appropriate to the campaign and nature of the weapon. Some weapons may have additional powers they will only ever grant to bearers of the same alignment, this is not currently expanded upon in here.

Roll 1 d10 ro Determine Alignment of Aligned Weapons
1-4 Lawful, 5-6 Neutral, 7-10 Chaotic.

Roll to Determine Weapon Reactions to Other Alignments
1d6
Lawful
Neutral
Chaotic
1
Torpid
Torpid
Torpid
2
Quarrelsome
Torpid
Quarrelsome
3
Enervation
Quarrelsome
Quarrelsome
4
Enervation
Enervation
Enervation
5
Domination
Enervation
Enervation
6
Domination
Domination
Domination


Explanation of Reactions of Aligned Weapons.
Torpid, no beneficial properties of this weapon will serve a misaligned bearer in any circumstances.

Quarrelsome, Bearer must force weapon to use special properties.  Make a reaction roll and special property is only useable if weapon reaction isn’t currently undecided to worse.
Antipathy, Bearer must save vs magic when drawing the weapon or no magical properties will function. Sheathing and redrawing the weapon within the same battle will have no impact on  use of the weapon.

Enervation, the bearer of this weapon suffers 1d6 damage each round until the weapon is released or willfully converts to the alignment of the sword. Normal use of the weapon is allowed while the user suffers enervation but any attempt to use a special ability will inflict an extra 1d6 damage. This damage may not be regenerated or healed while bearing the weapon. Casual inspection does not invoke Enervation but magical attempts to inspect the item do so invite enervation.

Domination, each time the weapon is drawn the bearer must make a saving throw or be taken over by the weapon for the remainder of the day. The bearer will act as appropriate for the alignment of the weapon and will be compelled to follow actions at the whim of the weapon. Casual inspection of the weapon does not invoke an attempt of Domination by  the weapon.