A Thief in the Tome of Horrors
(Or Converting this Monster of a Book to 1eAD&D)
Aberrant
Frequency: Rare
No. Appearing: 2-12
Armor Class: 4
Move: 12"
Hit Dice: 8
% in Lair: 50
Treasure Type: C
No. of Attacks: 1
Damage/Attack: 2d8
Special Attacks: 1 (Thrown Object 1d10 dmg) Range 20/40/60 (To Hit +0/-1/-3)
Special Defenses: None
Magic Resistance: None
Intelligence: Low
Language: Debased Suel
Life Expectancy: 30 years (maturity age 12-14)
Size: 14 feet Tall - Extended Reach - These giant size creatures have an extended reach making it likely they can strike first against normal and small sized opponents.
Physical Appearance:
See Tome of Horrors Complete (S&W version) - Addition Description - Hair Brown or Black, Eye Color Same, Skin Color light brown to pale but normally grey or streaked with dirt.
Ecology:
Aberrants are a form of giant mutation developed after the great Suel/Bakluni war and the Rain of Colorless Fire. While often confused with Giants they are actually descended from human stock. In all respects such as what they can eat and how they breed and give birth they retain human characteristics.
Aberrant tribes will normally consist of 2-12 adult males, 3-18 adult females and 12-64 children. The men hunt and gather while the females do most of the work around the tribal dwelling. Adult females are consistent with the stats for adult males though with only 6HD on average and 1d10 damage from their attacks. Aberrant females will ferociously protect their young.
Females conceive about once per year and the infant mortality rate is about 50%. The leading cause of death for female Aberrants is childbirth.
Aberrants are extremely primitive. They build little though they do make use of cloth or hide for shelters and crude structures from the wrecks of wagons or buildings. These are extremely flimsy lean-to type structures that can be stripped down and taken with them in a few moments (mainly the cloth and rope or vines). Since most weapons and items they come across are not their size they mainly use crude clubs and stones for throwing. Occasional a human-sized sword may be found among them as a knife, but used more as a tool than a weapon.
World of Greyhawk Location:
Aberrants can be found along the hills and lower mountains circling the Sea of Dust as well as the Dry Steppes along the Sulhaut Mountains and the southern Crystalmists. They have been seen at the crux of the Jotens and the Crytsalmists at the birth of the Davish River, though not in great numbers and along the southern Jotens, the Crytsalmists and the Hellfurnaces in the Yeomanry. Sightings of Aberrants have been made in the Tors and along the arm of the Hellfurnaces as far as Hokar and as far south as the strip of land west of Jekla Bay and even where the Amedio Jungle runs against the Hellfurnaces in the far south.
Cyst Fist's Pass (Near the Hornwood - Geoff)
The trepidations of the Giants and their invasion of Sterich and Geoff shifted many a tribe and monster from their normal hunting grounds. Perhaps non-more so than Furgristle and his tribe of Aberrants forced north through the high mountains and down to the hills surrounding the embattled land of Geoff. Frost giants from the Jotens and tribes of Ogre's pushed these deformed and primitive creatures from their caves and now this small band raids through the forest of the Hornwood in preparation for the winter to come.
(See Tome of Horrors complete S&W version for the adventure hook)
Alfric watched the shaft fly true as it brought down the last of the deformed monsters. The two humans with him had feathered the giant creature with a half-dozen arrows already before it fell.
"Four..." said Oswin, a middle-aged man clad in mottled green and brown. He stood a foot taller than Alfric and pulled a longbow as big as the elf.
"The others appear to be out hunting," Alfric replied as he moved forward, another arrow nocked and ready.
The smell of roasting horseflesh was strong. Stronger even than the stink of unwashed bodies, the pile of refuse that stained the hillside and the rot of badly cured hides and decaying meat.
"Where has that little bastard gotten to?" asked Kellen, the third of their party. He was about the height of Aelfric but wide with broad shoulders and back. He'd slung his bow and drawn a long chopping sword, some type of falchion with a single-edge.
"I'm up here," cried a hushed voice high with panic. "Get me down!"
As the trio crested the hill they could see a large fire-pit and the carcase of a horse blackening on a spit above it. Nearby a tree stripped of most of its branches still held a single arm reaching out toward the fire and a crude wooden cage dangling about a dozen feet from the ground. Inside a peculiar little bird hopped about. Clad in the skin of an owl-bear a bruised and beaten halfling danced about pulling at the stout wooden bars.
"Hugh!" cried Aelfric. "How you managed to survive when the rest of those merchants ended up being eaten..."
"Those stupid giants. It was that owlbear hide," Hugh called back. "They think I'm some sort of birdman... I don't know, but they think it's funny. They'll be roasting me soon enough. Get me out of here!"
"What we need is a ladder," said Kellen.
Oswin looked from Aelfric to his blocky nephew. "You'll do," he said. "Get up on his shoulder Ael and see about cutting down our little bird."
"Make it quick! Make it quick!" Hugh chirruped. "There are a dozen more of those monsters around."
"Cut your squawking," grumbled Kellen, but up above him Aelfric went to work with haste on the vines that bound the cage together.
CAS
Friday, August 5, 2011
Monday, July 18, 2011
Oerthly Encounters Red Hanlan & Black Harris Part 6
#5 Kalib, human male, (5th Level Fighter) twin brother of Kalife
STR 18/89, INT 8, WIS 8, CON 17, HP 41, AL LE
AGE 30
Physical Description:
Kalib has a fringe of dark hair around this head but is otherwise bald. He has a heavy, black beard and mustache. 6"4' tall he is very heavy and very muscular, muscle-bound actually. He has tattoos over his right arm and shoulder. Across the right side of his chest is the tattoo of a demon showing half of its face. He has a large wide scar starting at the top ofhis forehead and running across the left side of his head.
He wears a large black poncho when on a raid with a chainmail shirt underneath. The poncho is simply a thick piece of cloth dyed black with a hole cut for his head and a belt across his waist. Over his face he wears the mask of a grinning pig-like face.
His normal wear is worn farmer garb. He dislikes his chainmail shirt and only wears it on raids or when Black Harris tells him to.
Background:
Kalib was born on a farm in Furyondy, His mother died in child birth and his father took it out on Kalib and his brother Kalife. At age12 the pair beat their father to death, gathered what money and belongings were on the farm and left.
They were quickly caught and placed in a prison where they were even more quickly sold as workers for a nobleman's farm. The life actually suited them. The nobleman was smart enough to recognize strong arms and weak minds, and violent tempers.
At age 16 the pair had grown from oversized murderous children togigantic musclebound adults. The nobleman had them trained, as much as possible, in the art of combat, and kept them on as bodyguards, and since he dabbled in the free market of the underworld, as enforcers as well.
After a few years the pairs' brutal methods became too much for the nobleman and he passed on his dangerous employees to a traveling merchant and fence for stolen goods. In their early twenties they ended up working as hired thugs living in the Old Town of Greyhawk, which is where they met and joined up with Black Harris.
Personality and attitude:
Kalib is loyal only to his brother and Black Harris. He and his brother have a surprising fondness for cats, dogs and horses and will not abide any form of cruelty to these animals.
If his brother is killed Kalib will stop whatever he is doing and will cradle his brother in his arms weeping and crying piteously. He will not defend himself and the shock will reduce his intelligence and personality to that of a five-year old's.
Equipment:
Chainmail shirt (+2)
Two handed sword +2/+3 versus Hill Giants (He is completely unaware of this aspect of the swords enchantement)
Draft Horse named Matilda
#6 Kalife, human male,( 5th Level Fighter) twin brother of Kalib
STR 18/99, INT 8, WIS 8, CON 17, HP 41, AL LE
AGE 30
Physical Description:
Kalife's appearance is similar to his brother's but he has no scar and his tattoos cover the left side of his body, a duplicate of Kalibs. He is a little more muscular but it is only apparent when the two are standing side by side.
He also wears a rough cloth poncho on raids with a shirt of chainmail underneath and a mask shaped like a donkey's with one ear is missing.
Background:
See Kalib
Personality and attitude:
Kalife is very quiet and he only talks to his brother or Black Harris. He will support either in any situation. If his brother is killed he will go into a berserk rage, ignoring wounds, and attacking his brother's killer with fanatical strength (+4 to hit/+7 to damage). He will then go on to attack anyone not a brigand who is nearby. Afterwards, If Black Harris is around he will follow him everywhere and not want to be separated from him. If both are dead he will run off and live like a wild-man or beast, and his effective INT will drop to 3.
Equipment:
Chainmail +2
Two-handed Bastard sword +2/ +3 versus the Undead (as with his brother he has no idea that the sword has any special enchantment except that he doesn't need to sharpen or polish it (which suits him fine).
Draft Horse named Sara
STR 18/89, INT 8, WIS 8, CON 17, HP 41, AL LE
AGE 30
Physical Description:
Kalib has a fringe of dark hair around this head but is otherwise bald. He has a heavy, black beard and mustache. 6"4' tall he is very heavy and very muscular, muscle-bound actually. He has tattoos over his right arm and shoulder. Across the right side of his chest is the tattoo of a demon showing half of its face. He has a large wide scar starting at the top ofhis forehead and running across the left side of his head.
He wears a large black poncho when on a raid with a chainmail shirt underneath. The poncho is simply a thick piece of cloth dyed black with a hole cut for his head and a belt across his waist. Over his face he wears the mask of a grinning pig-like face.
His normal wear is worn farmer garb. He dislikes his chainmail shirt and only wears it on raids or when Black Harris tells him to.
Background:
Kalib was born on a farm in Furyondy, His mother died in child birth and his father took it out on Kalib and his brother Kalife. At age12 the pair beat their father to death, gathered what money and belongings were on the farm and left.
They were quickly caught and placed in a prison where they were even more quickly sold as workers for a nobleman's farm. The life actually suited them. The nobleman was smart enough to recognize strong arms and weak minds, and violent tempers.
At age 16 the pair had grown from oversized murderous children togigantic musclebound adults. The nobleman had them trained, as much as possible, in the art of combat, and kept them on as bodyguards, and since he dabbled in the free market of the underworld, as enforcers as well.
After a few years the pairs' brutal methods became too much for the nobleman and he passed on his dangerous employees to a traveling merchant and fence for stolen goods. In their early twenties they ended up working as hired thugs living in the Old Town of Greyhawk, which is where they met and joined up with Black Harris.
Personality and attitude:
Kalib is loyal only to his brother and Black Harris. He and his brother have a surprising fondness for cats, dogs and horses and will not abide any form of cruelty to these animals.
If his brother is killed Kalib will stop whatever he is doing and will cradle his brother in his arms weeping and crying piteously. He will not defend himself and the shock will reduce his intelligence and personality to that of a five-year old's.
Equipment:
Chainmail shirt (+2)
Two handed sword +2/+3 versus Hill Giants (He is completely unaware of this aspect of the swords enchantement)
Draft Horse named Matilda
#6 Kalife, human male,( 5th Level Fighter) twin brother of Kalib
STR 18/99, INT 8, WIS 8, CON 17, HP 41, AL LE
AGE 30
Physical Description:
Kalife's appearance is similar to his brother's but he has no scar and his tattoos cover the left side of his body, a duplicate of Kalibs. He is a little more muscular but it is only apparent when the two are standing side by side.
He also wears a rough cloth poncho on raids with a shirt of chainmail underneath and a mask shaped like a donkey's with one ear is missing.
Background:
See Kalib
Personality and attitude:
Kalife is very quiet and he only talks to his brother or Black Harris. He will support either in any situation. If his brother is killed he will go into a berserk rage, ignoring wounds, and attacking his brother's killer with fanatical strength (+4 to hit/+7 to damage). He will then go on to attack anyone not a brigand who is nearby. Afterwards, If Black Harris is around he will follow him everywhere and not want to be separated from him. If both are dead he will run off and live like a wild-man or beast, and his effective INT will drop to 3.
Equipment:
Chainmail +2
Two-handed Bastard sword +2/ +3 versus the Undead (as with his brother he has no idea that the sword has any special enchantment except that he doesn't need to sharpen or polish it (which suits him fine).
Draft Horse named Sara
Saturday, July 16, 2011
Minstrel Tales Riddles Storm on Land
Riddles
These are a collection of Anglo-Saxon riddles. The authors are unknown and the prose can be a bit obscure but they fit so well into my Greyhawk campaign that I have used them often.
Storm on Land
Who of men is ready-witted and wise enough to say
Who drives me forth on my journey,
When I arise in my strength, exceeding furious,
When I resound in my might?
Sometimes I move with malice through the land,
Shatter the people's halls, spoil the houses;
The sky rises up, grey over the roofs;
There is noise on oerth, the death-pang of men.
When I stir the wood and the druid's groves,
When covered with water, felling trees
Bearing upon my back, the dwellings of men,
The coverings of the oerth, the beasts of the land.
Say who it is who covers me,
Or what I, who bear those burdens, am called.
These are a collection of Anglo-Saxon riddles. The authors are unknown and the prose can be a bit obscure but they fit so well into my Greyhawk campaign that I have used them often.
Storm on Land
Who of men is ready-witted and wise enough to say
Who drives me forth on my journey,
When I arise in my strength, exceeding furious,
When I resound in my might?
Sometimes I move with malice through the land,
Shatter the people's halls, spoil the houses;
The sky rises up, grey over the roofs;
There is noise on oerth, the death-pang of men.
When I stir the wood and the druid's groves,
When covered with water, felling trees
Bearing upon my back, the dwellings of men,
The coverings of the oerth, the beasts of the land.
Say who it is who covers me,
Or what I, who bear those burdens, am called.
Friday, July 15, 2011
Oerthly Encounters Red Hanlan and Black Harris Part 5
#4 Zeffin, human male, (Level 2 Cleric) Salin's assistant
Wis 16 HP 12, AL LE, AGE 18
Physical Description:
Zeffin has the fair-haired pale-skinned looks of a Suel. He wears a closely trimmed beard and mustache. His hair is also trimmed very close to his head. He has the fine scarring, though a bit less, as that of Salin. In his case, though, it is much more noticeable. His scars show as redish lines against his pale skin, and the more recent have a purplish look to them. He is tall, 6", broad-shouldered and thin-waisted.
On raids he wore a chainmail shirt and black pants with a white, featureless face mask. He has a black ceremonial robe with a grey skull on its chest. He now wears this on raids over his chainmail. In town he dresses in his armor and plain grey or brown pants.
Background:
Zeffin is from Sterich. His family is old and established. Minor nobility. They are western nobles and after years of conflict with the humanoids of the Crystalmist and Joten Mountains they began to make deals with these creatures of evil. First it was simply allowing passage so that raiders would not attack their land, soon their descendants began acting as fences for goods which these raiders brought with them. Finally they embraced the evil which they hadallowed past their borders. Zeffin is part of a growing cult of Hextor among his father's family and retainers. He was assigned to assist Salin by the superiors of his order.
Personality and attitude:
Zeffin is a sadistic and brutal individual. He is fond of torture and would rather save a few of their victims to practice on. Occasionally the band will take a prisoner and squeeze information out of them. The brothers Kalife and Kalib had been in charge of this information gathering but Zeffin proved to have a greater skill and exuberance for such work. He is loyal to Salin and has a touch of hero worship for the successful cleric.
Equipment:
Chainmail
Shield
Horseman's mace
Heavy Warhorse: "Beast", Black, with white streaked forehead and 3 white socks
Wis 16 HP 12, AL LE, AGE 18
Physical Description:
Zeffin has the fair-haired pale-skinned looks of a Suel. He wears a closely trimmed beard and mustache. His hair is also trimmed very close to his head. He has the fine scarring, though a bit less, as that of Salin. In his case, though, it is much more noticeable. His scars show as redish lines against his pale skin, and the more recent have a purplish look to them. He is tall, 6", broad-shouldered and thin-waisted.
On raids he wore a chainmail shirt and black pants with a white, featureless face mask. He has a black ceremonial robe with a grey skull on its chest. He now wears this on raids over his chainmail. In town he dresses in his armor and plain grey or brown pants.
Background:
Zeffin is from Sterich. His family is old and established. Minor nobility. They are western nobles and after years of conflict with the humanoids of the Crystalmist and Joten Mountains they began to make deals with these creatures of evil. First it was simply allowing passage so that raiders would not attack their land, soon their descendants began acting as fences for goods which these raiders brought with them. Finally they embraced the evil which they hadallowed past their borders. Zeffin is part of a growing cult of Hextor among his father's family and retainers. He was assigned to assist Salin by the superiors of his order.
Personality and attitude:
Zeffin is a sadistic and brutal individual. He is fond of torture and would rather save a few of their victims to practice on. Occasionally the band will take a prisoner and squeeze information out of them. The brothers Kalife and Kalib had been in charge of this information gathering but Zeffin proved to have a greater skill and exuberance for such work. He is loyal to Salin and has a touch of hero worship for the successful cleric.
Equipment:
Chainmail
Shield
Horseman's mace
Heavy Warhorse: "Beast", Black, with white streaked forehead and 3 white socks
Friday, July 8, 2011
Oerthly Encounters Red Hanlan and Black Harris Part 4
#3 Salin, human male, (Level 6 Priest of Hextor)
Str 16 Int 10 Wis 16 Con 15 Dex 12 Chr 12
HP 35, AL LE, AGE:24
Physical Description:
Salin is a tall man, 6"3' with a slim sturdy build. He has a swarthy complexion and thick black hair. He has a fine network of scars over his entire body due to the practice of ritual scarring. It is part of the faith of Hextor as it was taught to him by his family and his temple. These scars form a very light spidery pattern covering his entire body. He continually adds to this with scars earned by his abilities and for participating in certain ceremonies. While to the uninitiated these scars are meaningless, they would tell a sage learned in the ways of this cult of the deity the story of Salin's life as a priest and disciple of Hextor.
Normally Salin only wears his black robes decorated with rings of grinning white skulls during ceremonies. During raids he wears a plain black robe and a white skull mask. Now he wears his robes of priesthood during raids, though he still uses the white skull-face mask. Beneath his robes he wears an enchanted shirt of chain and a steel skull cap under his mask.
In towns and villages he dresses as a fighter in his armor and plain, serviceable trousers.
Background:
Salin is a Perrinlander by birth. His father, a mercenary, was a devotee of Hextor. Salin felt a strong calling toward Hextor and was accepted as a novice, swearing an oath of blood and steel on his 14th
birthday.
Salin has only been a part of Black Harris' band for the last six months (still before the breakup with Red). He was recruited by Harris in the Principality of Ulek. Salin had been involved in a mission in the Pomarj and was reporting in to his superiors at the city of Gryrax. After hearing from a young mercenary devotee, Bismon, about Black Harris and consulting his superiors, Salin volunteered his services. While not a follower himself, Black Harris respects the powers of a cleric and the warlike nature of Hextor, and gladly brought Salin into his band.
Personality and attitude:
Salin views Black Harris as a project and a potential warrior of Hextor. Red Hanlan never showed the proper respect, and his chaotic nature irritated Salin's sense of discipline. Then Salin came up with his plan, and introduced Tess, an agent of the temple, to throw discord into the friendship of these two men. Something has gone wrong. At first the plan went beyond his expectations, but Tess was supposed to assassinate Red Hanlan at her earliest opportunity. Now she seems to have gone rogue and become his partner and paramour. Salin desires the death of this traitoress with almost as much fervor as Black Harris. Her failure to complete his plan will be a mark, a physical mark, of shame.
Equipment:
Spells
1st) Curse/Bless, Command, Cause/Cure lt.wnds, Dark/Light, Cause/Remove Fear.
2nd) Chant, Enthrall, Flame Blade, Hold Person, Spir.Hammer.
3rd) Animate Dead, Prayer, Pyrotechnics
Chainmail +2
Hammer of Pain:
This Warhammer, usable only by those of an evil alignment, acts as a +2 weapon to hit and damage. 3 times every 24 hours its user can cause a jolt of pain which will stun an opponent for 1-3 rounds of combat (save vs rods and the victim will merely suffer a -2 on their chance to hit on the next combat round). There is a 10% chance that the pain will be inflicted upon the user every time this special ability is used (non-cumulative). Stunned victims cannot attack, cast spells, lose all dexterity bonuses and add 2 points to their AC (AC2 = AC4 while stunned)
Warhammer ( used for spiritual hammer spell, Salin keeps 2 a dozen of these among the pack animals.
Set of razor-edged knives and sharpening stone ( Salin will never use these as a weapon, they are for ritual scaring only)
Heavy War Horse : Blood, a dark reddish-brown coated stallion.
Str 16 Int 10 Wis 16 Con 15 Dex 12 Chr 12
HP 35, AL LE, AGE:24
Physical Description:
Salin is a tall man, 6"3' with a slim sturdy build. He has a swarthy complexion and thick black hair. He has a fine network of scars over his entire body due to the practice of ritual scarring. It is part of the faith of Hextor as it was taught to him by his family and his temple. These scars form a very light spidery pattern covering his entire body. He continually adds to this with scars earned by his abilities and for participating in certain ceremonies. While to the uninitiated these scars are meaningless, they would tell a sage learned in the ways of this cult of the deity the story of Salin's life as a priest and disciple of Hextor.
Normally Salin only wears his black robes decorated with rings of grinning white skulls during ceremonies. During raids he wears a plain black robe and a white skull mask. Now he wears his robes of priesthood during raids, though he still uses the white skull-face mask. Beneath his robes he wears an enchanted shirt of chain and a steel skull cap under his mask.
In towns and villages he dresses as a fighter in his armor and plain, serviceable trousers.
Background:
Salin is a Perrinlander by birth. His father, a mercenary, was a devotee of Hextor. Salin felt a strong calling toward Hextor and was accepted as a novice, swearing an oath of blood and steel on his 14th
birthday.
Salin has only been a part of Black Harris' band for the last six months (still before the breakup with Red). He was recruited by Harris in the Principality of Ulek. Salin had been involved in a mission in the Pomarj and was reporting in to his superiors at the city of Gryrax. After hearing from a young mercenary devotee, Bismon, about Black Harris and consulting his superiors, Salin volunteered his services. While not a follower himself, Black Harris respects the powers of a cleric and the warlike nature of Hextor, and gladly brought Salin into his band.
Personality and attitude:
Salin views Black Harris as a project and a potential warrior of Hextor. Red Hanlan never showed the proper respect, and his chaotic nature irritated Salin's sense of discipline. Then Salin came up with his plan, and introduced Tess, an agent of the temple, to throw discord into the friendship of these two men. Something has gone wrong. At first the plan went beyond his expectations, but Tess was supposed to assassinate Red Hanlan at her earliest opportunity. Now she seems to have gone rogue and become his partner and paramour. Salin desires the death of this traitoress with almost as much fervor as Black Harris. Her failure to complete his plan will be a mark, a physical mark, of shame.
Equipment:
Spells
1st) Curse/Bless, Command, Cause/Cure lt.wnds, Dark/Light, Cause/Remove Fear.
2nd) Chant, Enthrall, Flame Blade, Hold Person, Spir.Hammer.
3rd) Animate Dead, Prayer, Pyrotechnics
Chainmail +2
Hammer of Pain:
This Warhammer, usable only by those of an evil alignment, acts as a +2 weapon to hit and damage. 3 times every 24 hours its user can cause a jolt of pain which will stun an opponent for 1-3 rounds of combat (save vs rods and the victim will merely suffer a -2 on their chance to hit on the next combat round). There is a 10% chance that the pain will be inflicted upon the user every time this special ability is used (non-cumulative). Stunned victims cannot attack, cast spells, lose all dexterity bonuses and add 2 points to their AC (AC2 = AC4 while stunned)
Warhammer ( used for spiritual hammer spell, Salin keeps 2 a dozen of these among the pack animals.
Set of razor-edged knives and sharpening stone ( Salin will never use these as a weapon, they are for ritual scaring only)
Heavy War Horse : Blood, a dark reddish-brown coated stallion.
Sunday, June 26, 2011
Oerthly Encounters Red Hanlan and Black Harris Part 3
#2 Falil, human male, (Level 4 Magic User) Lyndos' aid
Int 17 Dex 16 HP11, AL NE, AGE 35
Physical Description:
Falil is short 5"4', dark haired, fullbearded and stout. He is surprising quick and agile. He has an intricate tattoo on his forearm. It contains in code the words which will activate the magic wand he carries. He has a terrible memory.
He wears a black hood on raids, just a simple black cloth bag with eye and nose holes cut into it. Over his normal old brown robe he wears a large black cape.
Background:
Falil is the son of a Sterich merchant. His only interest was in magic and since he showed noaptitude for the family business he was apprenticed to a local mage of minor power. While studying with the mage a magical construct went awry killing the mage and the two other apprentices. Falil was accused of their murder but was actually innocent. He fled and was found by Black Harris sleeping along the bank of the Javan river. At the urging of Lyndos they spared the apprentice mage. Under the vigorous tutelage of Lyndos, Falil has proven to be an apt student, handy with languages and copying scrolls.
Personality and attitude:
Falil is devoted to Lyndos. He is a lazy unassuming character who would liked to have simply lived out his life on his father's estate.
Equipment:
Falil is able to memorize 1 less spell/ level than he would be allowed for his intelligence. He knows only those spells which Lyndos will teach him. He has no spell book of his own but normally has memorized;
Sleep, Magic Missile & Invisibility
Sling
20 steel bullets
Wand of Magic Missiles (12 charges)
Mule, Henry
Int 17 Dex 16 HP11, AL NE, AGE 35
Physical Description:
Falil is short 5"4', dark haired, fullbearded and stout. He is surprising quick and agile. He has an intricate tattoo on his forearm. It contains in code the words which will activate the magic wand he carries. He has a terrible memory.
He wears a black hood on raids, just a simple black cloth bag with eye and nose holes cut into it. Over his normal old brown robe he wears a large black cape.
Background:
Falil is the son of a Sterich merchant. His only interest was in magic and since he showed noaptitude for the family business he was apprenticed to a local mage of minor power. While studying with the mage a magical construct went awry killing the mage and the two other apprentices. Falil was accused of their murder but was actually innocent. He fled and was found by Black Harris sleeping along the bank of the Javan river. At the urging of Lyndos they spared the apprentice mage. Under the vigorous tutelage of Lyndos, Falil has proven to be an apt student, handy with languages and copying scrolls.
Personality and attitude:
Falil is devoted to Lyndos. He is a lazy unassuming character who would liked to have simply lived out his life on his father's estate.
Equipment:
Falil is able to memorize 1 less spell/ level than he would be allowed for his intelligence. He knows only those spells which Lyndos will teach him. He has no spell book of his own but normally has memorized;
Sleep, Magic Missile & Invisibility
Sling
20 steel bullets
Wand of Magic Missiles (12 charges)
Mule, Henry
Friday, June 24, 2011
Encyclopedia Magica Revised : Anything Item
Encyclopedia Magica Revised : Anything Item
It is said that in the dungeons beneath the ruins of the Mad Archmage's castle every item of magic and every spell can be found...
Anything Item
(Original Version):
Unearthed Arcana, Encyclopedia Magica Page #21
Somewhere between the third level below the lake of quicksilver and the gaping maw of living stone that was the entrance to the fourth the party found the workshop. The seven survivors of their party, which once numbered a dozen, found themselves on a wide landing in the middle of a broad set of stairs busily binding the wounds of those the archway had bitten when Gwen, a dwarven warrior-maiden noticed a chip on the wall. It was no more than the size of a pebble taken from the corner of a massive black near the bottom edge of the landing they rested upon.
"Kal," she called to the gnome illusionist who led them, "do you have that vial of quicksilver we found above?"
"Certainly, my dear," the old gnome fished into one of the dozens of pockets which lined his robe. Under his breath he spoke a Word and the small vial with the rough stone cap appeared in his fist. "Here. What use do you see for it?"
"That cap," Gwen answered. She bent and held it near the small chip in the stone wall. "It matches..." she began to say but as she brought the vial within a foot of the wall it sprang from her hand like a steel needle to a loadstone.
The capped end fit perfectly and joined the stone block with a klick. The quicksilver immediately flowed along the joins between the stones in a silver-metal line which formed an arching door. Silently the wall opened slowly inward.
"What have we here?" Kal wondered aloud.
The small party of explorers entered the room beyond the secret doorway. Inside they found a long chamber lined with benches and peghooks on the walls above them. Heavy aprons of varying type were on the pegs mixed with strange hats and hoods, thick gloves and goggles, some with dark lenses, some green, yellow, red or even clear. Beneath the bench were boots of different size, but all with soles padded deeply with cork.
A large double-door was set into the far wall. It opened at a touch, in fact one door came slamming down off its hinges with a boom that made the entire party jump. Harold, their thief, looked back at the other with a sheepish grin, then moved inside the room now revealed.
It was a fairly large room, wide, but still longer than its width. Several lanterns were hanging from the ceiling, still shining forth with undimmed light from enchanted stones. The rest of the room was blackened by fire and layered with scattered debris. All except one small workbench against the far wall which appeared in the light to be untouched.
"Wait," whispered Kal holding the thief back, "could be a trap."
"One that has already gone off by the look of things," Harold replied.
Whatever had caused the destruction had happened long, long ago, but still the magic lights burned overhead in a few of the remaining lanterns. Harold crept about the room while the Cuthbertian priest chanted from the safety of the doorway. The grace of the Saint revealed no dangers while Harold's search found only slagged metal, some of it precious, fragments of gems and a large amount of soot stained shattered glass. The only whole object was a small rod of quicksilver held by a crystal vice.
"What is it?" Harold asked Kal who had come to stand beside him.
Kal reached beneath the collar of his robe and drew out a medallion, a small metal disc with a ruby at its center. He rubbed it between his palms as if to warm it. A red glow shone brightly for a moment, the bones of his hands suddenly visible beneath Kal's flesh, then faded quickly so that the tanned leather of the gnome's old skin hid the medallion once more in his hand. Sagging for a moment, then forcing his shoulders back, he held the medallion to his eye and gave a startled gasp. The disc fell from his fingers and dangled on its golden chain.
"Ahhh..." Kal uttered, "that is what it first looked like."
"What? What?" Harold asked in an excited voice, he had a sudden vision of gold coins pouring into his hands.
Kal's eyes were half-lidded and he looked a century older, but he smiled at the thief.
"A very powerful item indeed. It can become any small object the holder desires, enchanted or mundane. It appears unused, untouched, perhaps freshly created and abandoned here..." Kal trailed off and looked about him at the wreckage all around. "What, waste, what knowledge lost, what power in this room and gone..."
Harold grinned back. "How much do you think we can get for it?"
***
Anything Item (Revised)
Only discovered in its original form once in the annals of the wise ( a cylindrical bar two inches in diameter and one foot long. It is composed of an enchanted metal appearing to be quicksilver, but bitterly cold to the touch, with an uncomfortably slick texture).
If the command word is known it can instantly transform into any non-consumable small object either enchanted or mundane (though of limited duration, 1 use or 1 hour and neither relic or artifact) that the possessor has held before (i.e. the has once held a ring of free action but not a rod of lordly might, he can transform the anything into a duplicate of the ring, but not the rod).
If the item has a single use effect the Anything Item can be used for that one effect. If it has a permanent effect (such as a Helm of Underwater Action) that effect will last for 1 hour. (i.e. if changed into a +3 dagger, the +3 bonus would last for only 1 hour before becoming a dagger with no bonus at all). If commanded to become a mundane item it remains in that form until commanded to change.
The Anything Item can be changed into a specific form only once, then can never take that form again. It can be commanded to change only 3 times by an individual and will remain in the last shape it is commanded to duplicate till someone else takes over ownership and commands it to change once again. The object cannot be traded back and forth. Once it has been used by a new owner the old owner, even if only 1 change was commanded, has lost ownership of the item forever.
Powers
1. May transform into any non-consumable small object magical or mundane upon command.
2. The Anything Item radiates magic regardless of its shape or magical or non-magical abilities.
Limitations
1. Can only duplicate an object that has been previously held by current owner.
2. Can only perform a single magical effect of duplicated object
3. Enchantment disappears after one hour even if duplicated objects magical effect or ability has not been used (i.e. a Horn of Valhalla duplicated but not used becomes a mundane horn after 1 hour). A duplicated item with a permanent magical effect or bonus also becomes a mundane item after 1 hour.
4. No item can be duplicated twice. (i.e. If a previous owner changed the Anything Item into a Ring of Free Action it can never be changed again into a Ring of Free Action regardless of new ownership).
5. An individual can only command the Anything Item to change a maximum of 3 times. The next owner can command a change a maximum of 3 times and so on.
6. Once used ownership is established, but should a different individual take hold of the Anything Item and command a change then they are the new owner and the previous owner may never again command the item to change, though anyone may make use of the changed item (within the limitation of class restrictions) if given by the current owner or taken from them.
Saves As:
The Anything Item saves as Metal, Hard (+5) at all times and in any form. If damaged it turns into a small pool of quicksilver which evaporates in a single hour.
In the Greyhawk Campaign;
Only 7 of these Anything Items are known to exist. No mage claims the ability to construct these items.
It is said that in the dungeons beneath the ruins of the Mad Archmage's castle every item of magic and every spell can be found...
Anything Item
(Original Version):
Unearthed Arcana, Encyclopedia Magica Page #21
Somewhere between the third level below the lake of quicksilver and the gaping maw of living stone that was the entrance to the fourth the party found the workshop. The seven survivors of their party, which once numbered a dozen, found themselves on a wide landing in the middle of a broad set of stairs busily binding the wounds of those the archway had bitten when Gwen, a dwarven warrior-maiden noticed a chip on the wall. It was no more than the size of a pebble taken from the corner of a massive black near the bottom edge of the landing they rested upon.
"Kal," she called to the gnome illusionist who led them, "do you have that vial of quicksilver we found above?"
"Certainly, my dear," the old gnome fished into one of the dozens of pockets which lined his robe. Under his breath he spoke a Word and the small vial with the rough stone cap appeared in his fist. "Here. What use do you see for it?"
"That cap," Gwen answered. She bent and held it near the small chip in the stone wall. "It matches..." she began to say but as she brought the vial within a foot of the wall it sprang from her hand like a steel needle to a loadstone.
The capped end fit perfectly and joined the stone block with a klick. The quicksilver immediately flowed along the joins between the stones in a silver-metal line which formed an arching door. Silently the wall opened slowly inward.
"What have we here?" Kal wondered aloud.
The small party of explorers entered the room beyond the secret doorway. Inside they found a long chamber lined with benches and peghooks on the walls above them. Heavy aprons of varying type were on the pegs mixed with strange hats and hoods, thick gloves and goggles, some with dark lenses, some green, yellow, red or even clear. Beneath the bench were boots of different size, but all with soles padded deeply with cork.
A large double-door was set into the far wall. It opened at a touch, in fact one door came slamming down off its hinges with a boom that made the entire party jump. Harold, their thief, looked back at the other with a sheepish grin, then moved inside the room now revealed.
It was a fairly large room, wide, but still longer than its width. Several lanterns were hanging from the ceiling, still shining forth with undimmed light from enchanted stones. The rest of the room was blackened by fire and layered with scattered debris. All except one small workbench against the far wall which appeared in the light to be untouched.
"Wait," whispered Kal holding the thief back, "could be a trap."
"One that has already gone off by the look of things," Harold replied.
Whatever had caused the destruction had happened long, long ago, but still the magic lights burned overhead in a few of the remaining lanterns. Harold crept about the room while the Cuthbertian priest chanted from the safety of the doorway. The grace of the Saint revealed no dangers while Harold's search found only slagged metal, some of it precious, fragments of gems and a large amount of soot stained shattered glass. The only whole object was a small rod of quicksilver held by a crystal vice.
"What is it?" Harold asked Kal who had come to stand beside him.
Kal reached beneath the collar of his robe and drew out a medallion, a small metal disc with a ruby at its center. He rubbed it between his palms as if to warm it. A red glow shone brightly for a moment, the bones of his hands suddenly visible beneath Kal's flesh, then faded quickly so that the tanned leather of the gnome's old skin hid the medallion once more in his hand. Sagging for a moment, then forcing his shoulders back, he held the medallion to his eye and gave a startled gasp. The disc fell from his fingers and dangled on its golden chain.
"Ahhh..." Kal uttered, "that is what it first looked like."
"What? What?" Harold asked in an excited voice, he had a sudden vision of gold coins pouring into his hands.
Kal's eyes were half-lidded and he looked a century older, but he smiled at the thief.
"A very powerful item indeed. It can become any small object the holder desires, enchanted or mundane. It appears unused, untouched, perhaps freshly created and abandoned here..." Kal trailed off and looked about him at the wreckage all around. "What, waste, what knowledge lost, what power in this room and gone..."
Harold grinned back. "How much do you think we can get for it?"
***
Anything Item (Revised)
Only discovered in its original form once in the annals of the wise ( a cylindrical bar two inches in diameter and one foot long. It is composed of an enchanted metal appearing to be quicksilver, but bitterly cold to the touch, with an uncomfortably slick texture).
If the command word is known it can instantly transform into any non-consumable small object either enchanted or mundane (though of limited duration, 1 use or 1 hour and neither relic or artifact) that the possessor has held before (i.e. the has once held a ring of free action but not a rod of lordly might, he can transform the anything into a duplicate of the ring, but not the rod).
If the item has a single use effect the Anything Item can be used for that one effect. If it has a permanent effect (such as a Helm of Underwater Action) that effect will last for 1 hour. (i.e. if changed into a +3 dagger, the +3 bonus would last for only 1 hour before becoming a dagger with no bonus at all). If commanded to become a mundane item it remains in that form until commanded to change.
The Anything Item can be changed into a specific form only once, then can never take that form again. It can be commanded to change only 3 times by an individual and will remain in the last shape it is commanded to duplicate till someone else takes over ownership and commands it to change once again. The object cannot be traded back and forth. Once it has been used by a new owner the old owner, even if only 1 change was commanded, has lost ownership of the item forever.
Powers
1. May transform into any non-consumable small object magical or mundane upon command.
2. The Anything Item radiates magic regardless of its shape or magical or non-magical abilities.
Limitations
1. Can only duplicate an object that has been previously held by current owner.
2. Can only perform a single magical effect of duplicated object
3. Enchantment disappears after one hour even if duplicated objects magical effect or ability has not been used (i.e. a Horn of Valhalla duplicated but not used becomes a mundane horn after 1 hour). A duplicated item with a permanent magical effect or bonus also becomes a mundane item after 1 hour.
4. No item can be duplicated twice. (i.e. If a previous owner changed the Anything Item into a Ring of Free Action it can never be changed again into a Ring of Free Action regardless of new ownership).
5. An individual can only command the Anything Item to change a maximum of 3 times. The next owner can command a change a maximum of 3 times and so on.
6. Once used ownership is established, but should a different individual take hold of the Anything Item and command a change then they are the new owner and the previous owner may never again command the item to change, though anyone may make use of the changed item (within the limitation of class restrictions) if given by the current owner or taken from them.
Saves As:
The Anything Item saves as Metal, Hard (+5) at all times and in any form. If damaged it turns into a small pool of quicksilver which evaporates in a single hour.
In the Greyhawk Campaign;
Only 7 of these Anything Items are known to exist. No mage claims the ability to construct these items.
Subscribe to:
Comments (Atom)