Showing posts with label treasure. Show all posts
Showing posts with label treasure. Show all posts

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.

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.